The Carnelian Signet |
The Carnelian Signet juggles some of the remaining motes of flame. "Tsk tsk. That's why you should always try to speak first, dear. Otherwise, you'll die a nobody."
As the flames wear out, she sits on the floor and leans back against the wall, to cool herself down. Her vision remains hazy.
[ooc]Refocusing to get a Focus point back. I still have a minor curse, so >30 ft away< is concealed from me.
Hancock the Angry |
If Heka fails, Hancock will try, at the very least on himself:
Treat wounds: 1d20 + 5 ⇒ (9) + 5 = 14
healing: 2d8 ⇒ (3, 4) = 7
sooo close
Shurgha Tak |
Shurgha looks defeated, though the party prevailed. She stares at Haka for a few long moments. His fighting skills are truly heroic.
Healing Potion: 1d8 ⇒ 4
The Carnelian Signet |
"Haka, if you have a moment? I'll take you up on your offer to help me. These bruises are quite bothersome."
Assuming Haka takes time to Treat Wounds and uses Assurance. This should take me back to full HP.
Healing: 2d8 ⇒ (7, 6) = 13
Haka Geralf |
Once everyone is patched up Haka will explore the room a bit more and riffle through the pockets of the recently deceased.
Perception: 1d20 + 8 ⇒ (2) + 8 = 10
GM Frost |
I assume you had enough time to bring everyone to full health before you continue your exploration.
Haka finds nothing of note. Everyone quickly crosses the bridge and enter a certain room. Inside, a plinth in the center of this room holds sheets of hammered metal etched with writing and illustrations of bridges, though scratches obscure much of the work. Steel sheets covered in Dwarven writing hang on the walls, reinforcing the damaged surfaces.
Malik Thurus |
Malik continues to record their exploration in his journal, "Let's see...some kind of metal library? Memorial?"
society: 1d20 + 0 ⇒ (19) + 0 = 19
religion: 1d20 + 4 ⇒ (7) + 4 = 11
He thinks about it for a moment, "Well, I can't read dwarven, but the illustrations look like plans for building a safe bridge over lava...hmm, they found a way to use brown mold in the construction as a cooling agent. That's pretty clever." he says as he writes it all down. "I wonder what went wrong though." he thinks to himself.
Hancock the Angry |
Hancock launches into an indecipherable and impassioned spiel about someone called Droskar. Bruce of course steps in to decipher the tirade and, apperently, shorten it.
""Boss here is ranting about some dwarven deity named Droskar. Doesn't like him much it seems and his fingerprint, and name, is allover this mess. Whatever was going on here was initiated by a king by the name of Garbold but coopted by some, er, cursed, Droskarians - is that a word? Hancock, who is Droskar?"
Again a flow of mumbles and angry bellows ensues, causing Bruce to flinch at times.
"A dark god of the forge all about toiling and working and serving the god as instructed in the Book of Chains. Hmmm. Nice name for a holy book, huh? Hard pass from me."
The Carnelian Signet |
Society: 1d20 + 5 ⇒ (2) + 5 = 7
Religion: 1d20 + 4 ⇒ (5) + 4 = 9
"Droksar? Another dwarven diety? Looks like every dwarf was fighting for supremacy here. Maybe we fought some of their worshippers back there..."
Hancock the Angry |
Bruce: "To be fair, they are no worse than us humans."
Shurgha Tak |
Lore-Engineering: 1d20 + 5 ⇒ (9) + 5 = 14
Shurgha looks at Malik, then Bruce. "Clever, indeed, Malik. And a fairly accurate interpretation of the writing, Bruce."
Hancock the Angry |
Bruce shrugs, but Hancock nods.
