[Gameday X, PFS2] #2-24 Breaking the Storm: Parting Clouds (Tier 7-10) (GM Glittermander) (Inactive)

Game Master Northern Dreamer

PF2 2-24 Maps

GM Notes:

Perception
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Dark Archive

This is the gameplay thread for PFS2 #2-24 Breaking the Storm: Parting Clouds (Tier 7-10) as part of Gameday X. Feel free to "dot and delete" if you are part of the game, and look for us to begin in the evening of September 6th, 2021!

Register for this table here!

Dark Archive

You have been summoned back to Iobaria, where there has been much activity over the last year. Waiting among scores of other groups that have also been called here, you can see the canvas of Eando Kline’s pavilion tent ripple and flap in the wind. Another group of senior Pathfinders stand to one side, straightening their gear. On the far side of the tent, stand Eando Kline, Eliza Petulengro, and Godcaller Nelket. As the last few agents walk in and secure the tent flaps, Eliza steps forward to address everyone.

“Welcome, agents. Let me be frank: the situation is grave. A demoniac cyclops spirit has manifested, free from the shackles of its former conjoined existence. It raised the remains of one of the forest’s stewards, an ancestor to the dragon Jadirahx who recently aided us. This animated abomination flew the demoniac spirit to the center of the new storm that rages all around us.”

Eliza squares her shoulders. “Several hidden ritual sites in the Finadar Forest, each dedicated to the demon lord of storms and disaster, Urxehl, have begun to stir. Thanks to the efforts of several Pathfinder agents, the number of ritual sites wasn’t enough to completely plunge the forest into the Abyss.”

Eliza’s hands ball into fists. “If this ritual is left unchecked, Urxehl himself may soon walk Golarion. We believe the eye of the firestorm will be his point of entry, and the nameless demoniac spirit and their newfound draconic ally patrol the area. The heat of the firestorm makes it all but impossible to breach. Eando, Nelket, and I have devised a plan that should stop this catastrophe. First, you must brave the fringes of the storm and disrupt the ritual sites. This will weaken the ritual and diminish the storm enough to make a journey to its center possible. To begin, Eando and I will divide you into teams and brief you on the ritual sites.”

Eliza and Eando start dividing the Pathfinder agents present into small groups. Eando takes the PCs aside for their briefing.

“It’s good to see you all again! You’re some of our most experienced agents, and we’re going to need your knowledge and skills to get through this. No pressure.” Eando wryly laughs to lighten the mood. “To maximize your effectiveness and cover as much ground as possible, you will each take command of a group of Pathfinders and lead them to the various active ritual sites. We need your expertise at each of these sites, so sending you all to the same place would be an inefficient way of utilizing your skills. With each of you guiding a team, we can strike most effectively. We’ve assessed the sites from a distance and hope to pair each team with a site that suits your individual expertise.”

Eando’s brow furrows, “Under normal circumstances, I would question asking agents to perform such a dangerous mission, but these aren’t normal circumstances. The agents you see around you now are all that stands in the way of a terrible tragedy. The ritual has evolved unexpectedly, cutting off our communications and access to the world beyond this forest, and time is running out. I know this is a lot to ask of you, and I want to make sure you understand what you need before you leave – so, do you have any questions?”

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 small goblin in leather armor and with vials in his bandolier and a special crossbow on his backpack asks: And do we need to do to put an end to the ritual? And what can we expect for danger?

Envoy's Alliance

LG Human Champion of Erastil 10 | HP 148/148| Fort (Jug) +20 Ref +19 Will +18 | AC 30 | Perc +15 | xxx | Focus Pt 1/2| Hero Pt 1/3| Drained 1

A tall Taldan man with a greenish hued composite longbow stretched across his back speaks in a calm, low voice. "What protection will we have against the raging fires?"

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Yendi is a fairly unassuming looking half-elven man, not particularly tall for his ilk, possibly somewhat handsome in the right light, dressed in the sort of rugged traveling clothes appropriate to a trek into the mountains. His words flow easily enough to make his slightly oily demeanor seem more oddly endearing than off-putting to most people he meets. Today, he has fewer pleasantries to make, because of the circumstances, "I certainly have questions. In deference to the crisis, I will try to make them quick. Will there be enough of us to cover the active sites, or are there others we'll need to move on to? If so, how many in total? I think we need a solid map of the task, if we are to accomplish it. Aside from that, do we know anything else about the spirit and the dragon? I would think that if they have the capability to interfere still, they likely will, and we need to be ready with any forewarning we can have about them."

