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GM GM GM ∞ | Slides | Chronicles

With items and information in hand, you can report to the Blakros Museum or the Grand Lodge in either order.

At the Blakros Museum, Seshuun is glad you uncovered what you did, but is upset at learning the Onyx Alliance was able to get the drop on the Sixwing Drake’s crew of Pathfinders in the first place. She expresses concern for the apparently missing crew, and hopes the Society is able to learn what happened to them—and discover how the Onyx Alliance managed to pull of their heist. "I intend to speak with my superiors about this incident. I know the Onyx Alliance and the museum have a complex history. Fortunately, you've at least proven yourselves capable. In return, I shall help you with any information I acquire in the future. For now, however, I will be quite busy setting up a different exhibit for the public. Recreations of foliage are one thing. Displaying fraudulent replicas is quite another matter!"

At the Grand Lodge, Ambrus Valsin listens intently to your report. "The Onyx Alliance must have learned of the shipment, stole it with the help of powerful enchantment magic to manipulate the crew and dockworkers, and then prepared to replace the goods with their cursed items in hopes of setting off some kind of disaster at the Blakros Museum. Gods know there've been enough of those over the years; it would be another PR nightmare. I wonder why the Onyx Alliance is suddenly lashing out at both our organizations, though. Whatever the case, the documents you uncovered certainly ties them to the disruptive events occurring at lodges across the Inner Sea. Steel yourselves for the missions ahead.. Your assistance may be needed sooner, rather than later."

Scenario completed ^_^


GM GM GM ∞ | Slides | Chronicles

Chronicles uploaded and session reported!

Feel free to roll your Downtime here; I'll let you handle it on your sheets.

My Earn Income, 8 Days: 1d20 + 7 ⇒ (2) + 7 = 9 (8cp)
My Earn Income, 4 Days: 1d20 + 7 ⇒ (19) + 7 = 26 (8sp)

Alas, all good things must come to an end!

I'm going back to college in a few weeks, and transitioning jobs again, because my current 60+hrs/week schedule doesn't allow for school. I foresee my already limited availability plummeting further, so I must conclude our adventure here.

It's been a blast GMing for you all. And thank you, Kiroh, for stepping in to fill our missing slot.

My aim is to graduate next Spring. Maybe by then I'll be able to pick up GMing again ^_^

Thank you all!


GM GM GM ∞ | Slides | Chronicles

Oh boy..

Will: 1d20 + 6 ⇒ (3) + 6 = 9

"G-yeerrgh!"

Reflex: 1d20 + 8 ⇒ (10) + 8 = 18

ZZzztt-SPLODE!

Combat Over!!

Kiroh (−5/30 HP)
Trig (−0/41 HP)
Quetzhal (−0/41 HP)
Chupko (−12/36 HP)

With nobody left to accost you (or for you to interrogate), you are free to examine the pilfered shipment. The items include assorted art objects such as statuettes, ceremonial weapons, and jewelry, as well as a few precious stones.

DC 15 Crafting:
Most of the items are curiously mundane, but your trained eye picks out that some are actually fake, crafted to resemble items from ancient Iobaria.

DC 12 Arcana or Religion:
A few of the items possess some sort of latent curse, though it is unclear what the curse might do or why it is not currently active.

The assorted documents include detailed tactical information on the Pathfinder Society’s lodges in Andoran, Cheliax, Osirion, Qadira, and Taldor, as well as the Grand Lodge itself, such as guard rotation schedules, pass phrases, entrances and exits, room dimensions, unusual features, dossiers on the lodges’ leaders, and timelines of recent events in those locales.


GM GM GM ∞ | Slides | Chronicles

Yeah, playing Hide-and-Seek is kinda clunky in PbP.

As Kiroh runs towards the back, he notices numerous valuable objects and assorted documents piled in heaps on top of the two large tables.

Meanwhile, the leader breaks cover and leaps from behind the bar to assault Quetzhal, his rage silhouetted in the wayfinder's light!

Hatchet: 1d20 + 9 ⇒ (8) + 9 = 17
Slashing: 1d6 + 5 ⇒ (3) + 5 = 8

And then he sweeps at Chupko!

Hatchet: 1d20 + 9 + 1 - 4 ⇒ (20) + 9 + 1 - 4 = 26
Slashing: 2d6 + 10 ⇒ (1, 1) + 10 = 12

The Hideout, Round 6

Kiroh (−5/30 HP)
Trig (−0/41 HP)
Quetzhal (−0/41 HP)
Chupko (−12/36 HP)
White (−17 HP)

Party is up!!


GM GM GM ∞ | Slides | Chronicles

Thank you! Forgot..

Flat Check: 1d20 ⇒ 18 *Fizzle*

If the leader did head in that direction, Trig does not spot him.

The Hideout, Round 5

Kiroh (−5/30 HP; Frightened 1)
Trig (−0/41 HP)
Quetzhal (−0/41 HP)
Chupko (−0/36 HP)
White (−17 HP; Undetected)

Kiroh is up!!


GM GM GM ∞ | Slides | Chronicles

Just as Kiroh steps *right there*, another shadowy puff of smoke envelopes the Fetchling!

1d2 ⇒ 2

Kiroh's swing slashes right through an illusory double of the man, whose eyes then burn red with annoyance. "I suggest you leave this place, NOW, before you are marked as a target by the.. Onyx Alliance," he grins cruelly.

Intimidation: 1d20 + 6 ⇒ (10) + 6 = 16

Something about the way he ends that threat leaves a chill going down Kiroh's spine, leaving him not only Frightened, but also Flat-Footed!

Shadow Swipe vs FF: 1d20 + 9 ⇒ (15) + 9 = 24
Slashing: 1d6 + 5 ⇒ (5) + 5 = 10

Free Action, Hide: 1d20 + 6 ⇒ (13) + 6 = 19

WHERE'D HE GO??

Quetzhal:
You saw him retreat northeast, back into the darkness, outside the current reach of your Wayfinder's light (so he's currently Undetected, but you know which direction he went).

If people wish to Seek him, feel free to roll openly and just draw your cones/circles accordingly.

The Hideout, Round 5

Kiroh (−26/30 HP; Frightened 1)
Trig (−0/41 HP)
Quetzhal (−0/41 HP)
Chupko (−0/36 HP)
White (−15 HP; Undetected)

Party is up!!


GM GM GM ∞ | Slides | Chronicles

The Fetchling collapses, and the remaining leader sighs.

"I suppose I should thank you for that. The weak willed are easily interrogated."

Reflex: 1d20 + 8 ⇒ (5) + 8 = 13

The Hideout, Round 4

Kiroh (−16/30 HP)
Trig (−0/41 HP)
Quetzhal (−0/41 HP)
Chupko (−0/36 HP)
White (−15 HP; Clumsy 2)

Kiroh is up!!


GM GM GM ∞ | Slides | Chronicles

Hit, hit, HIT, HIT!

And down he goes!

