[PFS2 / GMGlyn] 1–09: Star-Crossed Voyages & 1-23: Star-Crossed Court (Inactive)

Game Master GHembree

Table 1 Battle Map


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Grand Archive

Gnome Sorc 4 (air elemental); HP 44/44; AC 18; F+9, R+8, W+8; Perc +6 low-light

Phin nods as the others ask for instruction.

Grand Lodge

Game map | Icons: ◆◇↺

Friendly

Arlo asks what sort of elementals?

Xun nods in agreement that it would be wise to prepare and asks about the dangers.

Phin nods as the others asks questions.

Lashweather looks at the pathfinders ” Aye it will be dangerous, but is it worth the risk? Detials, It will take place on the top floor which is this large circular room. Lumki will stay on the lower floors so she should be safe. The elemental spirits should be things like Air, Fire, Water, and Earth Mephits mostly.”

The old pirate goes on to explain ” The Cho’aatan ritual, requires me to conduct a short attunement that is what causes the elemental creatures to appear within the ritual space. You will need to dispatch these elemental creatures and keep them from harming me or I might lose concentration which would ruin the attunement.”

Looking around to make everyone is listening, ” The attunement ritual will cause the constellations on the floor to be magically charged, bestow magic effects in line with the constellations’ meaning to those who stand on them.”

Seeing blank looks on some of your faces, he explains friendly ” Iruxi learn early on that every constellation has meanings.“

” Such as ‘Cho’sath’ Shaped like a fire with three flames, this constellation is associated with fire. A creature standing on would be magically charged with fire and would burn anything they strike.”

Pointing to another one, ” That one ‘Chal’soth’ Shaped like three waves, this constellation is associated with water. A creature standing on it would deal additional water bludgeoning damage as they would be empowered as if crashing waves.”

Pointing to a third one, ” The ‘Kaiross’ shaped like a curved fang, this constellation is associated with military and physical strength. A creature standing on it gains Strength.”

He looks to your group ” Do you understand?”

None of you recognize any of the other constellation elements or meanings.

There are a total of 12 constellations inlaid on the floor of the room and he has friendly explained three of them. If you want to know more you will have to influence him to become more helpful. (Everyone can try to influence him more.)

Quote:

1. Cho’sath (Fire): Shaped like a fire with three flames, this constellation is associated with fire. A creature standing on it deals 1d6 additional fire damage with their Strikes.

2. Shi’sath: Shaped like three wavy vertical lines.

3. Chal’soth (Water): Shaped like three waves, this constellation is associated with water. A creature standing on it deals 1d6 additional bludgeoning damage with their Strikes. The Strike gains the water trait.

4. Shar’soth: Shaped like a large stone with three diagonal slash marks on it.

5. Kaiross (Strength): Shaped like a curved fang, this constellation is associated with military and physical strength. A creature standing on it gains a +2 status bonus to Strength-based attack and damage rolls.

6. Shalor: Shaped like a hatching egg.

7. Ondess: Shaped like a reptilian eye.

8. Kartek: Shaped like a serpent.

9. Kurdok: Shaped like an iruxi skull.

10. Sharbosh: Shaped like a turtle’s shell.

11. Shal’mokk: Shaped like a primitive nest.

12. Korlan: Shaped like a skipping stone.

GM rolls:

A DC 25 Fortune-Telling Lore or Occultism check (or other appropriate Lore checks, at the GM’s option) allows a PC to make an educated guess about the meaning of a particular constellation.
Xun +6: 9d20 ⇒ (11, 1, 13, 17, 12, 8, 13, 18, 17) = 110
Phineas +1: 9d20 ⇒ (15, 9, 17, 11, 10, 15, 3, 16, 8) = 104
Arlo +0: 9d20 ⇒ (2, 10, 3, 7, 2, 9, 4, 19, 10) = 66
Azel +0: 9d20 ⇒ (7, 12, 4, 1, 19, 4, 18, 14, 19) = 98

Status (hero Points): *** Exploration Mode ***

Xun Saburo: (2) -
__Onyx: (statue)
Phineas Hatt: (1) -
__Owl who:
Arlo Rumble: (1) -
Azel the Rebel: (1) - 2 dam
__Gordy - Leshy:

Special rules:
the ritual lasts 5 rounds.
At the start of each round, a new group of similar elementals will appear and will be placed in the initiative order as a block. (I will be keeping track of your current initiative. The initiative block that you act in may be split by a new group of foes. I will list who can act at the bottom of the post after the initial round.)
If Lashweather takes damage he makes a flat check or loses concentration starting at DC4 increasing with each hit.

There is a Greater Challange Mode Option. Everyone would have to agree to it in order to run it! (Just harder. No additional benefit other than bragging rights)

Verdant Wheel

Female P14+2 Init AC 24, F +13, R +12, W +14 HP 74/74
Spoiler:
3rd Acidic Burst x2 Heal; 2nd Acidic Burst Heal Heal; 1st Heal Heal Burning Hands ;

"Sure..... Why not? It will be fine. It can't be any worst than fighting a basilisk. I wasn't expecting this when I was told I was going to be helping people with a diplomatic misison."
I'll let everyone else choose.

Verdant Wheel

Male NG Wildwood Halfling | Cleric 6 | HP 66/66 | AC 22 | eF +12 tR +12 eW +14 | speed 25 ft | ePerc +14 | Hero Point 1/3 | Focus: 0/1 | Spells: 1: 3/3 2: 3/3 3: 2/3| Heals: 3/4 | Spell DC 22| active condition: | Exploration activity: Search

"Just Mephits?" Arlo looks almost sad. "I'm glad we don't get crushed by giant earth elementals, but I'd hoped for something more... exotic?"

"Anyway, do Mephits have any special powers? I presume they have attacks related to their element?"

I'm glad I prepped Sanctuary, that might come in useful now.
I'd rather not choose the more challenging option. Most of our power is in Azel being level 6, the rest of us are still 3 or 4.

Grand Archive

Gnome Sorc 4 (air elemental); HP 44/44; AC 18; F+9, R+8, W+8; Perc +6 low-light

Phin nods. "We'll protect you, sir. To the end." Not excited for the extra challenge part. Though I am curious what it is...

Grand Lodge

Game map | Icons: ◆◇↺

Azel agrees expecting it to be easier than fighting a basilisk.

Arlo is disappointed it is not something more exotic than Mephits.

Phineas promises to protect Lashweather to the end.

Seeing that the group is in agreement Lashweather is ready ” Please take positions around the room and be prepared for anything.” He waits for the pathfinders to get ready before he starts the attunement.