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Eando and Eliza answer each of you in turn.

Yendi Ionescu wrote:
Today, he has fewer pleasantries to make, because of the circumstances, "I certainly have questions. In deference to the crisis, I will try to make them quick. Will there be enough of us to cover the active sites, or are there others we'll need to move on to? If so, how many in total? I think we need a solid map of the task, if we are to accomplish it."

Eando replies, “We’re going to put you each in charge of a team of less experienced Pathfinders. They need your leadership and expertise to succeed. All of the ritual sites must be deactivated at once, so we’ll need you to help coordinate these small teams.”

"There are approximately 10 ritual sites in the region we're dispatching you and your teams to. We honestly don't think there's enough time for you to disable them all, but please try to take out as many as you can."

Thereus 2ed wrote:
A tall Taldan man with a greenish hued composite longbow stretched across his back speaks in a calm, low voice. "What protection will we have against the raging fires?"

Eliza speaks to this one. "We believe that for each ritual site you deactivate, the abyssal firestorm will weaken. If it is weakened enough, we will attempt to reach its center, with you as our vanguard. We also have quartermasters present here at base-camp where you can purchase scrolls or elixirs that can be of use."

Yendi Ionescu wrote:
"Aside from that, do we know anything else about the spirit and the dragon? I would think that if they have the capability to interfere still, they likely will, and we need to be ready with any forewarning we can have about them."

Eando replies to Yendi again, “Months ago, when we started delving into the ruins of Min-Khadaim, a malevolent spirit possessed the Decemvirate member known as Sapphire. Just recently, with the help of Nelket and Dolok Darkfur, we tracked the spirit and Sapphire down. We thought we had driven the spirit out and defeated it, but it manifested again. After raising an undead dragon, it flew off into the firestorm.”

“We had little time to study it, but Eliza tells me it’s a weakened form of a truly formidable creature known as a ravener. She’ll brief you more when the time comes. The demoniac spirit raised it. Supposedly it’s an ancestor of the forest’s steward. The storm you’re approaching is actually a bit of a blessing in that regard. With the density of the trees and the high winds, it will be nigh impossible for the thing to fly up to you.”

Ukh wrote:
The small goblin in leather armor and with vials in his bandolier and a special crossbow on his backpack asks: And do we need to do to put an end to the ritual? And what can we expect for danger?

Eliza replies to this question. "I will not lie to you. Our situation is dire. If the demoniac spirit succeeds, the demon lord Urxehl will walk Golarion. He would undoubtedly cause bloodshed and corruption throughout a huge part of the region before forces can be brought to bear upon him."

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Have any of you played or GM'd scenario #2-20 or #2-22 with these characters? If so, the whole party gets an automatic critical success on recall knowledge. If not, let me know if you'd like a secret Religion check to recall knowledge.

Unless you have further questions, Eando and Eliza give you 10 minutes to organize and purchase equipment, as well as receive items from your Pathfinder School representatives.

At this juncture, you also each start with 1 Hero Point each.
It appears that enough GM Glyphs are at the table that everyone also starts with 2 Hero Points each!
Also, your GM has a promotional boon that allows him to start with 1 Hero Point, that he can only spend to benefit "another player at the table" ;)

If there are no more questions for Eliza or Eando, make your purchases and select any prepared spells now!

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Yendi has both of those scenarios under his belt.

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

Not having played these scenarios yet.

Envoy's Alliance

LG Human Champion of Erastil 10 | HP 148/148| Fort (Jug) +20 Ref +19 Will +18 | AC 30 | Perc +15 | xxx | Focus Pt 1/2| Hero Pt 1/3| Drained 1

Thereus has played both as well.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Recall Knowledge:

You and your teams are aware that Urxehl is the demon lord of storms and natural disasters. He is known as the father of trolls, although some cyclopes also worshipped him near the end of the Koloran empire.

Urxehl’s faithful often strive to conjure cursed storms, with a rain of fire considered the most sacred manifestation of their lord’s will.

Next update coming a little later tonight!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Feel free to make last-second purchases before departing for the ritual sites.

Eando has compiled a list of the remaining sites to help you choose which missions to take on. He recognizes the grim reality that there are more sites out there than there are teams to take them out. Given the time-frame available for all teams to deactivate these ritual sites (a requirement if that abyssal firestorm is going to be weakened), you will only have time to:

1 - Travel to one site
2 - Attempt a first check to disable a site
3 - Travel to a second site (optional)
4 - Attempt a second check to disable a site
5 - ...Profit?

