[ACO] PF2e 03-06: Struck By Shadows (P4) (Inactive)

Game Master UncleFroggy

Symbols > Single Action (◆), Double Action (◆◆), Triple Action (◆◆◆), Free Action (◇), Reaction (↺)


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Verdant Wheel

Male Iruxi Druid (Stormorder) 4 / HP 52/52, Perc +12, AC 21, Fort +10 Ref +8 Will +12 / Spells 1st 3/3, 2d 3/3, Focus 2/2 / Active conditions: Breath control

I agree to go and protect the archives first.

Radiant Oath

◆◇↺ | Spell Templates

Archives it is, then!

Skyreach holds a number of archives, libraries, and storerooms, most containing important pieces of the Society’s history. These range from old records and ancient relics to simple items, like a quill that once belonged to a notable venture-captain. The archive on this floor is one such room, housing a number of unpublished logs and journals from far back in the Society’s past. While the Society may never publish anything from these items in the Pathfinder Chronicles, they are still a valuable resource.

When you arrive at the archive, you find Janira Gavix already there, surveying the scene.

"Thank goodness you've arrived! Some of the intruders have taken refuge in the archives. I tried to enter earlier to try to talk to them but was unsuccessful. I think they've realized that they're cornered without any real means of escape and, from what I've heard, you might be able to persuade them to surrender. I'd rather not have a fight break out in there, as irreparable damage could be done to the items inside."

The three fetchlings trapped inside start in the Shaken state. You can try to convince them to surrender. If you fail the check, then you would need to reduce them to the Shaken state via combat. Note that there is a danger of damaging the archives if you use Area effect attacks... We're not in initiative... yet... :)

Everyone is up!

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Before Your Turn:
Shaken: Red, White, Blue
Surrendered:
2-actions: Deception/Diplomacy/Intimidation to convince the shaken humanoid to surrender
------------------
Those with ** may go

Franzine Morgenstern - AC 22 (24 w/shield), 56/56 (AC 24; Shield - hp: 95/96, hardness: 10)
Quetzahl - AC 20 (22 w/shield), 41/41
Anjo Aroh - AC 24, 80/80
BakBat - AC 21, 46/46
Emdi Emmay - AC 24 (25 w/shield), 80/80
Kazkoya - AC 19, 44/44; Big Tusk AC 16, 32/32

Envoy's Alliance

Brute 4 AC20 | HP 56/56| F +9 R +8 W +7 | Init +7 Perception, +8 Stealth| Darkvision

Kazkoya moves closer to the one alone in the northern room and tries to convince them to surrender.

Intimidate vs White Will: 1d20 + 8 ⇒ (14) + 8 = 22

You're resistance is futile, surrender!

Radiant Oath

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◆◇↺ | Spell Templates

Kazkoya threatens to assimilate White. White surrenders.

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Before Your Turn:
Shaken: Red, Blue
Surrendered:
2-actions: Deception/Diplomacy/Intimidation to convince the shaken humanoid to surrender
------------------
Those with ** may go

Franzine Morgenstern - AC 22 (24 w/shield), 56/56 (AC 24; Shield - hp: 95/96, hardness: 10)
Quetzahl - AC 20 (22 w/shield), 41/41
Anjo Aroh - AC 24, 80/80
BakBat - AC 21, 46/46
Emdi Emmay - AC 24 (25 w/shield), 80/80
Kazkoya - AC 19, 44/44; Big Tusk AC 16, 32/32

Vigilant Seal

Goblin Sorcerer 7 | HP 62 | AC 24 | F +13, R +13, W +12 | Perc/Init +10 | Diplo +16 | Thievery +15 | Acro/Intim +14 | Arcana +13 | Nature/Underworld Lore +10 | Decept /Perf/ Stealth +11 | Athl/ Craft/Med/ Occult/Relig/ Society/Surv +8 | ◆ | ◆◆ | ◆◆◆

BakBat yells out "BakBat say 'Surrender, or you will die like your friends!'"

Intimidation: 1d20 + 11 ⇒ (14) + 11 = 25

Radiant Oath

◆◇↺ | Spell Templates

Bakbat threatens Red with a long and painful death. Red acquiesces and emerges from the archives.

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Before Your Turn:
Shaken: Blue
Surrendered: Red, White
2-actions: Deception/Diplomacy/Intimidation to convince the shaken humanoid to surrender
------------------
Those with ** may go

Franzine Morgenstern - AC 22 (24 w/shield), 56/56 (AC 24; Shield - hp: 95/96, hardness: 10)
Quetzahl - AC 20 (22 w/shield), 41/41
Anjo Aroh - AC 24, 80/80
BakBat - AC 21, 46/46
Emdi Emmay - AC 24 (25 w/shield), 80/80
Kazkoya - AC 19, 44/44; Big Tusk AC 16, 32/32

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

"Your friends would never stop cursing you knowing you were beaten by a girl. Come out, NOW!!!"
Intimidation & Intimidating Prowess: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30

Verdant Wheel

Male Iruxi Druid (Stormorder) 4 / HP 52/52, Perc +12, AC 21, Fort +10 Ref +8 Will +12 / Spells 1st 3/3, 2d 3/3, Focus 2/2 / Active conditions: Breath control

The druid is not strong in this area so he lets others do it.