GM Frost |
Haka Geralf, Scout: 1d20 + 9 ⇒ (2) + 9 = 11
Mathilda, Defend: 1d20 + 7 ⇒ (15) + 7 = 22
Malik, Search: 1d20 + 5 ⇒ (10) + 5 = 15
Issil Telfae/Carnelian Signet, Search: 1d20 + 5 ⇒ (14) + 5 = 19
Shurgha Tak, Avoid Notice: 1d20 + 7 ⇒ (4) + 7 = 11
Mephits, Perception: 1d20 + 3 ⇒ (20) + 3 = 23
Aside from what Malik and Bruce shared, Mathilda recognizes the phrase Bruce shared as a common Droskari aphorism and the smaller writing as the Droskari scripture Book of Chains. Having searched the place and learned everything about it, it is about time to get out before the heat from the nearby lava could burn your skin and cook your flesh. Kindly place your token within the boxed area. Here is the link to the MAP.
GM Frost |
A river of lava glows sullenly as it cuts through this ruined chamber, looking like a portal to the Abyss. The air shimmers above the melted stone as waves of heat pour off it. Crumbling mortar fills gaps and cracks on the broken basalt walls, and a granite bridge connects the shattered eastern and western halves of the room.
The entire area is in extreme heat and has dim light from the lava. The brown mold (as you have discovered its purpose from the plans of the chamber you last entered) here has achieved a perfect balance with the lava — it has enough heat to sustain itself without drawing from the lava and causing spatters, while the cold it emits keeps the chamber survivable for living creatures. Having all moved to this area though, you all accidentally disturbed these brown mold, causing some imbalance to such ecosystem in equilibrium.
You even don’t notice that there are fiery creatures flying just 5 feet off the ground towards your direction. They breathe out molten stones that deals 2d4 fire damage and 1d4 persistent fire damage to each creature within the area if they fail DC 17 basic Reflex save. Fortunately, they can’t used their Breath Weapon again for Red: 1d4 ⇒ 3, Orange: 1d4 ⇒ 4, andYellow: 1d4 ⇒ 3 rounds.
The churning lava also spatters molten lava randomly to 1 Hancock, 2 Haka, 3 Mathilda, 4 Malik, 5 Signet, 6 Shurgha: 1d6 ⇒ 3 Mathilda.
Spatter Attack vs Mathilda AC 19: 1d20 + 9 ⇒ (8) + 9 = 17
Thankfull, the spatter misses her.
GM Frost |
EQUILIBRIUM DISTURBED! Round 1
Terrain Condition: Brown molds everywhere! You can disable them with DC 14 Nature or Survival or DC 17 Thievery (for two actions) to clear your square and all adjacent squares of the mold; the churning lava does not target creatures in cleared squares with its spatter attack, but the hazard is not destroyed until every square has been cleared of mold.
Active Condition:
ENCOUNTER MAP
Character in BOLD can act!
Red Mephit
Orange Mephit
Yellow Mephit
Churning Lava
Mathilda HP 32/32, AC 19, pending DC 17 basic Reflex Save vs 2d4 ⇒ (2, 2) = 4 fire damage and 1d4 ⇒ 2 persistent damage
Hancock HP 40/40, AC 18, pending DC 17 basic Reflex Save vs 2d4 ⇒ (1, 3) = 4 fire damage and 1d4 ⇒ 4 persistent damage
Signet HP 28/28, AC 19(20 Shield), Minor Curse, pending DC 17 basic Reflex Save vs 2d4 ⇒ (2, 2) = 4 fire damage and 1d4 ⇒ 2 persistent damage
Malik HP 30/30, AC 20, pending DC 17 basic Reflex Save vs 2d4 ⇒ (1, 1) = 2 fire damage and 1d4 ⇒ 2 persistent damage
Haka HP 32/32, AC 20, pending DC 17 basic Reflex Save vs 2d4 ⇒ (3, 3) = 6 fire damage and 1d4 ⇒ 1 persistent damage
Shurgha HP 19/19, AC 18, pending DC 17 basic Reflex Save vs 2d4 ⇒ (2, 4) = 6 fire damage and 1d4 ⇒ 2 persistent damage
Haka Geralf |
Reflex, bulwark: 1d20 + 6 + 3 ⇒ (8) + 6 + 3 = 17
Nature: 1d20 + 6 ⇒ (11) + 6 = 17
Attack, snagging strike: 1d20 + 10 ⇒ (8) + 10 = 18
damage: 1d8 + 4 ⇒ (1) + 4 = 5
Haka dodges the bulk of the fire breath before quickly scraping his axe in a circle to clear some mold. Once he has room to work he does his best to plant his axe in the orange pest.
|◆◆ Clear
|◆ Strike
Shurgha Tak |
"Magrim take you!" Shurgha scrapes the mold away with her feet.