The remaining Fetchlings leap at Kiroh once, then retreat back to the safety of the dim light.

Deception to Feint Kiroh: 1d20 + 5 ⇒ (10) + 5 = 15 Success!

Yellow, Dagger vs FF: 1d20 + 9 ⇒ (10) + 9 = 19 Hooray for Shield!
Piercing, Sneak Attack: 1d4 + 1 + 1d6 ⇒ (4) + 1 + (4) = 9

White, Shadow Swipe: 1d20 + 9 ⇒ (13) + 9 = 22
Slashing: 1d6 + 5 ⇒ (5) + 5 = 10 (− 5 for Shield Block, I assume?)

Free Action, Hide: 1d20 + 6 ⇒ (2) + 6 = 8

The Hideout, Round 4

Kiroh (−16/30 HP)
Trig (−0/41 HP)
Quetzhal (−0/41 HP)
Chupko (−0/36 HP)
Yellow (−15 HP; Dim Light)
White (−0 HP; Dim Light)

Party is up!!


GM GM GM ∞ | Slides | Chronicles
Trig O'Nomehtri wrote:
I honestly don't know if that even works like I want it to but I'm still gonna use a damn hero point there!

YES! I enjoy counteracting in PF2. Your dispel magic is a 2nd-level effect, trying to counteract mirror image, which is normally also a 2nd-level effect, requiring a DC 16 counteract check. BUT! This is a special, gimpy, 1st-level version (that only creates a single image). So even though your result of 10 fails to meet the DC, a Failure still means you "Counteract the target if its counteract level is lower than your effect’s counteract level." So you win!

...I hope that made sense >.>

Trig expertly demonstrates his divine power, terrorizing one of the bandits in the process, who is then summarily executed by Kiroh (Trig's Crit Success to Demoralize changes your Hit into a Critical Hit!). Then, without any magical duplicate to protect him, the yellow-cloaked rogue gets lashed by Kiroh's backswing.

The blue-haired rogue tries to Tumble Through Quetzhal...

Acrobatics vs Reflex DC: 1d20 + 7 ⇒ (16) + 7 = 23

...and then tries to take advantage of the flank on Kiroh!

Dagger vs FF: 1d20 + 9 ⇒ (6) + 9 = 15
Piercing, Sneak Attack: 1d4 + 1 + 1d6 ⇒ (4) + 1 + (3) = 8

Dagger vs FF: 1d20 + 9 - 4 ⇒ (2) + 9 - 4 = 7
Piercing, Sneak Attack: 1d4 + 1 + 1d6 ⇒ (4) + 1 + (5) = 10

The Hideout, Round 3

Kiroh (−11/30 HP)
Trig (−0/41 HP)
Blue (−0 HP)
Quetzhal (−0/41 HP)
Chupko (−0/36 HP)
Yellow (−15 HP)
White (−0 HP; Dim Light)

Bold may act!!


GM GM GM ∞ | Slides | Chronicles

All solid hits! And yet the pale rogue does not fall. At the behest of the leader in the back, the yellow-cloaked figure moves in to flank Kiroh...

Dagger vs FF: 1d20 + 9 ⇒ (8) + 9 = 17
Piercing, Sneak Attack: 1d4 + 1 + 1d6 ⇒ (2) + 1 + (2) = 5

Dagger vs FF: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21
Piercing, Sneak Attack: 1d4 + 1 + 1d6 ⇒ (4) + 1 + (6) = 11

The cowled leader then springs forward towards Quetzhal with terrifying speed...

Intimidation: 1d20 + 6 ⇒ (10) + 6 = 16

...before retreating back to dim light.

The Hideout, Round 3

Kiroh (−11/30 HP)
Trig (−0/41 HP)
Blue (−0 HP)
Pink (−20 HP)
Quetzhal (−0/41 HP)
Chupko (−0/36 HP)
Yellow (−8 HP; Mirror Image)
White (−0 HP; Dim Light)

Bold may act!!


GM GM GM ∞ | Slides | Chronicles

A single hit on one does not deter the many, and Kiroh's target attempts to tumble through the Half-orc's space to set up a flank!

Acrobatics vs Reflex DC: 1d20 + 7 ⇒ (6) + 7 = 13

...failing that, he skirts around Kiroh the long way...

Pink, Dagger: 1d20 + 9 ⇒ (6) + 9 = 15

...while his companion comes at Quetzhal, angered by the Iruxi's bright light!

Blue, Dagger vs FF: 1d20 + 9 ⇒ (17) + 9 = 26
Piercing, Sneak Attack: 1d4 + 1 + 1d6 ⇒ (1) + 1 + (1) = 3

Blue, Dagger vs FF: 1d20 + 9 - 4 ⇒ (1) + 9 - 4 = 6
Piercing, Sneak Attack: 1d4 + 1 + 1d6 ⇒ (1) + 1 + (3) = 5

(assuming Kiroh uses his Reaction, the assailant does indeed contemplate his life choices, reducing the damage to zero.. Maybe they're redeemable after all?)

The Hideout, Round 2

Kiroh (−23/30 HP)
Trig (−0/41 HP)
Blue (−0 HP)
Pink (−0 HP)
Quetzhal (−0/41 HP)
Chupko (−0/36 HP)
Yellow (−8 HP; Mirror Image)
White (−0 HP; Dim Light)

Bold may act!!


GM GM GM ∞ | Slides | Chronicles

Chupko is unable to out-Rogue the Rogue, but Quetzhal startles them all with his bright light. The leader's eyes glow a foul red in the dim light where he's at while he waits for his stunned minion to set up a flank on the half-orc...

Yellow, Dagger: 1d20 + 9 ⇒ (20) + 9 = 29 Oof..
Crit, Piercing: 2d4 + 2 ⇒ (4, 1) + 2 = 7

He then moves in, quick as the Shadows...

Hatchet vs FF: 1d20 + 9 ⇒ (7) + 9 = 16
Slashing: 1d6 + 5 ⇒ (4) + 5 = 9

...and just as quickly, retreats back to the dim light.

The Hideout, Round 2

Kiroh (−23/30 HP)
Trig (−0/41 HP)
Blue (−0 HP)
Pink (−0 HP)
Quetzhal (−0/41 HP)
Chupko (−0/36 HP)
Yellow (−8 HP; Mirror Image)
White (−0 HP; Dim Light)

Bold may act!!


GM GM GM ∞ | Slides | Chronicles

Will: 1d20 + 5 ⇒ (4) + 5 = 9

The scout's smirk gives way to palsy as blood begins to drip from his ears!

As Kiroh steps exactly on that spot, a puff of shadowstuff envelops him. When his eyes clear, there are now 2 scouts standing where there was only 1! Although, curiously, both seem to be clutching their temples in agony.

Suddenly, a different pair of scouts launch an ambush from the cover of a nearby table, position themselves into a flank behind the half-orc, and attempt to shank-shank-shankity-shank him!