Radiant Oath

open | LG male (he/him) skilled human (Nidalese) champion (Shelyn) 7 | ◆◇↺ | HP 92/92 | AC 27 (28) | P+9, F+12, R+13, W+11 | DV, NH, 30' | Hero: 1/3 | Focus: 1/1 | Active Conditions: resist cold 1, electricity 1, fire 5; Experienced Mountaineer

Intimidation: 1d20 + 14 ⇒ (13) + 14 = 27

Emdi opts for a less gender-based approach than Franzine, detailing some of the gorier things he's seen in Cheliax and Nidal, and explaining with unnerving calmness the fate of those who succumb to evil.

He liberally sprinkles in some forms of torture in Shadowtongue; these acts are undescribable in Common.

Shadowtongue:
Undescribable, I say!

Radiant Oath

◆◇↺ | Spell Templates

Both Emdi and Franzine promise humiliating and agonizing deaths for the remaining fetchling, who comes out, looking almost relieved. Janira takes control of the prisoners and you head to the other task.

Recap of Toldrar's briefing
"A defensive trap appears to be active in a nearby area, and you need to manually deactivate the trap before it’s safe to lift the seals and allow access into the halls again. The trap is a magical pillar of fire that runs on tracks and can be deactivated from a control panel in the room’s southwest corner. Reports state that there are a number of sizable creatures in the hall, and the area should be considered dangerous."

You get to the hallway. From where you're standing all you see is a glow emanating from the middle of the room.

To explain the myriad collection of boxes on the map:
- The red boxes denote the track the pillar of fire moves along. You get to find out the hard way which direction it's moving in :)
- Anything left of the center of the room (red dot) is in dim light.
- The blue border around the fire pillar is the coverage of the pillar. Anything inside the border will take damage.
- Instructions to disable the trap or even slow it down will be in the combat tracker

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

Where's the map? I can't find a link anywhere.

Radiant Oath

◆◇↺ | Spell Templates
Franzine Morgenstern wrote:
Where's the map? I can't find a link anywhere.

Area Map

Sorry, forgot we're not in initiative yet

Radiant Oath

open | LG male (he/him) skilled human (Nidalese) champion (Shelyn) 7 | ◆◇↺ | HP 92/92 | AC 27 (28) | P+9, F+12, R+13, W+11 | DV, NH, 30' | Hero: 1/3 | Focus: 1/1 | Active Conditions: resist cold 1, electricity 1, fire 5; Experienced Mountaineer

Emdi has darkvision, so he'll gladly move forward until he can see something.

Not sure if we're waiting for initiative or still in exploration.

Vigilant Seal

Goblin Sorcerer 7 | HP 62 | AC 24 | F +13, R +13, W +12 | Perc/Init +10 | Diplo +16 | Thievery +15 | Acro/Intim +14 | Arcana +13 | Nature/Underworld Lore +10 | Decept /Perf/ Stealth +11 | Athl/ Craft/Med/ Occult/Relig/ Society/Surv +8 | ◆ | ◆◆ | ◆◆◆

BakBat has darkvision also. BakBat will move up with Emdi, looking for something to disable.

Perception (looking for the trap): 1d20 + 8 ⇒ (6) + 8 = 14

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

Franzine stops at the threshold of the chamber. She hears the soft whoosh of flame coming from the pillar of fire from somewhere within. She sniffs the air as a pleasant scent wafts around her.
"Mmmm. What smells so good?"
She moans in delight from the mouthwatering scent.
"It smells like roasted turkey... *sniff*... and cranberry compote..."
She takes another deep sniff of the air.
"And pumpkin pie!"

To my fellow US players...
HAPPY THANKSGIVING!!!

Envoy's Alliance

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Brute 4 AC20 | HP 56/56| F +9 R +8 W +7 | Init +7 Perception, +8 Stealth| Darkvision

to my fellow American's friends, Happy Thanksgiving!

Kazkoya also has Darkvision.

Kazkoya stays behind and commands Big Tusk to stay there, until they've took care of the complex trap.

What do we do? Are we waiting for the trap to stat moving?

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

"I was thinking the same thing, Kazkoya. We should wait for the pillar to move. Or, we should get it to start moving. Since it's on a track it shouldn't be able to move very fast. I can't imagine it moving as swift as a swinging scythe blade trap. We should be able to just follow along behind it as it moves along the track."

Verdant Wheel

Male Iruxi Druid (Stormorder) 4 / HP 52/52, Perc +12, AC 21, Fort +10 Ref +8 Will +12 / Spells 1st 3/3, 2d 3/3, Focus 2/2 / Active conditions: Breath control

The druid is waiting to know how to do it.

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

Did we lose our GM?

Radiant Oath

1 person marked this as a favorite.
open | LG male (he/him) skilled human (Nidalese) champion (Shelyn) 7 | ◆◇↺ | HP 92/92 | AC 27 (28) | P+9, F+12, R+13, W+11 | DV, NH, 30' | Hero: 1/3 | Focus: 1/1 | Active Conditions: resist cold 1, electricity 1, fire 5; Experienced Mountaineer

They are a fellow player in another game I'm in, and a few days ago, they posted this: "Just an advance warning -- December (particularly Christmas) gets quite busy where I am so I might be slow in updating. I'll be around but my time might get unpredictable. :)"

Radiant Oath

◆◇↺ | Spell Templates

Sorry folks. Took the weekend off to recharge. I figured things slowed down some during the Thanksgiving weekend in the US. Generally Tuesdays/Thursdays are the busiest days for me with meetings and all that good stuff..

