PaizoCon Online 2021 GM Tyranius (PF2) Dirge for Sarkoris (Inactive)

Game Master Tyranius

Tactical Maps
Macros


101 to 150 of 157 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

Will save 1:1d20 + 9 ⇒ (17) + 9 = 26
Will save 2:1d20 + 9 ⇒ (3) + 9 = 12

Scared the goblin tries to understand how the spirit act and what may help to bypass it.

Occultism:1d20 + 13 ⇒ (8) + 13 = 21

Horizon Hunters

Male Elf Ranger 8 / HP 102/102, Perc +15 (init +17), AC 26, Fort +14 Ref +19 Will +14 / Active conditions: Low-light vision, Woodland elf, Nimble elf, Diehard, Elven instincts, resist fire 5

The archer tries to resist to what he sees.

Will: 1d20 + 9 ⇒ (15) + 9 = 24

Then to resist to their attack.

Will: 1d20 + 9 ⇒ (8) + 9 = 17

We are here to help, not to fight against you. Why do you hurt us?

Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27

Horizon Hunters

Male Half Orc Sorceror 5 / HP 51/56, Perc +7, AC 22/23, Fort +12 Ref +7 Will +9 / Active conditions: Low-light vision, Orc Ferocity

Hazz'Aug focuses his determination to resist the onslaught.

Will save 1: 1d20 + 9 ⇒ (18) + 9 = 27

Will save 2: 1d20 + 9 ⇒ (2) + 9 = 11

Diplomacy: 1d20 + 11 ⇒ (12) + 11 = 23

"We are not Demons!" Hazz growls

Horizon Hunters

Quinn | Male LG Medium Human Investigator 5 pregen | HP 53 / 53 | AC 21 | F +10 R +11 W +10 | Perc +10 (+11 w/ Pursue a lead | Default Exploration (Investigate) | Speed 25ft |Active Conditions: Pursuing a Lead (Barrows)

Will 1 : 1d20 + 10 ⇒ (4) + 10 = 14
Fail. Stupefied 2 and susceptible to good damage.

Quinn's mind is overwhelmed and he begins to hallucinate that he is indeed becoming a demon.

Will 2, Stupefied 2: 1d20 + 10 - 2 ⇒ (7) + 10 - 2 = 15
Fail. Again. 9 damage.

"As he says, we are not truly demons," Quinn calls out to the defenders.

Diplomacy, Stupefied 2: 1d20 + 11 - 2 ⇒ (4) + 11 - 2 = 13
And yet another single-digit Failure. {sigh}

But his own hallucinations make even him unsure of whether what he says is true or not.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Ukh begins to ward off the malevolent spirits as Hazz'aug and Fin-Tir are able to successfully calm them down enough to be able to pass through without further harm.

Haunt is disabled.

Just past the spirits a stone pillar covered in painted symbols marks the center of this circular cavern. A staff swirling with mist protrudes from a jagged hole in the floor at the pillar’s base.

DC 20 Occultism or Society:
Deciphering the writing you find that this barrow is the resting site of Aisvira, a famed witchleader of the early Farheaven Clan. As a young woman, Aisvira awakened an entire copse of trees to defend the Farheaven against its enemies.

The hole contains some remains as well as a staff, embedded into the middle of a worn sarcophagus. Although the staff’s power has faded, its latent magic fused it in place, pinning the remains in as well. These look as if they would make good focus components for the ritual.

Occultism or Religion to safely disperse the resonant magical energies; Thievery to gently work the staff and remains loose without damaging them.

Player Status:

Hazz'aug (38/56; Stupified 1)
Ukh (67/76; Stupified 1)
Fin-Thir (37/46; Stupified 1)
Quinn (44/53; Stupefied 2 and susceptible to good damage.)

Horizon Hunters

Quinn | Male LG Medium Human Investigator 5 pregen | HP 53 / 53 | AC 21 | F +10 R +11 W +10 | Perc +10 (+11 w/ Pursue a lead | Default Exploration (Investigate) | Speed 25ft |Active Conditions: Pursuing a Lead (Barrows)

Quinn examines the painted symbols...

Society, Stupefied 2 : 1d20 + 13 - 2 ⇒ (7) + 13 - 2 = 18

He can't quite make them out, but perhaps with someone's aid, he could.

He turns his attention to dispelling the mystical energies...

