GM Xavier Kahlvet—1-25 Grim Symphony (Inactive)

Game Master KingTreyIII

Maps

Treasure Bundles: 8

Hero Points
Astrid: 1 | Charming: 2 | Fangor: 2 | Lapiz: 0 | Quinoline: 0 | Tybalt: 0


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| Strange Aeons | Prey for Death | ◆◇↻

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| Strange Aeons | Prey for Death | ◆◇↻

Because I find this easier than dealing with a legitimate handout and I'm lazy:

Letter from Evni Zongnoss:
Greetings Pathfinders,
I hope this letter finds you well. The Pathfinder Society has been offered an intriguing opportunity by the ruling parliament of northwestern Ustalav, so I am requesting your help for a mission. Please meet me in Caliphas at my headquarters in the Vodavani Lodge and present this letter to me upon arrival. I am compelled to warn you that the refugee situation in Caliphas is somewhat dire, but rest assured that other members of our Society are working to ameliorate the situation as best as they can!
Thank you for your assistance,
Venture-Captain Evni Zongnoss


| Strange Aeons | Prey for Death | ◆◇↻

The sight upon arriving in Caliphas is…depressing. The streets of the Ustalavic capital are crammed due to a large influx of refugees from the former nation of Lastwall; angry citizens of Caliphas forcibly attempt to remove many of the refugees from the city, though these citizens quickly flee with their tails between their legs if confronted by steeled adventurers such as the Pathfinders called to the city by Venture-Captain Evni Zongnoss.

If your character would try to assist the refugees:
Many of the refugees are desperately in need of food, clean clothing, medicine, shelter, or a combination therein. While those you assist are grateful, your generosity attracts the attention of more refugees who desperately ask for assistance. The number of the needy seems endless.

Eventually, a group of Pathfinders transporting supplies breaks you off from the crowd of the needy, explaining that they are better equipped to handle the current situation and take over the aid efforts while directing you to the Vodavani Lodge.

The Vodavani Lodge is in pure cacophony and chaos as dozens of Pathfinders imultaneously discuss the current situation or upcoming mission, and a scattered group of priests is prominently handing out holy water to eager agents. At the center of it all is a glimmer gnome in an elaborate turban and matching oversized blue robe that are both decorated with crescent moons and butterflies: Venture-Captain Evni Zongnoss. Next to her stands the Grand Archives faction leader: Gorm Greathammer. Images for Evni and Gorm are in the slides.

The handsome dwarven prince waves from where he stands next to a heavy oak table. “Welcome,” he calls out, projecting over the sounds of the crowd. Beside him, a harried Evni Zongnoss looks up from where she’s charting a precise path on a parchment map.

“Ah, you made it. Thank you for coming. As you can see, we have our hands full here,” Evni greets. “I believe you all should have received a letter from me containing your assigned destination?”

The gnome points to a flag on the map, marking a spot in the northwest region of Ustalav. “The Pathfinder Society has been given a special commission by the Palatinate parliament of northwestern Ustalav. There’s an old fortification in the foothills between Courtaud and Tamrivena by the name of Zagorstra Keep, built by the Oborov family and then abandoned when the line died out. The Society is to secure the keep so that the government can occupy it and use it as a guard post for the region. In exchange, the Society can claim any items of historical significance we find inside.”

“They’ve even provided us with an official eviction notice for any unwanted tenants that might be there, should it come to that!” Gorm says, pushing forward a bundle of papers stamped with a wax seal. “Though I doubt anyone residing there will be so easily reasoned with. Otherwise, why would the government be asking us?”

“The keep is the source of many local superstitions. We think it is likely to be occupied by dangerous creatures, so we’ve invited a number of priests to our lodge to provide holy water and other equipment. I think you would be wise to stock up on such supplies before you get underway,” Evni adds. “Apologies for the lack of better advice, but we didn’t get a chance to investigate the site as thoroughly as we’d have liked. You’ll be the first Pathfinders on the ground at the keep.”

“It’s a risk, but if it pays off, it’ll be worth it,” Gorm says. “I believe this keep may be the final resting place of a lost library I’ve been researching. If we find it, we’ll solve one of the great academic mysteries of the ages—not to mention the books themselves. The majority of the collection is over three thousand years old, which makes it quite the scholarly trove if any of it survived.”

“Indeed,” Evni adds. ”Simple enough mission: secure the keep, bring back anything interesting that you find. Any questions?”

I’m going to assume that anyone that is at least trained in Diplomacy or Society would go for the roll to Gather Information/Recall Knowledge.

GM Screen:
Astrid Society: 1d20 + 10 ⇒ (19) + 10 = 29
Charming Diplomacy: 1d20 + 18 ⇒ (5) + 18 = 23
Fangor Diplomacy: 1d20 + 11 + 2 ⇒ (19) + 11 + 2 = 32
Lapiz Society: 1d20 + 12 ⇒ (16) + 12 = 28
Quin Society: 1d20 + 13 ⇒ (12) + 13 = 25
Tybalt Society: 1d20 + 9 ⇒ (19) + 9 = 28

Astrid:
Zagorstra Keep was built in 3409 AR by the eccentric Oborov noble family, who demanded bizarre features to confound potential invaders, such as trapped fake doors and staircases to nowhere. Legends linger that the family had the architect murdered after the work was completed.