Radiant Oath

◆◇↺ | Spell Templates

Those with at least lowlight vision can see the critters in the northwest corner of the map.

As BakBat moves forward, the fire pillar moves.

Init:

Anjo Aroh, Other: 1d20 + 15 ⇒ (12) + 15 = 27
BakBat, Detect Magic: 1d20 + 12 ⇒ (11) + 12 = 23
Franzine Morgenstern, Defend: 1d20 + 8 ⇒ (8) + 8 = 16
Emdi Emmay, Scout: 1d20 + 9 ⇒ (20) + 9 = 29
Kazkoya, Avoid Notice: 1d20 + 8 ⇒ (7) + 8 = 15
Quetzahl, Search: 1d20 + 12 ⇒ (1) + 12 = 13
Red Init: 1d20 + 7 ⇒ (13) + 7 = 20
Blue Init: 1d20 + 7 ⇒ (17) + 7 = 24
Pink Init: 1d20 + 9 ⇒ (8) + 9 = 17
Green Init: 1d20 + 9 ⇒ (18) + 9 = 27
fire Init: 1d20 + 10 ⇒ (20) + 10 = 30

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Special Conditions:
Everything to the left of the red dot is in dim light.
Everything inside the blue border surrounding the fire pillar will take damage.
The Fire pillar puts out bright light to within a 20' radius (like a torch)
Disable the Trap:
Perception to find the control panel (SW corner of the room)
Arcana / Thievery on the control panel to disable to trap (0/1 success; 2 actions)
Thievery on the track to prevent the pillar from moving (0/2 successes; 2 actions per check)
You can also try to damage the track itself to prevent the pillar from moving
Before Your Turn:
------------------
Those with ** may go

Fire Trap
**Emdi Emmay - AC 24 (25 w/shield), 80/80
Green
Anjo Aroh - AC 24, 80/80
Blue
BakBat - AC 21, 46/46
Red
Pink
Franzine Morgenstern - AC 22 (24 w/shield), 56/56 (AC 24; Shield - hp: 95/96, hardness: 10)
Kazkoya - AC 19, 44/44; Big Tusk AC 16, 32/32
Quetzahl - AC 20 (22 w/shield), 41/41

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

Does Anjo have time to cast Animal Instinct for low light vision prior to rolling init?

Radiant Oath

open | LG male (he/him) skilled human (Nidalese) champion (Shelyn) 7 | ◆◇↺ | HP 92/92 | AC 27 (28) | P+9, F+12, R+13, W+11 | DV, NH, 30' | Hero: 1/3 | Focus: 1/1 | Active Conditions: resist cold 1, electricity 1, fire 5; Experienced Mountaineer

Sorry, must have accidentally cleared the new message notification. I will get to this in a few hours.

Radiant Oath

◆◇↺ | Spell Templates
Anjo Aroh wrote:
Does Anjo have time to cast Animal Instinct for low light vision prior to rolling init?

Go for it

Radiant Oath

open | LG male (he/him) skilled human (Nidalese) champion (Shelyn) 7 | ◆◇↺ | HP 92/92 | AC 27 (28) | P+9, F+12, R+13, W+11 | DV, NH, 30' | Hero: 1/3 | Focus: 1/1 | Active Conditions: resist cold 1, electricity 1, fire 5; Experienced Mountaineer

Emdi moves up into an alcove (2 actions) and fires at the closest enemy.

Shortbow: 1d20 + 15 ⇒ (16) + 15 = 31
Piercing: 2d6 + 1 ⇒ (3, 5) + 1 = 9
Deadly?: 1d10 ⇒ 1 plus immobilized

Ranged Reprisal:
resist 8, plus

Shortbow: 1d20 + 15 ⇒ (6) + 15 = 21
Piercing: 2d6 + 1 ⇒ (6, 1) + 1 = 8
Deadly?: 1d10 ⇒ 5 plus immobilized

Radiant Oath

◆◇↺ | Spell Templates

Apologies. I forgot to clarify something as well -- the black areas are walls, not pits. I never even considered that they might be pits until another group mentioned it. That being said, Emdi had barely enough LoS to hit Red.

Emdi sends an arrow at Red and hits it, the arrow driving through a wing to pin it against the creature's body. Green takes wing and flies to the edge of the dim light. Barely in shadow, it spits what appears to be a sphere of darkness at Emdi, which explodes into a cloud of cold, enveloping all within 5' (which fortunately doesn't include anyone else).

Cold Damage, DC 22 Reflex Save for half: 4d6 + 4 ⇒ (3, 1, 3, 3) + 4 = 14

Draconic:
Come to us, warm bloods. We would like to feast.