Occultism, Stupefied 2: 1d20 + 11 - 2 ⇒ (20) + 11 - 2 = 29
Crit success! Yeah!

...and seems to have likely made some progress.

He then tries to help the others with the staff, since it looks like Ukh might be better at this sort of thing anyway.

Thievery to Aid, Cooperative Nature: 1d20 + 9 + 4 ⇒ (6) + 9 + 4 = 19

How long does this Stupefied last? The original post said it was "for as long as it (Quinn) remains within the haunt’s area." But then the post above says the haunt is disabled.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

The stupefied is gone now that the haunt is disabled.

Quinn shows the others how it is done. Circling the spinning staff and remains he finds the key ley lines connecting the resonant magical energies. Severing the magical ties he is able to secure the staff and remains for the ritual.

It was just one or the other so these focus components are now freed.

Horizon Hunters

Male Half Orc Sorceror 5 / HP 51/56, Perc +7, AC 22/23, Fort +12 Ref +7 Will +9 / Active conditions: Low-light vision, Orc Ferocity

"Quinn, that was good work there comrade. We may cleanse this place of its taint after all!"

Horizon Hunters

Male Elf Ranger 8 / HP 102/102, Perc +15 (init +17), AC 26, Fort +14 Ref +19 Will +14 / Active conditions: Low-light vision, Woodland elf, Nimble elf, Diehard, Elven instincts, resist fire 5

We should perhaps heal ourselves before to continue, no?

Natural medicine, Quinn:1d20 + 9 ⇒ (14) + 9 = 23

Damage healed: 2d8 ⇒ (6, 6) = 12

Natural medicine, Hazaug:1d20 + 9 ⇒ (15) + 9 = 24

Damage healed: 2d8 ⇒ (3, 8) = 11

Natural medicine, Ukh:1d20 + 9 ⇒ (20) + 9 = 29

Damage healed, crit: 4d8 ⇒ (1, 5, 7, 2) = 15

Natural medicine, Fin-thir:1d20 + 9 ⇒ (20) + 9 = 29

Damage healed, crit : 4d8 ⇒ (6, 6, 5, 1) = 18

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

Thank you, Fin-thir. Now we should continue this way.

The goblin show the path to the next step.

Horizon Hunters

Male Half Orc Sorceror 5 / HP 51/56, Perc +7, AC 22/23, Fort +12 Ref +7 Will +9 / Active conditions: Low-light vision, Orc Ferocity

"You are a true hero Fin-thir. Can I offer you a drink and a delicious snack prepared by one of my wives?" It is some sort of hard tack cracker, with a strange smell and dubious herbs.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

After a small bit of healing you push onward. A crater mars the floor of this small cave, cracks spiderwebbing out from its epicenter and up the walls. The stone ribs along the walls are blackened and twisted, and the earthen portions of the floor and walls seethe with a foul-smelling miasma. Countless shards of shattered bone are barely visible scattered across the floor.

DC 18 Arcana or Religion:
Deciphering the writing this barrow was once the resting site of a famed diplomat from a long-dead clan, but the demonic corruption in the area has warped the remains here. You note fragmented mentions of a “protective ward” that shielded the barrows from outside corruptions, which could be reactivated with the right ritual.

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

Arcana:1d20 + 14 ⇒ (13) + 14 = 27

Hey I've found something what can also be used in the ritual. We can reactivate a protective ward. Let's go to continue.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Having identified the protective ward Ikhdrags the group through the barrows with the speed only a goblin could possibly keep up with.

The path from the wider barrow branches off to the east, ending in a cavern. An intact stone altar sits directly across from the entryway, elaborately carved with runes and sigils. More symbols are carved on the walls below a mural that depicts scenes of a man performing great feats of strength. The faint rustle of the wind outside is audible through several cracks in the ceiling.

A mist curls over the stone altar, coalescing into a wispy figure of a muscular male human with indistinct features. The spear in his hand seems to flicker back and forth between corporeality and incorporeality. The figure’s eyes glow white, then he speaks.

“Who disturbs the rest of our hallowed dead? Speak, and tell me if you are friend or foe.”

Horizon Hunters

Male Elf Ranger 8 / HP 102/102, Perc +15 (init +17), AC 26, Fort +14 Ref +19 Will +14 / Active conditions: Low-light vision, Woodland elf, Nimble elf, Diehard, Elven instincts, resist fire 5

The archer is unsure what to answer to the indistinct figure. So he lets his companions to handle with the situation.