Blue, Dagger vs FF: 1d20 + 9 ⇒ (1) + 9 = 10
Blue, Dagger vs FF: 1d20 + 9 - 4 ⇒ (5) + 9 - 4 = 10
Pink, Dagger vs FF: 1d20 + 9 ⇒ (4) + 9 = 13

Pink, Dagger vs FF: 1d20 + 9 - 4 ⇒ (14) + 9 - 4 = 19

...but the cowled leader does not seem impressed by their failure.

EDIT: whoops, that last one hit.

Piercing, Sneak Attack: 1d4 + 1 + 1d6 ⇒ (4) + 1 + (2) = 7

The Hideout, Round 1

Yellow (−8 HP; Darkness; Stunned 1, Mirror Image)
Kiroh (−16/30 HP)
Trig (−0/41 HP)
Blue (−0 HP; Darkness;)
Pink (−0 HP; Dim Light)
Quetzhal (−0/41 HP)
Chupko (−0/36 HP)
White (−0 HP; Darkness)

Bold may act!!

Alright, so, lighting. Pink is in Dim light, but everyone else is in Darkness (DC 11 Flat Check). Until someone brings a light inside. Kiroh can target everyone freely. Trig and Chupko can target Pink freely. And Quetzhal needs a DC 7 Flat Check (not 5) to target Pink.


GM GM GM ∞ | Slides | Chronicles

Oh. Wow. I haven't handed out a single Hero Point during this game. So. You all get one!

Kiroh pops the lock without any trouble, and three things happen almost simultaneously:

1) the door flies open, allowing bright light to filter 10 feet inside, and dim light for 10 feet beyond that.
2) Kiroh triggers a poisoned dart trap: 1d20 + 13 ⇒ (17) + 13 = 30 (2 piercing damage)
DC 19 Fortitude: Stage 1 1d6 poison damage and drained 1 (1 hour); Stage 2 2d6 poison damage and drained 2 (1 hour)
3) and several figures can be heard shuffling around inside!

Initiatives!:
(includes +1 from Kiroh Scouting)

Chupko (Stealth): 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16
Kiroh (Perception): 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Quetzhal (Perception): 1d20 + 11 + 1 ⇒ (4) + 11 + 1 = 16
Trig (Perception): 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21

Enforcer (Stealth): 1d20 + 6 ⇒ (7) + 6 = 13
Scouts (Stealth): 1d20 + 7 ⇒ (15) + 7 = 22

The dart has barely just pierced Kiroh's tough green skin when a pale assailant leaps from the shadows to strike at the half-orc!

Dagger: 1d20 + 9 ⇒ (16) + 9 = 25
Piercing, Sneak Attack: 1d4 + 1 + 1d6 ⇒ (1) + 1 + (5) = 7

It then retreats behind an overturned table, gaining a modicum of cover. Behind him, Kiroh's darkvision can make out a cloaked observer nodding approvingly at the scout's stealthy attack.

The Hideout, Round 1

Yellow (−0 HP; Cover)
Kiroh (−9/30 HP; Fort Save)
Trig (−0/41 HP)
nothing to see here...
nothing to see here...
Quetzhal (−0/41 HP)
Chupko (−0/36 HP)
White (−0 HP)

Bold may act!!

For this combat, leave a line behind where you traveled.


GM GM GM ∞ | Slides | Chronicles

From here, you can follow Dorneliun’s directions and proceed north to an abandoned tavern nestled in a dead-end neighborhood in the Puddles, which lies just a few blocks north of the market.

Slides updated

A large, windowless, single-story tavern occupies the center of this run-down, dead-end street. Stairs lead up to a small landing on the west side. On the landing, the large wooden double doors that serve as the building’s only entrance are boarded up.

If you inspect the boards (DC 10 Crafting, Perception or Thievery):
The three wide boards across the front entrance are a false barrier; you can see that they rest on simple pegs on either side of the door, and can easily be lifted down.

If you remove the boards (place yourself adjacent to them on the map):
The doors underneath are wood and have a poor lock (requiring two DC 15 Thievery checks to open, or one DC 20 Athletics check to Force Open).

I have seen this challenged in several different ways before, so let me know what you would like to do ^_^


GM GM GM ∞ | Slides | Chronicles

Fortunately, the Drained condition disappears as soon as you are healed any amount of HP. So it looks like the totals so far are...

EDIT: Nevermind. If Trig simply heals himself with one of those Spoilered rolls, everyone is back to full. A market square full of produce is probably the most "natural" setting you're going to find in a metropolitan city ^_^

The merchants appreciate the attention and the purchases. Trig's money buys some ripe peaches, pitted dates and plump grapes. In return, the grateful citizens give the party two oils of potency and a bronze bull pendant.

And I forgot to mention this earlier:

Chupko (Perception): 1d20 + 8 ⇒ (11) + 8 = 19
Kiroh (Perception): 1d20 + 4 ⇒ (8) + 4 = 12
Quetzhal (Perception): 1d20 + 11 ⇒ (17) + 11 = 28
Trig (Perception): 1d20 + 9 ⇒ (2) + 9 = 11

As the carts are getting turned upright and the mess is being cleaned up, Quetzhal spots some shards of broken, black glass as the base of the fountain.

Chupko (Religion): 1d20 + 6 ⇒ (9) + 6 = 15
Kiroh (Religion): 1d20 + 4 ⇒ (8) + 4 = 12
Quetzhal (Religion): 1d20 + 9 ⇒ (12) + 9 = 21
Trig (Religion): 1d20 + 9 ⇒ (11) + 9 = 20

Trig and Quetzhal surmise that these shards have some sort of connection to the Plane of Shadow, and that maybe those creatures were summoned here intentionally.


GM GM GM ∞ | Slides | Chronicles

Flat Check: 1d20 ⇒ 6
Flat Check: 1d20 ⇒ 7

Kiroh slices and dices and makes Bloodseeker fries. Blood sprays out of Trig's puncture wound, adding to the slippery mess on the pavestones.

Combat Over!!

Quetzhal (−15/38 HP; Drained 1; 2 Persistent Bleed)
Trig (−18/38 HP; Drained 1; 2 Persistent Bleed)
Kiroh (−0/30 HP)
Chupko (−23/33 HP; Drained 1; 2 Persistent Bleed)

Everyone that has Persistent Bleed, feel free to roll Flat Checks until you recover and/or are fully healed (which removes the Bleeding condition).

The merchants are also in bad shape (Crafting, Medicine, Herbalism Lore or Mercantile Lore to help them... but only if you want to spend the time to do so)


GM GM GM ∞ | Slides | Chronicles

Ninja'd by 4 minutes ^_^

Flat Check: 1d20 ⇒ 10

Trig chills his assailant, but is unable to remove it, or frighten it.

Market Square, Round 4

Dark Green (−15 HP; attached to Trig, flat-footed)
Quetzhal (−15/38 HP; Drained 1; 2 Persistent Bleed)
Trig (−18/38 HP; Drained 1)
Kiroh (−0/30 HP)
Chupko (−23/33 HP; Drained 1; 2 Persistent Bleed)

Bold may act!!