GM Dice:

GC: 1d6 ⇒ 1

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COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Special Conditions:
Black areas are walls.
Everything to the left of the red dot is in dim light.
Everything inside the blue border surrounding the fire pillar will take damage.
The Fire pillar puts out bright light to within a 20' radius (like a torch)
Disable the Trap:
Perception to find the control panel (SW corner of the room)
Arcana / Thievery on the control panel to disable to trap (0/1 success; 2 actions)
Thievery on the track to prevent the pillar from moving (0/2 successes; 2 actions per check)
You can also try to damage the track itself to prevent the pillar from moving
Before Your Turn:
Emdi Emmay - DC 22 Reflex Save
------------------
Those with ** may go

Fire Trap
Emdi Emmay - AC 24 (25 w/shield), 80/80
Green
**Anjo Aroh - AC 24, 80/80
Blue
BakBat - AC 21, 46/46
Red (-19; Immobilized)
Pink
Franzine Morgenstern - AC 22 (24 w/shield), 56/56 (AC 24; Shield - hp: 95/96, hardness: 10)
Kazkoya - AC 19, 44/44; Big Tusk AC 16, 32/32
Quetzahl - AC 20 (22 w/shield), 41/41

Radiant Oath

open | LG male (he/him) skilled human (Nidalese) champion (Shelyn) 7 | ◆◇↺ | HP 92/92 | AC 27 (28) | P+9, F+12, R+13, W+11 | DV, NH, 30' | Hero: 1/3 | Focus: 1/1 | Active Conditions: resist cold 1, electricity 1, fire 5; Experienced Mountaineer

Reflex: 1d20 + 12 ⇒ (12) + 12 = 24 vs DC 22

Emdi has resist cold 1 from a boon, so I believe that's -6 hp damage.

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

As the group enters the dimly lit area, Anjo casts animal feature and his eyes become caught like, giving himself low light vision.

Anjo sees Emdi round the corner, hears an explosion, and follows. As soon as he catches sight of the creature, he stops, designates his prey Monster Hunter and fires two arrows.

Hunted Shot 1: 1d20 + 15 ⇒ (9) + 15 = 24 Damage: 2d8 + 1 ⇒ (7, 8) + 1 = 16

Hunted Shot 2: 1d20 + 12 ⇒ (6) + 12 = 18 Damage: 2d8 + 1 ⇒ (4, 1) + 1 = 6

Radiant Oath

◆◇↺ | Spell Templates

Emdi Emmay dives out of the way with ease, only taking a tiny bit of the damage from Green.

Anjo sends a pair of arrows at Green. As the arrows approach, a patch of shadow suddenly materializes in front of Green, much like the ink of a fleeing octopus.

Anjo concealment: 1d20 ⇒ 6

Anjo's two arrows cut through the inky cloud and emerge the other side.

Blue takes wing and flies to the hallway and spits a similar ball of darkness. This one bursts and covers both Green and Emdi Emmay.

Cold Damage, DC 20 Reflex Save: 4d6 ⇒ (6, 2, 2, 2) = 12

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Special Conditions:
Black areas are walls.
Everything to the left of the red dot is in dim light.
Everything inside the blue border surrounding the fire pillar will take damage.
The Fire pillar puts out bright light to within a 20' radius (like a torch)
Disable the Trap:
Perception to find the control panel (SW corner of the room)
Arcana / Thievery on the control panel to disable to trap (0/1 success; 2 actions)
Thievery on the track to prevent the pillar from moving (0/2 successes; 2 actions per check)
You can also try to damage the track itself to prevent the pillar from moving
Before Your Turn:
DC 20 Reflex Save - Emdi Emmay
------------------
Those with ** may go

Fire Trap
Emdi Emmay - AC 24 (25 w/shield), 74/80
Green
Anjo Aroh - AC 24, 80/80
Blue
**BakBat - AC 21, 46/46
Red (-19; Immobilized)
Pink
Franzine Morgenstern - AC 22 (24 w/shield), 56/56 (AC 24; Shield - hp: 95/96, hardness: 10)
Kazkoya - AC 19, 44/44; Big Tusk AC 16, 32/32
Quetzahl - AC 20 (22 w/shield), 41/41

Vigilant Seal

Goblin Sorcerer 7 | HP 62 | AC 24 | F +13, R +13, W +12 | Perc/Init +10 | Diplo +16 | Thievery +15 | Acro/Intim +14 | Arcana +13 | Nature/Underworld Lore +10 | Decept /Perf/ Stealth +11 | Athl/ Craft/Med/ Occult/Relig/ Society/Surv +8 | ◆ | ◆◆ | ◆◆◆

BakBat moves and looks again for a mechanism to disable to trap.

Perception: 1d20 + 8 ⇒ (19) + 8 = 27

Radiant Oath

◆◇↺ | Spell Templates

GM Dice:

Anjo Aroh's Arcana (T): 1d20 + 3 ⇒ (4) + 3 = 7
BC: 1d6 ⇒ 5
GF: 1d20 + 13 ⇒ (13) + 13 = 26
Red Athletics: 1d20 + 1 ⇒ (7) + 1 = 8
Red Athletics 2: 1d20 + 1 ⇒ (18) + 1 = 19

Anjo:

You don't recognize the creature

Bakbat heads towards the southwest corner of the room. He happens to just look in the right place and finds the panel.

Red reaches down and bites the arrow pinning its wing to its side and tries to pull the wing free. It screeches in pain and tries again. It flies up to Bakbat but runs out of time to do anything else. Pink does the same but attacks Bakbat with jaws and tail when he arrives.