Reflex Save: 1d20 + 8 ⇒ (16) + 8 = 24
Nature to Dislodge Moss: 1d20 + 4 ⇒ (13) + 4 = 17
Clan Pistol Strike, Yellow: 1d20 + 6 ⇒ (7) + 6 = 13
Damage, Concussive, Fatal D10: 1d6 ⇒ 6
Shurgha lifts and fires her pistol at yellow.
◆◆ Clear Moss
◆ Strike
GM Frost |
Haka is able to shield off some of the damage, thanks to hsi bulwark. he starts with clearing off the area with brown mold, carefull pushing them away around him. He then makes a snagging strike on Orange that hits on its shoulder.
EQUILIBRIUM DISTURBED! Round 1
Terrain Condition: Brown molds everywhere! You can disable them with DC 14 Nature or Survival or DC 17 Thievery (for two actions) to clear your square and all adjacent squares of the mold; the churning lava does not target creatures in cleared squares with its spatter attack, but the hazard is not destroyed until every square has been cleared of mold. Area within the red border (except bridge) are with brown molds except for square(s) in green color.
Active Condition:
ENCOUNTER MAP
Character in BOLD can act!
Red Mephit
Orange Mephit -5, FF
Yellow Mephit
Churning Lava
Mathilda HP 32/32, AC 19, pending DC 17 basic Reflex Save vs 4 fire damage and 2 persistent damage
Hancock HP 40/40, AC 18, pending DC 17 basic Reflex Save vs 4 fire damage and 4 persistent damage
Signet HP 28/28, AC 19(20 Shield), Minor Curse, pending DC 17 basic Reflex Save vs 4 fire damage and 2 persistent damage
Malik HP 30/30, AC 20, pending DC 17 basic Reflex Save vs 2 fire damage and 2 persistent damage
Haka HP 29/32, AC 20
Shurgha HP 19/19, AC 18, pending DC 17 basic Reflex Save vs 6 fire damage and 2 persistent damage
Malik Thurus |
reflex save: 1d20 + 9 ⇒ (20) + 9 = 29
Malik ducks to the floor, dodging the gout of fire, before standing up in his fighting stance.
Not really sure if I want to punch fire creatures with my hands... he thinks to himself. Deciding against testing the heat resistance of his handwraps, Malik fires off a bolt of lighting between two of the creatures.
electric arc vs yellow and orange: 1d4 + 3 ⇒ (2) + 3 = 5 DC 17 basic Reflex
◆ Crane Stance (AC 22), ◆◆ Electric Arc against yellow and orange.
GM Frost |
We ninja'd posts, I think, Shurgha. Haha!
Shurgha is quick also to dodge the fiery breath but her clothes catch some fire. She then quickly and carefully moves the brown molds under her feet, ensuring they won't react aggressively. She then aims her weapon and shoots at Yellow but she misses.
Malik is as quick as a ninja, perfect at timing to not be hit at all with the same hot breath, and at the same time lands into his crane stance. H then draws from the air some electricity, directing it to Yellow and Orange.
Orange DC 17 basic Reflex save: 1d20 + 4 ⇒ (2) + 4 = 6
Yellow takes its full electric force whereas Orange electrified twice it!
EQUILIBRIUM DISTURBED! Round 1
Terrain Condition: Brown molds everywhere! You can disable them with DC 14 Nature or Survival or DC 17 Thievery (for two actions) to clear your square and all adjacent squares of the mold; the churning lava does not target creatures in cleared squares with its spatter attack, but the hazard is not destroyed until every square has been cleared of mold. Area within the red border (except bridge) is with brown molds except for square(s) in green color.