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

Friends!

The goblin's voice is decided. They must be clear for the spirits.

We are here to clear this place from all evil minds who are lurking inside it. We will accomplish a ritual to allow the rightful spirits and dead to retrieve their respectful repose.

Diplomacy: 1d20 + 9 ⇒ (20) + 9 = 29

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

The ghost holds the spear tightly to his side, but seems to understand the plea. "I am Selwa, an ancient warrior of the Dreamweft Clan." The presence stands proud. "I once wrestled a Red Dragon into submission, winning its respect with my prowess."

Though his soul has moved on, his stubbornness to continue defending his clan, even after death, left the remnant of a spirit behind it seems. "But in death, I know my own capabilities." Selwa holds his spear out. "Take my spear, it can be used as a focus for a ritual to cleanse this place of the demonic energies." The ghosts hands the spear to Ukh and sinks back down into the altar.

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

I thank you for your confidence. I swear we will do anything in our possibility to be worth of your gift!

The goblin hangs the spear to his backpack.

Well we have material for the ritual now.

And he moves on.

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

Oh there is a new cave here. Follow me.

Horizon Hunters

Male Elf Ranger 8 / HP 102/102, Perc +15 (init +17), AC 26, Fort +14 Ref +19 Will +14 / Active conditions: Low-light vision, Woodland elf, Nimble elf, Diehard, Elven instincts, resist fire 5

The archer follows as asked for. He's ready to fire some arrows in case of something happening. There are two remaining caves and that's not good because they are from each part of the main conduct.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Two flights of stone steps, set into the earth, descend to either side of this cavern. A narrow passage branches off to the south before ending at a small shrine. In the room to the west is a stone altar painted with faded green and blue symbols.

DC 20 Religion of Society:
This is the resting place of Irrei, a famed oracle whose prophecies guided the Oldwind Clan to peace and prosperity centuries ago; the altar is dedicated to her.

DC 18 Perception, Nature, or Survival:
You realize this altar is unusually clear of plant and fungus growth and you locate a hidden compartment containing remains and jewelry.

Looking around you feel the overwhelming presence here. This altar appears to be a good space to complete the hour long ritual to cleanse these barrows.

Occultism, Religion, Nature (Evaika’s advice), or Athletics (From obtaining the spear) check to complete the ritual. Those aiding should be rolled first followed by the single primary trained check at the end. Discoveries and focus components you have made throughout the adventure will lower the DC of the ritual.

Horizon Hunters

Male Half Orc Sorceror 5 / HP 51/56, Perc +7, AC 22/23, Fort +12 Ref +7 Will +9 / Active conditions: Low-light vision, Orc Ferocity

While speaking with the team, Hazz'Aug will suggest he use the Spear as part of the ritual (athletics+11) alternatively, he can stand guard in case there is trouble.

During our preparations, Hazz'Aug will also drink a potion of healing.

potion of healing: 1d8 ⇒ 1

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

Hazaug, why are you drinking a potion of healing? You are full HP. Fin-thir treated your wounds.

Horizon Hunters

Male Half Orc Sorceror 5 / HP 51/56, Perc +7, AC 22/23, Fort +12 Ref +7 Will +9 / Active conditions: Low-light vision, Orc Ferocity

according to my math, I was still down 6. Looking like a boss battle here.

Horizon Hunters

Quinn | Male LG Medium Human Investigator 5 pregen | HP 53 / 53 | AC 21 | F +10 R +11 W +10 | Perc +10 (+11 w/ Pursue a lead | Default Exploration (Investigate) | Speed 25ft |Active Conditions: Pursuing a Lead (Barrows)

Society : 1d20 + 13 ⇒ (11) + 13 = 24
Perception, Pursuing a Lead in the Barrows : 1d20 + 11 ⇒ (8) + 11 = 19

Quinn takes a look at the symbols and the altar, studying both carefully as he assesses their importance.

"This is the resting place of a famous oracle in the clans, and her altar. Her name was Irrei. She must still have significant power, even now. As you can see here," he says pointing out the altar, "this whole area is free of plant and fungal growths. Oh, and what's this?"

Quinn locates a small compartment in the altar itself. "Hmm, likely Irrei's remains and her personal effects. These, too, may help in the ritual. And even if not, we should take them back to the Farheavens for reburial."