Status (hero Points): *** Exploration Mode ***

Xun Saburo: (2) -
__Onyx: (statue)
Phineas Hatt: (1) -
__Owl who:
Arlo Rumble: (1) -
Azel the Rebel: (1) - 2 dam
__Gordy - Leshy:

Special rules:
When we start the ritual lasts 5 rounds.
At the start of each round, a new group of similar elementals will appear and will be placed in the initiative order as a block. (I will be keeping track of your current initiative. The initiative block that you act in may be split by a new group of foes. I will list who can act at the bottom of the post after the initial round.)
If Lashweather takes damage he makes a flat check or loses concentration starting at DC4.

Make your plans and place your tokens on the map where you would like to start at. Lashweather in the token to the north. Will get started next post.

Grand Archive

NG Male Half-Orc Bard 7 | HP 75/75 | AC 26 | F +10 R +15 W +13 (+1 vs magic) | Perc +13 (low-light vision, +2 init) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 3/3 3rd: 0/3 4th: 0/2 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Xun stands next to the astronomer and holds his drum. He begins to drum a piece of smooth music.

"Ready" says Xun.

Arlo, Xun also has Sanctuary, do you want to cast it first? I wonder if we should stand next to Lashweather. I am afraid of splash damage and such...

Verdant Wheel

Male NG Wildwood Halfling | Cleric 6 | HP 66/66 | AC 22 | eF +12 tR +12 eW +14 | speed 25 ft | ePerc +14 | Hero Point 1/3 | Focus: 0/1 | Spells: 1: 3/3 2: 3/3 3: 2/3| Heals: 3/4 | Spell DC 22| active condition: | Exploration activity: Search

I have it prepared, and don't think I'll use it on anything else. You can also cast other spells with that slot. But maybe see who wins initiative, and let that decide who casts it. :)

Arlo nods, puts on his best serious face and stands ready close by Lashweather and Xun, out of the way of any runes. Wind starts flowing around him as he readies his magic. "I think I'm ready to go."

Grand Archive

Gnome Sorc 4 (air elemental); HP 44/44; AC 18; F+9, R+8, W+8; Perc +6 low-light

Phineas takes a position on the three wavy lines, feeling an affinity for them.

Verdant Wheel

Female P14+2 Init AC 24, F +13, R +12, W +14 HP 74/74
Spoiler:
3rd Acidic Burst x2 Heal; 2nd Acidic Burst Heal Heal; 1st Heal Heal Burning Hands ;

Azel takes up her position and says,"Im ready lets get ready to bash things in the head... I mean do astrology.... "


Sorry for my erratic posting Ive been sick lately and just getting over it.

Grand Lodge

Game map | Icons: ◆◇↺

Taking position, Xun begins to drum a soothing piece of music.

Arlo stands close to Lashweather and Xun.

Phineas stands over the three wavy lines.

Azel takes up position ready to get started.

Seeing that everyone is in position and ready he starts the attunement process with a grin and yells ” Strike the Jolly Roger and full speed ahead!”. A low magical hum starts as he proceeds with casting the magic. The runes on the floor begin to glow as the hum increases and everything feels heavy as Lashweather tunes in the earth plane.

Xun feels the energy of fire infuse his weapon as flames start to dance upon it. (+1d6 fire on strikes)

Phineas feels as light as a feather enabling him to move faster (+10 movement status 1round.)

Azel feels the wiser from standing on the rune. (increase saving throw DCs of her spells by +2)

With a flash and popping sound, three eathy-looking Mephhits appear near the constellation of the earth flying just a foot off the ground.

GM Rolls:

Init earth Mephits: 1d20 + 3 ⇒ (18) + 3 = 21

Status (hero Points): *** Combat Mode ***

Xun Saburo: (2) -
__Onyx: (statue)
Phineas Hatt: (1) -
__Owl who:
Arlo Rumble: (1) -
Azel the Rebel: (1) - 2 dam
__Gordy - Leshy:

Lashweather:

21 Mephit Earth Brown:
21 Mephit Earth Green:
21 Mephit Earth Black:

Special rules:
When we start the ritual lasts 5 rounds.
At the start of each round, a new group of similar elementals will appear and will be placed in the initiative order as a block. (I will be keeping track of your current initiative. The initiative block that you act in may be split by a new group of foes. I will list who can act at the bottom of the post after the initial round.)
If Lashweather takes damage he makes a flat check or loses concentration starting at DC4.

Roll initiative if greater than 21 you act before the Mephits.

Grand Archive

NG Male Half-Orc Bard 7 | HP 75/75 | AC 26 | F +10 R +15 W +13 (+1 vs magic) | Perc +13 (low-light vision, +2 init) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 3/3 3rd: 0/3 4th: 0/2 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Perception, initiative: 1d20 + 8 ⇒ (14) + 8 = 22 Hey! 22 is what I needed.

Inspire courage, lingering composition, DC20: 1d20 + 10 ⇒ (10) + 10 = 20 Hey! 20 is what I needed here:D

Xun increases the tempo, the drums fill the air and you all feel energetic and motivated to fight.

Soon Xun changes the rhythm and throws a burning rock at green earth mephit

Telekinetic Projectile@green, inspire courage: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19 Hey! Is 19 what I needed here? ;)
Damage, inspire courage, burning: 2d6 + 4 + 1d6 + 1 ⇒ (2, 2) + 4 + (3) + 1 = 12

Inspire courage (lasts for 3 rounds), Telekinetic Projectile

Grand Archive

Gnome Sorc 4 (air elemental); HP 44/44; AC 18; F+9, R+8, W+8; Perc +6 low-light

Perception: 1d20 + 6 ⇒ (14) + 6 = 20

Phin is just a moment too slow!

Verdant Wheel

Male NG Wildwood Halfling | Cleric 6 | HP 66/66 | AC 22 | eF +12 tR +12 eW +14 | speed 25 ft | ePerc +14 | Hero Point 1/3 | Focus: 0/1 | Spells: 1: 3/3 2: 3/3 3: 2/3| Heals: 3/4 | Spell DC 22| active condition: | Exploration activity: Search

Initiative: 1d20 + 9 ⇒ (11) + 9 = 20

Arlo is too distracted by the elementals popping up to react properly.

Verdant Wheel

Female P14+2 Init AC 24, F +13, R +12, W +14 HP 74/74
Spoiler:
3rd Acidic Burst x2 Heal; 2nd Acidic Burst Heal Heal; 1st Heal Heal Burning Hands ;

initiative: 1d20 + 16 ⇒ (3) + 16 = 19

Azel just gets so excited at the prospect and accidentally misses the start of combat.