Jaws vs Bakbat AC 21: 1d20 + 14 ⇒ (6) + 14 = 20
Tail vs Bakbat AC 21, MAP, Agile: 1d20 + 10 ⇒ (6) + 10 = 16
Tail vs Bakbat AC 21, MAP 2+, Agile: 1d20 + 6 ⇒ (14) + 6 = 20

Radiant Oath

◆◇↺ | Spell Templates

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions:
Special Conditions:
Black areas are walls.
Everything to the left of the red dot is in dim light.
Everything inside the blue border surrounding the fire pillar will take damage.
The Fire pillar puts out bright light to within a 20' radius (like a torch)
Disable the Trap:
Perception to find the control panel (Found!!)
Arcana / Thievery on the control panel to disable to trap (0/1 success; 2 actions)
Thievery on the track to prevent the pillar from moving (0/2 successes; 2 actions per check)
You can also try to damage the track itself to prevent the pillar from moving
Before Your Turn:
DC 20 Reflex Save - Emdi Emmay
------------------
Those with ** may go

Fire Trap
Emdi Emmay - AC 24 (25 w/shield), 74/80
Green (-6)
Anjo Aroh - AC 24, 80/80
Blue
BakBat - AC 21, 46/46
Red (-19; Immobilized)
Pink
**Franzine Morgenstern - AC 22 (24 w/shield), 56/56 (AC 24; Shield - hp: 95/96, hardness: 10)
**Kazkoya - AC 19, 44/44; Big Tusk AC 16, 32/32
**Quetzahl - AC 20 (22 w/shield), 41/41

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

Franzine hustles into the chamber and sees one of the little creatures at the intersection of the pillar trap track.

She swings at the creature to knock it out of the air and hopes to slay the thing.
+1 striking longsword: 1d20 + 11 ⇒ (12) + 11 = 23
slashing: 2d8 + 4 ⇒ (8, 1) + 4 = 13

◆ stride
◆ stride
◆ strike

Will use Glimpse of Redemption (↺) if any of my allies within 15' get hit, or Reactive Shield (↺) if Franzine gets hit.
(Shield: AC 24; Hardness 10; hp 96/bt 48).

Glimpse of Redemption:
Trigger: An enemy damages your ally, and both are within 15 feet of you.
Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options:
• The ally is unharmed by the triggering damage.
• The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.

Reactive Shield:
You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield's bonus to AC. The circumstance bonus from the shield applies to your AC when you're determining the outcome of the triggering attack.

Verdant Wheel

Male Iruxi Druid (Stormorder) 4 / HP 52/52, Perc +12, AC 21, Fort +10 Ref +8 Will +12 / Spells 1st 3/3, 2d 3/3, Focus 2/2 / Active conditions: Breath control

The druid moves and raises his shield.

Envoy's Alliance

Brute 4 AC20 | HP 56/56| F +9 R +8 W +7 | Init +7 Perception, +8 Stealth| Darkvision

Kazkoya moved and tries to stop the pilar from moving.

Thievery: 1d20 + 5 ⇒ (19) + 5 = 24

[ooc] ◆ Stride
◆◆ Thievery[ooc]

Radiant Oath

◆◇↺ | Spell Templates

Franzine moves up and swings at Green. Green suddenly appears to be cloaked in shadow.

GM Dice:
Franzine Concealment: 1d20 ⇒ 3

Franzine's sword passes through the shadow and emerges the other side.

Quetzhal moves closer to the action and raises his shield while Kazkoya tinkers with the track and manages to damage it slightly. The track wobbles but does not fail (yet).

The pillar of fire moves and catches Kazkoya within its burst radius.

Kazkoya Fire Damage: 1d10 + 6 ⇒ (6) + 6 = 12

------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Special Conditions:
Black areas are walls.
Everything to the left of the red dot is in dim light.
Everything inside the blue border surrounding the fire pillar will take damage.
The Fire pillar puts out bright light to within a 20' radius (like a torch)
Disable the Trap:
Perception to find the control panel (Found!!)
Arcana / Thievery on the control panel to disable to trap (0/1 success; 2 actions)
Thievery on the track to prevent the pillar from moving (1/2 successes; 2 actions per check)
You can also try to damage the track itself to prevent the pillar from moving
Before Your Turn:
DC 20 Reflex Save - Emdi Emmay
------------------
Those with ** may go

Fire Trap
**Emdi Emmay - AC 24 (25 w/shield), 74/80
Green (-6)
Anjo Aroh - AC 24, 80/80
Blue
BakBat - AC 21, 46/46
Red (-19; Immobilized)
Pink
Franzine Morgenstern - AC 22 (24 w/shield), 56/56 (AC 24; Shield - hp: 95/96, hardness: 10)
Kazkoya - AC 19, 32/44; Big Tusk AC 16, 32/32
Quetzahl - AC 20 (22 w/shield), 41/41 (AC 22)

Radiant Oath

open | LG male (he/him) skilled human (Nidalese) champion (Shelyn) 7 | ◆◇↺ | HP 92/92 | AC 27 (28) | P+9, F+12, R+13, W+11 | DV, NH, 30' | Hero: 1/3 | Focus: 1/1 | Active Conditions: resist cold 1, electricity 1, fire 5; Experienced Mountaineer

Emdi fires at Green.