Charming:
Zagorstra Keep was built in 3409 AR by the eccentric Oborov noble family, who demanded bizarre features to confound potential invaders, such as trapped fake doors and staircases to nowhere. Legends linger that the family had the architect murdered after the work was completed.

Fangor:
Zagorstra Keep was built in 3409 AR by the eccentric Oborov noble family, who demanded bizarre features to confound potential invaders, such as trapped fake doors and staircases to nowhere. Legends linger that the family had the architect murdered after the work was completed. The manor has been wracked with thunderstorms and pouring rain for years now. Anyone who seeks to venture into the forest near the keep should be prepared to deal with both lightning and water.

Lapiz:
Zagorstra Keep was built in 3409 AR by the eccentric Oborov noble family, who demanded bizarre features to confound potential invaders, such as trapped fake doors and staircases to nowhere. Legends linger that the family had the architect murdered after the work was completed.

Quinoline:
Zagorstra Keep was built in 3409 AR by the eccentric Oborov noble family, who demanded bizarre features to confound potential invaders, such as trapped fake doors and staircases to nowhere. Legends linger that the family had the architect murdered after the work was completed.

Tybalt:
Zagorstra Keep was built in 3409 AR by the eccentric Oborov noble family, who demanded bizarre features to confound potential invaders, such as trapped fake doors and staircases to nowhere. Legends linger that the family had the architect murdered after the work was completed.

Envoy's Alliance

Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

Fangor is obviously a cleric of Razmir, the Living God. A silver mask hides his feature as heavy gray robes masks his frame, that makes difficult to clearly distinguish his height or frame. Nevertheless, his voice seems to be quite aged, almost a murmur, but very melodious and entertaining. Only his pointy ears that appears from time to time betray his elven heritage.
His immaculate white gloved hands are clearly delicate and manipulate with ease the wayfinder he have in hand, engraved with an intricate F.

With his smooth and melodious voice he says Greetings, I'm Fangor. Have you heard of Razmir, the Living God?

After listening to the Venture-Captain and the Grand Archive Leader, he asks around about the place they will explore and says to his comrades with his smooth voice.

I've heard that the Zagorstra Keep was built in 3409 AR by the eccentric Oborov noble family, who demanded bizarre features to confound potential invaders. Many people talk about trapped fake doors and staircases to nowhere. Also, legends linger that the family had the architect murdered after the work was completed. What a clever plan...
Nevertheless, after the many years of neglect, the manor has been wracked with thunderstorms and pouring rain. Anyone who seeks to venture into the forest near the keep should be prepared to deal with both lightning and water.


| Strange Aeons | Prey for Death | ◆◇↻
Fangor The Masked wrote:
Greetings, I'm Fangor. Have you heard of Razmir, the Living God?

”Would you like to take a moment to learn about our lord and savior Razmir?” :)

Evni leans closer to Gorm without taking her eyes off of the masked Pathfinder.

”Why is there—?”

“There’s a lodge in Razmiran now, Evni. Hush.”

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinoline walks down the street, harried by a small throng of children begging her for food. In her arms, she carries 10 weeks' worth of rations.

Will spend 4 gp on rations.

Kneeling down in the mud to speak to them at eye level, she hands out the rations, dividing each portion as much as she can. When she runs out of food, she scolds one child who reaches for one of the brightly colored vials on her bandolier.

"NO," she says sternly. "These are dangerous."

The remainder of the children scatter, still hungry.

Quinoline stands up and takes a deep breath. Interacting with the stream of refugees was emotionally exhausting, and she has to remind herself that she is not here for relief efforts.

---

In the briefing, she nods along with Fangor. "I've heard those as well."

She greets Astrid by name, having been on several missions together; she also talks with Fangor about Razmiran, and how she helped set up the Lodge. She also spent her downtime there, crafting some stained glass for the keep.

Envoy's Alliance

NG M Human (versatile) Sorcerer 8 | HP 80/80 | AC 24 | F +16 R +14 W +13 | Perc +12 (+2 initiative) | Speed 25 ft | Focus 1/2 | Spells: 1st 3/4 2nd 3/4 3rd 4/4 4th 4/5 | Staff 2/4 | Hero Points: 2 | Active Conditions: Vital Beacon (4/4)

”Of course we’ll help!” A tall man with curly chestnut hair flashes a charming smile at the venture-captain before it falls into a frown. ”But I don’t remember Winifred saying anything about undead or ghosts or anything like that, so why do you think we need all this holy water?” His voice is melodious and expressive, matching the wide-eyed innocence on his face.

Fangor wrote:
” Greetings, I'm Fangor. Have you heard of Razmir, the Living God?”

Religion: 1d20 + 9 ⇒ (3) + 9 = 12

”I don’t think I have!” The man claps delightedly. ”Do you know more about her? Does she like animals? And singing?” He unconsciously pushes his hair out of his face and back behind his ear as he waits breathlessly for the priest’s response.

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Speaking of undead and ghosts, Quinoline will prepare 3 ghost charges in lieu of her default 3 frost bombs.


| Strange Aeons | Prey for Death | ◆◇↻
Prince Charming II wrote:
”But I don’t remember Winifred saying anything about undead or ghosts or anything like that, so why do you think we need all this holy water?”

Evni looks at Charming with astonishment. ”You…you’re kidding, right? Ever since Vigil…” The gnome stops as she stares blankly off in the distance, her mind clearly on something else as stress washes over her face.

