1-24 Lightning Strikes, Stars Fall (Outpost VIII) w / GM Nomadical (Inactive)

Game Master Nomadical

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Vigilant Seal

HP: 87/87 | AC: 25 | F: +14 R: +15 W: +14 | Perc: +16 | Hero Point: 1 | Speed: 25 ft. | Exploration Mode: Stealth +18 (+20 for Init) | Active Conditions:

"We got ourselves a bunch of woodsmen out here!" Scratch grins at the group for a job well done, but then quickly turning to harvest some tasty treats from the fallen creature.

Survival DC20: 1d20 + 12 ⇒ (5) + 12 = 17

"Bah!"

He gathers up some local oily plants, ties them in a bundle and drags them behind himself to mask his scent.

Survival DC20: 1d20 + 12 ⇒ (15) + 12 = 27

Envoy's Alliance

male human rogue 6 | HP 80/80| AC 24 (25 w/shield) | F +11 R +12 W +11 | Perc +11 | Stealth +12 | speed 25 | ◆ | ◇ | ↺

Arcana (DC20): 1d20 + 8 ⇒ (12) + 8 = 20

Jaxon comes over to see what Lindevaile found inside the body. He squints at it, but then sees the remaining guts of the corpse. As the others examine the metal, the thug proceeds to pull some of the stinking guts from the body. When everyone realizes what he's doing, he just looks at them. "What? I know a guy...he pays good money for this stuff." He stuffs the guts into a sack.

Athletics: 1d20 + 15 ⇒ (1) + 15 = 16

Jaxon tries to overturn the earth to help hide their scents, but the stink of the guts coming from his hands and bag don't help.

Grand Lodge

Lost and Forgotten

Lindevaile and Jaxon extract all the valuable bits and pieces from the krooth carcass.

Scratch and Raphaelos do some good work on masking scents, but the scavengers Lindevaile and Jaxon can’t seem to cover it enough.

Zizarc and Lokaloka really at least need to try. You’re short 1 success and there are … ramifications … for not getting that last one:

Each PC can make 1 check from this list: DC 20 Athletics (turning earth to hide their scent), DC 20 Crafting (creating false trails for the krooths to follow), DC 20 Nature or Survival (to mask the PCs’ scent using natural resources), or any relevant Lore skill. PCs with wild empathy or similar abilities can attempt a DC 18 Diplomacy check instead.

Grand Archive

m CN half-drow Monk 5 | HP 73/73 | AC 25 | F +12 R +13 W+12 | Perc +12 | Low-Light & Darkvision | Stealth +14 | Speed 35' | HeroP 1/3

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

Zizarс gets to work, but towards the end he gets lazy and disappears somewhere at the last moment, almost finishing it.

Radiant Oath

"Pickle?" | 2396852-2009 | CG Female Unbreakable Goblin Bard Lvl 6 | Champion Dedication | Musical Prodigy | Hero Points: 1/3 | HP 70/70 | AC 23 (24 w/shield) | F/R/W 12/13/11 | Perc +11 Darkvision | Spell Attack: +12 | 25 feet | Class DC 22 | Exploration Activity: Avoid Notice | Performance (Virtuosic Performer): +15 | ◆◇↺ | Spells: -/3/3/3 | Focus Points: 2/2 |

Nature: 1d20 + 8 ⇒ (2) + 8 = 10
Nature, HP, T-Shirt: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28

Lokaloka takes her pickle jar and drenches herself with the brine...

Grand Lodge

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Lost and Forgotten

Unsurprisingly, Lokaloka dousing herself in pickle brine washes away any and all other scents. And that of the party, the caravan, and all the horses, too. Two days later, Scratch notices markings in the trail that indicate a krooth had been following the caravan, likely planning to attack, but that it seemed to have lost the scent and left the caravan unmolested.

As you continue toward Torch, you later spot a herd of axe beaks in the distance. These wild birds avoid contact with humanoids; though you do notice that several of them breathe fire, spit acid, or change colors - behaviors not normally associated with axe beaks

DC 20 Arcana, Crafting, or Engineering:
You recognize the signs of mutations caused by the Numerian technology spread throughout the land.

Shortly thereafter, a few miles before reaching the town of Torch, you come across a large plain where a warm mist hangs over the muddy earth. These are the Steaming Fields on your map. You must find a safe route across them without getting scorched while simultaneously mapping the route for the caravan to follow. Alternately, you could choose to travel around the steaming fields, adding another 20 miles to the caravan’s path to the town of Torch.

To cross the steaming fields, you must move in a way to avoid releasing the high-pressured steam that lurks just underfoot.

Each PC can attempt a single skill check from the following list: Acrobatics (to step carefully), Crafting (to create tools, boots, or a system of conveyance that avoids putting additional pressure on the steam), Scouting Lore (to find a safe path), Survival (to protect themselves from high-pressured steam), Perception (to observe areas with fewer steam vents), or any other relevant Lore skill. The DC for all checks is 18.

You need 3 party successes to get across the steaming fields, or you’ll be forced to divert around them.

Envoy's Alliance

male human rogue 6 | HP 80/80| AC 24 (25 w/shield) | F +11 R +12 W +11 | Perc +11 | Stealth +12 | speed 25 | ◆ | ◇ | ↺

Arcana: 1d20 + 8 ⇒ (8) + 8 = 16

Perception: 1d20 + 11 ⇒ (20) + 11 = 31

"I think I see a possible way across." Jaxon points out some areas with less of the dangerous vents.

Radiant Oath

Female Elf Sorcerer 6 | Speed 35 ft. (45ft)| AC 22 (23 with shield)| hp 38/54 | Fort +12, Ref +11 Will +11 | Percep +9 Focus 1/2 | Spells, 1st: 3/4, 2nd: 3/4, 3rd: 1/4 Hero: 2 | Conditions: Haste, Tailwind, Elemental Motion, Musical Accompaniment | Exploration: Cast Cantrip (Musical Accompaniment)

Lindevaile Tindome watches the axe beaks, but is equally interested in the normal ones: "That one is using its fire to get food, oh and look! That one is using its beak!"