Grand Lodge

Game map | Icons: ◆◇↺

Xun reacts quickly starting a drum rhythm that fills the air inspiring his allies. He follows it up by telekinetically filing a burning rock at the green mephit easily hitting the creature that flenches in pain as it growls at the half-orc.

Phineas, Arlo and Azel are unable to react before the earth Mephits flitter forward to attack.

The Green Mephit breaths a foul cone of rocks at Azel. Then strikes at the hobgoblin missing her.
(Azel - basic Reflex save DC17 vs rock breath; 8 dam)

The brown and black Mephits join their brother in attacking Azel, fortunately, all their fist attacks miss.

GM Rolls:

Green Earth Mephit vs Azel - 2 act breath, strike
breath weapon: 2d6 ⇒ (4, 4) = 8
recharge: 1d4 ⇒ 4

fist: 1d20 + 8 ⇒ (3) + 8 = 11 to hit bludgeoning: 1d6 + 3 ⇒ (6) + 3 = 9

Black Earth Mephit vs Azel - move strike, strike
fist: 1d20 + 8 ⇒ (12) + 8 = 20 to hit bludgeoning: 1d6 + 3 ⇒ (2) + 3 = 5

fist: 1d20 + 8 - 5 ⇒ (10) + 8 - 5 = 13 to hit bludgeoning: 1d6 + 3 ⇒ (1) + 3 = 4

Brown Earth Mephit vs Azel - move, strike, strike
fist: 1d20 + 8 - 5 ⇒ (3) + 8 - 5 = 6 to hit bludgeoning: 1d6 + 3 ⇒ (4) + 3 = 7

fist: 1d20 + 8 - 5 ⇒ (13) + 8 - 5 = 16 to hit bludgeoning: 1d6 + 3 ⇒ (6) + 3 = 9

Status (hero Points): *** Combat Mode *** (+1 inspire courage 3r)

Round 1

block 1A
30: Lashweather:
22 Xun Saburo: (2) - (+1d6 fire on strikes)
22 __Onyx: (statue)

Block 1B
21 Mephit Earth Brown:
21 Mephit Earth Green: +12 dam
21 Mephit Earth Black:

block 2A
20 Phineas Hatt: (1) - (+10 movement status 1round.)
20 __Owl who:
20 Arlo Rumble: (1) -
19 Azel the Rebel: (1) - 2+? Dam (DC17 reflex save vs 8 dam) (increase saving throw DCs of her spells by +2)
19 __Gordy - Leshy:

Special rules:
When we start the ritual lasts 5 rounds.
At the start of each round, a new group of similar elementals will appear and will be placed in the initiative order as a block. (I will be keeping track of your current initiative. The initiative block that you act in may be split by a new group of foes. I will list who can act at the bottom of the post after the initial round.)
If Lashweather takes damage he makes a flat check or loses concentration starting at DC4.

Inititive block 2: Phineas, Arlo, and Azel can act now!

Grand Archive

Gnome Sorc 4 (air elemental); HP 44/44; AC 18; F+9, R+8, W+8; Perc +6 low-light

Phineas takes a moment, breathes deeply and casts animal form, taking the form of an especially speedy ape!

He moves up to beside the black mephit!

Verdant Wheel

Male NG Wildwood Halfling | Cleric 6 | HP 66/66 | AC 22 | eF +12 tR +12 eW +14 | speed 25 ft | ePerc +14 | Hero Point 1/3 | Focus: 0/1 | Spells: 1: 3/3 2: 3/3 3: 2/3| Heals: 3/4 | Spell DC 22| active condition: | Exploration activity: Search

Arlo rushes up to Lashweather and casts Sanctuary on him.

"Don't worry Lashweather, I'll keep you safe!"

DC 19 Will save to attempt to attack Lashweather. I presume this also includes breath attacks and other area of effect spells, but I'll defer to the GM on that.

Verdant Wheel

Female P14+2 Init AC 24, F +13, R +12, W +14 HP 74/74
Spoiler:
3rd Acidic Burst x2 Heal; 2nd Acidic Burst Heal Heal; 1st Heal Heal Burning Hands ;


reflex: 1d20 + 12 ⇒ (4) + 12 = 16
electric arc on black green: 3d4 + 4 ⇒ (2, 4, 1) + 4 = 11 DC 22+2=24
attack on brown: 1d20 + 11 + 1 ⇒ (18) + 11 + 1 = 30
damage 2 handed: 2d8 + 3 + 1 ⇒ (4, 8) + 3 + 1 = 16

Azel just looks at the mephits attacking her and kind of feels sorry for them. "Listen your doing a good job attacking but you're going to have to try better," she says very plainly while unleashing an electric arc upon two of them and hitting one of them with the staff.

Grand Lodge

Game map | Icons: ◆◇↺

Phineas breathes deeply and turns into an ape who moves quickly to threaten the black mephit.

Arlo rushes up to Lashweather casting protective magic on him.

Azel takes a face full of rocks from the Mephit’s breath attack. She attacks back with an electric arc between the black and green mephits critically wounding both of them. They jerk about then fall dead their bodies starting to fade away. The hobgoblin then strikes the brown one with her staff giving it a really good thumping.

Lashweather holds on to his interments as he continues to tune it, The air becomes moist and you feel a fine mist of water spray over you like an ocean storm. Two water mephits begin to form over the water rune in the south of the room. Lashweather yells over the sound of crashing waves, ” You must defeat the elements as quickly as you can!”

The blue Mephit breaths a cone of acid onto Phineas and Azel, before moving up to the ape.
(Phineas and Azel roll basic Reflex save DC17 vs 3pt acid)

The Cyan Mephit flitters into flank on Azel slashing her twice with its claws.