”Oh boy.” Gorm snaps his fingers several times in front of the Venture-Captain’s face. ”Evni. Evni. Come back to us. Still in Caliphas, remember?”

The gnome blinks several times and shakes her head. ”Yes, uh…sorry. Ever since Tar-Baphon was freed from the Gallowspire this area has been overrun with far more undead than we’ve seen in a long time, and that’s saying something.”

Envoy's Alliance

Half Orc AC: 23 (T) Fort: 9(T) Reflex: 12(E) Will: 14(E) Speed: 25 Level: 6 Perception: 14(E) HP:68/68

Lapiz arrives a little late due to dealing with all the refugees. Upon hearing about the house and it's inhabitants she adds," Reminds me of a place back in Vidrian. The owner just kept on building and building and building. Really odd sight. So much so it became a tourist attraction. I went there not to long ago.

Upon hearing about the potential for undead Lapiz's have contorts a bit and grows a bit pale. She adds,"Ooooo great...My friends used to make fun of me for being a bit of a coward. Don't worry Lapiz you can do this."


Anyone ever been to the place this scenario is inspired by? I think its in California?

Radiant Oath

Action ◆ Free Action ◇ Reaction ↺ Dwarf Warrior Fighter 7| HP 97/115 AC 26 (28)| Fo +15 Re +12 Wi +13; resist poison 3| Speed 20| Percep +15| Hero Points 1/3

Tybalt comes in heavy armor, shield, axe, stein, and beard. He's all dwarf.
"So you want us to go to this place, evict everyone, and make it safe for the government to inhabit? OK."

Re Fangor: "I've heard the same about the history of Zagorstra Keep."

Envoy's Alliance

Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

Fangor will help the refugees as much as he could and explains to them that if they want a safe place to live, they can go to Razmiran where Razmir, the Living God, will protect them for Tar-Baphon and offer shelter and work.

Having not much to spare, I will just buy 1 week ration (4sp)

It will be my pleasure Charming, Razmir is the god of law, luxury, obedience, and the land of Razmiran itself! As a god of luxury, I'm sure that He loves animals and music. Most of his priest are trained in the Art of Oratory, so we will be able to address people.

To Quinoline, he says Yes, I'm a friend of the local priest. Played the scenario with this character and befriend the local priest :D


| Strange Aeons | Prey for Death | ◆◇↻
Detective Lapiz Roc wrote:
Anyone ever been to the place this scenario is inspired by? I think its in California?

San Jose, California. When the name of the Winchester mansion was dropped when I played this scenario, I nearly screamed because I've been to the mansion and I know the architectural absurdity that that building holds. There are indeed stairs that lead to nowhere, as well as an entire room dedicated to a zig-zagging "staircase" where each step only goes up about an inch (because Mrs. Winchester apparently had arthritis or something in her legs and couldn't raise her feet higher than that). It's been a few years since I went there, though.

Tybalt Stonepeak wrote:
"So you want us to go to this place, evict everyone, and make it safe for the government to inhabit? OK."

"Yeah, that's basically the gist of—"

"And try to find and recover the books!" Gorm interrupts.

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 1/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: Paragon's guard

A large, heavily armed and armored ulfen woman enters the room. Her eyes are bloodshot and she has a scowl on her face. She speaks with a pronounced Skald accent.

"Ugh. Sorry I'm late. I gave some coins to some of the refugees and before I knew it I was mobbed. It took awhile to get away from them without smashing in some faces. I feel a bit bad for shouting at the poor wretches like I did but what else could I do?"

She strides up to Quinoline and gives her a friendly punch on the shoulder.

"Ha! Quin! Good to see you again. How's your head? That was a nasty bump you took when you collided with that wall."

She turns to the rest of the group and gives them a cocky salute.

"So this is the crew this time, huh? Good to meet you all."

She pounds on her shield with a gauntleted fist and introduces herself.

"I'm Astrid Gertasdottir, shield maiden. I travel the path of glory. I'm stealthier than moonlight and fiercer than an avalanche. I've killed more men than winter and drunk enough ale to sink an armada."

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 1/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: Paragon's guard
Detective Lapiz Roc wrote:

Anyone ever been to the place this scenario is inspired by? I think its in California?

I've been there at least once many years ago as a child. I actually used to live in San Jose. The Winchester Mystery House is pretty interesting. There was a movie made about it a couple of years ago with Helen Mirren that was apparently very bad.

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 1/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: Paragon's guard
GM Xavier Kahlvet wrote:

“They’ve even provided us with an official eviction notice for any unwanted tenants that might be there, should it come to that!” Gorm says, pushing forward a bundle of papers stamped with a wax seal. “Though I doubt anyone residing there will be so easily reasoned with. Otherwise, why would the government be asking us?”

"I'd like to look over those papers if you don't mind. I should probably make sure there won't be any problems with their legitimacy."

Legal lore check maybe?

Fangor The Masked wrote:
With his smooth and melodious voice he says Greetings, I'm Fangor. Have you heard of Razmir, the Living God?

"Aren't they all living?"

Astrid pauses for a moment.

"Well...except for one notable exception of course."


| Strange Aeons | Prey for Death | ◆◇↻

GM Screen:
1d20 ⇒ 1

Astrid:
The eviction notice contains signatures of high-ranking people from the Palatinate parliament, but seems rather rushed in places. You think that this eviction notice is more for show than as an actual legal document.

