[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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Initiative
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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

Reminder that I'd be concealed for the troll's attacks so that bite may miss me, and the result could affect what I'm doing for this turn. Not sure how you want to add it, but if you did Concealment>attack, the 1st attack would pass Concealment, then miss with a nat 1, then the second attack would pass Concealment, but it hasn't rolled to hit yet. Up to you how to add them in, though!

Wayfinders

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My apologies, but while I saw you write concealed, I don't see where that's coming from? I've been so busy since before Secrets of Magic released that I'm not yet super familiar with magus focus spells/abilities yet, nor am I familiar with monk focus spells.

From what you wrote in your last post, it appeared that you took 1 action to move with accelerated speed from a focus spell then 2 actions to disable the rune...right?

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

With the southern way cleared somewhat, Thereus repositions to reach the southeast rune next.

3x ◆stride

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 ⇒ (3) + 15 = 18

Reflex, reroll: 1d20 + 15 ⇒ (16) + 15 = 31

Having passed the most of the fireball, the goblin moves on the rune to disable it.

Arcana: 1d20 + 15 ⇒ (19) + 15 = 34

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

With the concealment of Ki Rush paying off (somehow), Menas dashes over to the next rune to disable it. "Your powers are fading. Leave the material plane or we'll be forced to make you leave it."

acrobatics: 1d20 + 18 + 1 ⇒ (4) + 18 + 1 = 23
hero point if I failed: 1d20 + 18 + 1 ⇒ (11) + 18 + 1 = 30

Health should be at 61/98, or -37 if I kept track correctly with the troll missing.

Envoy's Alliance

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

Reflex Save: 1d20 + 19 ⇒ (12) + 19 = 31
Will save: 1d20 + 18 ⇒ (3) + 18 = 21

Yendi avoids the worst of the fireball, the ruby on his ring flaring as it absorbs another burst of fire, but groans at the mental onslaught. 53/98 HP

He strides over the top of the fire to get a little closer to the spirit, "The trolls are chained, but we can NOT let that spirit keep casting spells freely!" and, seeing that even celestial energy couldn't fully affect it, changes tack and draws on the positive plane, instead, casting Disrupt Undead.

DC 29 Basic Fortitude Save

5d6 + 5d6 ⇒ (3, 5, 1, 3, 2) + (3, 2, 3, 4, 3) = 29

Wayfinders

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Thereus rushes forward past the southern part of the fiery circle.

Ukh heroically weathers most of the fire damage and disables the southern rune - The demoniac's ability to lash out with abyssal spite has been stripped from him!

Menas rushes to the next rune, requiring all of his heroics (hp needed) to disable the northeast rune - stripping away a yet-unexperienced reaction the demoniac was going to surprise you all with before he could ever use it!

Yendi attempts to cross the fiery circle...
Yendi Will Save: 1d20 + 18 ⇒ (12) + 18 = 30

and takes 1d6 ⇒ 2 Fire damage while doing so, but no other ill-effects.

Then tries to disrupt the demoniac spirit!
Fortitude Save: 1d20 ⇒ 4

The spirit fails (but not critically) against the spell, and takes full damage with no reduction!

I'm guessing you meant 5d6+5 = 19

Troll 4 init: 1d20 + 10 ⇒ (18) + 10 = 28

The troll next to Menas is able to attempt a full attack against the magus!

Jaws 1: 1d20 + 13 ⇒ (18) + 13 = 31
Flat Check: 1d20 ⇒ 1 = Miss
Piercing: 2d10 + 3 ⇒ (8, 4) + 3 = 15
Jaws 2: 1d20 + 13 - 5 ⇒ (13) + 13 - 5 = 21
Piercing: 2d10 + 3 ⇒ (5, 5) + 3 = 13
Jaws 3: 1d20 + 13 - 10 ⇒ (16) + 13 - 10 = 19
Piercing: 2d10 + 3 ⇒ (10, 10) + 3 = 23
(If not for the order of operations on those dice rolls, that could have been interesting!)