GM GM GM ∞ | Slides | Chronicles
Chupko wrote:
Euh, Kiroh did a crit and it isn't enough to kill it?

He was close! 22 damage, but it was at full health (16 HP), plus 8 temp HP from Blood Drain. So 2 HP remaining. And then it regained 8 temp HP again. So 10 would kill it this round.

Chupko skillfully dispatches the creature clinging to Quetzhal, resulting in another 2 persistent bleed damage to the Iruxi.

Both Chupko and Quetzhal can give me Flat Checks to see if you end the Persistent Bleed. So many Flat Checks in this encounter!

Market Square, Round 4

Dark Green (−14 HP/+8 HP; attached to Trig, flat-footed)
Quetzhal (−15/38 HP; Drained 1; 2 Persistent Bleed)
Trig (−18/38 HP; Drained 1)
Kiroh (−0/30 HP)
Chupko (−23/33 HP; Drained 1; 2 Persistent Bleed)

Bold may act!!


GM GM GM ∞ | Slides | Chronicles
Kiroh Batu wrote:
I think Glimpse of Redemption would work on these.

Yeah even though their Attack does no damage, the Blood Drain action certainly does. I'll reduce Chupko's damage by 4, which would also reduce the Temp HP gained by 4, but then the 5 gained during its 2nd Blood Drain would supersede that anyways.

Kiroh Batu wrote:
Does that help Chupko out from last turn's damage?

No less weird than Shield Blocking something that's already impaled you ^_^

Purple, Reflex: 1d20 + 10 ⇒ (18) + 10 = 28 (4 damage)

Quetzhal shocks the little creature, distracting it long enough for Chupko to deal critically lethal damage to it. Its removal isn't painless, though (Chupko takes 2 persistent bleed damage).

With nothing in range of your Beak, you may use your remaining action how you wish.

Kiroh strikes at [purple] green!...

Flat Check: 1d20 ⇒ 8

...and nearly kills the thing. Unfortunately, Trig has no luck escaping his captor on his own. Understandable, because he does have the BIGGEST bug on him...

Blood Drain: 1d8 ⇒ 8
Blood Drain: 1d8 ⇒ 2
Blood Drain: 1d8 ⇒ 8

And Quetzhal's does the same.

Blood Drain: 1d8 ⇒ 4
Blood Drain: 1d8 ⇒ 4
Blood Drain: 1d8 ⇒ 7

Market Square, Round 4

Dark Blue (−8 HP/+7 HP; attached to Quetzhal, flat-footed)
Dark Green (−14 HP/+8 HP; attached to Trig, flat-footed)
Quetzhal (−15/38 HP; Drained 1)
Trig (−18/38 HP; Drained 1)
Kiroh (−0/30 HP)
Chupko (−23/33 HP; Drained 1; 2 Persistent Bleed)

Party is up!!


GM GM GM ∞ | Slides | Chronicles

Flat Check: 1d20 ⇒ 1

Maybe it's the proximity of the creature. Maybe it's its shadowy nature. Or maybe it's the avian flu that is now coursing through Chupko's veins. Whichever the case, he misses with his spell. But Quetzhal succeeds, causing a minor wound. It then sucks Chupko dry...

Blood Drain: 1d8 ⇒ 8
Blood Drain: 1d8 ⇒ 5
Blood Drain: 1d8 ⇒ 2

Surveying their prey from above, one dives for 1d3 ⇒ 2 Quetzhal, and the other dives for 1d2 ⇒ 2 Trig!

Blue, Proboscis vs Quetzhal: 1d20 + 9 ⇒ (3) + 9 = 12
Blue, Proboscis vs Quetzhal: 1d20 + 9 - 5 ⇒ (17) + 9 - 5 = 21 (Attach)

Green, Proboscis vs Trig: 1d20 + 9 ⇒ (8) + 9 = 17
Attach, Blood Drain: 1d8 ⇒ 8 (negated by your Shield... somehow)

Market Square, Round 3

Dark Blue (−8 HP; attached to Quetzhal, flat-footed)
Dark Green (+8 HP; attached to Trig, flat-footed)
Dark Purple (−2/+8 HP; attached to Chupko, flat-footed)
Quetzhal (−0/41 HP)
Trig (−0/38 HP)
Kiroh (−0/30 HP)
Chupko (−25/33 HP; Drained 1)

Party is up!!


GM GM GM ∞ | Slides | Chronicles

Kiroh's target dodges as quick as a hummingbird.

Market Square, Round 2

Dark Blue (−8 HP; 15 feet up)
Dark Green (+8 HP; 15 feet up)
Dark Purple (+8 HP; attached, flat-footed)
Quetzhal (−0/41 HP)
Trig (−0/38 HP)
Kiroh (−0/30 HP)
Chupko (−10/33 HP; Drained 1)

Bold may act!!


GM GM GM ∞ | Slides | Chronicles

Flat Check: 1d20 ⇒ 1

Chupko jabs his beak forward, but only manages to skew a shadow of the creature. It then detaches itself from its host and tries to impale Chupko!

Proboscis vs Chupko: 1d20 + 9 ⇒ (1) + 9 = 10

Failing to connect, it flies 15 feet up and surveys the market for a more tenable target.

The other two creatures thoroughly drain their hosts of blood, causing the merchants to collapse to the ground (I've changed them from yellow to red; they are at 0hp). Not quite sated, yet, one flies at Kiroh and the other at Chupko!

Proboscis vs Chupko: 1d20 + 9 ⇒ (14) + 9 = 23
Attach, Blood Drain: 1d8 ⇒ 7 (plus Drained 1)

Proboscis vs Kiroh: 1d20 + 9 ⇒ (6) + 9 = 15

This time Chupko is stabbed, while the creature targeting Kiroh misses, and also buzzes 15 feet up to look for a more squishy target.

Market Square, Round 2

Dark Blue (−8 HP; 15 feet up)
Dark Green (+8 HP; 15 feet up)
Dark Purple (+8 HP; attached, flat-footed)
Quetzhal (−0/41 HP)
Trig (−0/38 HP)
Kiroh (−0/30 HP)
Chupko (−10/33 HP; Drained 1)

Party is up!!


GM GM GM ∞ | Slides | Chronicles

Kiroh cuts down his target in a single blow!

Flat Check: 1d20 ⇒ 18

And Quetzhal inflicts some substantial burns on his target, which was oddly difficult to hit due to some shifting light levels in its vicinity.

(now that you've experienced it, it's a DC 5 Flat Check to target any of the remaining Bloodseekers)

Market Square, Round 1

Dark Blue (−8 HP; attached, flat-footed)
Dark Green (+8 HP; attached, flat-footed)
Dark Purple (+8 HP; attached, flat-footed)
Quetzhal (−0/41 HP)
Trig (−0/38 HP)
Kiroh (−0/30 HP)
Red
Chupko (−0/36 HP)

Chupko may act!!