Shortbow: 1d20 + 15 ⇒ (12) + 15 = 27
Piercing: 2d6 + 1 ⇒ (6, 4) + 1 = 11
Deadly?: 1d10 ⇒ 9 plus immobilized

Shortbow, MAP: 1d20 + 15 - 5 ⇒ (12) + 15 - 5 = 22
Piercing: 2d6 + 1 ⇒ (6, 4) + 1 = 11
Deadly?: 1d10 ⇒ 1 plus immobilized

Seeing Bakbat run past him and Red and Pink move to intercept, Emdi follows Bakbat.

◆ Strike, ◆ Strike, ◆ Stride

If for whatever reason Green goes down on the first shot, Emdi will Stride immediately, and second shot goes to Red (◆ Strike, ◆ Stride, ◆ Strike)

----

Ranged Reprisal:
resist 8, plus
Shortbow: 1d20 + 15 ⇒ (11) + 15 = 26
Piercing: 2d6 + 1 ⇒ (5, 3) + 1 = 9
Deadly?: 1d10 ⇒ 7 plus immobilized

Radiant Oath

◆◇↺ | Spell Templates

Emdi Ref: 1d20 + 12 ⇒ (12) + 12 = 24

Emdi Emmay avoids the ball of cold. (5 damage after the resist cold).

He recovers and pumps two arrows into Green. Both arrows hit but Green is still fighting.

Green then attacks Franzine with tooth and tail.

Jaws vs Franzine AC 22: 1d20 + 14 ⇒ (10) + 14 = 24
Piercing: 1d10 + 7 ⇒ (1) + 7 = 8

Emdi Emmay's prayer to Shelyn gives Franzine divine aid and she is protected from all damage. Emdi then follows up by burying another arrow into Green.

Tail vs Franzine AC 22, MAP, Agile: 1d20 + 10 ⇒ (9) + 10 = 19
Tail vs Franzine AC 22, MAP 2+, Agile: 1d20 + 6 ⇒ (2) + 6 = 8

------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Special Conditions:
Black areas are walls.
Everything to the left of the red dot is in dim light.
Everything inside the blue border surrounding the fire pillar will take damage.
The Fire pillar puts out bright light to within a 20' radius (like a torch)
Disable the Trap:
Perception to find the control panel (Found!!)
Arcana / Thievery on the control panel to disable to trap (0/1 success; 2 actions)
Thievery on the track to prevent the pillar from moving (1/2 successes; 2 actions per check)
You can also try to damage the track itself to prevent the pillar from moving
Before Your Turn:
------------------
Those with ** may go

Fire Trap
Emdi Emmay - AC 24 (25 w/shield), 69/80
Green (-37)
**Anjo Aroh - AC 24, 80/80
Blue
BakBat - AC 21, 46/46
Red (-19)
Pink
Franzine Morgenstern - AC 22 (24 w/shield), 56/56 (AC 24; Shield - hp: 95/96, hardness: 10)
Kazkoya - AC 19, 32/44; Big Tusk AC 16, 32/32
Quetzahl - AC 20 (22 w/shield), 41/41 (AC 22)

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

Anjo casts gravity weapon and continues to fire on his prey (green)

Hunted Shot 1: 1d20 + 15 ⇒ (19) + 15 = 34 Damage wGW: 2d8 + 1 + 4 ⇒ (1, 6) + 1 + 4 = 12

Deadly: 1d10 ⇒ 9

Roll vs Hidden:
vs hidden: 1d20 ⇒ 19 Assuming the creature fires this every round against every attack

Hunted Shot 2: 1d20 + 12 ⇒ (16) + 12 = 28 Damage w: 2d8 + 1 ⇒ (2, 8) + 1 = 11

Deadly: 1d10 ⇒ 3

Roll vs Hidden:
vs hidden: 1d20 ⇒ 2 [ooc]Assuming the creature this fires every round against every attack[/dice]

[ooc]If green is still alive, Anjo continues to fire.

Strike: 1d20 + 9 ⇒ (19) + 9 = 28 Damage w: 2d8 + 1 ⇒ (8, 1) + 1 = 10

Deadly: 1d10 ⇒ 7

Roll vs Hidden:
vs hidden: 1d20 ⇒ 2 [ooc]Assuming the creature this fires every round against every attack[/dice]

Radiant Oath

◆◇↺ | Spell Templates

Anjo casts a spell, increasing the damage to his arrows. He sends two arrows at Green, who attempts to hide behind the shadow cloud. The arrows enter the cloud and two loud THUNK!! are heard. The drake drops lifeless to the ground.

Anjo you have on action left but other than running into the burst area, there's not much you can do.