Am I correct that someone could Aid using any of the skills, even if the Primary chooses a different skill? So Hazz'Aug could make an Aid check using Athletics, even if the Primary is Ukh using Occultism?

I would suggest Ukh lead with Occultism, since his +13 is the highest. Quinn can give him an extra +1 from Clue In for that check also, I think.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Correct, Quinn

Horizon Hunters

Male Half Orc Sorceror 5 / HP 51/56, Perc +7, AC 22/23, Fort +12 Ref +7 Will +9 / Active conditions: Low-light vision, Orc Ferocity

For an aid check, do I need to roll, or is it something we can take 10 on?

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

That is one of the changes from 1E to 2E, take 10 and take 20 are no longer a thing. You need to roll. The second change is that teh DC to aid another is now DC 20. You pass the main roller gets a +1 bonus. If you crit fail then the main roller gets a -1

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

Hazaug: you took at most 9 damage and Fin-thir treat you from 11 damage. So you're full

Seeing the others hesitating, the goblin does the ritual.

Occultism: 1d20 + 13 ⇒ (20) + 13 = 33

Horizon Hunters

Male Elf Ranger 8 / HP 102/102, Perc +15 (init +17), AC 26, Fort +14 Ref +19 Will +14 / Active conditions: Low-light vision, Woodland elf, Nimble elf, Diehard, Elven instincts, resist fire 5

The archer doesn't do anything as it seems to him that the alchemist is doing really good with the ritual as he was doing this all days.

Horizon Hunters

Quinn | Male LG Medium Human Investigator 5 pregen | HP 53 / 53 | AC 21 | F +10 R +11 W +10 | Perc +10 (+11 w/ Pursue a lead | Default Exploration (Investigate) | Speed 25ft |Active Conditions: Pursuing a Lead (Barrows)

Quinn helps Ukh with the riual

occultizm, aid, cooperative : 1d20 + 11 + 4 ⇒ (20) + 11 + 4 = 35

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

With Evaika’s advice you set Selwa’s spear in the center as a focus. Quinn and Ukh set out to adjust the runes and remains to help perform the ritual with ease. As the ritual completes the air shimmers with a golden light as the wards take effect. As the ward takes effect you hear a hollow scream come from the east nearby.

Horizon Hunters

Male Half Orc Sorceror 5 / HP 51/56, Perc +7, AC 22/23, Fort +12 Ref +7 Will +9 / Active conditions: Low-light vision, Orc Ferocity

Hazz'Aug moves around corner to look east, expecting the worst.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Colorful paintings of a human woman fighting hordes of monsters decorate the walls of this cavern. Intricate carved symbols caption the paintings. Attached to the wall between two cobwebbed sconces is a golden amulet with a red jewel at its center, recognizable from the surrounding paintings. An unpleasant scent wafts from a hole at the far end of the room, while a path to the west leads out into the rest of the barrow.

The demonic corruption has reanimated the remains as a powerful undead and caused a planar breach that drew in several winged demons. Though the breach has closed, thanks to the ritual's wards the demons remain.

Init:

Quinn, Investigate: 1d20 + 10 ⇒ (3) + 10 = 13
Ukh, Avoid Notice: 1d20 + 12 ⇒ (5) + 12 = 17
Fin-thir, Search: 1d20 + 9 ⇒ (11) + 9 = 20
Hazz'aug, Detect Magic: 1d20 + 12 ⇒ (11) + 12 = 23
Undead: 1d20 + 11 ⇒ (19) + 11 = 30
Demons: 1d20 + 7 ⇒ (5) + 7 = 12

The undead's howl reverberates off the cavern's walls as it hunches down and begins sprinting towards the west where Hazz'aug is standing.

Round 1
--------------------------------------------------
Undead (8 Temp HP)
--------------------------------------------------
Hazz'aug (56/56)
Fin-Thir (46/46)
Ukh (76/76)
Quinn (53/53)

--------------------------------------------------
Demons
--------------------------------------------------

Horizon Hunters

Male Half Orc Sorceror 5 / HP 51/56, Perc +7, AC 22/23, Fort +12 Ref +7 Will +9 / Active conditions: Low-light vision, Orc Ferocity

Hazz'Aug will target the approaching undead with an Acid Arrow.