The demoniac spirit, wounded for the first time and now without his abyssal spite or vengeful flash abilities, strides to the southern edge of the circle as he calls upon his last remaining rune-empowered ability. His arms extend like shadowy lengths of chain, giving him a 20-foot reach!

He tries to strike out first at Yendi, then at Thereus!

Spectral Claw Yendi: 1d20 + 21 ⇒ (19) + 21 = 40 (rut...)
Negative Damage: 2d10 + 7 ⇒ (3, 2) + 7 = 12
Yendi takes 24 negative damage and must make a DC 30 Fortitude Save

The demoniac seems to suck in some of Yendi's life-force, gaining temporary hit points!

Spectral Claw Thereus: 1d20 + 21 - 4 ⇒ (20) + 21 - 4 = 37 (...roh)
Negative Damage: 2d10 + 7 ⇒ (5, 2) + 7 = 14
Thereus takes 28 negative damage and must make a DC 30 Fortitude Save

The demoniac would gain temporary hit points from Thereus as well, but is already at his maximum!

Pulling Troll 3 out of initiatve like Troll 1, unless any of you end up near them. Until then, they are readying actions to bite any enemy who gets close and nothing else.

Troll 5 init: 1d20 + 10 ⇒ (11) + 10 = 21

ROUND 4
Ukh (19 damage)
Menas (61/98 hp)
Yendi (27/98 hp) Fortitude Save
Thereus (28 damage) Fortitude Save
Troll 5 (0 damage)
ROUND 5
Demoniac Spirit (19 damage, max temp hp)
Troll 4 (0 damage)

The check to ID the demoniac spirit is Religion
The check to ID the trolls is Society

The whole party is up!
Yendi and Thereus need to make Fortitude Saves!

Map is updated!

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

Means casually paces around the circle of fire towards the last rune and casts a Haste spell on himself, "Only one remains and then I'll be coming for you. Surrender now and leave the material plane before we banish you ourselves."

Stride and Haste.

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

fort save: 1d20 + 18 + 1 ⇒ (18) + 18 + 1 = 37 Critical Success via Juggernaut!

Reeling from the wispy claw, Thereus converges on the final rune and angles his body to scramble it.

acrobatics to disable rune: 1d20 + 17 + 1 ⇒ (17) + 17 + 1 = 35

◆stride ◆◆disable rune

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 moves forward and throws two bombs upon the troll.

Alchemist's fire, moderate: 1d20 + 16 ⇒ (10) + 16 = 26

Damage, splash: 2d8 + 1 + 4 ⇒ (1, 8) + 1 + 4 = 14 +3 persistent fire

Alchemist's fire, moderate: 1d20 + 16 - 5 ⇒ (8) + 16 - 5 = 19

Damage, splash: 2d8 + 1 + 4 ⇒ (5, 7) + 1 + 4 = 17 +3 persistent fire

Envoy's Alliance

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

Fortitude: 1d20 + 18 ⇒ (12) + 18 = 30

Yendi struggles to ward off the worst of the life being drained from him, as he absorbs the hit and casts a spell to restor his own drained vigor Level 3 Heal at 2 actions

Healing: 3d8 + 24 ⇒ (6, 5, 4) + 24 = 39

"It won't be that easy! You had time while my friends were dealing with your little sigils, but that time is over!" Demoralize (with Intimidating Glare) attempt on the spirit

Intimidation: 1d20 + 22 ⇒ (3) + 22 = 25

Intimidation Hero Point: 1d20 + 22 ⇒ (19) + 22 = 41

Wayfinders

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Menas speeds up rounding the eastern end of the circle, while Thereus fights off...whatever that extra ability was. He disables the final rune, and the demoniac spirit's wispy 2o-foot reach disappears, now down to a more "normal" 10-foot one appropriate for an undead cyclops.