When they arrive at the Steaming Fields, she quickly states: "Wind with water, I'll just fly over it". She starts to get ready, then remembers: "But the caravan can't fly? I guess I'll have to test where it feels sturdiest." She starts hopping with her long legs around where Jaxon shows. "Hop hop hop... I did something like this in Bhopan, there were a lot more plants there, I got my legs tangled."

Acrobatics: 1d20 + 14 ⇒ (2) + 14 = 16

Her foot sinks into a soft spot in the muddy ground. "Not sturdy here!" she declares, still in good spirits.

It's not a crit failure, I'll save hero points for those.

Grand Archive

m CN half-drow Monk 5 | HP 73/73 | AC 25 | F +12 R +13 W+12 | Perc +12 | Low-Light & Darkvision | Stealth +14 | Speed 35' | HeroP 1/3

Perception: 1d20 + 12 ⇒ (16) + 12 = 28

Yes. We'll go there, and then over there. Zizarc appears behind your back as if from nowhere and points his finger at a couple of dry places.

looks like 4 four successes

Vigilant Seal

HP: 87/87 | AC: 25 | F: +14 R: +15 W: +14 | Perc: +16 | Hero Point: 1 | Speed: 25 ft. | Exploration Mode: Stealth +18 (+20 for Init) | Active Conditions:

Expert Crafting vs DC20: 1d20 + 12 ⇒ (6) + 12 = 18

Scratch's gaze lingers on the axebeaks for a bit but its hard to tell if he's hungry or curious. Either way he doesn't pipe in with any particularly useful information. "This place is pretty crazy, reminds me of home!" He continues the scouting mission.

---

"Ahh the Steam Fields. Lotta potential here.. you'd be surprised how far along steam technology has come back home. Lemme show you guys a thing or three about steam and gunpowder..." As the group maps out the caravan route Scratch identifies a difficult area near the flat plains Jaxon and Zizarc point out.

"If we vent enough steam outta there it should be safe for the wagons to cross.. at least for a bit." He says with confidence, all the while pulling bundles of vials wrapped in powder from his belt. He scans the area and buries the charges in precise locations before clearing out and hollering "Fire in yer hole!"

KABLOOOOEY!

Mud and rubble, followed by a big blast of steam flies up in the air, along with a toothy grin from Scratch. Damn that never gets old.

Master Explosives Lore: 1d20 + 14 ⇒ (18) + 14 = 32

Its not a straight connection, but I found it a reasonable RP solution and fun, using the following ability tied with his knowledge of explosives.. sort of like blasting to stabilize terrain.

Set Explosives:

◆◆ Set Explosives: (concentrate) Requirements You have 1 or 2 bombs in hand; Effect You attach the bombs to an inanimate object within your reach, such as a door, wall, or column, and rig them to detonate at a set time. The bombs explode at a specific time you determine (such as after your next action or at the start of your next turn, to a maximum of 1 minute), dealing their damage and splash damage to the inanimate object. Combine this damage for the purpose of resistances and weaknesses, and this damage ignores an amount of the object's Hardness equal to your level. Any creatures adjacent to the hazard take the bombs' splash damage, also combined for the purpose of resistances and weaknesses. As a reminder, since you didn't throw the bombs, Calculated Splash and similar effects don't apply. Making sure your timing is correct requires concentration, so you can't Set Explosives again while you're waiting for a previously set bomb to detonate. *Uses my two Moderate Alchemist's Fires*

Grand Lodge

Lost and Forgotten

Jaxon and Zizarc easily plot a safe course - this hazard isn’t so hard to get across for experienced and lucky Pathfinders. Lindevaile finds … a good spot for Scratch to set some explosives. As the mud and steam settle following the blast, it’s obvious that a perfectly safe route has been found!

Nicely done, and a grand finish from Scratch!

A day later, you reach the large town of Torch, where you can take some time to rest and resupply, if needed. Here, you are able to shop for magical items up to 5th level and alchemical items up to 8th level. Looking at your maps and notes, it seems that you are on track to make good time to the Gorum Pots if you spend the day here.

One of the locals suggests to the well-armed adventurers (that’d be you), that they check out the wares of a local smith, a human man named Khonnir Baine. Doing so, you discover that he has a single chunk of adamantine for sale. Though the price is an exorbitant 500 gp, he says such things are not quite as rare here as they are elsewhere. He assures you that if you return at some time in the future, he’s still likely to have some. While his crafting schedule is currently full, he offers to give any of you that are interested a lesson in how to craft adamantine bucklers and shields, for a special price of 50 gp per formula.

Anyone interested in taking some time to chat with the locals about current events can also do so.

I would take a check to Gather Information if you wish to do so.

Radiant Oath

Female Elf Sorcerer 6 | Speed 35 ft. (45ft)| AC 22 (23 with shield)| hp 38/54 | Fort +12, Ref +11 Will +11 | Percep +9 Focus 1/2 | Spells, 1st: 3/4, 2nd: 3/4, 3rd: 1/4 Hero: 2 | Conditions: Haste, Tailwind, Elemental Motion, Musical Accompaniment | Exploration: Cast Cantrip (Musical Accompaniment)

Lindevaile Tindome goes to see the town, and buy some more rations for herself. "I was prepared for the trip, but I gave some to Krooths as they were thirsty. One that had joined the earth had had a device with blue on it. We saw also a group of birds where fire, beak and acid versions ran together. And the steam field was exciting! It is so nice here, lots of open air and oneness with the nature", she chatters about her experiences on the trip to encourage the locals to open up.

Ah this can give wrong information so it's secret. +12 Diplomacy.

Envoy's Alliance

male human rogue 6 | HP 80/80| AC 24 (25 w/shield) | F +11 R +12 W +11 | Perc +11 | Stealth +12 | speed 25 | ◆ | ◇ | ↺

Jaxon tries to find some guards after they've come off of their shift to see what they might know.