GM rolls:

black reflex vs electric arc DC24: 1d20 + 4 ⇒ (4) + 4 = 8
green reflex vs electric arc DC24: 1d20 + 4 ⇒ (7) + 4 = 11

inititive water Mephits: 1d20 + 3 ⇒ (19) + 3 = 22

Blue Mephit vs Azel - 2 act breath, stride
breath weapon: 2d6 ⇒ (2, 1) = 3
recharge: 1d4 ⇒ 1

Cyan Mephit vs Azel - move strike, strike
claw: 1d20 + 8 ⇒ (20) + 8 = 28 to hit slash: 1d6 + 1 ⇒ (2) + 1 = 3 with flank

claw: 1d20 + 8 - 5 ⇒ (19) + 8 - 5 = 22 to hit slash: 1d6 + 1 ⇒ (4) + 1 = 5 with flank

Status (hero Points): *** Combat Mode *** (+1 inspire courage 3-1=2r)

Round 2

30: Lashweather: ( Sanctuary DC19 will )

22 Mephit water Blue: (recharge 1r)
22 Mephit water Cyan:

block 1A
22 Xun Saburo: (2) - (+1d6 fire on strikes)
22 __Onyx: (statue)

Block 1B
21 Mephit Earth Brown: +16 dam
21 Mephit Earth Green: 12+22 dam (* dead *)
21 Mephit Earth Black: +22 dam (* dead *)

block 2A
20 Phineas Hatt: (1) - +? dam (reflex dc17 vs 3pt acid) (you feel negative energy flow up from the rune preparing to suck your life force out.)
20 __Owl who:
20 Arlo Rumble: (1) -
19 Azel the Rebel: (1) - 2+8+?+3+5 = 18+? Dam (reflex dc17 vs 3pt acid) (increase saving throw DCs of her spells by +2)
19 __Gordy - Leshy:

Special rules:
When we start the ritual lasts 5 rounds.
At the start of each round, a new group of similar elementals will appear and will be placed in the initiative order as a block. (I will be keeping track of your current initiative. The initiative block that you act in may be split by a new group of foes. I will list who can act at the bottom of the post after the initial round.)
If Lashweather takes damage he makes a flat check or loses concentration starting at DC4.

Inititive block 1a: Xun can act. Phineas and Azel have a reflex save to roll.

Grand Archive

NG Male Half-Orc Bard 7 | HP 75/75 | AC 26 | F +10 R +15 W +13 (+1 vs magic) | Perc +13 (low-light vision, +2 init) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 3/3 3rd: 0/3 4th: 0/2 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Xun keeps on playing, but this time he reaches the spirit world, he calls for angry spirits wishing to be animated into this world and stand to fight.

He finds a ghost, a silent one. He can't really get a feel of how it will show

1-Festrog, 2-ghoul, 3-plague zombie: 1d3 ⇒ 2

Some from the ground raises ravenous undead with a skull in its long claws.

Ghoul jaws atack@brown earth mephit, ic: 1d20 + 9 + 1 ⇒ (1) + 9 + 1 = 11
Damage, piercing, ic: 1d6 + 1 ⇒ (6) + 1 = 7

Ghoul claw atack@brown earth mephit, ic: 1d20 + 9 + 1 - 4 ⇒ (3) + 9 + 1 - 4 = 9
Damage, piercing, ic: 1d4 + 1 ⇒ (2) + 1 = 3

Casting: Animate dead lvl 2 calling in Ghoul

Grand Archive

Gnome Sorc 4 (air elemental); HP 44/44; AC 18; F+9, R+8, W+8; Perc +6 low-light

Reflex: 1d20 + 8 ⇒ (15) + 8 = 23

Grand Lodge

Game map | Icons: ◆◇↺

Xun reaches into the spirit world and calls forth a ghoul to fight for him.

Xun’s Ghoul bites at the brown earth mephit but can’t really manage to sink his teeth into it.

Phineas avoids most of the acid breath damage.

The brown earth mephit lashes out with its fist at Azel hitting once due to flank and missing twice.

The death rune Phineas is standing on flares up zapping him with negative energy leaving him feeling a little drained at the start of his action.

GM rolls:

ghoul/Azel: 1d2 ⇒ 2

Brown earth vs Azel : 3x strike
fist: 1d20 + 8 ⇒ (15) + 8 = 23 to hit bludgeoning: 1d6 + 3 ⇒ (2) + 3 = 5

fist: 1d20 + 8 - 5 ⇒ (9) + 8 - 5 = 12 to hit bludgeoning: 1d6 + 3 ⇒ (4) + 3 = 7

fist: 1d20 + 8 - 10 ⇒ (16) + 8 - 10 = 14 to hit bludgeoning: 1d6 + 3 ⇒ (3) + 3 = 6

rune negative energy on Phineas: 1d6 ⇒ 5

Status (hero Points): *** Combat Mode *** (+1 inspire courage 2r)

Round 2

30: Lashweather: ( Sanctuary DC19 will )

22 Mephit water Blue: (recharge 1r)
22 Mephit water Cyan:

block 1A
22 Xun Saburo: (2) - (+1d6 fire on strikes)
22 __Onyx: (statue)
22 __Ghoul

Block 1B
21 Mephit Earth Brown: 16 dam

block 2A
20 Phineas Hatt: (1) - +1+5 = 6 dam (you feel 5pt negative energy flow up from the death rune sucking your life force out.)
20 __Owl who:
20 Arlo Rumble: (1) -
19 Azel the Rebel: (1) - 18+?+5 = 23+? Dam (reflex dc17 vs 3pt acid) (increase saving throw DCs of her spells by +2)
19 __Gordy - Leshy:

Special rules:
When we start the ritual lasts 5 rounds.
At the start of each round, a new group of similar elementals will appear and will be placed in the initiative order as a block. (I will be keeping track of your current initiative. The initiative block that you act in may be split by a new group of foes. I will list who can act at the bottom of the post after the initial round.)
If Lashweather takes damage he makes a flat check or loses concentration starting at DC4.

Inititive block 2A Phineas, Arlo, and Azel can Act. Azel has a reflex save to roll.

Verdant Wheel

Male NG Wildwood Halfling | Cleric 6 | HP 66/66 | AC 22 | eF +12 tR +12 eW +14 | speed 25 ft | ePerc +14 | Hero Point 1/3 | Focus: 0/1 | Spells: 1: 3/3 2: 3/3 3: 2/3| Heals: 3/4 | Spell DC 22| active condition: | Exploration activity: Search

Arlo moves forward and decides to harry the water mephits with an Electric Arc.

Electric Arc at Blue and Cyan: 2d4 + 4 ⇒ (2, 3) + 4 = 9
DC 19 Reflex save to evade it.

Verdant Wheel

Female P14+2 Init AC 24, F +13, R +12, W +14 HP 74/74
Spoiler:
3rd Acidic Burst x2 Heal; 2nd Acidic Burst Heal Heal; 1st Heal Heal Burning Hands ;

reflex: 1d20 + 12 ⇒ (3) + 12 = 15
electric arc: 3d4 + 4 ⇒ (3, 3, 3) + 4 = 13 On brown and light blue
DC 22+2 Reflex
Attack on Blue.
attack: 1d20 + 11 + 1 ⇒ (15) + 11 + 1 = 27
damage: 2d8 + 3 + 1 ⇒ (5, 1) + 3 + 1 = 10

" Ok.... Now.. You are starting to overwhelm me...."