Ukh hits Troll 5 with both bombs, each one doing more damage than expected!
(Something I fear I may have missed earlier, sorry about that if I did)

Yendi heals himself, then heroically, somehow, manages to scare the spirit into fearing for its consciousness and soul! (Frightened 2)

Yendi:
DC 31. Nicely done!

The troll next to Yendi attempts to take a bite out of the archer...three times!

Jaws 1: 1d20 + 13 ⇒ (12) + 13 = 25
Piercing: 2d10 + 3 ⇒ (7, 5) + 3 = 15
Jaws 2: 1d20 + 13 - 5 ⇒ (3) + 13 - 5 = 11
Piercing: 2d10 + 3 ⇒ (6, 3) + 3 = 12
Jaws 3: 1d20 + 13 - 10 ⇒ (2) + 13 - 10 = 5
Piercing: 2d10 + 3 ⇒ (8, 4) + 3 = 15
...missing all three times!

The demoniac spirit, despite being injured, snarls in defiance of his own fear and advances on Yendi, trying to strike twice! (As your GM also realizes he forgot to apply the correct template last round, too)

Spectral Claw 1: 1d20 + 21 + 2 - 2 ⇒ (1) + 21 + 2 - 2 = 22
Negative Damage: 2d10 + 7 + 2 ⇒ (6, 4) + 7 + 2 = 19
Spectral Claw 2: 1d20 + 21 + 2 - 4 - 2 ⇒ (15) + 21 + 2 - 4 - 2 = 32
Negative Damage: 2d10 + 7 + 2 ⇒ (5, 3) + 7 + 2 = 17
Thereus takes 17 negative damage and must make a DC 30 28 Fortitude Save

The demoniac would gain temporary hit points from this, but is already at his maximum!

Pulling Troll 4 out of initiatve like Trolls 1 & 3, unless any of you end up near them. Until then, they are readying actions to bite any enemy who gets close and nothing else.

ROUND 5
Ukh (19 damage)
Menas (61/98 hp)
Yendi (56/98 hp) Fortitude Save
Thereus (28 damage)
Troll 5 (51 damage, 3 persistent fire)*
ROUND 6
Demoniac Spirit (19 damage, max temp hp) (Frightened 1)

The check to ID the demoniac spirit is Religion
The check to ID the trolls is Society

The whole party is up!
Yendi needs to make a Fortitude Save!

Map is updated!

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

I will wait to act until after Yendi in case someone sets up flanking for my current position.

Menas takes his hasted stride to the bottom of the ring, close to the Demonic spirit and then tumbles forward through space as he teleports from one side of the ring to the other. Appearing in mid-air behind the spirit, he throws an axe kick as he falls to the ground. "Surprise."

unarmed strike, ghost touch vs Fear 1, FF?: 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26
damage: 2d6 + 4 ⇒ (6, 2) + 4 = 12 +5 if FF

Raise spellguard shield, free stride, stride, Dimensional Assault. AC 26

Envoy's Alliance

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

Fortitude: 1d20 + 18 + 1 ⇒ (7) + 18 + 1 = 26 even bolstered by having frightened the monster, Yendi isn't able to avoid its deathly pull as effectively, this time!

Seeing that he's in too far to back out easily, he steps forward to retaliate as he sees Menas coming in from behind, instead of away, and blasts the creature with the most powerful Searing Light he can draw out, to try to power through its resistance. Level 5 Searing Light
to hit fort DC via shadow signet: 1d20 + 19 ⇒ (19) + 19 = 38
fire: 9d6 + 5 ⇒ (6, 4, 6, 5, 2, 5, 1, 3, 6) + 5 = 43
good: 9d6 ⇒ (1, 3, 4, 3, 1, 2, 4, 6, 4) = 28

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

Easing away from the troll guardian and into the fray, the paladin wonders if they are missing something in the creature's weaknesses. Once at a measured spot to protect his friend he lets another arrow loose.

religion check: 1d20 + 13 + 1 ⇒ (2) + 13 + 1 = 16

will save: 1d20 + 16 + 1 ⇒ (9) + 16 + 1 = 26

longbow first shot: 1d20 + 18 + 1 - 2 ⇒ (12) + 18 + 1 - 2 = 29 longbow damage: 2d8 + 3 ⇒ (3, 5) + 3 = 11 longbow acid damage: 1d6 ⇒ 6

◆recall knowledge ◆stride through fire ◆strike

Envoy's Alliance

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

minor error, I failed that fort save with a 25. Terrifying Resistance only applies to it's spells

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 moves courageous through the ring of fire.