GM GM GM ∞ | Slides | Chronicles

The young lad gives you precise directions, including a shortcut through an open market square in the Puddles district. The tavern itself rests in a dead-end, run-down neighborhood just beyond. He and the Harbormaster then depart to report to the authorities.

As you approach the square, merchants of all varieties (despite the tokens' similarities) hawk their wares from colorful stalls as a few dozen shoppers mill about, selecting goods, haggling, and making trades. The eclectic vendors here sell everything from clothing, food, and spices to alchemical items and weapons.

When you begin to head through, you hear a strange rush of air followed by sudden shouts of alarm as an incessant buzzing erupts from the center of the crowd. There's something emerging from the fountain!

Initiatives!:
(includes +1 from Kiroh Scouting)

Chupko (Stealth): 1d20 + 10 + 1 ⇒ (2) + 10 + 1 = 13
Kiroh (Perception): 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Quetzhal (Perception): 1d20 + 11 + 1 ⇒ (10) + 11 + 1 = 22
Trig (Perception): 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19

Bloodseeker: 1d20 + 6 ⇒ (7) + 6 = 13
Shrouded Bloodseekers: 1d20 + 8 ⇒ (15) + 8 = 23

Several patrons at the edge of the market manage to flee immediately, but numerous merchants remain in the area, trying in vain to hide under and behind their market stalls. Three of the shadowy creatures break off in different directions, plunging their barbed mouthparts into the nearest available targets.

Blood Drain, Blue: 1d8 ⇒ 1
Blood Drain, Green: 1d8 ⇒ 8
Blood Drain, Purple: 1d8 ⇒ 8

If you wish to "urge" the civilians to flee the area, you must succeed at a two-action Diplomacy, Intimidation, or Performance check; any merchants with Bloodseekers already attached are too weak to escape them on their own.

Market Square, Round 1

Dark Blue (+1 HP; attached, flat-footed)
Dark Green (+8 HP; attached, flat-footed)
Dark Purple (+8 HP; attached, flat-footed)
Quetzhal (−0/41 HP)
Trig (−0/38 HP)
Kiroh (−0/30 HP)
Red (−0 HP)
Chupko (−0/36 HP)

Bold may act!!


GM GM GM ∞ | Slides | Chronicles

Chupko and Quetzhal chill the fox in place, who cannot avoid Kiroh's sword blow. It disappears in a puff of vaporized fur.

Combat Over!!

Quetzhal (−0/41 HP)
Trig (−0/38 HP)
Kiroh (−25/30 HP)
Chupko (−0/36 HP)

After Kiroh is extinguished you still have time to help the dockworkers douse the conflagration and save the docks. There are plenty of buckets and other supplies available, and the harbormaster efficiently coordinates the effort.

With the fire under control, Harbormaster Molnesh approaches you. She is visbily distraught at the sudden loss of several members of her team. "I don't.. I don't think the crew of the Sixwing Drake perished.." she corrects herself, vigorously shaking her head as if to clear her mind of unpleasantness. "I remember that the ship’s crew seemed unfamiliar, which was odd, because I've known Captain Zendrani—the ship’s captain and a veteran Pathfinder—for many years. The crew.. rapidly disembarked and vanished into the city. But before I could determine what was going on, a pale-skinned man arrived, with companions who hid their features under dark hoods. He told me that he should be allowed to take the shipment, and leave several barrels behind in its place. Despite how foolish it sounds now, I remember thinking this was a perfectly normal idea, and I readily complied with the request." As she explains what happened, a teenage male Taldan with light skin and dirty brown hair steps from the crowd, wiping his sooty hands on a rag. "Dorneliun," she gasps, "where have you been?"

"I hid when the strangers came to take the shipment. I saw they were using foul magic, and you didn't seem like yourself! So when the strangers left, I followed them! They've boarded themselves up in an abandoned tavern in the Puddles district, but I don't know how much longer they're going to be there!"

Harbormaster Molnesh nods at the young man and clasps a hand on his shoulder before turning to you, "We must give a report to the port authority officials. I urge you, can you help us find those responsible for this attack, and bring them to justice?"

Dorneliun can give you an exact location, and path, to the abandoned tavern. The question I have is do you want to take a 10 minute rest beforehand? Or head straight there?


GM GM GM ∞ | Slides | Chronicles

The fox simply snarls at Kiroh and goes for his ankles!

Jaws @ right ankle: 1d20 + 10 ⇒ (17) + 10 = 27
Piercing: 1d4 + 3 ⇒ (4) + 3 = 7 plus 1d4 Persistent Fire

Jaws @ left ankle: 1d20 + 10 - 4 ⇒ (20) + 10 - 4 = 26
Piercing: 2d4 + 6 ⇒ (3, 1) + 6 = 10 plus 2d4 Persistent Fire

Jaws: 1d20 + 10 - 8 ⇒ (16) + 10 - 8 = 18
Piercing: 1d4 + 3 ⇒ (4) + 3 = 7 plus 1d4 Persistent Fire

I guess it's more accurate to have Kiroh roll the persistent damage when he rolls his Flat Check, since it occurs on his turn anyways, and there's the potential for someone to extinguish him before he takes any damage.

Fire on the Docks, Round 2-3

Quetzhal (−0/41 HP)
Trig (−0/38 HP)
Kiroh (−17/30 HP; Magic Weapon; DC 15 Flat Check)
Chupko (−0/36 HP)
Yellow (−0 HP)

Party is up!!


GM GM GM ∞ | Slides | Chronicles

Perhaps learning from its compatriots' demise, the fox dodges Chupko's blast.

Fire on the Docks, Round 1-2

Kiroh (−0/30 HP; Guidance, Magic Weapon)
Chupko (−0/36 HP)
Yellow (−0 HP)
Quetzhal (−0/41 HP)
Trig (−0/38 HP)
Blue
Red

Kiroh may act!!


GM GM GM ∞ | Slides | Chronicles

Quetzhal extinguishes the remaining mephit with critical accuracy before it has a chance to act, leaving only an angry-looking fox to contend with.

Nearby, a dozen or so dockworkers stumble about in awe for a moment before Hansara Molnesh commands them to start putting out the mundane fires that threaten to spread to other docks.

Fire on the Docks, Round 1-2

Kiroh (−0/30 HP; Guidance, Magic Weapon)
Chupko (−0/36 HP)
Yellow (−0 HP)
Quetzhal (−0/41 HP)
Trig (−0/38 HP)
Blue
Red

Bold may act!!


GM GM GM ∞ | Slides | Chronicles

Shockingly, the freezing ray seems incredibly effective against the fiery creature, slaying it outright!

The fox performs a hit-and-run reprisal, Striding forward to bite Chupko, then Striding back to safety.