Kline recommends that if you do not succeed at closing a ritual site on your first attempt that you concentrate efforts on the second go-around. Better to close a few than to partially-close several.

Closing a site requires two successful checks, or one critical success.

You are each assigned a team of three accomplished Pathfinder agents, with you as team leader. At each site, you can either attempt the listed skill check while your team protects and supports you, OR you can direct and encourage your team using Deception or Diplomacy. Deception might be used to convince your agents that everything is fine while distracting them from the dangers around them, while Diplomacy can be used to inspire cooperation.

The ritual sites lay before you, Pathfinders. Decide who is going to assault each one!

Map and Music updated!

Still working on finding a 4th player to come in for no credit. Have added Ukh as a token to the map, so all three of you can move your minis around, although it would be easier if you stated here which site you were going for. Now we find out if using Roll20 for skill challenges works at all!

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

In order I would go for 2 (Arcana) - 5 (Occultism)/10 (Thievery) - 1 (Acrobatics) - 3 (Athletics) - 4 (Nature)/8 (Medicine)/9 (Survival).

I think (up to the DC) I may have a chance on 2-5-10-1. Not on the others.

Envoy's Alliance

LG Human Champion of Erastil 10 | HP 148/148| Fort (Jug) +20 Ref +19 Will +18 | AC 30 | Perc +15 | xxx | Focus Pt 1/2| Hero Pt 1/3| Drained 1

I would be best suited for 1 or 7, then 3, 4, 6, 8, or 9 to a lesser degree.

Envoy's Alliance

LG Human Champion of Erastil 10 | HP 148/148| Fort (Jug) +20 Ref +19 Will +18 | AC 30 | Perc +15 | xxx | Focus Pt 1/2| Hero Pt 1/3| Drained 1

Also will purchase a couple of Potions of Resistance (Lesser) Fire and a set of Healer's Gloves (Greater)

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

For the purpose of strategizing, I think Yendi is better at Deception and Diplomacy than all of these other skills that he's effectively equally suited to all of them, and should just take care of whatever is at the bottom of other people's lists.

Where last second purchases, this seems like a fine time to pick up that Ring of Fire Resistance he'd been meaning to pick up, recalling previous events. A Scroll of Banishment seems like a school item that'slikely to be handy, here.

Grand Archive

Male NG Human Magus 7 | HP 98/98 | AC 24 ||Perception +9|| F: +14, R: +16, W: +12 | | Speed 40ft || Focus Points: 1/2 | Active conditions: Mage Armor 4th

Another agent teleports on-site wearing loose-fitting desert clothes of white and gold, "Sorry I'm late. I just received a letter from 'Venture Captain T' that suggested I assist this mission as it was quite urgent. I understand we are a bit short-staffed when it comes to highly experienced agents. Menas Redwall reporting."

After getting a breakdown of what's happening Menas discusses his abilities, "I'm a magus so I feel confident interacting with magical ritual sites. I'll admit I'm not much of a leader, but I'll try to lead by example and action rather than words. Hopefully, that will be enough to inspire our less experienced agents."

I'm good at Arcana and Occultism, but I'm only +8 in Diplomacy.

Looking at the rituals now; I'm a master in Acrobatics so I can likely handle ritual 1 with ease. I can definitely do ritual 2. Rituals 5, 7, and 10 are possible for me, but I'm only trained (+13) in those skills. I can technically attempt 3, but I'm only +11 there.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

It sounds like you have a plan on how to distribute yourselves to the different ritual sites, so go ahead and make your first attempts when ready!

Grand Archive

Male NG Human Magus 7 | HP 98/98 | AC 24 ||Perception +9|| F: +14, R: +16, W: +12 | | Speed 40ft || Focus Points: 1/2 | Active conditions: Mage Armor 4th

Thereus, do you mind if I take acrobatics (ritual 1)? I see you're equal at acrobatics and stealth (ritual 7), so maybe you could take that one? I don't want to steal your thunder if you'd rather do both rituals though, in which case I can move to a different one.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

"Well, then, it seems we'll be parting sooner than I expected when we all arrived here. I think that I should be able to manage the investigation of a carcass safely enough. The dead are usually docile enough after all, and if this one is not... well, I know a few ways to keep that team safer from that sort of threat."

Yendi will round up the team of junior agents assigned to investigate the carcass, and makes a point of spreading his own relief at having been given the safe, easy task here, instead of something more active like the ominous flares. While he uses his knowledge to take full precautions during the task of dismantling the array of organs, he lets just enough of his own cowardice "slip" to try to keep the team calm, and feeling like necessary wards are a bit of overkill.