Diplomacy +10

Vigilant Seal

HP: 87/87 | AC: 25 | F: +14 R: +15 W: +14 | Perc: +16 | Hero Point: 1 | Speed: 25 ft. | Exploration Mode: Stealth +18 (+20 for Init) | Active Conditions:

I hate it when a post gets eaten by a crashing paizo...

Scratch celebrates the explosion with hoots and hollers, even kicking his old feet up and clacking them together. "Ain't nothin' you can't fix with a bit of explosives and gunpowder I tell ya."

---

Scratch oogles the adamantine but alas cannot afford such a treasure, he does ask to hold it, laying his head on the cold black ingot and offering a silent prayer. Nice bit of RP flavor there, love it.

---

Scratch tours the town and pairs up with someone for their safety, pointing out any and every bar and tavern they pass by "Stop by for a little drink maybe? A bite to eat?" Subsist via Forager Feat, but in a more urban setting for fun!

Trained Survival: 1d20 + 12 ⇒ (4) + 12 = 16

Radiant Oath

[S01-24] [R] Male Tian-Dan Human Oracle of Life 6 / Medic | Once Bitten | HP 68/68 w Toughness (restoring 1 HP/min), AC 23 w +1 Studded Leather Armor (24 w Shield raised), Fortitude* +9, Reflex* +10, Will** +14, Perception* +12, Stealth +2 | Speed 25 ft. | Exploration Activity Search | Active Conditions Void Resistance 1 | ◆◇↺

Raph spends time in one of the closest apothecary to look for herbs. He also uses the time he has to mingle with the locals and know what is new in town.

Diplomacy +13 to Gather Information

Grand Lodge

Lost and Forgotten

Hmmm, What do we hear? : 3d20 ⇒ (20, 4, 14) = 38 Applied in the order posted above.

Raph hears from an apothecary that remnants of the Technic League have been seen in the area causing trouble. One gang, the Blue Streaks, was there a few days ago purchasing supplies and harassing the town’s citizens.

The guards don’t seem to want to talk much with Jaxon after one of them spots his prison tats.

Lindevaile hears from one of the random townsfolk that she peppers with random facts that a gnome with bright blue, lightning-shaped streaks in his hair was asking about caravans coming through this area, specifically about Pathfinders.

The Party all gain a +2 circumstance bonus to initiative rolls in an upcoming encounter. Oh, wait, that’s the next post. Standby….

Grand Lodge

Lost and Forgotten

One day after leaving Torch, you encounter a flatter section of land among the foothills where pools of liquid have gathered and stagnated. The road winds through the foothills before opening into a wide valley. Here pools of greenish liquid sit, stagnant, with rainbow colored swirls shimmering across the surface. The acrid smell of sulfur fills the air, leaving a tangy putrescence on the tongue. Spider-like metal sculptures covered in mold and rust emerge from the pools in a hideous mockery of flora.

Initiative:

Snipers: 1d20 + 14 ⇒ (16) + 14 = 30

Jaxon Stealth: 1d20 + 12 + 2 ⇒ (15) + 12 + 2 = 29
Lindevaile: 1d20 + 9 + 2 ⇒ (13) + 9 + 2 = 24
Lokaloka: 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15
Raph: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33
Scratch: 1d20 + 16 + 2 ⇒ (15) + 16 + 2 = 33
Zizarc (Stealth): 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25

As you round a bend and see a fallen tree laying across the path, Scratch and Raph spot something else more ominous just beyond. Atop a muddy rise lies a green camo sniper’s blind and several metallic tubes jut forth - aimed at you! They also note that the tree laying across the path is just high enough to provide cover for anyone on the east side of it.

Round 1
The Acid Swamp
Conditions: none.
BOLD May Act

Raph
Scratch

Snipers

Jaxon
Zizarc
Lindevaile
Lokaloka

The Brown trail area is lightly muddy and slippery. It is not difficult terrain, but does impose a -2 circumstance penalty to Acrobatics and Athletics checks. The green areas are shallow pools of acid, generally several inches deep. You can reasonably assume that moving into or through them will cause acid damage. The fallen tree at mid-map can provide cover to Medium creatures or Greater Cover to Smalls. The depicted bushes do not provide cover.

Vigilant Seal

HP: 87/87 | AC: 25 | F: +14 R: +15 W: +14 | Perc: +16 | Hero Point: 1 | Speed: 25 ft. | Exploration Mode: Stealth +18 (+20 for Init) | Active Conditions:

"Umm, not good, heading to the log to get set up!"

Scratch whispers before ◆◆ pulling his hood over his head and... disappearing from view? His ◆ footprints in the muddy road head south towards the log.

Cloak:

Cloak of Illusions (Elvenkind): Item 7+: Invested Magical: Source GM Core pg. 287: Usage worn cloak; Bulk L
This cloak flows, covering and concealing the wearer's body. The cloak allows you to cast figment as an occult innate cantrip. Although naturally a dull gray, while invested the cloak picks up colors and patterns from its surroundings, granting a +1 item bonus to Stealth checks.
Activate—Draw Hood [two-actions] (manipulate); Frequency once per day; Effect You draw the hood up and gain the effects of invisibility, with the spell's normal duration or until you pull the hood back down, whichever comes first. While you are invisible, your figment innate cantrip gains the subtle trait, concealing the observable effects of your spellcasting.

Radiant Oath

[S01-24] [R] Male Tian-Dan Human Oracle of Life 6 / Medic | Once Bitten | HP 68/68 w Toughness (restoring 1 HP/min), AC 23 w +1 Studded Leather Armor (24 w Shield raised), Fortitude* +9, Reflex* +10, Will** +14, Perception* +12, Stealth +2 | Speed 25 ft. | Exploration Activity Search | Active Conditions Void Resistance 1 | ◆◇↺

Raph discreetly relays the information and summons a zombie brute close to the edge of the pool of acid to give them cover from those snipers while the others make their move.