------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Special Conditions:
Black areas are walls.
Everything to the left of the red dot is in dim light.
Everything inside the blue border surrounding the fire pillar will take damage.
The Fire pillar puts out bright light to within a 20' radius (like a torch)
Disable the Trap:
Perception to find the control panel (Found!!)
Arcana / Thievery on the control panel to disable to trap (0/1 success; 2 actions)
Thievery on the track to prevent the pillar from moving (1/2 successes; 2 actions per check)
You can also try to damage the track itself to prevent the pillar from moving
Before Your Turn:
------------------
Those with ** may go

Fire Trap
Emdi Emmay - AC 24 (25 w/shield), 69/80
**Anjo Aroh - AC 24, 80/80 (Gravity Weapon; 1 action)
Blue
BakBat - AC 21, 46/46
Red (-19)
Pink
Franzine Morgenstern - AC 22 (24 w/shield), 56/56 (AC 24; Shield - hp: 95/96, hardness: 10)
Kazkoya - AC 19, 32/44; Big Tusk AC 16, 32/32
Quetzahl - AC 20 (22 w/shield), 41/41 (AC 22)

Vigilant Seal

Goblin Sorcerer 7 | HP 62 | AC 24 | F +13, R +13, W +12 | Perc/Init +10 | Diplo +16 | Thievery +15 | Acro/Intim +14 | Arcana +13 | Nature/Underworld Lore +10 | Decept /Perf/ Stealth +11 | Athl/ Craft/Med/ Occult/Relig/ Society/Surv +8 | ◆ | ◆◆ | ◆◆◆

This assumes that blue doesn't interfere with BakBat

BakBat moves up to the control panel, and attempts to disarm the trap: 1d20 + 13 ⇒ (6) + 13 = 19.

Vigilant Seal

43870-2001 | Human M (Garundi) Ranger 8 | mPerc +17 (+19 Init) | tAC 26| | HP 104/104 | eF +15 mR +19 eW +16 | tAcro +15 tAthletics +13 tCraft +10 tScout L/Herbal L +10 eNature +15 tStealth +14 mSurvival + 18* tThievery +15 Human Ranger 8 (Vigilant Seal)

Anjo uses his remaining action to set Blue as his prey...which triggers monster hunter again.

Radiant Oath

◆◇↺ | Spell Templates

GM Dice:

Anjo Aroh's Arcana (T): 1d20 + 3 ⇒ (11) + 3 = 14

Anjo:

You don't notice any weaknesses with the creatures.

Blue flies down to the Southwestern corner of the room it ends up where BakBat used to be. I'll move you back to your old position just to keep things straight. and attacks 1-BakBat 2-Emdi: 1d2 ⇒ 1 with tooth and tail.

Jaws vs BakBat AC 21: 1d20 + 12 ⇒ (6) + 12 = 18
Tail vs BakBat AC 21, MAP, Agile: 1d20 + 8 ⇒ (15) + 8 = 23
Tail vs BakBat AC 21, MAP 2, Agile: 1d20 + 4 ⇒ (15) + 4 = 19
Bludgeoning Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Bakbat catches a swat from a tail but shrugs off the damage. Bakbat moves to the panel and attempts to disable it. Unfortunately, he can't seem to decipher the controls.

Pink takes a breath and spits a ball of darkness that bursts into a cloud of cold between Emdi Emmay and Quetzahl.

Cold Damage, DC 22 Reflex: 4d6 + 4 ⇒ (5, 2, 1, 5) + 4 = 17

GM Dice:

Pink cooldown: 1d6 ⇒ 5

Red flies up to Emdi Emmay and decides to exact some revenge for the arrow attack earlier.

Jaws vs Emdi Emmay AC 24: 1d20 + 12 ⇒ (6) + 12 = 18
Tail vs Emdi Emmay AC 24, MAP, Agile: 1d20 + 8 ⇒ (7) + 8 = 15
Tail vs Emdi Emmay AC 24, MAP 2, Agile: 1d20 + 4 ⇒ (9) + 4 = 13

Radiant Oath

◆◇↺ | Spell Templates

------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Special Conditions:
Black areas are walls.
Everything to the left of the red dot is in dim light.
Everything inside the blue border surrounding the fire pillar will take damage.
The Fire pillar puts out bright light to within a 20' radius (like a torch)
Disable the Trap:
Perception to find the control panel (Found!!)
Arcana / Thievery on the control panel to disable to trap (0/1 success; 2 actions)
Thievery on the track to prevent the pillar from moving (1/2 successes; 2 actions per check)
You can also try to damage the track itself to prevent the pillar from moving
Before Your Turn:
DC 22 Reflex Save - Quetzahl, Emdi Emmay
------------------
Those with ** may go

Fire Trap
Emdi Emmay - AC 24 (25 w/shield), 69/80
Anjo Aroh - AC 24, 80/80 (Gravity Weapon)
Blue
BakBat - AC 21, 37/46
Red (-19)
Pink
**Franzine Morgenstern - AC 22 (24 w/shield), 56/56 (AC 24; Shield - hp: 95/96, hardness: 10)
**Kazkoya - AC 19, 32/44; Big Tusk AC 16, 32/32
**Quetzahl - AC 20 (22 w/shield), 41/41 (AC 22)

Radiant Oath

open | LG male (he/him) skilled human (Nidalese) champion (Shelyn) 7 | ◆◇↺ | HP 92/92 | AC 27 (28) | P+9, F+12, R+13, W+11 | DV, NH, 30' | Hero: 1/3 | Focus: 1/1 | Active Conditions: resist cold 1, electricity 1, fire 5; Experienced Mountaineer

Emdi would have used his reaction when Bakbat got hit. Resist 8 and the roll is above.

Reflex: 1d20 + 12 ⇒ (2) + 12 = 14

Emdi is too busy reacting that he doesn't see the coldball until it's too late.

Radiant Oath

◆◇↺ | Spell Templates
Emdi Emmay wrote:

Emdi would have used his reaction when Bakbat got hit. Resist 8 and the roll is above.