Taking Task Number 8, since it isn't near the top of anyone's list

Deception: 1d20 + 22 ⇒ (12) + 22 = 34

Envoy's Alliance

LG Human Champion of Erastil 10 | HP 148/148| Fort (Jug) +20 Ref +19 Will +18 | AC 30 | Perc +15 | xxx | Focus Pt 1/2| Hero Pt 1/3| Drained 1

I can do stealth. I can use Diplomacy to guide the team on whatever task we need the most the next time.

"I suppose I'll be the thief today..." says the paladin of Erastil as he slinks off to get the crystals.

Using the invisibility rune on his armor when he thinks it will help

stealth: 1d20 + 17 ⇒ (18) + 17 = 35

Grand Archive

Male NG Human Magus 7 | HP 98/98 | AC 24 ||Perception +9|| F: +14, R: +16, W: +12 | | Speed 40ft || Focus Points: 1/2 | Active conditions: Mage Armor 4th

Menas nods as his group meets and discusses before selecting a ritual site. "Pathfinder group A on me. We are heading to ritual site one."

Once there, he directs the less-experienced agents to secure the area, "Stick together and patrol the outside. I'll grab the orb from the top."

Menas then lightly but quickly dashes up the pillar of bones to the orb's resting place.

acrobatics: 1d20 + 18 ⇒ (8) + 18 = 26

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

Well my group come with me. We are going to something arcane. I should manage to make but as usual in the Pathfinder Society, we are never sure of what happen. So be confident but don't be surprised.

Arcane: 1d20 + 15 ⇒ (7) + 15 = 22

Arcane, reroll: 1d20 + 15 ⇒ (14) + 15 = 29

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

(With a slight RP bonus) Yendi critically succeeds at getting his team to close the Beast ritual site!

Simultaneously, miles away, Thereus also critically succeeds at shutting down the Elemental ritual site, leading his team! (You are able to accomplish this without using your rune!)

Menas leads his group and with a success, weakens the Bones ritual site!

While at first things didn't look so great, Ukh recovers and leads his team to likewise weaken the Flare ritual!

-----

Two sites disabled and two weakened! You may now choose to relocate to another site, and then make a second and final round of checks to weaken the abyssal rituals!

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 and his team stay to finish the job instead of loosing time to travel to another point.

Arcane: 1d20 + 15 ⇒ (16) + 15 = 31

Grand Archive

Male NG Human Magus 7 | HP 98/98 | AC 24 ||Perception +9|| F: +14, R: +16, W: +12 | | Speed 40ft || Focus Points: 1/2 | Active conditions: Mage Armor 4th

Menas only manages to make it halfway up the bone pillar before part of the tower comes loose, nearly knocking him off. Reevaluating his options, he decides on a slightly different route to finish his mission.

acrobatics: 1d20 + 18 ⇒ (9) + 18 = 27

Once he grabs the orb, he leaps off the tower and lands easily on his feet at the bottom. He begins to investigate the orb, but it quickly disintegrates in his hand.

"Pathfinders, regroup. We're returning to our forward base." he says as he heads back to meet with his team.

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Yendi will take his team to site 9, since that wasn't high on anyone's list, and conduct a turtle hunt

"Excellent work, everyone! Just one more thing to take care of out here while the weather's still good! It seems, from what our colleagues back at the basecamp could divine, that some part of one of these ritual sites may have gone slightly missing. Brave opportunists, maybe. Now I, personally, am just as happy to see all of these things as dismantled as the can be, but we need to set up a search perimeter and track down that loose end, so that the site it came from won't be only mostly disabled."

Deception: 1d20 + 22 ⇒ (10) + 22 = 32

Envoy's Alliance

LG Human Champion of Erastil 10 | HP 148/148| Fort (Jug) +20 Ref +19 Will +18 | AC 30 | Perc +15 | xxx | Focus Pt 1/2| Hero Pt 1/3| Drained 1

"Time to handle that blasphemous site too. I'll need a cadre of strong-willed folks to help me clean up the filth.'

Diplomacy to tackle site #6: 1d20 + 17 ⇒ (3) + 17 = 20

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Ukh and Menas are successful at leading their teams to see their tasks through, succeeding at fully disabling the Flare and Bone sites!

Thereus's team aren't able to make any progress before the recall order from Eando Kline is seen in the form of blue flares fired into the sky, but Yendi succeeds at spurring his team to partially disable the ritualistic runes on the turtle before it slips away.

Info dump time!