Jaws: 1d20 + 10 ⇒ (2) + 10 = 12
Piercing: 1d4 + 3 ⇒ (4) + 3 = 7 plus 1d4 Persistent Fire

Fire on the Docks, Round 1

Chupko (−0/36 HP)
Yellow (−0 HP)
Quetzhal (−0/41 HP)
Trig (−0/38 HP)
Blue (−0 HP)
Red
Kiroh (−0/30 HP HP)

Bold may act!!


GM GM GM ∞ | Slides | Chronicles

The harbormaster frowns in confusion. “Someone already came by to get the shipment. At least… I think they did? They were… hmm. To be honest, I can’t remember. Come to think of it, everything that happened this morning is all… cloudy. Wait, why are the workers loading cargo onto the ship?!” She turns to the crew gathered on the docks and the Sixwing Drake and shouts, “Hey, listen up! The Pathfinders are here for the shipment! Let’s get to work!”

A dockhand on the upper deck responds by stepping rigidly toward a stack of barrels before saying something inaudible over the din of the harbor. Moments later, a cascade of massive explosions obliterates the Sixwing Drake and all those aboard, spewing flames and charred debris onto the docks!

Initiatives!:
(includes +1 from Kiroh Scouting)

Chupko (Stealth): 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30
Kiroh (Perception): 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Quetzhal (Perception): 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19
Trig (Perception): 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26

Ember Fox: 1d20 + 8 ⇒ (20) + 8 = 28
Mephits: 1d20 + 3 ⇒ (5) + 3 = 8

Bursting out of the wreckage are several creatures made of fire! A vengeful-looking vulpine, and two impish-looking elementals!

Fire on the Docks, Round 1

Chupko (−0/36 HP)
Yellow (−0 HP)
Quetzhal (−0/41 HP)
Trig (−0/38 HP)
Blue (−0 HP)
Red (−0 HP)
Kiroh (−0/30 HP HP)

Chupko is up!


GM GM GM ∞ | Slides | Chronicles

Seshuun turns back to supervise the landscapers, giving you only the slightest huff of annoyance as you depart.

Your journey from the Blakros Museum to the docks doesn’t take long. The waterfront teems with activity and the sights and sounds of one of the Inner Sea’s largest ports. Once you navigate through the crowded streets, you encounter dozens of dockworkers who wave you toward a tall, broad-shouldered Garundi woman with weathered bronze skin and graying hair. Currently, she is overseeing a small group of dockworkers who are busy loading barrels onto a sleek, blue-sailed ship emblazoned with the name Sixwing Drake in faded paint.

"Hail! You look like Pathfinders! What business can I help you with?"


GM GM GM ∞ | Slides | Chronicles

"Harbormaster Molnesh runs the docks as smoothly as I wish to run this museum. I don't know who captain's your ships, but tell them I’d appreciate it if they can help make sure this exhibit goes up without any further delays.”

If anyone wishes to leave her with a better regard for the Society, feel free to attempt a Diplomacy check to Impress Seshuun. Alternatively, you may attempt an Academia Lore check to Recall Knowledge, with the same +1 bonus from before.


GM GM GM ∞ | Slides | Chronicles

Seshuun blinks her opaque eyes repeatedly before speaking, “So, you’re the ones Valsin sent to fix this mess. No, not the gardens,” she says while gesturing to the landscapers. “The shipment! Of relics? The Iobarian relics? Surely you can explain why the shipment hasn’t been delivered yet. The Sixwing Drake should have arrived by now, but I’ve heard no word! We can make the gardens look as authentic as we want, but nobody is going to visit an empty exhibit! The recent business with the curator, Nigel Aldain, has tarnished the museum’s reputation enough as it is. I can’t allow the Society’s delays to cause further problems.”


GM GM GM ∞ | Slides | Chronicles
Trig O'Nomehtri wrote:
"Usual pay for a mission like this?"

Ambrus chuckles, "I'll see about giving you each a raise going forward for all of your hard work." And he adds a quick wink at the end to solidify the deal.

Before you head out, Rain also hands you each a minor healing potion as additional thanks for helping "sort the mail".

Your journey from the Grand Lodge in the Foreign Quarter to the Blakros Museum in the Wise Quarter is pleasant and uneventful. When you arrive, gardeners and landscapers are busily hauling plants and building materials through the gardens that flank the path leading to the imposing, multistory building that is the Blakros Museum. Its outer walls are crafted almost entirely from a single chunk of volcanic rock.

Nature, Chupko: 1d20 + 6 ⇒ (6) + 6 = 12
Nature, Quetzhal: 1d20 + 11 ⇒ (17) + 11 = 28
Nature, Trig: 1d20 + 9 ⇒ (3) + 9 = 12

Quetzhal notices that the landscaping and plants—a few real, but most of them fake—are intended to make the gardens appear like a grove straight out of Iobaria.

(Any PCs who comment on this while speaking with the curator adjutant gain a +1 circumstance bonus to their check to impress her)

An azarketi woman stands near the entrance, speaking with several of the workers in a calm yet commanding voice, explaining that her name is Seshuun, and she's functioning as an interim curator while the official curator, Nigel Aldain, is on something of an unofficial administrative leave.

When you approach, her gaze focuses on your wayfinders. "And what business do you have at the museum today?"


GM GM GM ∞ | Slides | Chronicles

Just after you select your items, Venture-Captain Ambrus Valsin bursts into the room.

A tall man with tan skin and dark, meticulously groomed hair throws open the doors and strides into the office: Venture- Captain Ambrus Valsin clearly has something urgent on his mind. Rain in Cloudy Day jumps up to interrupt him, proclaiming that the report summarizing the correspondence is ready. The venture-captain, taken aback, accepts the journal that Rain shoves into his hands. Rain watches expectantly as Valsin skims the report.

Ambrus Valsin nods to those gathered and says in a gruff voice, “Ah, yes. Thank you Rain, agents. Let me see… this is all quite worrying! Your thoroughness is praiseworthy. Unfortunately, we cannot act on any of this right now. Another urgent matter has come up, right on our doorstep. I need agents to go to the Blakros Museum and meet with Curator Adjutant Seshuun, who is temporarily in charge. I do not have any details, but she’s requested the Society’s immediate presence, and she seems upset. We’ve worked hard to establish a working relationship with the museum, and I do not want it to fall to pieces now with everything else going on. Please help the curator with anything she may need, and if you can, try to make a good first impression.

“Rain and I will remain here and bring this report to the Society’s leadership. Some of this is quite serious, and we’ll take it all the way to the Decemvirate if needed!”


GM GM GM ∞ | Slides | Chronicles

You all put your heads together and recall what you know about each region, helping poor Rain put together a report prioritizing each correspondence:

Unzgrin recalls that Qadira is the westernmost satrapy of the great Padishah Empire of Kelesh. Qadira once commanded its own faction within the Society, which it used to promote its trade interests across the Inner Sea. That faction eventually became the Exchange, a group more broadly dedicated to influence via commerce.