Will: 1d20 + 12 ⇒ (15) + 12 = 27

Then he pulls out some bombs to throw them upon the evil one.

Pay attention grenade`!

Alchemist's fire, moderate: 1d20 + 16 ⇒ (15) + 16 = 31

Damage, splash: 2d8 + 1 + 4 ⇒ (5, 6) + 1 + 4 = 16 +3 persistent fire

Bottle lightening, moderate: 1d20 + 16 - 5 ⇒ (6) + 16 - 5 = 17

Damage, splash: 2d6 + 4 ⇒ (5, 3) + 4 = 12 On a hit, the target becomes flat-footed until the start of your next turn

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

Of course you've understood that I limit the splash on the square this time.

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

Assuming the bad guy doesn't move away, Thereus will try and protect either Ukh or Menas with a retributive strike for the first one that gets injured.

Ranged Reprisal (Reaction):

Reduces their damage by 11.

longbow first shot: 1d20 + 18 + 1 - 2 ⇒ (11) + 18 + 1 - 2 = 28 longbow damage: 2d8 + 3 ⇒ (3, 7) + 3 = 13 longbow acid damage: 1d6 ⇒ 2

Wayfinders

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Yendi: You are Drained 1, and the demoniac spirit begins to look like he is using your vitality as part of the ritual that might restore him from undeath back to life!
-1 Status penalty to Fortitude saves. You also lose HP equal to your level times the drained value (10) and your max hp are reduced by the same amount.

DC 30 Religion to Recall Knowledge - I will allow this roll to be made as a Free Action:
You think the demoniac spirit would need to land a total of 4 of these draining effects to regain a corporeal body. Doing so would refresh its vitality and increase its strength, BUT it would lose its incorporeal defenses in the process!

Fortunately, the drain does not affect Yendi's spellcasting, and your team's disabling of the runes has stripped all of the spirit's reactions away! Yendi scores a critical hit with his Searing Light! (That signet is awesome! I'm guessing the +5 fire damage is from your bloodline, but please correct me if I'm wrong?)

The spirit resists some of the fire and damage, but the blast still deals 76 fire and 46 good damage, for a total of 122!

Yendi Only:
For the record, you kill it, but I want your whole team to join in the victory! Great shot! :)

Menas wisely waits for Yendi to act first, because the flanking partner makes the difference between a hit and a miss, the ghost touch slicing through and dealing full (17) damage!

By using teleportation, Menas does not have to worry about the fire's abyssal taint.

Thereus crosses into the fire, sustaining 1d6 ⇒ 3 fire damage in the process, landing a strike with his longbow that does a little bit of damage to the demoniac!

Ukh follows, also slightly singed for 1d6 ⇒ 5 fire damage, before he too lands a strike with the alchemist's fire, doing minor damage even as the lightning misses.

Somewhere in the middle of the brutal carnage your team brings to bear, you destroy the demoniac spirit, even as his red eye widens in fear, the name of his demonic patron on his ghostly lips as he is shot, stabbed, bombed, and blasted into oblivion!

For a moment, the only sounds around you are the burning flames of the abyssal circle...but then, suddenly, the remaining chained trolls cry out in unison as they are immolated from the inside out as the firestorm in the sky above explodes into a billion tiny fragments! The ground beneath you begins to shake in an earthquake, and the circle of flame you stand within shoots up 300 feet high, trapping you within!

You each have ONE round in which to take actions. You cannot leave the circle.