◆◆◆ Summon Undead, Zombie Brute

Grand Lodge

Lost and Forgotten

Scratch fades from view leaving only footprints in the mud. Raph summons a friend to block fire from the snipers, who indeed begin shooting just after the zombie appears. Its leg begin to sizzle as the acid puddle eats away at the undead flesh.
Acid: 1d6 ⇒ 6

Whom?: 5d6 ⇒ (4, 1, 6, 4, 5) = 20
NW to SE-ish: 1=Raph, 2=Lindevaile, 3=Lokaloka, 4=Brute, 5=Jazon, 6=Zizarc
Resolved below in order of the rolls above.

Gun v Brute: 1d20 + 14 ⇒ (18) + 14 = 32
Damage, P, Precision Edge: 1d10 + 5 + 1d8 ⇒ (8) + 5 + (2) = 15

Gun v Raph: 1d20 + 14 ⇒ (8) + 14 = 22
Damage, P, Precision Edge: 1d10 + 5 + 1d8 ⇒ (2) + 5 + (1) = 8

Gun v Zizarc: 1d20 + 14 ⇒ (3) + 14 = 17
Damage, P, Precision Edge: 1d10 + 5 + 1d8 ⇒ (4) + 5 + (8) = 17

Gun v Brute: 1d20 + 14 ⇒ (5) + 14 = 19
Damage, P, Precision Edge: 1d10 + 5 + 1d8 ⇒ (2) + 5 + (5) = 12

Gun v Jaxon: 1d20 + 14 ⇒ (14) + 14 = 28
Damage, P, Precision Edge: 1d10 + 5 + 1d8 ⇒ (2) + 5 + (7) = 14

Five shots are heard, though they sound more like “zhips” than the gunpowder-fueled gunshots you’ve heard before.

The first bullet head shots the rot(ten) melon of the zombie before a second round punches through its empty belly. But, hey, that’s what it’s here for. The snipers miss both Raph and Zizarc, but the last round finds Jaxon’s arm and puts a neat cut right through one of his arm tats.

Meanwhile, as he passes the bush to his right, Scratch notices something odd about it. It seems that this one is a bit different from most of the others. It’s as if it has been infused with a strange techno-organic virus and appears to be searching for something, as if waiting for someone or something to move. But it doesn’t seem to have sensed Scratch, and since the zombie didn’t actually move, it seems not to have triggered the bush’s reaction either.

Round 1
The Acid Swamp
Conditions: none.
BOLD May Act

Raph
Brute (-48)
Scratch (invisible)

Snipers

Jaxon (-14)
Zizarc
Lindelaile
Lokaloka

The Brown trail area is lightly muddy and slippery. It is not difficult terrain, but does impose a -2 circumstance penalty to Acrobatics and Athletics checks. The green areas are shallow pools of acid, generally several inches deep. You can reasonably assume that moving into or through them will cause acid damage. The fallen tree at mid-map can provide cover to Medium creatures or Greater Cover to Smalls. The depicted bushes do not provide cover.

@Scratch: I changed the opacity on your token to 25% to distinguish it as invisible.

Radiant Oath

Female Elf Sorcerer 6 | Speed 35 ft. (45ft)| AC 22 (23 with shield)| hp 38/54 | Fort +12, Ref +11 Will +11 | Percep +9 Focus 1/2 | Spells, 1st: 3/4, 2nd: 3/4, 3rd: 1/4 Hero: 2 | Conditions: Haste, Tailwind, Elemental Motion, Musical Accompaniment | Exploration: Cast Cantrip (Musical Accompaniment)

They just acted? Shouldn't it be the rest of us now?

Grand Lodge

Lost and Forgotten
Lindevaile Tindome wrote:
They just acted? Shouldn't it be the rest of us now?

Yes, yes, it should. (Doh!) BOLD May Act.

Round 1
The Acid Swamp
Conditions: none.
BOLD May Act

Raph
Brute (-48)
Scratch (invisible)

Snipers

Jaxon (-14)
Zizarc
Lindelaile
Lokaloka

The Brown trail area is lightly muddy and slippery. It is not difficult terrain, but does impose a -2 circumstance penalty to Acrobatics and Athletics checks. The green areas are shallow pools of acid, generally several inches deep. You can reasonably assume that moving into or through them will cause acid damage. The fallen tree at mid-map can provide cover to Medium creatures or Greater Cover to Smalls. The depicted bushes do not provide cover.

@Scratch: I changed the opacity on your token to 25% to distinguish it as invisible.

Radiant Oath

Female Elf Sorcerer 6 | Speed 35 ft. (45ft)| AC 22 (23 with shield)| hp 38/54 | Fort +12, Ref +11 Will +11 | Percep +9 Focus 1/2 | Spells, 1st: 3/4, 2nd: 3/4, 3rd: 1/4 Hero: 2 | Conditions: Haste, Tailwind, Elemental Motion, Musical Accompaniment | Exploration: Cast Cantrip (Musical Accompaniment)

Lindevaile Tindome dances a gesture, pointing with both arms at the log and drawing a horizontal arc from there to the north, several times with increasing speed and calls her blood: "Sûlramba!".

"We should be safe here and just beyond the log now. Farthest log is for Scratch", she instructs her companions.

◆◆◆ Wall of Wind. Plotted on map. I don't know if it is visible to the enemies or not as it "Does not hamper sight"?

Envoy's Alliance

male human rogue 6 | HP 80/80| AC 24 (25 w/shield) | F +11 R +12 W +11 | Perc +11 | Stealth +12 | speed 25 | ◆ | ◇ | ↺

Oof, I think I'm the triggerman.

"We can't sit here! Go, Go!" Jaxon rushes forward, past where Scratch disappeared, making a beeline for the fallen log.

I suspect I'll be interrupted as I do this, but:
◆ Move
◆ Move
Take cover behind the log

Grand Lodge

Lost and Forgotten

Lindevaile calls forth the winds to hamper the snipers. If she could hear them, she’d likely blush at the curses they’re muttering. Jaxon hustles forward, and as he does so the bush next to the invisible dwarf lashes out at him!