Acid Arrow: 1d20 + 11 ⇒ (20) + 11 = 31

on a hit: Damage: 3d8 ⇒ (6, 5, 8) = 19

and

Persistent damage: 1d6 ⇒ 2

Horizon Hunters

Male Half Orc Sorceror 5 / HP 51/56, Perc +7, AC 22/23, Fort +12 Ref +7 Will +9 / Active conditions: Low-light vision, Orc Ferocity

oh wow! on a crit that is double the initial damage! First time pulling that off!

So damage would be 38 if that crits.

Horizon Hunters

Male Elf Ranger 8 / HP 102/102, Perc +15 (init +17), AC 26, Fort +14 Ref +19 Will +14 / Active conditions: Low-light vision, Woodland elf, Nimble elf, Diehard, Elven instincts, resist fire 5

The archer moves forward hearing some noise and, seeing the creature, marks his prey and fires two arrows.

+1 striking composite shortbow, hunted shot 1:1d20 + 11 ⇒ (9) + 11 = 20

Damage:2d6 + 1 ⇒ (5, 1) + 1 = 7

+1 striking composite shortbow, hunted shot 2:1d20 + 8 ⇒ (19) + 8 = 27

Damage:2d6 + 1 ⇒ (1, 6) + 1 = 8

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

The alchemist moves to throw some bombs also. To participate.

Pay attention grenade!

Alchemist's fire, moderate: 1d20 + 13 ⇒ (20) + 13 = 33 Crit!

Damage:2d8 + 1 ⇒ (4, 6) + 1 = 11 +4 splash, +3 persistent

Alchemist's fire, moderate: 1d20 + 13 - 5 ⇒ (7) + 13 - 5 = 15 miss so splash anyway

Damage:2d8 + 1 ⇒ (8, 7) + 1 = 16 +4 splash, +3 persistent

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Hazz'aug's acidic arrow melts the face right off of the undead as it sizzle and pops the skeletal remains. Fin-thir quickly sinks a couple of arrows into the undead before the hallway becomes too congested

Ukh's fiery weapons coat the undead in a blaze of noxious fumes as it screams climbing the stairs. It's flaming skin bubbling and bursting like burnt marshmallows.

Round 1
--------------------------------------------------
Undead (-75; Persistent Acid 1d6; Persistent Fire 3)
--------------------------------------------------
Hazz'aug (56/56)
Fin-Thir (46/46)
Ukh (76/76)
Quinn (53/53)
--------------------------------------------------
Demons
--------------------------------------------------

Horizon Hunters

Quinn | Male LG Medium Human Investigator 5 pregen | HP 53 / 53 | AC 21 | F +10 R +11 W +10 | Perc +10 (+11 w/ Pursue a lead | Default Exploration (Investigate) | Speed 25ft |Active Conditions: Pursuing a Lead (Barrows)

Since he can't really go anywhere else without getting complety separated from everyone, Quinn decides to take the fight straight to the enemy. He dashes through his allies to confront the undead, planning his attack as he does so.

Attack, Stratagem: 1d20 + 14 ⇒ (18) + 14 = 32
Damage, P, Strategic: 2d6 + 2 + 2d6 ⇒ (1, 5) + 2 + (5, 6) = 19

Stride (1), Devise (1), Knowledge (free), Strike (1)
Please roll a Recall Knowledge (Religion) at +8. If it's a Crit, he will convey what he knows to his teammates, granting them a +1 to their next attacks.

"Hey, Ukh, I've got a couple bombs you could throw if you want. They're right here, just grab them," Quinn says to the goblin, indicating the two moderate ghost charges hanging off his belt. Either way, he shares what he's observed with Ukh.

The undead is Flat footed to Ukh's next attack per Shared Stratagem.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

GM Screen:

Quinn's Religion (T): 1d20 + 8 ⇒ (14) + 8 = 22

Quinn recognizes this to be a Ragewight, quick to grab fleeing victims and has an uncontrollable rage who's attacks drain their victims of their vitality. Stacking Drained condition that gives the undead additional Temp HP. Quick rapidly removes his sword from the cane, stabs the charging undead through the skull before resheathing it once more. The raging undead collapses to the ground before it realizes what is going on.

The demons take to the air as the swoop in from all sides.

Red Claw vs Quinn AC 21: 1d20 + 9 ⇒ (2) + 9 = 11
Purple Claw vs Quinn AC 21: 1d20 + 9 ⇒ (7) + 9 = 16

Quinn watches the demons bob in the air and reads their movements, dodging their attacks.