Active Condition:
ENCOUNTER MAP
Character in BOLD can act!
Red Mephit
Orange Mephit -15, FF
Yellow Mephit -5
Churning Lava
Mathilda HP 32/32, AC 19, pending DC 17 basic Reflex Save vs 4 fire damage and 2 persistent damage
Hancock HP 40/40, AC 18, pending DC 17 basic Reflex Save vs 4 fire damage and 4 persistent damage
Signet HP 28/28, AC 19(20 Shield), Minor Curse, pending DC 17 basic Reflex Save vs 4 fire damage and 2 persistent damage
Malik HP 30/30, AC 20(22 Stance)
Haka HP 29/32, AC 20
Shurgha HP 16/19, AC 18
Hancock the Angry |
reflex save: 1d20 + 5 ⇒ (8) + 5 = 13
Hancock takes one right to the chest, though the damage is mitigated by his forge dwarf ancestry (fire resistance 1).
Sensitive to the needs of the others and worried about Bruce, Hancock moves closer to the Mephit and scrabbles around quickly shoving the moss away with his massive feet.
thievery: 1d20 + 5 ⇒ (20) + 5 = 25
- burn
* stride
** clear moss using thievery
The Carnelian Signet |
"It's quite beautiful in here, isn't it?" The Carnelian Signet pauses on the moldy bridge. "Using this mold to absorb the heat. The lava itself glows with radiance." She looks out to the lava before the smoke overtakes her vision. It's mesmerizing.
Reflex: 1d20 + 8 ⇒ (5) + 8 = 13
She makes little effort to evade the splatter. "Oh! You're ruining my dress!" She snaps up at the creatures ahead of her. "Let's see how good your aim is now!"
She steps up in front of the deep Red creature, faces the Yellow creature and blows blinding white ash from her lips. A >Dazzling Flash< erupts forth, possibly blinding them. Fort Save, DC 18
The ash surrounds her, leaving her covered in smoke that leaves her features vague. My curse advances to Moderate. I am concealed from other creatures, and they are concealed to me unless I use a fire spell.
◇ Fail check against burn
◆ Stride
◆◆ Cast >Dazzling Flash< at Red and Yellow.
◇ Curse is now Moderate
Mathilda Argus |
Reflex Save DC 17: 1d20 + 8 ⇒ (5) + 8 = 13
”Eeww, Eeww, Eeww.”
Nature: 1d20 + 0 ⇒ (17) + 0 = 17
Mathilda drops her crossbow and pulls out her great sword.
GM Frost |
Hancock is hit in the chest, but has some resistance against it. Signet is also hit as she is not quick to evade it. Angered, she makes a blinding flash on Red and Yellow.
Red, DC 18 Fortitude save: 1d20 + 8 ⇒ (9) + 8 = 17 (Fail, Red becomes Blinded)
Yellow, DC 18 Fortitude save: 1d20 + 8 ⇒ (18) + 8 = 26 (Success, Yellow becomes Dazzled)
Mathilda too has no escape from the fiery breath. She carefully removes the brown molds under her before she changes weapon.
Thanks to their fast healing abilities, some vitality is restored to each of them. The mephits then take turns attacking the Pathfinders!
Red's Blinded Fist Attack vs Signet AC 19, Concealed: 1d20 + 8 ⇒ (10) + 8 = 18
DC 11 Flat check to hit: 1d20 ⇒ 9
Red's Blinded Fist Attack vs Signet AC 19, MAP: 1d20 + 8 - 5 ⇒ (10) + 8 - 5 = 13
DC 11 Flat check to hit: 1d20 ⇒ 20
Red's Blinded Fist Attack vs Signet AC 19, MAP2: 1d20 + 8 - 10 ⇒ (15) + 8 - 10 = 13
DC 11 Flat check to hit: 1d20 ⇒ 16
None of the attacks from Red hits Signet.