↺branch: 1d20 + 12 ⇒ (10) + 12 = 22
Damage, S: 2d6 ⇒ (1, 3) = 4

But it misses. The big man keeps moving, staying low and dropping into cover behind the log. He and Scratch hear several of the bushes make spitting sounds, but nothing further happens.

Round 1
The Acid Swamp
Conditions: none.
BOLD May Act

Raph
Brute (-48)
Scratch (invisible)

Snipers

Lindelaile
Jaxon (-14)

Hazard

Zizarc
Lokaloka

The Brown trail area is lightly muddy and slippery. It is not difficult terrain, but does impose a -2 circumstance penalty to Acrobatics and Athletics checks. The green areas are shallow pools of acid, generally several inches deep. You can reasonably assume that moving into or through them will cause acid damage. The fallen tree at mid-map can provide cover to Medium creatures or Greater Cover to Smalls. The depicted bushes do not provide cover.

@Scratch: I changed the opacity on your token to 25% to distinguish it as invisible.

Radiant Oath

"Pickle?" | 2396852-2009 | CG Female Unbreakable Goblin Bard Lvl 6 | Champion Dedication | Musical Prodigy | Hero Points: 1/3 | HP 70/70 | AC 23 (24 w/shield) | F/R/W 12/13/11 | Perc +11 Darkvision | Spell Attack: +12 | 25 feet | Class DC 22 | Exploration Activity: Avoid Notice | Performance (Virtuosic Performer): +15 | ◆◇↺ | Spells: -/3/3/3 | Focus Points: 2/2 |

Lokaloka moves out, trying to get a better position. She moves past Scratch and summons her pickle shield.

◆◆ Stride x2
◆ Shield

Grand Archive

m CN half-drow Monk 5 | HP 73/73 | AC 25 | F +12 R +13 W+12 | Perc +12 | Low-Light & Darkvision | Stealth +14 | Speed 35' | HeroP 1/3

A lot happened in front of Zaizarc's eyes in those few seconds. He nods to himself as Reacher runs forward and takes cover from the shooter. Before the half-drow can repeat this action, a barely noticeable wall of air appears between him and the shooter. Great. Zaizarc gets into the tiger's stance and rushes forward with soft, big leaps.

◆ Tiger Stance ◆◆ Stride x2

Grand Lodge

Lost and Forgotten

Lokaloka and Zizarc maneuver forward through the mud. Scratch takes a quick glance at the bush that popped off at Jaxon. He realizes that it has a techno-organic pump and even a couple of gears linking fluid sacs and sprayers together. He’s pretty sure he could collapse the acid pump with a few seconds' work to disable it.

I’m giving that to Scratch because a) he’s standing next to it and witnessed its attack on Jaxon, and 2) he’s trained in Engineering Lore, which is one of the skills - along with Thievery - for Disabling a bush as a 2-action activity.

Round 2
The Acid Swamp
Conditions: none.
BOLD May Act

Raph
Brute (-48, standing in acid pool)
Scratch (invisible)

Snipers

Lindelaile
Jaxon (-14)

Bushes

Zizarc
Lokaloka

The Brown trail area is lightly muddy and slippery. It is not difficult terrain, but does impose a -2 circumstance penalty to Acrobatics and Athletics checks. The green areas are shallow pools of acid, generally several inches deep. You can reasonably assume that moving into or through them will cause acid damage. The fallen tree at mid-map can provide cover to Medium creatures or Greater Cover to Smalls. The depicted bushes do not provide cover.

@Scratch: I changed the opacity on your token to 25% to distinguish it as invisible.

Radiant Oath

[S01-24] [R] Male Tian-Dan Human Oracle of Life 6 / Medic | Once Bitten | HP 68/68 w Toughness (restoring 1 HP/min), AC 23 w +1 Studded Leather Armor (24 w Shield raised), Fortitude* +9, Reflex* +10, Will** +14, Perception* +12, Stealth +2 | Speed 25 ft. | Exploration Activity Search | Active Conditions Void Resistance 1 | ◆◇↺

Raph commands his zombie brute to move out of the acid pool. He also moves to go behind his zombie as his meat shield.

"Thanks for making yourself useful in this situation." he murmurs under his breath, but he is just talking to himself while awaiting plan from others, now that they have somewhat determined what they are dealing with.

◆ Sustain Spell
◆ Stride
◆ Stride

Vigilant Seal

HP: 87/87 | AC: 25 | F: +14 R: +15 W: +14 | Perc: +16 | Hero Point: 1 | Speed: 25 ft. | Exploration Mode: Stealth +18 (+20 for Init) | Active Conditions:

If disabling the bush doesn't count as a hostile action and break invisibility I'll do that, if it would break invis then I'll continue on my way to the log.

If Disable doesn't break Invis:

◆◆ Engineering Lore: 1d20 + 10 ⇒ (7) + 10 = 17

Scratch tries severing the fluid sac from the pump before continuing towards the log.

If Disable DOES break Invis:

Scratch sees the snipers as the primary threat (well duh, he's met himself..), and ◆◆ continues down the path to the log and ◆ draws out an alchemist's fire.

"Right next to you Jaxon, lighting that nest up in a jiffy."

Grand Lodge

Lost and Forgotten

Scratch reaches into the bush’s interior and fiddles with the pump, but in the rush he can’t quite turn the thing off. Rather than waste any more time on it, he continues moving forward while looking down to confirm that yes, he is still invisible. Raph and the Brute move along the path, surely drawing the attention of the snipers.

Whom?: 5d6 ⇒ (3, 6, 5, 3, 6) = 23
N to SW-ish: 1=Lindevaile, 2=Lokaloka, 3=Brute, 5=Zizarc, 6=Jazon,
Resolved below in order of the rolls above.