Grand Archive

Gnome Sorc 4 (air elemental); HP 44/44; AC 18; F+9, R+8, W+8; Perc +6 low-light

Phin-ape feels unpleasant as the rune makes him wounded! Phin-ape takes a guarded step to give off the accursed thing and hoots his displeasure, then tried to pound Dark Blue first!

Slam vs Dark Blue: 1d20 + 9 + 1 ⇒ (4) + 9 + 1 = 14 for 2d6 + 1 + 1 ⇒ (2, 3) + 1 + 1 = 7 bludgeoning damage!
Slam vs Dark Blue: 1d20 + 9 + 1 - 5 ⇒ (16) + 9 + 1 - 5 = 21 for 2d6 + 1 + 1 ⇒ (2, 4) + 1 + 1 = 8 bludgeoning damage!

Grand Lodge

Game map | Icons: ◆◇↺

Arolo moves forward and shocks the water mephits with an electric arc, both of them manage to avoid the full damage, but they feel zapped.

Azel wipes the acid from her face and uses electric arc magic on the cyan and brown mephits. The water one avoids part of the damage, but the brown one takes a critical zap killing it!

The hobgoblin follows the spell up with a strike from her staff critically bashing the cyan mephit. It drops to the ground dead and starts to fade.

Phineas shifts off the death rune and slam the dark blue Mephit connecting once with his ape arms. The mephit grunts from the blow, but is still alive.

Lashweather holds on to his equipment as he turns some nobs, the wind picks up blowing and gusting around the room sending dust and papers flying. A single Air mephit pops into existence over the Air rune and tries to get its bearing.

The dark blue water elements claws at the Phineas-ape leaving two long angry red slashes from two claws that hit. (2pt & 2pt)

GM rolls:

blue water mephits reflex DC19: 1d20 + 11 ⇒ (17) + 11 = 28
Cyan water mephits reflex DC19: 1d20 + 11 ⇒ (16) + 11 = 27

blue water mephits reflex DC24: 1d20 + 11 ⇒ (13) + 11 = 24
brown earth mephits reflex DC24: 1d20 + 4 ⇒ (2) + 4 = 6

air mephit initiative: 1d20 + 3 ⇒ (6) + 3 = 9

Dark blue Water Mephit vs Phineas
claw: 1d20 + 8 ⇒ (12) + 8 = 20 to hit slashing damage: 1d6 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 8 - 5 ⇒ (16) + 8 - 5 = 19 to hit slashing damage: 1d6 + 1 ⇒ (1) + 1 = 2
claw: 1d20 + 8 - 10 ⇒ (10) + 8 - 10 = 8 to hit slashing damage: 1d6 + 1 ⇒ (4) + 1 = 5

Status (hero Points): *** Combat Mode *** (+1 inspire courage 2-1=1r)

Round 3

Block 0:
30: Lashweather: ( Sanctuary DC19 will )

22 Mephit water Blue: +4+8 = 12 dam
22 Mephit water Cyan: +4+6+20 = 30 dam (* dead *)

block 1A
22 Xun Saburo: (2) - (+1d6 fire on strikes)
22 __Onyx: (statue)
22 __Ghoul

Block 1B
21 Mephit Earth Brown: 16+26 = 42 dam (* dead *)

block 2A
20 Phineas Hatt: (1) - 6+2+2 = 10 dam
20 __Owl who:
20 Arlo Rumble: (1) -
19 Azel the Rebel: (1) - 23+3 = 26 Dam (increase saving throw DCs of her spells by +2)
19 __Gordy - Leshy:

block 3
6 Mephit Air Purple:

Special rules:
When we start the ritual lasts 5 rounds.
At the start of each round, a new group of similar elementals will appear and will be placed in the initiative order as a block. (I will be keeping track of your current initiative. The initiative block that you act in may be split by a new group of foes. I will list who can act at the bottom of the post after the initial round.)
If Lashweather takes damage he makes a flat check or loses concentration starting at DC4.

Inititive block 1A & 2A Xun, Phineas, Arlo, and Azel can Act.

Verdant Wheel

Male NG Wildwood Halfling | Cleric 6 | HP 66/66 | AC 22 | eF +12 tR +12 eW +14 | speed 25 ft | ePerc +14 | Hero Point 1/3 | Focus: 0/1 | Spells: 1: 3/3 2: 3/3 3: 2/3| Heals: 3/4 | Spell DC 22| active condition: | Exploration activity: Search

Now that the room is less crowded, Arlo decides to do some damage control. He casts a healing spell, and soothing winds envelop Azel, numbing her wounds.

Two-action Heal: 2d8 + 16 ⇒ (5, 2) + 16 = 23

With his last action, Arlo throws up a precautionary Shield spell.

Grand Archive

Gnome Sorc 4 (air elemental); HP 44/44; AC 18; F+9, R+8, W+8; Perc +6 low-light

Phin-ape hoots his deep displeasure at being struck! He pounds at Blue!

Slam, inspired: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23 for 2d6 + 1 + 1 ⇒ (6, 5) + 1 + 1 = 13 damage!
Slam, inspired: 1d20 + 9 + 1 - 5 ⇒ (5) + 9 + 1 - 5 = 10 for 2d6 + 1 + 1 ⇒ (1, 1) + 1 + 1 = 4 damage!
Slam, inspired: 1d20 + 9 + 1 - 10 ⇒ (1) + 9 + 1 - 10 = 1 for 2d6 + 1 + 1 ⇒ (5, 3) + 1 + 1 = 10 damage!

Verdant Wheel

Female P14+2 Init AC 24, F +13, R +12, W +14 HP 74/74
Spoiler:
3rd Acidic Burst x2 Heal; 2nd Acidic Burst Heal Heal; 1st Heal Heal Burning Hands ;


Move
attack 1: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28
attack 2: 1d20 + 11 + 1 - 5 ⇒ (18) + 11 + 1 - 5 = 25
damage 1: 2d8 + 3 + 1 ⇒ (2, 8) + 3 + 1 = 14
damage 2: 2d8 + 3 + 1 ⇒ (5, 2) + 3 + 1 = 11

"Ok you've got that mephit... I'll got get the other..," says Azel as she bashes the lone mephit in the head with her staff.

Grand Archive

NG Male Half-Orc Bard 7 | HP 75/75 | AC 26 | F +10 R +15 W +13 (+1 vs magic) | Perc +13 (low-light vision, +2 init) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 3/3 3rd: 0/3 4th: 0/2 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Xun commands ghoul to aid Phineas and it goes to the other side to provide at least distraction.