The Venture-Captain looks among each of the Pathfinders expectantly before just shrugging. ”Well, if there aren’t any questions then you’d best be getting on your way. I’ve hired a coach to take you to the keep itself; it’s a few days’ journey. Unfortunately, there was nothing we could pay the coach driver to wait for you outside, so you’ll have to walk down to the nearby town to find transportation for your return. The coach driver was also very firm that she would waste no time and take no detours, so finish any other business you might have before departing.”

It is at this point that I ask that you all state whatever Advanced boon you’ll have slotted for this scenario. And for non-field commissioned agents, please state whatever consumable you’ll be getting from your school training.

Also, I need to know who is carrying the eviction notice.

Assuming there aren’t any last-minute questions, I’ll just move things along: The journey through the Palatinates is quick and uneventful. Though the local forests are being soaked by summer thunderstorms, the trip out to the keep is relatively calm. That is, until the keep finally comes into view. Lightning illuminates the rain-slicked walls of the stone keep, casting the fortified facades in striking relief. The roof of Zagorstra Keep is slanted at a strange, asymmetrical angle from the walls, making the building disconcerting to look at. The faint and haunting chords of a pipe organ can be heard beneath the downpour, granting an eerie ambiance to the approach.

The coach driver looks at the building in a combination of shock and awe, and makes zero attempt at hiding the fact that the moment the Pathfinders disembark from her stagecoach she nopes the hell out of there.

There are currently three entrances to Zagorstra Keep: a main front entrance to the east and two side entrances (one on the north side of the keep and one on the south). None of these entrances are locked.

What do you do?

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinoline is field commissioned, and does not have a school consumable. She has the Seasoned Diplomat boon, so she is Trained in Diplomacy and Expert in Society.

On the road, Quinoline advocates that whoever is the best at diplomacy should carry the eviciton notice. When presented, it may require a ... light touch ... to be useful.

At the keep, Quinoline advocates the direct route - knocking on the front door and asking politely. But if others have a better plan, she's down for shenanigans.


| Strange Aeons | Prey for Death | ◆◇↻
Quinoline Silicate wrote:
Quinoline is field commissioned, and does not have a school consumable. She has the Seasoned Diplomat boon, so she is Trained in Diplomacy and Expert in Society.

I'm only saying this because I got that boon at the exact same time as you: Seasoned Diplomat is a one-time use; you have to check a box at the beginning of the scenario to gain its main benefits.

Also, I'm going to go with three votes dictates what the party does for a given choice (like how to enter the keep).

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

LOL crap, totally missed that. That boon kind of sucks, then. I guess Quinoline won't have an Advanced Boon.

Envoy's Alliance

Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

Fangor will take 2 scrolls of Heal (level 3) as his consumables.

With his smooth voice Fangor says to Quinoline.

Our friend Astrid seems to have some legal knowledge, may be will it be wise to lend it to her? In any case, I'm good with talking to people if you prefer.

Looking at the strange building, Fangor thinks Living to its legend. before turning to his comrades and saying.

As we come with a legal notice of eviction, I suggest to go through the main entrance and ask for the master of this place. We are no bandits nor pillagers, so it seems fair to do that.

Envoy's Alliance

Half Orc AC: 23 (T) Fort: 9(T) Reflex: 12(E) Will: 14(E) Speed: 25 Level: 6 Perception: 14(E) HP:68/68

Lapiz nods in agreement with Fangor'a comment. " I agree with Fangor. We're not here to start any fights and we should be direct and honest with our intentions ," Lapiz says staring at the house expecting it to jump up and kill them right then and there.

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 1/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: Paragon's guard
Fangor The Masked wrote:

Our friend Astrid seems to have some legal knowledge, may be will it be wise to lend it to her? In any case, I'm good with talking to people if you prefer.

"I can hold it if you want. It's not likely to be too effective though. Sure it looks pretty and has some high ranking signatures on it but it's more for show than anything."

Astrid shrugs.

"I dunno, it looks official enough I guess. Maybe we can use it to bluff them out of here."


| Strange Aeons | Prey for Death | ◆◇↻

And that’s three.

Immediately upon entering the keep, you all find yourselves in some kind of makeshift laboratory with arcane pillars lining the walls. At the center of the room is a raised dais, within its transparent walls pulse and swirl an uncanny reddish liquid. Above the dais is a hole in the ceiling some twenty feet in diameter, causing the rain outside to pour in. Further up in the hole—thirty feet above the dais below—is a square metal platform, suspended to the surrounding ceiling by thick iron chains. Map updated For the record, I had to rotate this map 90 degrees clockwise, so north is currently to the right on this map.

Lapiz:
That’s Odd: The central pillar just north (to the right) of the dais catches Lapiz’s eye.

As the Pathfinders slowly advance into the keep, a raucous BOOM deafens them momentarily. As they regain their hearing, amid the muffled music of a distant organ they hear clack clack clack as the iron chains on the ceiling move, granting enough slack that it slowly lowers the square metal plate from above. At the last few feet before the platform settles at the top of the dais, the Pathfinders see a massive monstrosity standing up awkwardly from a prone position on the free-moving platform. The eight-foot-tall creature is an amalgamation of body parts from a variety of creatures stitched together in a mockery to the gods’ true handiwork.

When the platform finally settles on the top of the dais, the creature hops of the platform, sees the Pathfinders, and roars in rage!