As you return to base camp, you see Pathfinder ritualists hard at work trying to counter the abyssal influences, and believe that your efforts have significantly weakened the firestorm that rages all around!

(4 sites closed and 1 partially closed with 4 PCS = very well done!)

Menas and Yendi, each of you gain 1 Hero Point for RP and good efforts to lead your teams!

The Pathfinder base camp has fallen eerily quiet without the howling winds. Teams sent to disable the sites begin to trickle back into the camp. Some look shell‑shocked, some are wounded, but all are stained with soot and ash. Agents rush to care for the wounded, taking those with severe injuries to secure areas for treatment.

Eliza Petulengro rushes from team to team, gathering the surviving agents in a circle. She steps into the circle’s center and smiles with grim determination. “Excellent work, agents! Many of the ritual sites have been disabled or damaged enough so that they no longer function. The Abyssal firestorm has diminished, although it’s still quite strong near its eye. Hopefully, we have a chance to break through, but we’ll need all your bravery, strength, wits, and tenacity if we are to succeed. Our next move is to push deep into the forest, drive off the demon lord Urxehl’s minions, and then together, we will defeat this great evil!”

After her speech, she comes over to the four of you and explains that access to a recently-detected abyssal rift (previously hidden at the center of the storms) is now open, although heavily guarded. Eando Kline will lead a large force of Pathfinders north to assault a demonic battalion spotted there, while she will lead a similar force south to attack large numbers of undead other threats in the area. While this is happening on your flanks, your team will head through what is left of the firestorm to confront the undead dragon that guards the only approach to the rift.

Eliza hands each of you:
- one moderate elixir of life
- two moderate alchemist's fires

She realizes the irony of handing out firebombs during a firestorm, but Urxehl is the father of trolls, and other parties returning from the ritual sites have faced numerous troll tracks.

Eliza wishes you good luck in your mission, and warns that a ravener awaits you on the other side of the weakened stormfront. She explains that while you would have much more trouble against a true ravener, it’s clear that this creature is but a ravener husk, and the necromantic flames inside its body are flickering erratically. She suspects it will still pose a serious challenge to you, but is confident in your abilities.

You get time to cast preparatory spells and drink/use any elixirs or items you wish...but then it is time to head into the storm!
(Next post coming shortly)

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

As you approach the former hurricane-strength firestorm, there are still unpredictable flare-ups, exposing you to abyssal fire and magic!

Everybody please roll a DC 30 Perception check to detect these flares!
Success means you get a +1 circumstance bonus on all saving throws during this encounter, and a Critical Success means a +2 circumstance bonus!

After seeing (or not) the flares coming in, you now have to deal with them!

Initiative!
Storm Surge: 1d20 + 30 ⇒ (13) + 30 = 43
Menas:
Thereus:
Ukh:
Yendi:

If you (somehow) roll higher than a 43 you may act before the first storm surge!
Your GM is going to assume nobody can beat a 43, so I'll just keep us moving!

(There is no map for this encounter)

Storm Surge Actions: 1d10 ⇒ 8
The storm picks up various objects, some of which are particularly sharp, throwing all manner of debris at you!

All PCs take:
Bludgeoning Damage: 1d10 ⇒ 4
Piercing Damage: 1d10 + 13 ⇒ (3) + 13 = 16
With a DC 25 Basic Reflex Save
(Crit Success = 0 damage / Success = 2B & 8P / Fail = 4B & 16P / Crit Fail = 8B & 32P)
Make sure to roll your Perception check, above, first, to see if you get a bonus on these saving throws!

After the storm's first surge, you may all act!

During your turn, you may "take cover" to increase your saving throw bonuses vs. the storm, or you can try to "disable" this round's storm surge (2-actions) using (trained+) Arcana, Nature, Occultism, or Religion. You may also attempt a Dispel Magic check to counteract it!

(Assuming nobody can beat a 43 initiative) The whole party is up!

Envoy's Alliance

LG Human Champion of Erastil 10 | HP 148/148| Fort (Jug) +20 Ref +19 Will +18 | AC 30 | Perc +15 | xxx | Focus Pt 1/2| Hero Pt 1/3| Drained 1

The paladin pockets the new gear with a nod then heads into the strife, bow drawn.

Downs one of the potions of fire resistance (lesser)

perception: 1d20 + 13 ⇒ (3) + 13 = 16
reflex: 1d20 + 18 ⇒ (18) + 18 = 36

Running right into the flare, his preternatural senses angle him out of the way at the last second.