He tries to bite the blue mephit

Jaws@blue, ic: 1d20 + 10 ⇒ (18) + 10 = 28
Damage, piercing, ic: 1d6 + 1 + 1 ⇒ (6) + 1 + 1 = 8

Xun however keeps on playing and with the help of his magic he flings a stone at mephit next to Azel

Telekinetic Projetile@pink, ic: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Damage, bludgeoninig, fire, ic: 2d6 + 4 + 1d6 + 1 ⇒ (4, 2) + 4 + (2) + 1 = 13

1st: Command Ghoul (move and attack)
2nd and 3rd: Telekinetic projectile

Grand Lodge

Game map | Icons: ◆◇↺

Arlo opts to cast healing on Azel erasing most of her wounds. Then protected himself with a magic shield.

Phin-ape hoots as he slams the blue Mephit killing it in one blow.

Azel moves into position to attack the one remaining Mephit. She hits it twice with her staff bashing it until it stops moving. The air Mephit starts to fade away.

Xun commands the ghoul to aid Phineas, but all the foes are currently dead.

Lashweather grins ” You make a greate crew sweeping the decks clean. Keep it up we are nearly there.!” The Iruxi continues to fiddle with the instrument as the air in the room turns hot and you hear the crackle of fire.

Two fire Mephits pop into existence next to Xun. Luckily she gets to act before they do!

GM rolls:

air mephit initiative: 1d20 + 3 ⇒ (18) + 3 = 21

Status (hero Points): *** Combat Mode *** (+1 inspire courage)

Round 4

Block 0:
30: Lashweather: ( Sanctuary DC19 will )

22 Mephit water Blue: 12+13 = 25 dam (*dead*)

block 1A
22 Xun Saburo: (2) - (+1d6 fire on strikes)
22 __Onyx: (statue)
22 __Ghoul

Block 1B
21 Mephit fire red:
21 Mephit fire orange:

block 2A
20 Phineas Hatt: (1) - 10 dam
20 __Owl who:
20 Arlo Rumble: (1) -
19 Azel the Rebel: (1) - 26-23 = 3 Dam
19 __Gordy - Leshy:

block 3
6 Mephit Air Purple: +28+11 = 39 dam (* dead *)

Special rules:
When we start the ritual lasts 5 rounds.
At the start of each round, a new group of similar elementals will appear and will be placed in the initiative order as a block. (I will be keeping track of your current initiative. The initiative block that you act in may be split by a new group of foes. I will list who can act at the bottom of the post after the initial round.)
If Lashweather takes damage he makes a flat check or loses concentration starting at DC4.

Inititive block 1A: Xun can Act.

Grand Archive

NG Male Half-Orc Bard 7 | HP 75/75 | AC 26 | F +10 R +15 W +13 (+1 vs magic) | Perc +13 (low-light vision, +2 init) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 3/3 3rd: 0/3 4th: 0/2 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Performance, inspire courage, lingering composition, DC20: 1d20 + 10 ⇒ (16) + 10 = 26

Xun again plays his drum to inspire his friends. "We are nearly there! Protect Master Lashweather!"

Xun barks at ghoul which runs towards the yellow foe

Jaws@yellow, ic: 1d20 + 10 ⇒ (2) + 10 = 12

But misses.

Xun commands magical shield to protect him.

Inspire Courage + Lingering composition - 3 rounds
Command Ghoul (move and attack)
Cast shield +1 to AC and reaction to block an attack

Grand Lodge

Game map | Icons: ◆◇↺

Xun beats on his drum with an inspiring rhythm that lingers in the air. Commanding his ghoul to attack it moves up but fails to bite the fiery Mephit. For added protection, the half-orc bard shields himself with magic.

The red Mephit breaths fire on Xun, the Ghoul, and the orange Mephit following it up with a bite on Xun that just hits due to flank.
(Xun & Ghoul basic reflex vs DC17 vs 7pt fire and 1d4 persisent fire)

The Orange Mephit ignores the fire breath from his brother and bites at the Ghoul multiple times. Only the first strike hits the Ghoul causing him to be wounded and burnt.

GM rolls:

Red Mephit vs Xun
fire breath 15ft cone: 2d4 ⇒ (4, 3) = 7 plus 1d4 persistent

bite w/+1str: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19 to hit vs flank piercing w/+1str: 1d6 + 1 ⇒ (3) + 1 = 4 plus fire: 1d4 ⇒ 4

Orange vs Ghoul
bite: 1d20 + 9 ⇒ (12) + 9 = 21 to hit piercing: 1d6 ⇒ 5 plus fire: 1d4 ⇒ 2
bite: 1d20 + 9 - 5 ⇒ (10) + 9 - 5 = 14 to hit piercing: 1d6 ⇒ 5 plus fire: 1d4 ⇒ 2
bite: 1d20 + 9 - 10 ⇒ (3) + 9 - 10 = 2 to hit piercing: 1d6 ⇒ 3 plus fire: 1d4 ⇒ 2

Status (hero Points): *** Combat Mode *** (+1 inspire courage 3r)

Round 4

Block 0:
30: Lashweather: ( Sanctuary DC19 will )

block 1A
22 Xun Saburo: (2) - +?+4+4 = 8+? dam (reflex DC17 vs 7pt fire & d4 persistent) (+1d6 fire on strikes)
22 __Onyx: (statue)
22 __Ghoul 3+4+? = 7+? dam (reflex DC17 vs 7pt fire & d4 persistent)

Block 1B
21 Mephit fire red:
21 Mephit fire orange:

block 2A
20 Phineas Hatt: (1) - 10 dam
20 __Owl who:
20 Arlo Rumble: (1) -
19 Azel the Rebel: (1) - 3 Dam
19 __Gordy - Leshy:

Special rules:
When we start the ritual lasts 5 rounds.
At the start of each round, a new group of similar elementals will appear and will be placed in the initiative order as a block. (I will be keeping track of your current initiative. The initiative block that you act in may be split by a new group of foes. I will list who can act at the bottom of the post after the initial round.)
If Lashweather takes damage he makes a flat check or loses concentration starting at DC4.

Inititive block 2A: Phineas, Arlo, Azel can Act.

Grand Archive

NG Male Half-Orc Bard 7 | HP 75/75 | AC 26 | F +10 R +15 W +13 (+1 vs magic) | Perc +13 (low-light vision, +2 init) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 3/3 3rd: 0/3 4th: 0/2 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Reflex Save, DC17: 1d20 + 10 ⇒ (9) + 10 = 19
Reflex Save, ghoul, DC17: 1d20 + 9 ⇒ (3) + 9 = 12

Xun dodges most of the attack but the ghoul does not...