Orange's Fist Attack vs Hancock AC 18: 1d20 + 8 ⇒ (20) + 8 = 28
Fist Damage: 1d6 + 3 ⇒ (1) + 3 = 4 bludgeoning damage (x2)
Orange's Fist Attack vs Hancock AC 18, MAP: 1d20 + 8 - 5 ⇒ (16) + 8 - 5 = 19
Fist Damage: 1d6 + 3 ⇒ (4) + 3 = 7 bludgeoning damage
Orange's Fist Attack vs Hancock AC 18, MAP2: 1d20 + 8 - 10 ⇒ (20) + 8 - 10 = 18
Fist Damage: 1d6 + 3 ⇒ (3) + 3 = 6 bludgeoning damage (x2)
Hancock receives fist attacks in full force from the mephit! (27 total damage for Hancock from these three attacks)
Yellow's Dazzled Fist Attack vs Mathilda AC 19: 1d20 + 8 ⇒ (14) + 8 = 22
DC 5 Flat check to hit: 1d20 ⇒ 12
Fist Damage: 1d6 + 3 ⇒ (5) + 3 = 8 bludgeoning damage
Yellow's Dazzled Fist Attack vs Mathilda AC 19, MAP: 1d20 + 8 - 5 ⇒ (14) + 8 - 5 = 17
DC 5 Flat check to hit: 1d20 ⇒ 2
Yellow's Dazzled Fist Attack vs Mathilda AC 19, MAP2: 1d20 + 8 - 10 ⇒ (20) + 8 - 10 = 18
DC 5 Flat check to hit: 1d20 ⇒ 11
Fist Damage: 1d6 + 3 ⇒ (5) + 3 = 8 bludgeoning damage (x2)
The lava begins to churn again and spatter those who have not cleared the brown molds under them as they get disturbed with their movements. A chunk of it throws at 1 Malik, 2 Signet: 1d2 ⇒ 1.
Spatter Attack vs Malik AC 22: 1d20 + 9 ⇒ (15) + 9 = 24
Spatter Damage: 1d4 + 3 ⇒ (1) + 3 = 4 fire damage and DC 17 Reflex save as the lava rapidly cools and solidifies on him
Success The lava slides off the target with no additional effect.
Fail Clumsy 1, target or adjacent creature can take an Interact action to remove condition
Crit Fail Clumsy 2, target or adjacent creature can take an Interact action to remove condition by 1
GM Frost |
EQUILIBRIUM DISTURBED! Round 2
Terrain Condition: Brown molds everywhere! You can disable them with DC 14 Nature or Survival or DC 17 Thievery (for two actions) to clear your square and all adjacent squares of the mold; the churning lava does not target creatures in cleared squares with its spatter attack, but the hazard is not destroyed until every square has been cleared of mold. Area within the red border (except bridge) is with brown molds except for square(s) in green color.
Active Condition:
ENCOUNTER MAP
Character in BOLD can act!
Red Mephit FF, Blinded (1 rd) then Dazzled (1 min)
Orange Mephit -13
Yellow Mephit -3, Dazzled (1 rd)
Churning Lava
Mathilda HP 4/32, AC 19, 2 persistent damage
Hancock HP 10/40, AC 18, 4 persistent damage
Signet HP 24/28, AC 19, Concealed, Moderate Curse, 2 persistent damage
Malik HP 26/30, AC 20(22 Stance), pending DC 17 Reflex save
Haka HP 29/32, AC 20
Shurgha HP 16/19, AC 18
Signet's Moderate Curse: You are concealed from other creatures, though as the other creatures aren't cursed themselves, they can benefit from effects that would allow them to ignore or mitigate the concealed condition, as normal. All other creatures and objects are concealed from you regardless of distance; however, when casting a fire spell, you automatically succeed at the flat check for this concealed condition for targets within 30 feet.