Initiative; Scouting:
Astrid Stealth: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
Charming: 1d20 + 11 + 2 ⇒ (4) + 11 + 2 = 17
Fangor Stealth: 1d20 + 13 + 1 ⇒ (18) + 13 + 1 = 32
Lapiz: 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26
Quinoline: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Tybalt: 1d20 + 15 + 2 ⇒ (13) + 15 + 2 = 30

Creature: 1d20 + 12 ⇒ (16) + 12 = 28

Took some creative liberties with Fangor’s and Astrid’s positions so that they actually start with some cover so their Avoiding Notice made actual sense. Also a friendly reminder that going up stairs is difficult terrain.

Birth to my Creation
Round 1
================
Fangor
Tybalt

Creature
Astrid
Lapiz
Quinolone
Charming
================

Radiant Oath

Action ◆ Free Action ◇ Reaction ↺ Dwarf Warrior Fighter 7| HP 97/115 AC 26 (28)| Fo +15 Re +12 Wi +13; resist poison 3| Speed 20| Percep +15| Hero Points 1/3

Couldn't sign on to paizo boards earlier today for some reason. Anyway, Tybalt will be slotting Devil’s Keep (Infernal Detonations): 1/adventure reaction to deal damage for his Advanced Boon and taking the healing potions for his school consumable.

Tybalt readies his axe, raises his shield, and advances in preparation for combat.
"By decree of the recognized Razmiri government you are to leave these premises immediately or be forcibly evicted." He turns to Astrid. "Go ahead. Show him the paper."

◆ Ready Axe
◆ Raise shield
◆ Stride

Envoy's Alliance

Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

By Razmir! What's this thing?!

Fangor tries to recognize what type of creature this thing is before acting.

◆ Recall Knowledge (+12 Arcana/Occultism/Society or +10 Nature/Religion)


| Strange Aeons | Prey for Death | ◆◇↻

Tybalt, did you mean to Ready a Strike? Because that’s two actions to do. Also, you were ordered to clear this place out by the Ustalavic government, not the Razmiri government.

And since this was brought up: presenting the eviction notice requires an Interact action while within 10 feet of a target (taking this Interact action requires having the eviction notice already in hand).

GM Screen:
1d20 ⇒ 1

Fangor:
This is definitely some kind massive mindless zombie; it won’t give a crap about a flimsy piece of paper. Target it with positive energy and slashing damage against its stitches.

Birth to my Creation
Round 1
================
Fangor
Tybalt
Creature
Astrid
Lapiz
Quinolone
Charming
================

Envoy's Alliance

Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

This creature is some sort of giant mindless zombie! I don't think it will react to our notice of eviction. I suggest rather than talking to just strike it with slashing weapon or positive energy. Things it will understand.

Too far away to use his spell, Fangor draws his shortbow and shoots at the creature before it react.

shortbow vs FF AC: 1d20 + 13 + 1 ⇒ (4) + 13 + 1 = 18
Damages, P (+precision): 1d6 + 2d6 ⇒ (3) + (2, 5) = 10

◆ Interact (draw weapon)
◆ Ranged Strike

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

As an aside, Quinoline has no ketone; her name has two i's and one o.

Radiant Oath

Action ◆ Free Action ◇ Reaction ↺ Dwarf Warrior Fighter 7| HP 97/115 AC 26 (28)| Fo +15 Re +12 Wi +13; resist poison 3| Speed 20| Percep +15| Hero Points 1/3

@GM XK: Only if you allow me to have the axe ready when we roll initiative. Then, Tybalt will stride and ready to strike.
Dwarven Waraxe +1 striking, shifting: 1d20 + 18 ⇒ (9) + 18 = 27 Slash Damage: 2d8 + 7 ⇒ (7, 2) + 7 = 16


| Strange Aeons | Prey for Death | ◆◇↻

The Razmiri’s arrow flies straight past the creature’s head, clipping off a small bit of its ear—though it makes no indication of noticing part of its ear being gone. Flavor; that attack just missed.

The creature lurches forward—you expected a creature of this size to move a bit faster—and looks down at Tybalt. The creature raises its fist and brings it down right above Tybalt’s head!

Creature vs Tybalt: 1d20 + 20 ⇒ (20) + 20 = 40
Damage (doubled from crit): 2d10 + 7 ⇒ (5, 8) + 7 = 20

After knocking the wind—and maybe several vertebrae—out of the dwarf, the creature follows up with a kick to Tybalt’s chest!

Creature vs Tybalt; 2nd: 1d20 + 20 - 5 ⇒ (10) + 20 - 5 = 25
Damage: 2d10 + 7 ⇒ (8, 4) + 7 = 19

But the dwarf’s armor blocks most of the blow.

Birth to my Creation
Round 1/2
================
Fangor
Tybalt (-40)

Creature
Astrid
Lapiz
Quinoline
Charming

================

Envoy's Alliance

NG M Human (versatile) Sorcerer 8 | HP 80/80 | AC 24 | F +16 R +14 W +13 | Perc +12 (+2 initiative) | Speed 25 ft | Focus 1/2 | Spells: 1st 3/4 2nd 3/4 3rd 4/4 4th 4/5 | Staff 2/4 | Hero Points: 2 | Active Conditions: Vital Beacon (4/4)

Momentarily taken aback by the violence, Charming smooths his robes and clears his throat. "AAAaaah, aaAAAAaaah!" His voice is light and lilting, like a leaf upon the wind - and after a few seconds, a screeching cry answers it.