Grand Lodge

Game map | Icons: ◆◇↺

Updated status to include saves (Note updated initial post to include +1 str in red's bite attack on Xun resulting in a hit with flank) [/ooc]

22 Xun Saburo: (2) - +3+4+4 = 11 dam (reflex DC17 vs 7pt fire & d4 persistent) (+1d6 fire on strikes)
22 __Ghoul 5+2+7 = 14 dam (d4 persistent fire)

Verdant Wheel

Male NG Wildwood Halfling | Cleric 6 | HP 66/66 | AC 22 | eF +12 tR +12 eW +14 | speed 25 ft | ePerc +14 | Hero Point 1/3 | Focus: 0/1 | Spells: 1: 3/3 2: 3/3 3: 2/3| Heals: 3/4 | Spell DC 22| active condition: | Exploration activity: Search

Arlo moves a bit so he's not directly next to the enemies. Then he notices that the mephits are dangerously close to Lashweather, and decides to draw their attention. He casts an Electric Arc, making his hair stick up straight with static, then unleashes it at the two creatures.

Electric Arc: 2d4 + 4 ⇒ (4, 2) + 4 = 10
Reflex DC 19 to halve or negate it.

"Focus on me, not the iruxi doing nothing! Come on, I'm the one you want!"

Verdant Wheel

Female P14+2 Init AC 24, F +13, R +12, W +14 HP 74/74
Spoiler:
3rd Acidic Burst x2 Heal; 2nd Acidic Burst Heal Heal; 1st Heal Heal Burning Hands ;


Move
attack 1: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28
attack 2: 1d20 + 11 + 1 - 5 ⇒ (13) + 11 + 1 - 5 = 20
damage 1: 2d8 + 3 + 1 ⇒ (3, 8) + 3 + 1 = 15
damage 2: 2d8 + 3 + 1 ⇒ (7, 6) + 3 + 1 = 17
If

"This is getting ridiculous.... Everytime we knock one out another one pops up..."

Grand Archive

Gnome Sorc 4 (air elemental); HP 44/44; AC 18; F+9, R+8, W+8; Perc +6 low-light

Hooting, Phin-ape lopes across the floor, aiming at the red mephit! If that one is dead, re-adjust me to the next target!

Slam Vs Mephit: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12 for 2d6 + 1 + 1 ⇒ (4, 4) + 1 + 1 = 10 bludgeoning damage!
Slam Vs Mephit: 1d20 + 9 + 1 - 5 ⇒ (15) + 9 + 1 - 5 = 20 for 2d6 + 1 + 1 ⇒ (6, 1) + 1 + 1 = 9 bludgeoning damage!

Grand Lodge

Game map | Icons: ◆◇↺

Arlo moves and casts an electric arc on the Mephits to draw their attention to him. Both fail to dodge the magic are painfully zapped. As they recover they sneer at the halfling.

Azel rushes up and bashes them with her staff. The first one knocks the Red Mephit out of the park killing it with a critical. It starts to fade away.

Hooting, Phin-ape approaches the orange Mephit and strikes out with the first swing then connects with a grand slam on the second strike wounding it severely, but It is still up.

With sweat dripping from Lashweather’s brow, he turns the nob again on his instruments. The air becomes gusty with electric sparks. Two new Air Mephits appear over the Air rune.

Lashweather yells out ” Almost there keep it up!”

GM rolls:

red reflex DC19 vs Arlo ElecArc: 1d20 + 9 ⇒ (4) + 9 = 13
orange reflex DC19 vs Arlo ElecArc: 1d20 + 9 ⇒ (1) + 9 = 10

type E/W/A/F: 1d4 ⇒ 3
Init Air Mephits: 1d20 + 3 ⇒ (11) + 3 = 14

Status (hero Points): *** Combat Mode *** (+1 inspire courage 3-1=2r)

Round 5

Block 0:
30: Lashweather: ( Sanctuary DC19 will )

block 1A
22 Xun Saburo: (2) - 11 dam (+1d6 fire on strikes)
22 __Onyx: (statue)
22 __Ghoul 14 dam (d4 persistent fire)

Block 1B
21 Mephit fire red: +10+30 = 40 dam (* dead *)
21 Mephit fire orange: +10+9 = 19 dam

block 2A
20 Phineas Hatt: (1) - 10 dam
20 __Owl who:
20 Arlo Rumble: (1) -
19 Azel the Rebel: (1) - 3 Dam
19 __Gordy - Leshy:

Block 2B
[14 Mephit Air blue:
14 Mephit Air green:

Special rules:
When we start the ritual lasts 5 rounds.
At the start of each round, a new group of similar elementals will appear and will be placed in the initiative order as a block. (I will be keeping track of your current initiative. The initiative block that you act in may be split by a new group of foes. I will list who can act at the bottom of the post after the initial round.)
If Lashweather takes damage he makes a flat check or loses concentration starting at DC4.

Initiative block 1A: Xun & his flaming Ghoul can Act.

Grand Archive

NG Male Half-Orc Bard 7 | HP 75/75 | AC 26 | F +10 R +15 W +13 (+1 vs magic) | Perc +13 (low-light vision, +2 init) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 3/3 3rd: 0/3 4th: 0/2 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Xun scowls in pain as he again commands Ghoul to get into action. The undead creature moves behind the mephit. There is most of the square there :D

Attack, jaws@orange: 1d20 + 10 ⇒ (16) + 10 = 26
Damage, piercing: 1d6 + 2 ⇒ (4) + 2 = 6

Then Xun turns around and sends another burning debris at newly arrived air mephit

telekinetic projectile@blue: 1d20 + 10 ⇒ (18) + 10 = 28
Damage, bludgeoning, fire: 2d6 + 5 + 1d6 ⇒ (2, 2) + 5 + (5) = 14

Burn: 1d4 ⇒ 4
Persistent burning, DC15: 1d20 ⇒ 7

The Ghoul keeps on burning with bright flame

Grand Lodge

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Game map | Icons: ◆◇↺

Xun scowls as he has the Ghoul attack again and sends a flaming chunk of debris slamming into the newly formed blue mephit with critical force killing it.

The Ghoul moves to flank and critically bites the orange mephit killing it. As the ghoul candle still burns.