CURRENT STATUS
Ukh (24 damage)
Menas (61/98 hp)
Yendi (46/88 hp, Drained 1)
Thereus (31 damage)

The whole party is up!

Map and music are updated!

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 is unsure what the best course of action is and is no out of teleportation abilities. He curses under his breath that he should have seen this coming. Regardless, with the earth threatening to tear open, he figures he should at least get off the ground.

Casting Fly and hovering 10ft off the ground.

Envoy's Alliance

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

"I don’t know what this is and I dont have that much power left, but I think we all could use some of it before this happens..."

Yendi will spend his entire brief reprieve casting a spell to heal himself and his allies slightly before whatever cataclysm is coming.

casting Heal at level 3 with 3 actions, to keep the 2 5th level slots i have left for whatever's next because only very small spells and cantrips are left after that. Also, for the earlier question, the +5 damage was from Dangerous Sorcery. Searing light isn't a bloodline spell for Yendi.

Healing for everyone, from this position: 3d8 ⇒ (6, 7, 3) = 16

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 repositions between the two casters.

"If whatever is coming knows you took out its pet, you may need this too." He reaches out his hand and lays it on the sorcerer before disappearing from view.

◆stride ◆lay on hands (30 hp to Yendi) ◆activate invisibility rune on armor

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 casts Mirror image.

At least we will be more to defend ourselves.

And he comes nearer the others.

Wayfinders

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Note: Everyone receives 1 Hero Point at this juncture!

Mere seconds after you make whatever preparations you can, the flames around you turn black as the runes flare back to life, illuminating the whole area in an abyssal glare. You can hear the sounds of Pathfinder counter-ritualist teams chanting in unison from beyond, drawing on the fact that you and other significantly weakened this ritual earlier in the day...but not enough to prevent the Demon Lord Urxehl from breaking the planar boundary!

(Art of Urxehl is on the table in the journal as "Urxehl Rising")

An enormous red-clawed hand bursts out of the rift in the center of the flames, the geometries of its fingers alien and chaotic, seemingly able to reach everywhere at once - the palm of the hand exuding an aura of menace and dominating will!

If you enter the red aura on the map, you must make a DC 28 Will Save.

Results:

Crit Success: You are unaffected
Norm Success: You take 2d6 ⇒ (1, 2) = 3 Evil damage
Norm Failure: You take 4d6 ⇒ (3, 4, 2, 2) = 11 Evil damage and are Frightened 1
Crit Failure: You take 8d6 ⇒ (1, 2, 1, 2, 5, 4, 3, 5) = 23 Evil damage and are Frightened 1 for as long as this portal to the Abyss remains open.

INITIATIVE!
The Hand of Urxehl: 1d20 + 18 ⇒ (17) + 18 = 35

I don't believe it is possible for anyone to beat that, so I will proceed. If any of you can potentially beat a 35, please roll for it, and I will ret-con if needed.

Each of the hand's four fingers move to strike, although they don't seem to be able to detect the invisible Thereus!

The first and fourth claws go for Menas, the second for Yendi, and the third for Ukh! Each claw has a reach of 1,000 feet!

Grasping Claw 1: 1d20 + 19 ⇒ (8) + 19 = 27 (hit)
Slashing: 2d12 + 17 ⇒ (12, 12) + 17 = 41
Grasping Claw 2: 1d20 + 19 - 4 ⇒ (14) + 19 - 4 = 29 (hit)
Slashing: 2d12 + 17 ⇒ (1, 6) + 17 = 24
Grasping Claw 3: 1d20 + 19 - 8 ⇒ (1) + 19 - 8 = 12 (miss)
Slashing: 2d12 + 17 ⇒ (3, 8) + 17 = 28
Grasping Claw 4: 1d20 + 19 - 8 ⇒ (16) + 19 - 8 = 27 (hit)
Slashing: 2d12 + 17 ⇒ (5, 12) + 17 = 34

Menas takes 75 points of slashing damage!
Yendi takes 24 points of slashing damage!
Ukh gets rather lucky!