"Erastil! Hear my pleas and give me guidance to quell this storm!"

religion: 1d20 + 13 ⇒ (12) + 13 = 25

Grand Archive

Male NG Human Magus 7 | HP 98/98 | AC 24 ||Perception +9|| F: +14, R: +16, W: +12 | | Speed 40ft || Focus Points: 1/2 | Active conditions: Mage Armor 4th

unlikely perception check: 1d20 + 9 ⇒ (14) + 9 = 23

Menas isn't perceptive in general, making detecting the flares early basically impossible. Regardless, he relies on innate reflexes to dodge things that he may not be consciously aware of.

reflex save: 1d20 + 16 ⇒ (11) + 16 = 27

Menas manages to deflect a flaming tree branch that threatened to impale him with his arm, though it still leaves a small gash.

Utilizing his magical knowledge, Menas tries to disable the storm. He ignores the immediate danger to himself as he tries to save the others around him. He glances over to Thereus, "Make sure you keep those prayers to yourself; I want no aid from the gods. This is our challenge, not theirs."

arcana: 1d20 + 15 ⇒ (10) + 15 = 25

Can we Take Cover with the 3rd action? I'm not sure what else I can do with my 1 action in this situation. Menas is, like most of my characters, from Rahadoum so I will be lightly anti-religious. Please do not take offense to his in-character statements and I will also not be any more aggressive about it than the above statement.

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 is pleased to learn that the alchemist's fire will be useful. He loves to play with alchemist's fire. He already remembers some good memories throwing alchemist's fire towards creatures weak with the fire. Hopefully the list will become longer soon.

But for now, they have to fight against the storm itself.

Perception: 1d20 + 11 ⇒ (2) + 11 = 13

The goblin tries to avoid the things arriving against him.

Reflex: 1d20 + 15 ⇒ (20) + 15 = 35

Then he tries to use his knowledge of the magic to fight against the elements.

Arcana: 1d20 + 15 ⇒ (19) + 15 = 34

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Another Perception check that will not be 43: 1d20 + 15 ⇒ (8) + 15 = 23

Yendi also scrambles for cover, to try to avoid the worst of the surging storm.

Reflex: 1d20 + 19 ⇒ (7) + 19 = 26

And will do what he can to remember a relevant warding charm to stave off further disaster.

Occultism: 1d20 + 16 ⇒ (13) + 16 = 29

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Thereus expertly dodges all of the debris, then sends desperate prayers to Erastil to heal the newly established communities in this region. These prayers appear to be effective, weakening the second storm surge that was already building behind the first!

Menas deflects most of the damage while weaving arcane sigils and words before him that completely dispel that second surge!
I would have said yes, but it ends up not mattering here!

Ukh also expertly dodges all harm and follows up on Menas's arcane assault, nearly dispelling a barely-visible third storm surge on his own!

Yendi avoids the brunt of the first surge's debris, and picks the right charm, topping off Ukh's efforts and dispelling the third surge!

If your teams had not been so proficient at disabling ritual sites, you suspect that these surges may have been more difficult to dodge and disable...and more importantly, there may have been more than just three of them! However, the four of you prove to be exceptionally proficient, and after just that first bit of debris, you are out of the storm!

Well done gang! Followup post coming soon! :)

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

You emerge from the brambles and thicket that existed past the storm's edge into an area of burned trees and raised rocky plateaus only about 1 mile from the burning heart of this abyssal ritual. Standing guard, however, is the draconic ravener, being attended to by three hoofed-and-horned demons who carry flaming swords!

(You are fairly certain that if you weren't so proficient at disabling ritual sites that the number of demons could have been double that!)

Because you knew you were approaching this area, you can cast any spells or actions that have a duration longer than 1 minute. You may also select an exploration activity prior to rolling...

Initiative!
Ravener: 1d20 + 19 ⇒ (8) + 19 = 27
Demon 1: 1d20 + 12 ⇒ (12) + 12 = 24
Demon 2: 1d20 + 12 ⇒ (19) + 12 = 31
Demon 3: 1d20 + 12 ⇒ (10) + 12 = 22

If your initiative is above a 31, you may act first!

Check to ID Ravener: Arcana or Religion
Check ID Demons: Religion

Map and Music are updated!
Your PCs as well as "helper goblin" tokens are at the southern edge of the map. Full artwork for the Ravener is in the "Handouts" folder of the Roll20 journal tab.

Yendi, what heritage is your character? Thanks!

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Yendi's heritage is half-elf. I believe that you may have players set to the wrong Roll20 map, though. What displays right now is more thematic background image than map.