Status (hero Points): *** Combat Mode *** (+1 inspire courage 2r)

Round 5

Block 0:
30: Lashweather: ( Sanctuary DC19 will )

block 1A
22 Xun Saburo: (2) - 11 dam (+1d6 fire on strikes)
22 __Onyx: (statue)
22 __Ghoul 14+4 = 18 dam (d4 persistent fire)

Block 1B
21 Mephit fire orange: 19+12 = 31 dam (* dead *)

block 2A
20 Phineas Hatt: (1) - 10 dam
20 __Owl who:
20 Arlo Rumble: (1) -
19 Azel the Rebel: (1) - 3 Dam
19 __Gordy - Leshy:

Block 2B
14 Mephit Air blue: +28 dam (* dead *)
14 Mephit Air green:

Special rules:
When we start the ritual lasts 5 rounds.
At the start of each round, a new group of similar elementals will appear and will be placed in the initiative order as a block. (I will be keeping track of your current initiative. The initiative block that you act in may be split by a new group of foes. I will list who can act at the bottom of the post after the initial round.)
If Lashweather takes damage he makes a flat check or loses concentration starting at DC4.

Initiative block 2A: Phin-ape, Arlo and Azel can Act.

Grand Archive

Gnome Sorc 4 (air elemental); HP 44/44; AC 18; F+9, R+8, W+8; Perc +6 low-light

Phin-Ape double lopes toward Green! He swings!
Slam!: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27 for 2d6 + 1 + 1 ⇒ (1, 3) + 1 + 1 = 6 damage!

Verdant Wheel

Male NG Wildwood Halfling | Cleric 6 | HP 66/66 | AC 22 | eF +12 tR +12 eW +14 | speed 25 ft | ePerc +14 | Hero Point 1/3 | Focus: 0/1 | Spells: 1: 3/3 2: 3/3 3: 2/3| Heals: 3/4 | Spell DC 22| active condition: | Exploration activity: Search

Arlo moves closer to the last remaining mephit, carefully hopping around all the runes on the ground. With it being an air mephit and all, he figures electricity isn't going to do much, so he chucks a clump of ice at it, but it royally misses the mark.

Ray of Frost: 1d20 + 9 ⇒ (4) + 9 = 13

"I know I shouldn't be happy about killing about these things, but isn't anyone else kinda disappointed they don't put up more of a fight?"

Verdant Wheel

Female P14+2 Init AC 24, F +13, R +12, W +14 HP 74/74
Spoiler:
3rd Acidic Burst x2 Heal; 2nd Acidic Burst Heal Heal; 1st Heal Heal Burning Hands ;


Move
attack 1: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19
attack 2: 1d20 + 11 + 1 - 5 ⇒ (16) + 11 + 1 - 5 = 23
damage 1: 2d8 + 3 + 1 ⇒ (1, 5) + 3 + 1 = 10
damage 2: 2d8 + 3 + 1 ⇒ (8, 6) + 3 + 1 = 18

"The alternative could be worst..... Just think about that basilisk fight from earlier."

Verdant Wheel

Male NG Wildwood Halfling | Cleric 6 | HP 66/66 | AC 22 | eF +12 tR +12 eW +14 | speed 25 ft | ePerc +14 | Hero Point 1/3 | Focus: 0/1 | Spells: 1: 3/3 2: 3/3 3: 2/3| Heals: 3/4 | Spell DC 22| active condition: | Exploration activity: Search

Arlo shudders.

"I'd rather not, actually."

Grand Lodge

Game map | Icons: ◆◇↺

Phin-ape moves up slamming the green Mephit hitting it with a critical bash.

Arlo moves closer avoiding stepping on any runes and sends a ray of frost at the creature, but it misses the target leaving a patch of frost on the far wall.

Azel moves into flank and strikes the creature once then twice. It doesn’t survive the encounter as it quickly fades away.

**** combat over ***

Lashweather completes his tuning operation and can now take the measurements needed to make his alternate divination ritual. ” Well done my lads, the danger is passed. You make a fine crew! I’ll be able to make my divinations and be free to attend the council meeting tomorrow.” He offers your group a gift for their assistance a ventriloquist’s ring (represents 3 treasure bundles).

Lumki offers you some refreshments and some time to recover after the battle while Lashweather does his divination ritual.

Status (hero Points): *** Exploration Mode ***

Xun Saburo: (2) - 11 dam
__Onyx: (statue)
__Ghoul 18 dam (d4 persistent fire)
Phineas Hatt: (1) - 10 dam
__Owl who:
Arlo Rumble: (1) -
Azel the Rebel: (1) - 3 Dam
__Gordy - Leshy:

Calisro and Eras will expect you back at the embassy after successfully getting Lashweather to agree to attend the council meeting.

Grand Archive

NG Male Half-Orc Bard 7 | HP 75/75 | AC 26 | F +10 R +15 W +13 (+1 vs magic) | Perc +13 (low-light vision, +2 init) | Stealth +4 | 25 ft. | Spells 1st: 3/3 2nd: 3/3 3rd: 0/3 4th: 0/2 | Focus Points 2/2 | Hero Point 2 | Exploration: Scout | Active Conditions: ---

Xun nods to the refreshments and looks at Ghoul. He speaks few words thanking the ghost for coming. Xun felt like the Ghoul is considering something like it might attack him and eat his body, but finally, the undead returns to the place it came from

"They creep me out every time..." says more to himself

As the drinks are passed Xun begins playing on his drum, occasionally he signs as well.

10 minutes to refocus, then Hymn of Healing to heal 16 HP from the most wounded that Arlo and gang did not treat yet. Then another refocus => roughly 30 minutes of playing

Verdant Wheel

Male NG Wildwood Halfling | Cleric 6 | HP 66/66 | AC 22 | eF +12 tR +12 eW +14 | speed 25 ft | ePerc +14 | Hero Point 1/3 | Focus: 0/1 | Spells: 1: 3/3 2: 3/3 3: 2/3| Heals: 3/4 | Spell DC 22| active condition: | Exploration activity: Search

Arlo beams at Lashweather. "No problem sir, it was an honour to help out. And it was much less dangerous than I feared, so everything is okay. If you have any more rituals to do, I'd be happy to help."

Arlo then gets out his first-aid kit and starts bandaging up Phineas and Azel while Xun plays his drums.

Medicine check Phineas, DC 15: 1d20 + 11 ⇒ (7) + 11 = 18
Healing Phineas: 2d8 ⇒ (8, 2) = 10

Medicine check Azel, DC 15: 1d20 + 11 ⇒ (17) + 11 = 28
Healing: 4d8 ⇒ (6, 2, 1, 4) = 13

After that, Arlo wanders around the observatory, looking at all the equipment with interest, but careful not to touch anything.

Verdant Wheel

Female P14+2 Init AC 24, F +13, R +12, W +14 HP 74/74
Spoiler:
3rd Acidic Burst x2 Heal; 2nd Acidic Burst Heal Heal; 1st Heal Heal Burning Hands ;

Azel just stares at the rest of the party and says,"Is this really how diplomacy works? We just talk to people and hit stuff until they disappear?"

Gordy walks up and replies,"No your just lucky..."

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