ROUND 1
Ukh (8 damage)
Menas (2/98 hp)
Yendi (64/88 hp, Drained 1)
Thereus (15 damage)
ROUND 2
The Hand of Urxehl (0 damage)

The whole party is up!
Note - The hand (outlined in a white circle) counts as a large-sized creature for purposes of targeting the hand/fingers. You can use spell attacks and ranged attacks from any distance at the hand or down at Urxehl if you fly above the rift. Melee attacks must target the hand, though.

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

Realizing the invisibility is only hampering his party, Thereus rages at the demon claw.

longbow first shot: 1d20 + 18 + 1 ⇒ (11) + 18 + 1 = 30 longbow damage: 2d8 + 3 ⇒ (7, 5) + 3 = 15 longbow acid damage: 1d6 ⇒ 4
longbow second shot: 1d20 + 18 - 5 + 1 ⇒ (8) + 18 - 5 + 1 = 22 longbow damage: 2d8 + 3 ⇒ (2, 1) + 3 = 6 longbow acid damage: 1d6 ⇒ 2

◆point blank shot (to get rid of volley penalty) ◆strike ◆strike

I'll try and protect Yendi with a retributive strike if it is an area effect that damages several of us. Otherwise, the first one of us it damages. I think Menas is just out of my 15 foot range though.

Ranged Reprisal (Reaction):

Reduces their damage by 11. If the attack hits, evil creatures take 2 persistent good damage.

longbow first shot: 1d20 + 18 + 1 ⇒ (19) + 18 + 1 = 38 longbow damage: 2d8 + 3 ⇒ (2, 6) + 3 = 11 longbow acid damage: 1d6 ⇒ 1 deadly??: 1d10 ⇒ 1

Envoy's Alliance

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

If that hand's turn was less than a round after Thereus used Lay on Hands, I believe that the hand's 2nd attack would also be a miss, due to the +2 Systems bonus to AC.

As the fingers come slamming down, and Menas is nearly crushed, Yendi looks down at the scroll of Banish in his hand for a second, looks back up at the looming claw and immediately discounts the idea.

He looks over and channels some if the last of his fading power to try to knit together Menas's wounds and protect himself against the next attack.

2 action level 5 Heal on Menas and 1 Action to cast shield.

healing: 5d8 + 40 ⇒ (2, 6, 5, 1, 6) + 40 = 60

Wayfinders

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Thereus's first shot is a solid hit, and does full (19) damage! The second one misses!

Yendi, you are absolutely correct - you got one round between encounters, so that math should help you as much as it hurts you. The claw attack on you was a miss!

Yendi shrugs off the demon lord's claw that damaged him not, and channels positive energy to rejuvenate Menas!

Yendi 88/88hp
Menas 62/98hp

Ukh and Menas are still up!

Envoy's Alliance

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

if that first shot hits, I think it should mean that Ranged Reprisal shot at least hits, also?

Wayfinders

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Yendi Ionescu wrote:
if that first shot hits, I think it should mean that Ranged Reprisal shot at least hits, also?

Yar, but that was a Ranged Reprisal rolled in advance of Urxehl's Round 2 actions.

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 accepts the healing from Yendi once again, "Remind me that I owe you after we finish killing this demon lord."

With that, Menas flies over to where the hand is and tries to steel his mind against the terror of fighting such a powerful foe.

will save: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32

With his mind secure, he tries to ax-kick the hand beneath him with a trail of teeth slicing behind his heel.

spellstrike, ghost touch: 1d20 + 16 + 1 ⇒ (3) + 16 + 1 = 20
bludgeoning damage: 2d6 + 4 + 2 ⇒ (2, 3) + 4 + 2 = 11 +3 damage if it is flat-footed for some reason
slashing damage: 4d4 + 4 ⇒ (4, 4, 1, 1) + 4 = 14

He then raises his shield beneath him to ward off future counter-attacks.