Chupko recalls that Varian Jeggare is a half-elven wizard. He is almost always accompanied by his bodyguard Radovan and his faithful dog Arnisant. He runs a secret lodge from his manor in Cheliax, a nation known for its ties to devils and authoritarian rule where most Pathfinder activity is forbidden. The Grand Lodge’s own archivist, Zarta Dralneen, was once a paracountess of Cheliax before becoming the leader of the Dark Archive, a former Pathfinder faction devoted to finding dangerous relics and occult knowledge.

But Chupko is really more of an expert on Osirion. He recalls that the Sandswept Hall in Osirion’s capital was for many years one of the most active Pathfinder Society lodges, due to being located in one of the oldest and most prosperous empires in the Inner Sea. Osirion’s interests once warranted the dedication of an entire Pathfinder Society faction, a group that eventually tied itself to the Scarab Sages to pursue ancient knowledge and the artifacts known as sage jewels.

Additionally, The Ruby Prince restricted Pathfinder Society activity in Osirion in no small part because of a cursed relic the Society accidentally presented to him as a gift.

Quetzhal doesn't know anything about the harbor, but recalls that the Pathfinder lodge in Almas, capital of Andoran, is also known as the Cathedral of Aroden. The building was formerly a church to the now-deceased god of humanity. Andoran is a nation devoted to democracy and personal freedom. It was the birthplace of the old Liberty’s Edge faction of the Pathfinder Society, which focused on opposing tyranny.

Kiroh stares at his letter and receives a divine vision informing him that the nation of Taldor, once a sprawling empire, has long sought to restore its former glory. Lady Gloriana Morilla is a former venture-captain who supported the rise of Taldor’s new monarch, Grand Princess Eutropia. Muesello is the current venture-captain, and he spends much of his time tinkering with custom wayfinders for Pathfinder agents.

Rain in Cloudy Day eagerly writes everything down in his notebook. "Thank you so much! As a brand-new Pathfinder agent, I am especially curious about any information pertaining to the Pathfinder Society’s older factions." He then ponders, "I wonder whether these events might be related? Oh! Before I forget, here! Take one TWO of these!" He presents you with your choice of an Alchemist Fire, an Acid Flask, a Tanglefoot Bag, or a Thunderstone.

(Kiroh's reroll earned you a second item)


GM GM GM ∞ | Slides | Chronicles

Oh, and everyone has a Hero Point, of course. Plus any extra for GM Glyphs.


GM GM GM ∞ | Slides | Chronicles

Commencing PFS2 Intro #3-01: Year of Shattered Sanctuaries

Once again the four of you are summoned to the Grand Lodge of Absalom, where Venture-Captain Ambrus Valsin requests your help assisting your recent acquaintance, Rain in Cloudy Day, with an urgent task.

When you arrive in the venture-captain’s office, you find Rain in a desperate state, standing on a chair behind a large oak desk covered with documents. “Ah, you’ve arrived! What a relief! I’m a bit overwhelmed at the moment, and I could use your help. The Pathfinder Society leadership is in a closed-door meeting right now, reviewing the latest news from Iobaria, the distant land where the Society has focused its efforts of late. I can’t wait to hear more about all the interesting things our agents discovered there! But, while they’re busy, I’ve been asked to catalog the flood of correspondence from our Inner Sea lodges. Just look at all these letters! Ambrus — that is, Venture-Captain Ambrus Valsin — asked me to sort and summarize all of it, but there’s so much! And, I’m not ashamed to admit that with my relative inexperience, all of it seems urgent! I’ve got to put a report together, but I’m overwhelmed by all the unfamiliar names and places! Here, take these letters. See what you can make of them. I’d hate to miss something important and disappoint the venture-captain, and I think the meeting is almost over!”

Each document (posted on Slides) has a list of possible skills to determine what you recall about the lodges and regions in question, but there is only time for a single check per document (although the suggestion in the GM thread for a table of 4 players is two PCs make 1 check, and two PCs make 2 checks). Feel free to strategize first, if you wish ^_^


GM GM GM ∞ | Slides | Chronicles

Chronicles uploaded and session reported!

Feel free to roll your Downtime here; I'll let you handle it on your sheets.

If you are up for doing #3-01, I can get an introductory post up this week. It will probably still be slow going for a while, though.


GM GM GM ∞ | Slides | Chronicles

And live and thrive you do. Or at least, Kiroh does. The rest of you walk away with glass shrapnel decorating you like a festival holiday scene.

Once you vacate the temple with the relic, you can easily return to Eando Kline. He listens eagerly to what you describe about the item’s properties, as well as your encounter with the wight and the explosive runes. "Thank the gods you made it out in one piece." He gingerly takes the relic from you and makes it clear that he understands the seriousness of it before thanking you for their efforts.

That night, you are all treated to a hearty meal prepared by Gorm Greathammer, and you get a chance to share your findings with the rest of the camp. The four Faction leaders each thank you again and make it clear that the work you have done will make it possible for more thorough explorations in the future.

"These Azlanti were quite a complicated bunch. We may never fully understand what they were doing here. Eldritch research. Foul worship. Scientific tampering. In a way I suppose they could be just as varied as any group you'd find today. My colleagues and I thank you for your help exploring these ruins. You've done well."

Scenario completed ^_^


GM GM GM ∞ | Slides | Chronicles

Well, then, there's the 3 successes you need. Lol. Let's see if it wins Initiative and gets to do anything...

(includes +1 from Kiroh Scouting)

Chupko (Stealth): 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Kiroh (Perception): 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Quetzhal (Perception): 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Trig (Perception): 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13

Hazard: 1d20 + 10 ⇒ (17) + 10 = 27 Hey cool!

As 1d4 ⇒ 1 Chupko moves forward, blood flows from the fanged skull rune as if it were an open wound, and an extreme hunger begins to manifest...

DC 20 Will Save, please ^_^

Critical Success No effect.
Success You are slowed 1.
Failure You are slowed 2.
Critical Failure You lose control of your mind for 1 round and must move to the nearest ally to make an unarmed bite attack. The ally is flat-footed against this attack. The bite deals 1d4 piercing damage and a critical hit deals an additional 1 point of persistent bleed damage.

As that happens, the mosaic blasts shards of colored glass at everyone, dealing 1d10 ⇒ 10 slashing damage plus 1 point of persistent bleed damage (DC 20 basic Reflex save; A critical success also negates the bleed damage).


GM GM GM ∞ | Slides | Chronicles

The party goes into critical overdrive and smites the wight into oblivion, leaving only its +1 longsword behind.

Combat Over!!

Kiroh (−2/19 HP; Shield −8/20; Drained 1)
Chupko (−0/24 HP)
Quetzhal (−0/28 HP)
Trig (−0/28 HP)

With no more foes to assail you, you continue on the exit path that Eando mapped out for you...

(I've moved you on the map, but feel free to readjust)

A wide hallway ends with elaborately carved marble stairway to the south. On the east and west walls are intricate mosaics, one depicting a crimson fanged skull in a leering motif, while the other shows a female warrior with dark hair and the same symbol emblazoned on her armor.