The first three shots go into Lindevaile’s wall of wind, the bullets flying off into the sky or embedding themselves in trees and bushes. The last two snipers fire from the southern end of their blind with line of sight at their targets.

Gun v Brute: 1d20 + 14 ⇒ (16) + 14 = 30
Damage, P, Precision Edge: 1d10 + 5 + 1d8 ⇒ (5) + 5 + (8) = 18

Gun v Jaxon: 1d20 + 14 ⇒ (20) + 14 = 34
Damage, P, Precision Edge: 1d10 + 5 + 1d8 ⇒ (2) + 5 + (4) = 11

The fourth sniper’s bullet goes straight through the soft head of the zombie, exploding it like an overripe melon. The second manages to not only hit Jaxon, but put a through-and-through wound in his arm!

Round 2
The Acid Swamp
Conditions: none.
BOLD May Act

Raph
Brute
Scratch (invisible)

Snipers

Lindelaile
Jaxon (-36)

Bushes

Zizarc
Lokaloka (shield)

The Brown trail area is lightly muddy and slippery. It is not difficult terrain, but does impose a -2 circumstance penalty to Acrobatics and Athletics checks. The green areas are shallow pools of acid, generally several inches deep. You can reasonably assume that moving into or through them will cause acid damage. The fallen tree at mid-map can provide cover to Medium creatures or Greater Cover to Smalls. The depicted bushes do not provide cover.

@Scratch: I don’t think it’s a hostile action to attempt to disable a Hazard. Picking a Lock would not be, plus the Hazard is not an enemy per se. I think if you attempted to Strike it with a warhammer, then yes, that would be a hostile act. So, invisibility remains intact.

Engineering Lore or Thievery as a 2-action activity to Disable a bush.

Radiant Oath

Female Elf Sorcerer 6 | Speed 35 ft. (45ft)| AC 22 (23 with shield)| hp 38/54 | Fort +12, Ref +11 Will +11 | Percep +9 Focus 1/2 | Spells, 1st: 3/4, 2nd: 3/4, 3rd: 1/4 Hero: 2 | Conditions: Haste, Tailwind, Elemental Motion, Musical Accompaniment | Exploration: Cast Cantrip (Musical Accompaniment)

"'Wilvera'" Lindevaile Tindome calls and floats above the acid pool toward the enemy, behind the protection of her wall.

◆◆ Cast Elemental Motion
Stride (fly)

Envoy's Alliance

male human rogue 6 | HP 80/80| AC 24 (25 w/shield) | F +11 R +12 W +11 | Perc +11 | Stealth +12 | speed 25 | ◆ | ◇ | ↺

"G&#^@ motherf%+@ing s^@#!" Jaxon swears as he's punctured and leaking like a sieve. He hauls himself over the log and behind the protective wind wall. The thug reaches into the nearby bush and just yanks out some of the mechanism.

Thievery: 1d20 + 12 ⇒ (16) + 12 = 28

◆ Move
◆◆ Disable bush

Grand Lodge

Lost and Forgotten

The Mistress of Air begins flying and rises gracefully above the toxic acid swamp. Jaxon lets loose a blue streak before pulping the acid pump in the nearest bush. Success!

Whom?: 2d3 ⇒ (3, 2) = 5
E to W-ish: 1=Raph, 2=Lokaloka, 3=Zizarc
Resolved below in order of the rolls above.

The two bushes that remain close enough to any of the adventurers suddenly spit acid.

Spit at Zizarc by Bush 1: 1d20 + 12 ⇒ (15) + 12 = 27
Damage, acid: 2d6 + 6 ⇒ (4, 6) + 6 = 16

Spit at Lokaloka by Bush 2: 1d20 + 12 ⇒ (11) + 12 = 23
Damage, acid: 2d6 + 6 ⇒ (4, 4) + 6 = 14

The bushes spray both Zizarc and Lokaloka with burning fluids, just barely hitting the little bard even in spite of her shield spell. Just to the south, you notice another bush angling its thorny spines at you, but it appears that it is too far away to be able to hit anyone.

Round 2
The Acid Swamp
Conditions: none.
BOLD May Act

Raph
Brute
Scratch (invisible)

Snipers

Lindelaile (flying, +10 feet)
Jaxon (-36)

Bushes

Zizarc (-16)
Lokaloka (-14, shield)

The Brown trail area is lightly muddy and slippery. It is not difficult terrain, but does impose a -2 circumstance penalty to Acrobatics and Athletics checks. The green areas are shallow pools of acid, generally several inches deep. You can reasonably assume that moving into or through them will cause acid damage. The fallen tree at mid-map can provide cover to Medium creatures or Greater Cover to Smalls. The depicted bushes do not provide cover.

@Scratch: I don’t think it’s a hostile action to attempt to disable a Hazard. Picking a Lock would not be, plus the Hazard is not an enemy per se. I think if you attempted to Strike it with a warhammer, then yes, that would be a hostile act. So, invisibility remains intact.

Engineering Lore or Thievery as a 2-action activity to Disable a bush.

Radiant Oath

"Pickle?" | 2396852-2009 | CG Female Unbreakable Goblin Bard Lvl 6 | Champion Dedication | Musical Prodigy | Hero Points: 1/3 | HP 70/70 | AC 23 (24 w/shield) | F/R/W 12/13/11 | Perc +11 Darkvision | Spell Attack: +12 | 25 feet | Class DC 22 | Exploration Activity: Avoid Notice | Performance (Virtuosic Performer): +15 | ◆◇↺ | Spells: -/3/3/3 | Focus Points: 2/2 |

Lokaloka yelps in pain. She moves to one of the bushes and attempts to disable it.

Thievery(T): 1d20 + 10 ⇒ (14) + 10 = 24

◆ Stride
◆◆ Disable attempt

I'm assuming the red clouds are the hazard bushes

Grand Lodge

Lost and Forgotten

Yes, sorry. Red clouds are Active Hazard Bushes. Green clouds are disabled bushes.

Lokaloka finds it fairly easy to twist off the acid-pump at the stem. Whether she adds the remaining techno-organic acid into her pickle brine is anyone's guess.