Round 2
Hazz'aug (56/56)
Fin-Thir (46/46)
Ukh (76/76)
Quinn (53/53)

--------------------------------------------------
Demons
--------------------------------------------------

Horizon Hunters

Quinn | Male LG Medium Human Investigator 5 pregen | HP 53 / 53 | AC 21 | F +10 R +11 W +10 | Perc +10 (+11 w/ Pursue a lead | Default Exploration (Investigate) | Speed 25ft |Active Conditions: Pursuing a Lead (Barrows)

I know I'm early, but going to bed, then flying tomorrow.

Quinn dodges the demons quite easily, watching their movements as he does. He flips the undead ichor from his blade and attacks the one to the south (Purple).

Attack, Stratagem: 1d20 + 14 ⇒ (11) + 14 = 25
damage, P, strategic: 2d6 + 2 + 2d6 ⇒ (1, 2) + 2 + (6, 4) = 15

He again shares his strategy with Ukh as he carefully steps back away from the two attackers.

@GM, Please roll a Recall Knowledge (Religion) at +8. If it's a Crit, he will convey what he knows to his teammates, granting them a +1 to their next attacks, and he would have also gained a +1 to his attack above.
If the attack hits, then Purple is flatfooted to Ukh's next attack.
Devise (1), Knowledge (free), Strike (1), Step (1)

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

The goblin continues the task begun by Quinn.

Pay attention grenade

Alchemist's fire, moderate: 1d20 + 13 ⇒ (1) + 13 = 14

Alchemist's fire, moderate, reroll: 1d20 + 13 ⇒ (16) + 13 = 29

Damage:2d8 + 1 ⇒ (1, 5) + 1 = 7 +4 splash and +3 persistent

Alchemist's fire, moderate: 1d20 + 13 - 5 ⇒ (3) + 13 - 5 = 11

Damage:2d8 + 1 ⇒ (6, 6) + 1 = 13 +4 splash and +3 persistent

Alchemist's fire, moderate: 1d20 + 13 - 10 ⇒ (15) + 13 - 10 = 18

Damage:2d8 + 1 ⇒ (2, 1) + 1 = 4 +4 splash and +3 persistent

Oh you seem lesser funny than the big one you sent previously.

Horizon Hunters

Male Elf Ranger 8 / HP 102/102, Perc +15 (init +17), AC 26, Fort +14 Ref +19 Will +14 / Active conditions: Low-light vision, Woodland elf, Nimble elf, Diehard, Elven instincts, resist fire 5

The archer moves and marks his prey (red) before to unleash new arrows.

+1 striking composite shortbow, hunted shot 1:1d20 + 11 ⇒ (8) + 11 = 19

Damage:2d6 + 1 ⇒ (1, 6) + 1 = 8

+1 striking composite shortbow, hunted shot 2:1d20 + 11 - 3 ⇒ (19) + 11 - 3 = 27

Damage:2d6 + 1 ⇒ (6, 4) + 1 = 11

Horizon Hunters

Male Half Orc Sorceror 5 / HP 51/56, Perc +7, AC 22/23, Fort +12 Ref +7 Will +9 / Active conditions: Low-light vision, Orc Ferocity

Hazz'Aug moves between yellow and green and summons an 'Acid Burst' (It is a signature spell for Hazz, so he will fully heighten it.

Acid Burst DC 21 heightened to 3rd lvl: 6d6 ⇒ (4, 5, 6, 3, 5, 5) = 28

Reflext for half damage.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Yellow DC 21 Reflex: 1d20 + 12 ⇒ (19) + 12 = 31
Green DC 21 Reflex: 1d20 + 12 ⇒ (18) + 12 = 30

The demons seems to avoid the worst of the acidic blast as a pair of arrows stick into another pinning it to the way for a moment before tearing loose from the membrane. Ukh's bombs splash all over the demons as they shriek in pain. Quinn's blade quickly puts the wounded demon down and stops the incessant shrieking.

The two injured demons concentrate as they heal their wounds while frantically clawing at Hazz'aug and Quinn.