Malik Thurus |
reflex save: 1d20 + 10 ⇒ (6) + 10 = 16
Malik gets covered in rapidly cooling lava that weighs him down. He considers breaking it off, but decides that deal with their foes first, especially with the beating Hancock is taking.
flurry vs yellow: 1d20 + 9 - 1 ⇒ (18) + 9 - 1 = 26
non-lethal bludgeoning damage: 1d6 + 1 ⇒ (2) + 1 = 3
flurry vs yellow: 1d20 + 9 - 1 - 4 ⇒ (1) + 9 - 1 - 4 = 5
non-lethal bludgeoning damage: 1d6 + 1 ⇒ (4) + 1 = 5
He then fires off another bolt of electricity between two of the creatures.
electric arc vs yellow and orange: 1d4 + 3 ⇒ (3) + 3 = 6 DC 17 basic Reflex
Hancock the Angry |
Hancock, battered and beaten, rages against the mephit and goes on an all out attack.
to hit Maul: 1d20 + 8 ⇒ (5) + 8 = 13
damage Maul: 1d12 + 4 ⇒ (4) + 4 = 8 bludgeoning damage, +4 additional damage with electrical, arcane, and evocation traits
to hit Maul, iterative: 1d20 + 8 - 5 ⇒ (2) + 8 - 5 = 5
damage Maul: 1d12 + 4 ⇒ (1) + 4 = 5 bludgeoning damage, +4 additional damage with electrical, arcane, and evocation traits
to hit Maul, iterative: 1d20 + 8 - 5 - 5 ⇒ (12) + 8 - 5 - 5 = 10
damage Maul: 1d12 + 4 ⇒ (5) + 4 = 9 bludgeoning damage, +4 additional damage with electrical, arcane, and evocation traits
*sigh*
GM Frost |
Malik, weighed down by the cooled lava, manages to land a critical hit on Yellow through one of his flurries. He follows it with another electric charge, together with Orange.
Orange DC 17 basic Reflex save: 1d20 + 4 ⇒ (3) + 4 = 7
Yellow manages to dodge some of the electricity, but Orange takes twice of it instead, toasting it to crisp. The poor creature stops flying and falls to the glowing magma. Hancock rages. Hancock, Orange is gone and even if you moved and attacked the others, you would still miss using those rolls you have. You can move with one action. I can allow you to use your other two actions to remove brown molds in your new square if you choose to move on your first action.
Hancock's DC 15 Flat check vs Persistent Damage: 1d20 ⇒ 15 (Succcess, you lucky barbarian)
EQUILIBRIUM DISTURBED! Round 2
Terrain Condition: Brown molds everywhere! You can disable them with DC 14 Nature or Survival or DC 17 Thievery (for two actions) to clear your square and all adjacent squares of the mold; the churning lava does not target creatures in cleared squares with its spatter attack, but the hazard is not destroyed until every square has been cleared of mold. Area within the red border (except bridge) is with brown molds except for square(s) in green color.
Active Condition:
ENCOUNTER MAP
Character in BOLD can act!
Red Mephit FF, Blinded (1 rd) then Dazzled (1 min)
Yellow Mephit -12, Dazzled (1 rd)
Churning Lava
Mathilda HP 4/32, AC 19, 2 persistent damage
Hancock HP 10/40, AC 18 (three actions)
Signet HP 24/28, AC 19, Concealed, Moderate Curse, 2 persistent damage
Malik HP 26/30, AC 20(22 Stance), Clumsy 1
Haka HP 29/32, AC 20
Shurgha HP 16/19, AC 18
Signet's Moderate Curse: You are concealed from other creatures, though as the other creatures aren't cursed themselves, they can benefit from effects that would allow them to ignore or mitigate the concealed condition, as normal. All other creatures and objects are concealed from you regardless of distance; however, when casting a fire spell, you automatically succeed at the flat check for this concealed condition for targets within 30 feet.
The Carnelian Signet |
With smoke everywhere, she decides to clear the mold lying at her feet.
Thievery: 1d20 + 6 ⇒ (5) + 6 = 11
Unable to make heads or tails of the mold, she instead glares at the Red creature assaulting her.