Success, and Bush #1 is now disabled. 

Radiant Oath

"Pickle?" | 2396852-2009 | CG Female Unbreakable Goblin Bard Lvl 6 | Champion Dedication | Musical Prodigy | Hero Points: 1/3 | HP 70/70 | AC 23 (24 w/shield) | F/R/W 12/13/11 | Perc +11 Darkvision | Spell Attack: +12 | 25 feet | Class DC 22 | Exploration Activity: Avoid Notice | Performance (Virtuosic Performer): +15 | ◆◇↺ | Spells: -/3/3/3 | Focus Points: 2/2 |

Lokaloka sniffs at the acid from the pump she's holding. "Hmm... this interesting smell. Wonder if it taste good..." She drops the thing into her pickle jar.

I didn't even think of that!

Grand Archive

m CN half-drow Monk 5 | HP 73/73 | AC 25 | F +12 R +13 W+12 | Perc +12 | Low-Light & Darkvision | Stealth +14 | Speed 35' | HeroP 1/3

Hm. My deft hands might come in handy there... Zizarc rushes back a bit, towards another bush.

◆ Stride ◆◆ Disable bush #2

Thievery: 1d20 + 11 ⇒ (17) + 11 = 28

Grand Lodge

Lost and Forgotten

Zizarc snips off the bush’s acid pump without a second thought. Easy peasy.

I just realized I’ve been running them slightly wrong. Each bush should be taking its melee strike reaction whenever “a creature moves into a square adjacent to a bush.” Thus Jaxon should have gotten attacked by the one inside the wind wall, and Lokaloka and Zizarc should have been attacked by #1 and #2 respectively. I’m not going to retcon those attacks; instead I’ll just call them all misses. But now you know that to get into position to disable it, you will have to accept a strike reaction.

Round 3
The Acid Swamp
Conditions: none.
BOLD May Act

Raph
Brute
Scratch (invisible)

Snipers

Lindelaile (flying, +10 feet)
Jaxon (-36)

Bushes

Zizarc (-16)
Lokaloka (-14, shield)

The Brown trail area is lightly muddy and slippery. It is not difficult terrain, but does impose a -2 circumstance penalty to Acrobatics and Athletics checks. The green areas are shallow pools of acid, generally several inches deep. You can reasonably assume that moving into or through them will cause acid damage. The fallen tree at mid-map can provide cover to Medium creatures or Greater Cover to Smalls. The depicted bushes do not provide cover.

Engineering Lore or Thievery as a 2-action activity to Disable a bush.

Vigilant Seal

HP: 87/87 | AC: 25 | F: +14 R: +15 W: +14 | Perc: +16 | Hero Point: 1 | Speed: 25 ft. | Exploration Mode: Stealth +18 (+20 for Init) | Active Conditions:

Scratch finally ◆ hustles down into position next to the log, his feet covered in mud that he barely notices. He ◆ pulls out a 'not so patented' firebomb from his belt and heaves it grenade style at the camo hut housing the snipers. Its kind of a long shot but he hopes his aim is fair enough to light it up.

"FIRE IN YER HOLE!" He hollers as he lets it fly.

◆ Moderate Alchemist's Fire, Range Penalty: 1d20 + 16 - 8 ⇒ (4) + 16 - 8 = 12

Hero Point: ◆ Moderate Alchemist's Fire, Range Penalty: 1d20 + 16 - 8 ⇒ (12) + 16 - 8 = 20
Damage (Fire, Splash 2, Persistent 2): 2d8 + 4 ⇒ (5, 4) + 4 = 13

Grand Lodge

Lost and Forgotten

Waiting for Raph.

Radiant Oath

[S01-24] [R] Male Tian-Dan Human Oracle of Life 6 / Medic | Once Bitten | HP 68/68 w Toughness (restoring 1 HP/min), AC 23 w +1 Studded Leather Armor (24 w Shield raised), Fortitude* +9, Reflex* +10, Will** +14, Perception* +12, Stealth +2 | Speed 25 ft. | Exploration Activity Search | Active Conditions Void Resistance 1 | ◆◇↺

Raph runs toward the log. He then links his life to Jaxon, giving him some vitality. He then drops prone to the ground.

◆ Stride
Life Link, 3d4 ⇒ (4, 2, 4) = 10 HP to Jaxon
◆ Drop Prone

Radiant Oath

"Pickle?" | 2396852-2009 | CG Female Unbreakable Goblin Bard Lvl 6 | Champion Dedication | Musical Prodigy | Hero Points: 1/3 | HP 70/70 | AC 23 (24 w/shield) | F/R/W 12/13/11 | Perc +11 Darkvision | Spell Attack: +12 | 25 feet | Class DC 22 | Exploration Activity: Avoid Notice | Performance (Virtuosic Performer): +15 | ◆◇↺ | Spells: -/3/3/3 | Focus Points: 2/2 |

btw, Lokaloka should have shield anymore.

Grand Lodge

Lost and Forgotten

Scratch certainly puts a fire in their hole! The tarp they were hiding under begins to burn, and is quickly tossed aside to reveal the 5 snipers hiding on a raised mound of earth.

Raph runs up to take some of Jaxon’s pain away and ward him in the fight to come before he drops down to the ground.

Now recognizing that their shots are spoiled by the wind wall, two of the snipers (Red and Blue) leave their strange rifles in the dirt as they stand, draw falchions, and move forwards to the edge of the acid swamp. The remaining three have nice lines so they continue shooting.

Green v Scratch: 1d20 + 14 ⇒ (4) + 14 = 18
Damage, P, Precision Edge: 1d10 + 5 + 1d8 ⇒ (10) + 5 + (3) = 18

Yellow v Zizarc: 1d20 + 14 ⇒ (2) + 14 = 16
Damage, P, Precision Edge: 1d10 + 5 + 1d8 ⇒ (2) + 5 + (1) = 8

Black v Jaxon: 1d20 + 14 ⇒ (15) + 14 = 29
Damage, P, Precision Edge: 1d10 + 5 + 1d8 ⇒ (1) + 5 + (8) = 14

Green’s shot thumps harmlessly into the fallen tree, and Zizarc easily dodges the bullet. Black thought he had a line on Jaxon, but they didn’t know about the bend in the wall, and his round goes flying out into the sky.