Initiative: 1d20 + 15 ⇒ (5) + 15 = 20

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

Initiative: 1d20 + 11 ⇒ (17) + 11 = 28

Grand Archive

Male NG Human Magus 7 | HP 98/98 | AC 24 ||Perception +9|| F: +14, R: +16, W: +12 | | Speed 40ft || Focus Points: 1/2 | Active conditions: Mage Armor 4th

stealth initiative: 1d20 + 13 ⇒ (15) + 13 = 28 Close!

Envoy's Alliance

LG Human Champion of Erastil 10 | HP 148/148| Fort (Jug) +20 Ref +19 Will +18 | AC 30 | Perc +15 | xxx | Focus Pt 1/2| Hero Pt 1/3| Drained 1

stealth initiative: 1d20 + 17 ⇒ (16) + 17 = 33

Without hesitation, Thereus opens fire at the evil before him.

Drank a one hour resistance fire (lesser), assuming that it is still up

Not sure if I have to move to shoot, if so, move up to 30 and take away the last shot.

longbow first shot: 1d20 + 18 ⇒ (5) + 18 = 23 longbow damage: 2d8 + 3 ⇒ (3, 8) + 3 = 14 longbow acid damage: 1d6 ⇒ 4
longbow second shot: 1d20 + 18 - 5 ⇒ (14) + 18 - 5 = 27 longbow damage: 2d8 + 3 ⇒ (8, 5) + 3 = 16 longbow acid damage: 1d6 ⇒ 4
longbow third shot: 1d20 + 18 - 10 ⇒ (4) + 18 - 10 = 12 longbow damage: 2d8 + 3 ⇒ (2, 6) + 3 = 11 longbow acid damage: 1d6 ⇒ 6

Against the Ravener

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Yendi is 100% correct - I had forgotten to move you all to the correct map - that has been fixed!

Thursday is one of my local game nights but tonight is going slower than normal so I'll try to work on my GM post as we go.

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

So of course right after saying the above, our game picked up *and* I later lost power for part of the evening due to thunderstorms ><

Thereus opens fire three times at the ravener, who seems to have a massive aura around it, but only the second one hits, dealing full damage! (20)

One of the demons rushes forward, grin illuminated by its flaming sword as it chants in abyssal and waves its arm - suddenly a fireball explodes, centered in your midst!
Fire Damage: 6d6 ⇒ (6, 5, 2, 5, 2, 4) = 24
DC 21 Basic Reflex Save

ROUND 1
Ukh (0 damage) Reflex Save
Menas (0 damage) Reflex Save
Ravener (20 damage)
Demon 1 (0 damage)
Demon 3 (0 damage)
Yendi (0 damage) Reflex Save
ROUND 2
Thereus (0 damage) Reflex Save
Demon 2 (0 damage)

Check to ID Ravener: Arcana or Religion
Check ID Demons: Religion

Ukh and Menas are up!
Everyone needs to roll Reflex saves!

Map and Music are updated!

PS - Thereus, please sign in when you get a chance? Thanks!

Grand Archive

Male NG Human Magus 7 | HP 98/98 | AC 24 ||Perception +9|| F: +14, R: +16, W: +12 | | Speed 40ft || Focus Points: 1/2 | Active conditions: Mage Armor 4th

reflex save: 1d20 + 16 ⇒ (6) + 16 = 22
This puts me at -22 overall, putting me at 78/98.

Menas instinctively twists his body to the floor to dodge the blast from the fireball, only allowing part of the blast to scorch his clothes. He then kips up from the ground and speeds himself up with magical energy.

◆◆ Haste, ◆ Arcane Cascade

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Reflex: 1d20 + 19 ⇒ (8) + 19 = 27
That's 81/98

Envoy's Alliance

LG Human Champion of Erastil 10 | HP 148/148| Fort (Jug) +20 Ref +19 Will +18 | AC 30 | Perc +15 | xxx | Focus Pt 1/2| Hero Pt 1/3| Drained 1

reflex save: 1d20 + 18 ⇒ (1) + 18 = 19 oof -43 damage after resistance

Thereus is too focused on the tip of his next arrow to escape the blast.

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

Reflex:1d20 + 15 ⇒ (8) + 15 = 23

The goblin moves away to avoid to take more for all. He pulls out a lesser Energy mutagen (fire) and drinks it anyway. (Resist fire 5, +1 damage melee weapon, weakness 5 acid, cold and electricity).