Intimidate to Demoralize: 1d20 + 8 ⇒ (11) + 8 = 19
With >Intimidating Glare<, I can Demoralize foes visually. Since Red is concealed, do I need to roll a flat check to demoralize?
She does like it hot, but this is a bit too hot...
If I don't need a flat check vs concealment, apply it against the persistent damage. If I need to roll vs concealment, then it's concealment first, then damage. I'm putting this in a spoiler so I'm not tempted to cheat.
Flat Check vs Concealment: 1d20 ⇒ 12
Flat Check vs Persistent Damage: 1d20 ⇒ 13
◆◆ Thievery to clear Brown Mold
◆ Demoralize Red
Haka Geralf |
Haka's actions will depend on what Hancock does.
The terrain condition says " to clear your square and all adjacent squares of the mold". Is it two actions to clear 1 square and we can do it to adjacent squares or is it supposed to clear all 9 squares at once?
Shurgha Tak |
Shurgha reloads her pistol while keeping one eye on the yellow flame-thing flickering in front of her. She takes a steadying breath, as she was taught, then fires at yellow.
Clan Pistol Strike: 1d20 + 6 ⇒ (11) + 6 = 17
Damage, Concussive, Fatal D10: 1d6 ⇒ 5
◆ Load
◆ Strike
◆ Load
Mathilda Argus |
Mathilda gives a terrifying battle cry as she brings her great sword abover her head and swing in a downward arc at the yellow Mephit. And will keep swinging until these pests are vanquished.
Greatsword attack: 1d20 + 10 ⇒ (10) + 10 = 20
damage S: 1d12 + 4 ⇒ (10) + 4 = 14
Greatsword attack: 1d20 + 5 ⇒ (13) + 5 = 18
damage S: 1d12 + 4 ⇒ (1) + 4 = 5
Greatsword attack: 1d20 ⇒ 19
damage S: 1d12 + 4 ⇒ (2) + 4 = 6
◆ Strike
◆ Strike
◆ Strike
GM Frost |
The terrain condition says " to clear your square and all adjacent squares of the mold". Is it two actions to clear 1 square and we can do it to adjacent squares or is it supposed to clear all 9 squares at once?
Re-reading it again, I can say that a successful check for two actions clears the square you are into and the surrounding squares adjacent to it. I will adjust the cleared areas on the Map. Thank you for pointing that out.
I will retcon by removing the spatter attack on Malik and adjusting the HP accordingly.
Hancock the Angry |
What about a critical sucess? Anything for that? Hancock did roll a 20 on clearing the mold that first round.
Hancock moves next to yellow and whiffs on him instead of orange. He is a barbarian and attacking is much more suitable to him than scraping mold.
Haka Geralf |
Haka follows behind Hancock patching him up on the way.
Battle Medicine: 2d8 ⇒ (3, 6) = 9
Having done what he can bthe medic swings at yellow.
Attack, snagging strike: 1d20 + 10 ⇒ (6) + 10 = 16
damage: 1d8 + 4 ⇒ (4) + 4 = 8
And nails it with his axe. After all, a dead enemy can't wound his patients.
◆ Stride
◆ Battle Medicine
◆ Strike
GM Frost |
What about a critical sucess? Anything for that? Hancock did roll a 20 on clearing the mold that first round.
There is no additional info for a critical success check on clearing brown molds.
---RETCON---The spatter from the churning lava misses Malik.
---END RETCON---
Signet attempts to clear her area to no avail. He demoralizes Red with her Intimidating Glare between their concealment. Yes, I require flat check vs concealment and will use those in the spoiler. Their eyes meet and Red becomes Frightened of her. Shurgha reloads and aims at Yellow, shooting the mephit in the chest. It stops flapping its wings and sinks into the bubbling magma as well. Since Yellow is down, I will move Mathilda next to Red and use the remaining two actions as Strikes. Mathilda makes her way to Red and swings her greatsword on the last mephit. Both attacks connect, sending it into its demise. Haka patches up Hancock with quickly made poultice, restoring him some health.