Casting lvl 4 summon elemental [AAA].


Augmented Small Air Elemental | HP 17 | AC 17 Touch 14 FF 14 | F: +6, R: +6, W: +0 | Perc: +4, Darkvision | Fly 100 ft | Active conditions:

The zephyr hawk swoops down from the rafters, pummeling the giant undead twice before retreating back to safety.

Wing: 1d20 + 11 ⇒ (4) + 11 = 15
Slashing damage: 1d8 + 4 ⇒ (6) + 4 = 10

Wing: 1d20 + 11 ⇒ (1) + 11 = 12
Slashing damage: 1d8 + 4 ⇒ (6) + 4 = 10

Using Circling Attack [AA] - see below.

Circling Attack wrote:
The zephyr hawk Flies up to half its Speed, makes two wing Strikes, then Flies up to half its Speed again to return to its original location. The second half of this movement doesn’t trigger reactions. Both attacks count toward the zephyr hawk’s multiple attack penalty, but the penalty doesn’t increase until after it makes both attacks.

Envoy's Alliance

Half Orc AC: 23 (T) Fort: 9(T) Reflex: 12(E) Will: 14(E) Speed: 25 Level: 6 Perception: 14(E) HP:68/68

Spoiler:

Doctor's Visitation : Move+BM Tybalt
DC 20 Heal
medicine: 1d20 + 14 + 1 ⇒ (3) + 14 + 1 = 18
Reroll hero point
medicine: 1d20 + 14 + 1 ⇒ (18) + 14 + 1 = 33
Critical
healing: 4d8 + 10 + 5 + 6 ⇒ (8, 5, 1, 6) + 10 + 5 + 6 = 41
Immune to Battle Medicine for one hour because of Forensic Investigator
Take out crossbow
Move back

Lapiz looks a bit panicked at the monsters heavy blow hits Tybalt. Rushing over she heals the dwarf of his wounds and rushes back to where she came from. " That thing is pretty scary. I didn't thing anyone was supposed to live here let alone that...," she says trembling a bit.

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinoline strides behind a pillar.

Quinoline draws a moderate bottled lightning and throws it.

Bottled Lightning: 1d20 + 16 ⇒ (3) + 16 = 19
Electricity: 2d6 + 4 ⇒ (1, 3) + 4 = 8 plus flat-footed
4 splash electricity on a miss

Ghost Charge, MAP: 1d20 + 16 - 5 ⇒ (2) + 16 - 5 = 13
Positive: 2d8 + 4 ⇒ (6, 8) + 4 = 18 plus enfeebled 1
4 splash positive on a miss

It's the pillar's fault.

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 1/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: Paragon's guard

Astrid raises her shield and takes a deep breath before screaming a battle cry and quickly moving towards the creature.

"Videre til ære!"

Skald:
Onward to glory!

With her free hand she reaches out to grab the zombie.

athletics-grab: 1d20 + 12 ⇒ (18) + 12 = 30

"I've got him. Strike quickly Tybalt!"

Envoy's Alliance

Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

Fangor hides behind a pillar Hide (Secret Stealth +13)

Then calls for Razmir's fire to burn the creature.

May Razmir's Cleansing Fire burn you!

Flame Strike vs AC FF?: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32
Damages, F (+precision): 3d4 + 4 + 2d6 ⇒ (4, 3, 2) + 4 + (5, 4) = 22 +3d4 persistant fire damages

◆ Hide
◆◆ Cast a spell

Radiant Oath

Action ◆ Free Action ◇ Reaction ↺ Dwarf Warrior Fighter 7| HP 97/115 AC 26 (28)| Fo +15 Re +12 Wi +13; resist poison 3| Speed 20| Percep +15| Hero Points 1/3

Tybalt veritably bounces from the massive creature's strike. In retaliation, Tybalt steps into it and chops with his axe.

◆ Step
◆ Strike
Dwarven Waraxe +1 striking, shifting: 1d20 + 18 ⇒ (2) + 18 = 20 Slash Damage: 2d8 + 7 ⇒ (6, 2) + 7 = 15
◆ Strike
Dwarven Waraxe +1 striking, shifting: 1d20 + 18 - 5 ⇒ (2) + 18 - 5 = 15 Slash Damage: 2d8 + 7 ⇒ (1, 4) + 7 = 12


| Strange Aeons | Prey for Death | ◆◇↻

GM Screen:
1d20 ⇒ 13

Resolving this turn in the rolled initiative order rather than posting order because…I want to.

Astrid moves forward ang immediately grabs at the creature’s legs, restricting its movement!

Lapiz moves forward and patches up all of the damage the creature dealt to Tybalt before retreating back.

Quinoline chucks a bottled lightning at the creature, though it has enough movement to move out of the way as the bottle shatters at its feet. Since you’re a bomber, I figured you’d just choose to not do the splash damage on Astrid (recent errata shows that a missed bomb does splash damage to the target and all adjacent creatures on a failure [but not crit failure])

The small bits of electricity, rather than hurt the creature like Quinoline expected, seems to arc into the stitches keeping the creature together! [[R]] Almost out of impulse, the creature’s arm jerks straight toward Astrid’s body to grab her while she’s grabbing it! Nothing in the rules saying that you can’t Grapple your grappler.

Athletics vs Astrid Fort DC: 1d20 + 19 ⇒ (18) + 19 = 37 Crit

The creature wraps a single massive hand around Astrid’s body and suddenly all of the electricity from Quin’s bottled lightning surges out—much stronger than before—all into Astrid, while leaving the creature unharmed!