Just to explain, the snipers are changing up targets each round (cause I don’t want to track it otherwise), so ◆ Hunt Prey, ◆ Shoot, ◆ Reload.

Round 3
The Acid Swamp
Conditions: none.
BOLD May Act

Raph (Lifelinked)
Scratch

Red Sniper
Blue Sniper
Green Sniper (-2)
Yellow Sniper (-2)
Black Sniper

Lindelaile (flying, +10 feet)
Jaxon (-26, Lifelinked)

Bushes

Zizarc (-16)
Lokaloka (-14)

The Brown trail area is lightly muddy and slippery. It is not difficult terrain, but does impose a -2 circumstance penalty to Acrobatics and Athletics checks. The green areas are shallow pools of acid, generally several inches deep. You can reasonably assume that moving into or through them will cause acid damage. The fallen tree at mid-map can provide cover to Medium creatures or Greater Cover to Smalls. The depicted bushes do not provide cover.

Engineering Lore or Thievery as a 2-action activity to Disable a bush.

Radiant Oath

Female Elf Sorcerer 6 | Speed 35 ft. (45ft)| AC 22 (23 with shield)| hp 38/54 | Fort +12, Ref +11 Will +11 | Percep +9 Focus 1/2 | Spells, 1st: 3/4, 2nd: 3/4, 3rd: 1/4 Hero: 2 | Conditions: Haste, Tailwind, Elemental Motion, Musical Accompaniment | Exploration: Cast Cantrip (Musical Accompaniment)

Lindevaile Tindome gestures toward the snipers. "I can't feel it that far, better to 'Lintië'! " she says and asks more help from the winds. Her movements seem quicker as she flies closer above the acid pool.

◆◆ Haste on self
Stride (fly)

Vigilant Seal

HP: 87/87 | AC: 25 | F: +14 R: +15 W: +14 | Perc: +16 | Hero Point: 1 | Speed: 25 ft. | Exploration Mode: Stealth +18 (+20 for Init) | Active Conditions:

Snipers my arse! No proper sniper leaves their baby lyin' in the dirt like that. Scratch grins as his targets are now ready to be gunned down.

Envoy's Alliance

male human rogue 6 | HP 80/80| AC 24 (25 w/shield) | F +11 R +12 W +11 | Perc +11 | Stealth +12 | speed 25 | ◆ | ◇ | ↺

Jaxon waves to the other Pathfinders. "Rally up!" The thugs takes a moment to wrap the bullet wound on his arm. He winces as he pulls it tight and moves up to the edge of the wind wall. Seeing the pair of snipers preparing to move forward, he cracks one of his knuckles and a pale green protective shield snaps up.

Battle Medicine (DC15): 1d20 + 9 ⇒ (19) + 9 = 28
Healing: 4d8 ⇒ (2, 8, 8, 2) = 20

◆ Battle Medicine on himself
◆ Move
◆ Cast Shield

Waiting for everyone to regroup and potentially draw in the two enemies.

Grand Lodge

Lost and Forgotten

Lindevaile hits the afterburners and jets across the swamp while Jaxon patches himself up.

As the snipers move forward, you notice another bush to the south activate, but the spray can’t quite reach the snipers’ nest. Likewise when Lindevaile flies towards her wall, she spots one more bush tracking her. It sprays acid but it’s just as effective as a man spitting tobacco juice in a gale.

Round 3
The Acid Swamp
Conditions: none.
BOLD May Act

Raph (Lifelinked)
Scratch

Red Sniper
Blue Sniper
Green Sniper (-2)
Yellow Sniper (-2)
Black Sniper

Lindelaile (flying, haste, +10 feet)
Jaxon (-6, Lifelinked)

Bushes

Zizarc (-16)
Lokaloka (-14)

Yellow Bush #5 has not been deactivated, but cannot spray effectively from within the wind wall; hence, it is neither dangerous (Red) nor Deactivated (Green). Seriously, I planned where to put all of these beforehand. Lindevaile got super lucky putting the wall right across 2 of them!

The Brown trail area is lightly muddy and slippery. It is not difficult terrain, but does impose a -2 circumstance penalty to Acrobatics and Athletics checks. The green areas are shallow pools of acid, generally several inches deep. You can reasonably assume that moving into or through them will cause acid damage. The fallen tree at mid-map can provide cover to Medium creatures or Greater Cover to Smalls. The depicted bushes do not provide cover.

Engineering Lore or Thievery as a 2-action activity to Disable a bush.

Radiant Oath

"Pickle?" | 2396852-2009 | CG Female Unbreakable Goblin Bard Lvl 6 | Champion Dedication | Musical Prodigy | Hero Points: 1/3 | HP 70/70 | AC 23 (24 w/shield) | F/R/W 12/13/11 | Perc +11 Darkvision | Spell Attack: +12 | 25 feet | Class DC 22 | Exploration Activity: Avoid Notice | Performance (Virtuosic Performer): +15 | ◆◇↺ | Spells: -/3/3/3 | Focus Points: 2/2 |

Lokaloka grimaces and begins casting another spell. A loud pop is heard and a flying head materializes on top of a nearby log. She sends the head around the snipers harassing the party.


◆◆◆ Summon Undead (Flying Head)
- ◆◆ Minion Move

Grand Archive

m CN half-drow Monk 5 | HP 73/73 | AC 25 | F +12 R +13 W+12 | Perc +12 | Low-Light & Darkvision | Stealth +14 | Speed 35' | HeroP 1/3

Are they going into close combat? Finally. Zaizarc returns and stands next to Jaxson.

◆ Stride ◆ Stride

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