Green Abyssal Healing: 1d6 ⇒ 1
Red Abyssal Healing: 1d6 ⇒ 6

Yellow Claw vs Hazz'aug AC FF 20: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d6 - 1 ⇒ (1) - 1 = 0 Minimum 1 damage.
Evil Damage: 1d4 ⇒ 1 DC 19 Fort Save vs Quasit Venom

Yellow Claw vs Hazz'aug AC FF 20: 1d20 + 11 - 4 ⇒ (5) + 11 - 4 = 12
Yellow Claw vs Hazz'aug AC FF 20: 1d20 + 11 - 8 ⇒ (2) + 11 - 8 = 5

Green Claw vs Hazz'aug AC FF 20: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 1d6 - 1 ⇒ (5) - 1 = 4
Evil Damage: 1d4 ⇒ 4 DC 19 Fort Save vs Quasit Venom

Green Claw vs Hazz'aug AC FF 20: 1d20 + 11 - 4 ⇒ (9) + 11 - 4 = 16

Red Claw vs Quinn AC 21: 1d20 + 11 ⇒ (2) + 11 = 13

Quasit Venom:

Stage 1 1d6 poison (1 round)
Stage 2 as stage 1
Stage 3 1d6 poison and slowed 1 (1 round)

Round 3
Hazz'aug (46/56)
Fin-Thir (46/46)
Ukh (76/76)
Quinn (53/53)

--------------------------------------------------
Demons (Green -13) (Red -25)
--------------------------------------------------

Horizon Hunters

Male Half Orc Sorceror 5 / HP 51/56, Perc +7, AC 22/23, Fort +12 Ref +7 Will +9 / Active conditions: Low-light vision, Orc Ferocity

Sp Hazz'Aug makes to Fort Saves?

1: Fort Save vs DC 19: 1d20 + 12 ⇒ (8) + 12 = 20

2: Fort Save vs DC 19: 1d20 + 12 ⇒ (16) + 12 = 28

Hazz'Aug casts True Strike. That is a Dragon Blood Spell, so, his AC will raise 1. He swipes at Yellow.

Strike 1: 1d20 + 11 ⇒ (18) + 11 = 29 or Strike 2: 1d20 + 11 ⇒ (9) + 11 = 20

Damage: 1d12 + 4 ⇒ (9) + 4 = 13

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

The goblin steps and throws some more bombs toward yellow.

Pay attention grenade

Alchemist's fire, moderate: 1d20 + 13 ⇒ (18) + 13 = 31

Damage:2d8 + 1 ⇒ (8, 8) + 1 = 17 +4 splash and +3 persistent

Alchemist's fire, moderate: 1d20 + 13 - 5 ⇒ (15) + 13 - 5 = 23

Damage:2d8 + 1 ⇒ (2, 5) + 1 = 8 +4 splash and +3 persistent

Horizon Hunters

Male Elf Ranger 8 / HP 102/102, Perc +15 (init +17), AC 26, Fort +14 Ref +19 Will +14 / Active conditions: Low-light vision, Woodland elf, Nimble elf, Diehard, Elven instincts, resist fire 5

The archer marks red as his new prey and unleashes a new volley of arrows.

+1 striking composite shortbow, hunted shot 1: 1d20 + 11 ⇒ (6) + 11 = 17

Damage: 2d6 + 1 ⇒ (3, 6) + 1 = 10

+1 striking composite shortbow, hunted shot 2: 1d20 + 11 - 3 ⇒ (16) + 11 - 3 = 24

Damage: 2d6 + 1 ⇒ (1, 2) + 1 = 4

+1 striking composite shortbow: 1d20 + 11 - 6 ⇒ (17) + 11 - 6 = 22

Damage: 2d6 + 1 ⇒ (5, 5) + 1 = 11

Horizon Hunters

Quinn | Male LG Medium Human Investigator 5 pregen | HP 53 / 53 | AC 21 | F +10 R +11 W +10 | Perc +10 (+11 w/ Pursue a lead | Default Exploration (Investigate) | Speed 25ft |Active Conditions: Pursuing a Lead (Barrows)

Quinn plots out his attack against Red, steps into a better position, then quickly strikes the demon.

Attack (Red), Stratagem : 1d20 + 14 ⇒ (6) + 14 = 20
damage, P, strategic: 2d6 + 2 + 2d6 ⇒ (1, 5) + 2 + (6, 5) = 19

Devise a Stratagem (1), Step (1), Strike (1)

@GM, maybe a moot point now, but I asked for a secret free Recall Knowledge (Religion) at +8 on the last turn as per Known Weaknesses.

1 to 50 of 157 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / PaizoCon Online 2021 GM Tyranius (PF2) Blooming Catastrophe All Messageboards

Want to post a reply? Sign in.