Quetzhal, Perception: 1d20 + 8 ⇒ (18) + 8 = 26

Quetzhal keenly spots that the motifs are haunted, and that approaching within 30 feet of the stairs may alert the resident spirits to your presence (IE, we'd roll for initiative).

So on a similar note to our talk earlier about surprise rounds, hazards can be detected before being triggered, but this doesn't give you extra rounds to disable them. It does allow you to buff up or send in certain people to handle them while others sit back, though.

For this haunt, you can try a DC 20 Religion (trained) to exorcise the spirits, a DC 21 Occultism (trained) to sever the connection to the temple, or a DC 21 Crafting (trained) to break up the murals; 3 successes are required to disable the haunt, and each attempt takes 2 actions while within 30 feet of the stairs.

What would you like to do?


GM GM GM ∞ | Slides | Chronicles

Despite the onslaught the wight clings on with supernatural strength!

(as in, extra HP due to challenge points..)

Claw vs Kiroh: 1d20 + 12 ⇒ (19) + 12 = 31
Crit, Slashing: 2d6 + 8 ⇒ (2, 3) + 8 = 13 − 5 (shield) = 8 to Kiroh & Shield
DC 17 Fortitude or become Drained 1

Claw vs Kiroh: 1d20 + 12 - 5 ⇒ (9) + 12 - 5 = 16
Slashing: 1d6 + 4 ⇒ (6) + 4 = 10

Claw vs Kiroh: 1d20 + 12 - 10 ⇒ (3) + 12 - 10 = 5
Slashing: 1d6 + 4 ⇒ (6) + 4 = 10

Heart of the Temple, Round 3-4

Wight (−60 HP)
Kiroh (−13/19 HP; Shield −8/20; Drained 1; Fort Save)
Chupko (−0/24 HP)
Quetzhal (−0/28 HP)
Trig (−0/28 HP)

Party is up!!


GM GM GM ∞ | Slides | Chronicles

*RAAWWRR*

Heart of the Temple, Round 2-3

Wight (−49 HP)
Kiroh (−5/19 HP; Drained 1)
Chupko (−0/24 HP)
Quetzhal (−0/28 HP)
Trig (−0/28 HP)

Bold may act!!


GM GM GM ∞ | Slides | Chronicles

Fortitude: 1d20 + 11 ⇒ (8) + 11 = 19

*SNARL*

Heart of the Temple, Round 2-3

Wight (−27 HP; +1 Temp HP)
Kiroh (−5/19 HP; Drained 1)
Chupko (−0/24 HP)
Quetzhal (−0/28 HP)
Trig (−0/28 HP)

Bold may act!!


GM GM GM ∞ | Slides | Chronicles

Too bad that Guidance wasn't on Quetzhal, that would have been a Crit!

The undead warrior takes a beating, but becomes particularly incensed when Kiroh's wounds all heal up. He drops his magical sword in a fit of rage and begins clawing at Kiroh like an uncivilized beast!

Claw: 1d20 + 12 ⇒ (11) + 12 = 23
Slashing: 1d6 + 4 ⇒ (1) + 4 = 5
DC 17 Fortitude or become Drained 1

Claw: 1d20 + 12 - 5 ⇒ (4) + 12 - 5 = 11
Slashing: 1d6 + 4 ⇒ (2) + 4 = 6

Claw: 1d20 + 12 - 10 ⇒ (9) + 12 - 10 = 11
Slashing: 1d6 + 4 ⇒ (1) + 4 = 5

Heart of the Temple, Round 2-3

Wight (−27 HP; +3 Temp HP)
Kiroh (−5/19 HP; Drained 1)
Chupko (−0/24 HP)
Quetzhal (−0/28 HP)
Trig (−0/28 HP)

Party is up!!


GM GM GM ∞ | Slides | Chronicles

I think that website crash must have logged everyone out. I didn't see any posting notifications.

Kiroh is rewarded with the satisfying *SLURK* of blade cutting flesh. Kind of like a giant.. steak? Almost makes you feel hungry..

Heart of the Temple, Round 1-2

Wight (−11 HP)
Kiroh (−9/19 HP; Drained 1)
Chupko (−0/24 HP)
Quetzhal (−0/28 HP)
Trig (−0/28 HP)

Bold may act!!


GM GM GM ∞ | Slides | Chronicles

Fortitude: 1d20 + 11 ⇒ (12) + 11 = 23

"Well, well. What do we have, here? A Cleric? Muahaha. Delicious! Perhaps I'll have you for dessert. But for my main entrée, I'm thinking Half-orc.."

Intimidate vs Kiroh: 1d20 + 9 ⇒ (3) + 9 = 12

+1 Longsword: 1d20 + 13 ⇒ (5) + 13 = 18
Slashing: 1d8 + 4 ⇒ (8) + 4 = 12

Claw: 1d20 + 12 - 5 ⇒ (18) + 12 - 5 = 25
Slashing: 1d6 + 4 ⇒ (4) + 4 = 8
DC 17 Fortitude or become Drained 1

An interesting rules interaction; you're already Drained 1, but only while you carry the amulet (and for a short while afterwards). A Wight only increases your Drained value after successive Strikes; I don't believe you would become Drained 2 by failing this save.

Heart of the Temple, Round 1-2

Wight (−2 HP; +3 Temp HP)
Kiroh (−9/19 HP; Drained 1; Fort Save)
Chupko (−0/24 HP)
Quetzhal (−0/28 HP)
Trig (−0/28 HP)

Party is up!


GM GM GM ∞ | Slides | Chronicles

Oh. Apologies. I uploaded the Wight image, but didn't place his token. He's right at the exit of this room, preventing you from leaving. I moved Kiroh up, based on the roleplay, and everyone else back 5 feet, because I doubt anyone else wants to be within 5 feet of the relic.

Kiroh Batu wrote:
If I manage to get a surprise round...

"Surprise" doesn't exist in this edition. He's as ready for a fight as you all are. But I'll roll Deception for you, to see if you can Feint him...

Deception, DC 20: 1d20 + 5 ⇒ (5) + 5 = 10

Oh. Goodness. That's a Critical Failure... Okay let's scrap that whole idea ^_^

"DECEIVERS! May you serve me better as SPAWN!"

Initiatives!:
Chupko (Stealth): 1d20 + 7 ⇒ (7) + 7 = 14
Kiroh (Deception): 1d20 + 5 ⇒ (11) + 5 = 16
Quetzhal (Perception): 1d20 + 8 ⇒ (5) + 8 = 13
Trig (Perception): 1d20 + 8 ⇒ (12) + 8 = 20

Enemy: 1d20 + 10 ⇒ (8) + 10 = 18

Heart of the Temple, Round 1

Trig (−0/28 HP)
Wight (−0 HP)
Kiroh (−1/19 HP; Drained 1)
Chupko (−0/24 HP)
Quetzhal (−0/28 HP)

Trig is up!

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