[dice=Reflex]1d20+12

Emdi is too busy reacting that he doesn't see the coldball until it's too late.

I used your reaction when Green attacked Franzine

------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Special Conditions:
Black areas are walls.
Everything to the left of the red dot is in dim light.
Everything inside the blue border surrounding the fire pillar will take damage.
The Fire pillar puts out bright light to within a 20' radius (like a torch)
Disable the Trap:
Perception to find the control panel (Found!!)
Arcana / Thievery on the control panel to disable to trap (0/1 success; 2 actions)
Thievery on the track to prevent the pillar from moving (1/2 successes; 2 actions per check)
You can also try to damage the track itself to prevent the pillar from moving
Before Your Turn:
DC 22 Reflex Save - Quetzahl
------------------
Those with ** may go

Fire Trap
Emdi Emmay - AC 24 (25 w/shield), 52/80
Anjo Aroh - AC 24, 80/80 (Gravity Weapon)
Blue
BakBat - AC 21, 37/46
Red (-19)
Pink
**Franzine Morgenstern - AC 22 (24 w/shield), 56/56 (AC 24; Shield - hp: 95/96, hardness: 10)
**Kazkoya - AC 19, 32/44; Big Tusk AC 16, 32/32
**Quetzahl - AC 20 (22 w/shield), 41/41 (AC 22)

Envoy's Alliance

Brute 4 AC20 | HP 56/56| F +9 R +8 W +7 | Init +7 Perception, +8 Stealth| Darkvision

Kazkoya tries again to prevent the pillar from moving

Thievery: 1d20 + 5 ⇒ (16) + 5 = 21

Then she gets away!

◆◆ Thievery (preventing the pillar from moving
◆ Stride

Envoy's Alliance

NG fem half-elf | Redeemer (Bastion) of Iomedae 6 | HP 82/82 | AC 25/27 shield (Hd 10; hp 96, bt 48) | F +13, R +9, W +12 (+3 Bulwark) | Percept +10 (low-light) | Stealth +1 | speed 25' | Hero Pts. 2/3 | Focus Pts. 1/1 | Active Conditions: lesser antiplague

Franzine hears a yelp from Kazkoya as he's caught in the flame trap.
"Best to stay ahead or behind that trap!"
She hears the grinding of the flame trap moving towards her.
"Yikes!"

The green tinted creature disappears in shadow.
"Where the heck did that thing go?"
She wonders with a shrug. She darts away towards Emdi.
She swings with all of her might at the red tinted creature...
+1 striking longsword: 1d20 + 11 ⇒ (4) + 11 = 15
slashing: 2d8 + 4 ⇒ (8, 2) + 4 = 14
And swings again...
+1 striking longsword: 1d20 + 11 ⇒ (4) + 11 = 15
slashing: 2d8 + 4 ⇒ (2, 4) + 4 = 10

◆ stride
◆ strike
◆ strike

Will use Glimpse of Redemption (↺) if any of my allies within 15' get hit, or Reactive Shield (↺) if Franzine gets hit.
(Shield: AC 24; Hardness 10; hp 96/bt 48).

Glimpse of Redemption:
Trigger: An enemy damages your ally, and both are within 15 feet of you.
Your foe hesitates under the weight of sin as visions of redemption play in their mind’s eye. The foe must choose one of the following options:
• The ally is unharmed by the triggering damage.
• The ally gains resistance to all damage against the triggering damage equal to 2 + your level. After the damaging effect is applied, the enemy becomes enfeebled 2 until the end of its next turn.

Reactive Shield:
You can snap your shield into place just as you would take a blow, avoiding the hit at the last second. You immediately use the Raise a Shield action and gain your shield's bonus to AC. The circumstance bonus from the shield applies to your AC when you're determining the outcome of the triggering attack.

Radiant Oath

◆◇↺ | Spell Templates

Kazkoya succeeds in damaging the track and keeps the pillar where it is.

Franzine heads down to help her friends. She swings twice at Red but misses.

Everything West of the red dot up top is in dim light. So if you don't have at least lowlight vision, you will need to pass a DC 5 flat check. Franzine, both strikes missed so it doesn't matter

------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions:
Special Conditions:
Black areas are walls.
Everything to the left of the red dot is in dim light.
Everything inside the blue border surrounding the fire pillar will take damage.
The Fire pillar puts out bright light to within a 20' radius (like a torch)
Disable the Trap:
Perception to find the control panel (Found!!)
Arcana / Thievery on the control panel to disable to trap (0/1 success; 2 actions)
Thievery on the track to prevent the pillar from moving (Track Destroyed)
You can also try to damage the track itself to prevent the pillar from moving
Before Your Turn:
DC 22 Reflex Save - Quetzahl
------------------
Those with ** may go

Fire Trap (Immobilized)
Emdi Emmay - AC 24 (25 w/shield), 52/80
Anjo Aroh - AC 24, 80/80 (Gravity Weapon)
Blue
BakBat - AC 21, 37/46
Red (-19)
Pink
Franzine Morgenstern - AC 22 (24 w/shield), 56/56 (AC 24; Shield - hp: 95/96, hardness: 10)
Kazkoya - AC 19, 32/44; Big Tusk AC 16, 32/32
**Quetzahl - AC 20 (22 w/shield), 41/41 (AC 22)

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