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

On the one hand, I did forget to take into account damage you may have previously had from the storm. On the other, remember that you do have hero points available to you, and in 2nd edition you can learn the result of your roll before deciding to use them or not!

Your GM will be helping a friend meet a critical deadline for the next couple of hours, but will definitely have another post up this evening!

Wayfinders

| Dustbound Scenery & Maps D19 | Table 2 Scenery & Maps | | Table 3 Maps & Handouts | ◆ | ◆◆ | ◆◆◆ | ◇ | ↺ | Lucid Dreaming Handout

Went back and double-checked the damage you had post-storm and your saving throws vs. the fireball. Everything lined up for me except Menas - not sure why that is.

Menas feels the need for speed while Ukh just tries to speedily move away from the bunched up formation that (the scenario has) you arrived in!

One tiny saving grace of your current situation is that Pathfinder intelligence was correct and the ravener cannot take advantage of its 90-foot fly speed, being forced to move on land! It uses all three of its actions to stride closer to your party, but this puts you all inside of its aura!

Frightful Presence (aura, emotion, fear, mental) -
A creature that first enters the area must attempt a DC 25 Will save. Regardless of the result of the saving throw, the creature is temporarily immune to this monster’s Frightful Presence for 1 minute.

Save Results:
Critical Success The creature is unaffected by the presence.
Success The creature is frightened 1.
Failure The creature is frightened 2.
Critical Failure The creature is frightened 4.

Unfortunately for all of you, the demons had coordinated their battle tactics ahead of time (almost as if it were written). Giggling with evil glee, the remaining two rush up behind the ravener...and each one launch fireball spells that catch your whole party yet again!

Fireball #1
Fire Damage: 6d6 ⇒ (2, 5, 6, 2, 1, 1) = 17
DC 21 Basic Reflex Save
(CS 0, NS 8, NF 17, CF 34)

Fireball #2
Fire Damage: 6d6 ⇒ (1, 4, 5, 2, 1, 2) = 15
DC 21 Basic Reflex Save
(CS 0, NS 7, NF 15, CF 30)

ROUND 1
Yendi (22 damage) Will Save, Reflex Save x2
ROUND 2
Thereus (43 damage) Will Save, Reflex Save x2
Demon 2 (0 damage)
Ukh (12 damage) Reflex Save x2 (Will Save at start of next turn)
Menas (22 damage) Reflex Save x2 (Will Save at start of next turn)
Ravener (20 damage)
Demon 1 (0 damage)
Demon 3 (0 damage)

Check to ID Ravener: Arcana or Religion
Check ID Demons: Religion

Yendi and Thereus are up!
Everyone needs to roll two DC 21 Basic Reflex saves and one DC 25 Will save (but only when you start your turn)! ...sorry

Map and Music are updated!

Envoy's Alliance

LG Human Champion of Erastil 10 | HP 148/148| Fort (Jug) +20 Ref +19 Will +18 | AC 30 | Perc +15 | xxx | Focus Pt 1/2| Hero Pt 1/3| Drained 1

will save vs fear: 1d20 + 16 ⇒ (12) + 16 = 28
reflex save vs fireball (frightened 1): 1d20 + 18 - 1 ⇒ (15) + 18 - 1 = 32
reflex save vs fireball (frightened 1): 1d20 + 18 - 1 ⇒ (2) + 18 - 1 = 19 10 damage after resistance

longbow first shot: 1d20 + 18 - 1 ⇒ (7) + 18 - 1 = 24 longbow damage: 2d8 + 3 ⇒ (2, 7) + 3 = 12 longbow acid damage: 1d6 ⇒ 3
longbow second shot: 1d20 + 18 - 5 - 1 ⇒ (3) + 18 - 5 - 1 = 15 longbow damage: 2d8 + 3 ⇒ (2, 5) + 3 = 10 longbow acid damage: 1d6 ⇒ 2

With a singular focus, Thereus continues to target the ravener through the haze of the fire and smoke that engulfs him, only pausing briefly to soothe his wounds.

◆ Lay on Hands (30 hp)
◆ Strike
◆ Strike

Envoy's Alliance

Male Human Sorceror 11 HP 107/107| AC 30 | Fort +19 Reflex +20 Will +19 | Perception +18 (+20 for vision)

Reflex vs Fireball 1: 1d20 + 19 ⇒ (9) + 19 = 28
Reflex vs Fireball 2: 1d20 + 19 ⇒ (6) + 19 = 25

Holding off on the will save and the turn for a second, because I really need to see what those fireballs do to other people to see if I need to do emergency healing first, instead of trying to turn the Ravener off

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