Electricity Damage to Astrid: 6d6 ⇒ (4, 4, 1, 2, 1, 3) = 15

Quin then throws a ghost charge, but the creature backhands it mid-air, causing the metal canister to shatter against the nearby wall. Crit fail.

Charming summons a hawk of pure air that only really seems to annoy the creature like a persistent insect.

Fangor successfully Hides behind the pillar and chucks fire at the creature! For the record, please don’t say “flame strike,” because that’s its own separate spell and I got really confused until I realized you were casting produce flame Although, despite the creature catching on fire, it seems to take less damage than the Razmiri intended.

ACTUAL Fire Damage: 5d8 ⇒ (1, 7, 8, 2, 5) = 23

Tybalt Steps up to the creature, though completely misses the creature both times.

The creature looks down at the creatures at its feet and throws several punches—though at Astrid first since she’s still flat-footed to it until the end of this turn.

Creature vs Astrid FF: 1d20 + 20 ⇒ (8) + 20 = 28
Damage: 2d10 + 7 ⇒ (8, 8) + 7 = 23

Creature vs Tybalt; 2nd: 1d20 + 20 - 5 ⇒ (16) + 20 - 5 = 31
Damage: 2d10 + 7 ⇒ (10, 3) + 7 = 20

Creature vs Astrid FF; 3rd: 1d20 + 20 - 10 ⇒ (13) + 20 - 10 = 23
Damage: 2d10 + 7 ⇒ (9, 4) + 7 = 20

Suddenly, the creature takes some damage from Fangor’s thrown flame catching it on fire!

Persistent Fire: 3d4 ⇒ (1, 3, 1) = 5
DC 15 Flat Check: 1d20 ⇒ 12

The damage below is assuming Astrid didn’t Shield Block; I’ll adjust it afterwards if Astrid would have done so.

Birth to my Creation
Round 2/3
================
Fangor
Tybalt (-20)

Creature (-28) {3d4 persistent fire}
Astrid (-38)
Lapiz
Quinoline
Charming
Zephyr Hawk

================

Envoy's Alliance

Half Orc AC: 23 (T) Fort: 9(T) Reflex: 12(E) Will: 14(E) Speed: 25 Level: 6 Perception: 14(E) HP:68/68


Devise a Strategem
strategem: 1d20 ⇒ 11
Ehhh... Let's heal Doctors Visitation on Astrid
DC 20
medicine: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24
heal: 2d8 + 10 + 6 + 5 ⇒ (4, 8) + 10 + 6 + 5 = 33
Astrid immune for one hour
Walk Back

Lapiz frenetically continues to heal her allies wounds ensuring they can take another hit.

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent
GM Xavier Kahlvet wrote:
Since you’re a bomber, I figured you’d just choose to not do the splash damage on Astrid (recent errata shows that a missed bomb does splash damage to the target and all adjacent creatures on a failure [but not crit failure])

1. Yes, by default I will never intend to do splash damage. I should have stated this explicitly at the beginning, I apologize.

2. I believe the rule hasn't changed - they just changed the example to make it clearer. This is the way bombs should have been working all along.

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 1/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: Paragon's guard

So I'm pretty sure I know what this creature is. Astrid on the other hand...

"What the hells was that? I've never known a zombie do anything like that.

Astrid will recall knowledge on the monster. +10 Arcana/Crafting/Society, +11 Occultism, +3 Nature/Religion

In one smooth action Astrid draws her shortsword and slices the creature before raising her shield in defense.

Quick Draw-shortsword: 1d20 + 17 ⇒ (11) + 17 = 28
damage, slashing: 2d6 + 4 ⇒ (3, 4) + 4 = 11

I won't use shield block this time but I will use (Devil's Keep-Advanced) Once per adventure you can use the following reaction. Infernal Detonations-Trigger: A creature within 30 feet of you targets you or an ally with an attack. Effect: The creature takes fire damage equal to 1d6+your level (basic Reflex save). The DC of the reflex save is equal to your spell DC or your class DC whichever is higher. So DC22 basic reflex save vs fire damage: 1d6 + 6 ⇒ (6) + 6 = 12

Also Astrid should take one less electricity damage due to Touched by the Storm.

↺ Devil's Keep, ◆ Recall Knowledge, ◆ Quick Draw, ◆ Raise Shield


| Strange Aeons | Prey for Death | ◆◇↻

GM Screen:
1d20 ⇒ 17

Astrid:
It’s your choice of whether you would have rolled Arcana or Crafting. You can only choose one of the following.

If Astrid would have rolled Arcana, open the spoiler below

Spoiler:
You vaguely recall reading about golems (a type of magical construct), and how they are specifically created to be able to counteract most magic, to the point of almost being immune. Golems react to certain kinds of magic differently: If they are harmed by specific magic (such as fire or water) then they take a static amount regardless of the effect (for this one it seems to be fire). They are healed by other magic such that it instead heals half the damage the magic would have dealt and causing it to lose the slowed condition. They are slowed by specific magic, making them slowed 1 for 2d6 rounds. They are also vulnerable to one or more specific spells, though they usually affect the golem in a different way from the normal spell.
Every golem has at least one of each of these kinds of magical exceptions.

If you would have rolled Crafting, open the spoiler below.