Free stride. Spellstrike. Raise a Shield. AC 26. 59hp

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 shouts: Pathfinders! For Golarion! Then looking at the hand: You won't pass!

Pay attention grenade!

And he throws a volley of bombs upon the hand.

Dread ampoule, moderate: 1d20 + 16 ⇒ (17) + 16 = 33

Damage, splash: 2d6 + 4 ⇒ (6, 6) + 4 = 16 On a hit, the target becomes frightened 1, or frightened 2 on a critical hit.

Bottle lightening, moderate: 1d20 + 16 - 5 ⇒ (4) + 16 - 5 = 15

Damage, splash: 2d6 + 4 ⇒ (1, 2) + 4 = 7 On a hit, the target becomes flat-footed until the start of your next turn.

Crystal shards, moderate: 1d20 + 16 - 10 ⇒ (8) + 16 - 10 = 14

Damage, splash: 2d4 + 4 ⇒ (1, 4) + 4 = 9 The crystals on level surfaces are caltrops. The crystals on vertical surfaces can be used briefly as handholds, granting the listed item bonus to the next Athletics check to Climb each space. The crystals in each space crumble after the creature leaves, whether Climbing or moving through the caltrops.

Wayfinders

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Menas, injured by the demon lord's evil aura, bravely strikes, but misses.

Ukh issues a rallying cry before throwing bombs. The first one strikes its target...but unfortunately the demon lord is immune to mental damage!

The follow-up strikes by the alchemist are critical misses, and thus do no damage.

Then, just as the arm of the demon lord rises up into the material plane, fingers outstretched to claw and crush all of you for your impudence...the sound of the Pathfinder counter-ritualists pierces through the abyssal flames!

A scream of pure rage issues forth from the rift as Urxehl can no longer maintain the breach, and his hand disappears down the tear in reality as he falls back into his realm in the abyss! The tear in the ground slams shut with the force of an earthquake, sending those of you standing on the ground to your knees...but after that, the flames die out, and all is still.

The threat is vanquished!

If you want to look behind the GM's curtain:
Quote:

The amount of time that the portal remains open depends upon how successful the PCs were in disabling ritual sites earlier in the adventure.

• Significantly Weakened: The portal remains open for 1 round.

You significantly weakened the abyssal ritual sites, and suffered no failures in fighting the ravener or the demonic, thus, you only had to survive one round with the demon lord's hand!

Slowly, Pathfinders start getting up from the ground, still partially dazed. Eliza and Eando start organizing everyone in groups, with those who are in the best condition supporting others who are heavily wounded or overwhelmed by the battle. With a momentous victory behind you, the Pathfinder forces start making their way back to base camp.

-----

Following your return to camp, Eando Kline ushers you and Eliza Petulengro into his tent. During the ensuing debriefing, Eliza personally thanks each of you individually on behalf of the Decemvirate. Due to Drandle Dreng’s unmasking, the Society must now choose a new member to wear the Sapphire mask. This will require some consideration, though the Society’s masked leadership is typically quick in facilitating such replacements. Eliza also confirms that Drandle Dreng is resting and recuperating in Absalom.

Finally, you are recognized as saviors of Golarion for your deeds in stopping Urxehl’s attempted breach onto the Material Plane. The Decemvirate ensures that you each get some well-deserved rest and receive free assistance with treating any lingering wounds, diseases, or conditions.

-----

Your Primary Objectives:
The PCs fulfill their primary objective if they defeat Urxehl. Doing so earns each PC 2 Reputation with their chosen faction.

Your Secondary Objectives:
The PCs automatically fulfill their secondary objective by fulfilling their primary objective. Doing so earns each PC 2 Reputation with their chosen faction.

And your GM will check reporting Box C (severely weakening the abyssal ritual)

-----

With that, you have succeeded at Breaking the Storm and Parting Clouds over a troubled region!

Scenery and Music changed to "post-game"

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