Mathilda’s DC 15 Flat check vs 2 persistent damage: 1d20 ⇒ 1
Signet also is continually burned from the fire that has not been quenched
but the persistent fire burns Mathilda down! Someone must help her. But before that, the lava churn again and spatters on Signet!
Spatter Attack vs Signet AC 19: 1d20 + 9 ⇒ (3) + 9 = 12
It is a miss, fortunately.
EQUILIBRIUM DISTURBED! Round 3
Terrain Condition: Brown molds everywhere! You can disable them with DC 14 Nature or Survival or DC 17 Thievery (for two actions) to clear your square and all adjacent squares of the mold; the churning lava does not target creatures in cleared squares with its spatter attack, but the hazard is not destroyed until every square has been cleared of mold. Area within the red border (except bridge) is with brown molds except for square(s) in green color.
Active Condition:
ENCOUNTER MAP
Character in BOLD can act!
Churning Lava
Hancock HP 19/40, AC 18
Signet HP 22/28, AC 19, Concealed, Moderate Curse, 2 persistent damage
Malik HP 30/30, AC 20(22 Stance)
Haka HP 29/32, AC 20
Shurgha HP 16/19, AC 18
Mathilda HP 0/32, AC 19, 2 persistent damage, Dying 2
Shurgha Tak |
Reveal Signet: 1d20 ⇒ 7
Shurgha will step next to Signet and make an attempt to help put out flames using the waterskin on her belt.
◆ Conceal check
◆ Step
◆ Pour water from waterskin onto flames
Hancock the Angry |
Is there any reason we cannot just dash past the mold region north and move on to the next area? Besides, if we do remove all the mold, won't that make us burn from the magma?
GM Frost |
Actually, you can dash out of the brown mold area.
The Carnelian Signet |
We gotta get Mathilda out of there. Dying with persistent damage is no good.
"Shurgha dear? Is that you?" The Carnelian Signet turns in her direction. "It's quite hot in here. A little too hot." She hears a scream of triumph turn sour. "But Mathilda's stealing the spotlight. I'll stall for time."
Some of her ash seeps into Mathilda, alleviating some of her burns.
Heal: 1d8 + 8 ⇒ (6) + 8 = 14
"Let's get somewhere a bit cooler." Now soaked in water, she carefully heads north.
◆◆ Cast Heal on Mathilda
◆ Stride
Flat Check vs Persistent Damage: 1d20 ⇒ 8
Hancock the Angry |
"Rnfrit!"
Bruce: "Excellent idea. Right behind you!"
Triple move to get out of the area.
Malik Thurus |
Malik nods in agreement with Hancock, "Right behind you." he says affirmatively.
Double Stride to the cooler area.
Haka Geralf |
Bah, Paizo ate my original post about healing Mathilda
Once everyone starts sprinting ahead Haka has no choice but to follow, though he grumbles along the way. Some people have no appreciation for known hazards. Would have been safe enough as long as we stayed of the mold. Now we have to worry about things trying to kill us while I patch people up.
He scoops up the wounded warrior on his way past. Come on, if nothing else it should be cooler.
Once we're out of the splatter zone Haka will start healing everyone.
Shurgha Tak |
Shurgha follows closely behind Haka, determined to watch carefully as he heals their comrades at arms, "I sure wish I could do that."
GM Frost |
Shurgha gets close to Signet, draws her waterskins and pours its content on Signet to quench off the flames. The attempt is effective. Signet, on the other hand, heals Mathilda, in which the fighter is helped to get up propped up with the others and gets out of the hot room. The others follow suit.
In the area they are into now, Haka then does his job to heal everyone before they continue their search. All healed, wounded condition gone, including persistent damage.
There are still some areas that needs to be searched. Which color-bounded area would you go next? Here is the link to the MAP.
Hancock the Angry |
My opinion is to go to red, blue, green, then yellow. Unless someone objects, Hancock will head towards red.