Spoiler:
This is definitely some kind of constructed creature. The true construct is likely the frame holding these body parts up, meaning that the creature is reinforced physical attacks.

Going to make a GM call with regards to Devil’s Keep that I’ll go more into later.

Creature Reflex: 1d20 + 14 ⇒ (6) + 14 = 20

ACTUAL Fire Damage: 5d8 ⇒ (6, 3, 1, 6, 8) = 24

Astrid solidly hits the creature, but instead of easily slicing through its flesh like Fangor said, she feels as if her attack was less effective! Translation: you ran into a resistance.

Also, thank you for pointing out Touched by the Storm; didn’t realize you had that.

Birth to my Creation
Round 2/3
================
Fangor
Tybalt (-20)

Creature (-63 from “1” attacks [before resistances]) {3d4 persistent fire}
Astrid (-4)
Lapiz
Quinoline
Charming
Zephyr Hawk

================

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Okay, so, for the life of me, I can't figure out what's going on with the fire damage. Fangor hit it with 3d4+4+2d6, but it took 5d8. Astrid dealt 1d6+1, but it took 5d8. But then when the 3d4 persistent fire damaged it, it just took 3d4? Fire wasn't identified as a weakness, unless Fangor crit-failed? Astrid's slashing also seems to be ineffective, which bolsters that theory. Argh.

Quinoline will also Recall Knowledge; if what Astrid reports to the group is different from Fangor's report, she'll be the tiebreaker. If it's a construct: Crafting +17. If not, Arcana +13, Occultism +13, Society +13, Nature +10.

She'll wait for the results of her and Astrid's Recall Knowledges before she decides what else to do.

Envoy's Alliance

NG M Human (versatile) Sorcerer 8 | HP 80/80 | AC 24 | F +16 R +14 W +13 | Perc +12 (+2 initiative) | Speed 25 ft | Focus 1/2 | Spells: 1st 3/4 2nd 3/4 3rd 4/4 4th 4/5 | Staff 2/4 | Hero Points: 2 | Active Conditions: Vital Beacon (4/4)

"Oh hello friend! Thank you for your help!"

Charming flashes a dazzling smile at the hawk before moving to cover on the opposite side of the pillared hallway. "Don't give up, Tybalt!" he cheers optimistically. "You've got this!"

Sustain [A], Stride [A], and cast guidance on Tybalt [A].


Augmented Small Air Elemental | HP 17 | AC 17 Touch 14 FF 14 | F: +6, R: +6, W: +0 | Perc: +4, Darkvision | Fly 100 ft | Active conditions:

The hawk screeches in response and swoops to dive-bomb the maybe-zombie before circling around again and retreating to safety.

Wing: 1d20 + 11 ⇒ (19) + 11 = 30
Slashing damage: 1d8 + 4 ⇒ (2) + 4 = 6

Wing: 1d20 + 11 ⇒ (2) + 11 = 13
Slashing damage: 1d8 + 4 ⇒ (5) + 4 = 9

Circling Attack [AA] - same path as last time.

Envoy's Alliance

Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

Sorry, for the confusion in my spell's name!

Fangor is confused as it seems that he mistake the creature for something else.

As fire seems to do something, he continues to hit the thing with the holy fire of Razmir!

Hide (Stealth +13)

May Razmir's Holy Fire burn you to crisp!

Produce Flame vs FF? AC: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
Damages, F (+precision): 3d4 + 4 + 2d6 ⇒ (2, 2, 1) + 4 + (3, 5) = 17 +3d4 persistant damage if it's a crit

◆ Hide
◆◆ Cast a spell

Also, I will use my reaction ↺ Devil's Keep to do 1d6+5 Fire damage (Basis Reflex DC22) the next time the creature will try to attack one of my allies

Radiant Oath

Action ◆ Free Action ◇ Reaction ↺ Dwarf Warrior Fighter 7| HP 97/115 AC 26 (28)| Fo +15 Re +12 Wi +13; resist poison 3| Speed 20| Percep +15| Hero Points 1/3

I had a post eaten.
Will also activate Devil's Keep: DC23 basic reflex save vs Fire Damage: 1d6 + 7 ⇒ (3) + 7 = 10

Tybalt cuts and chops at the thing again.

◆ Strike
Dwarven Waraxe +1 striking, shifting: 1d20 + 18 ⇒ (10) + 18 = 28 Slash Damage: 2d8 + 7 ⇒ (5, 8) + 7 = 20
◆ Strike
Dwarven Waraxe +1 striking, shifting: 1d20 + 18 - 5 ⇒ (20) + 18 - 5 = 33 Slash Damage: 2d8 + 7 ⇒ (3, 2) + 7 = 12
◆ Raise Shield

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 1/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: Paragon's guard

"Bell's bells! It's some sort of golem. Use fire magics. Quin! No more lightning."

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Unless Quinoline's own Recall Knowledge differs, Quinoline is going with fire.

She will Quick-Alchemy a moderate alchemist's fire, and infuse a dazzling agent.

Moderate Alchemist's Fire: 1d20 + 16 ⇒ (2) + 16 = 18
Fire: 2d8 + 4 ⇒ (4, 5) + 4 = 13 plus 2 persistent fire plus DC 23 Fortitude vs dazzled
4 splash fire on a miss

I don't believe this persistent fire will stack with existing persistent fire. The higher value should prevail, which is the 3d4. Edit: not that it matters, lol

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