GM Doug's The Arclord Who Never Was (Inactive)

Game Master Doug Hahn

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SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points
Princess Sunset wrote:
Having never tried a strange drink before. And who knows what can happen with an inebriated psychic The drink is nearly as big as she as she slowly sips the Chill Witch. "Is this why you came here Zykyryz?"

"Well, it wouldn't be a bad reason…

Kralgang wrote:
"Who is your patron? Can you tell us about them?"

"Hmmm. Odd. I… uhhh… can't remember. He jerks a thumb at the troubadour on stage. You can ask gabranaya, She'll —

BANG!

Just then the doors burst open! A gang of youth barges in. They all wear tiny black painted skull badges. Their leader shouts: "Listen up! We're uhhh… we need money! YOUR money! If you can't offer protection money to the "Black Skull" gang, then we're gonna trash the joint! He points at Princess, Grams, and Haggra. "Look, they're serving clay-friends here too. Ha." You can tell he doesn't like that sigil. Maybe they have omethign against golems.

To diffuse the situaiton, you need to make 3 successful DC 22 Deception, Diplomacy, Intimidation, or Society checks. Those who drank the Chill Witch feel invigotared, getting a +1 item bonu on your checks!

Vigilant Seal

Poppet | HP 30/30 | AC: 17 | F: +7 R: +7, W: +8 | Perception: +8 (Darkvision) | Default Exploration: Searching

Princess spills her drink as her face cntorts into anger. "You bad friends." The area around her quickly begins to to shimmer as small tiny fragmented cracks form in spots of the reality. "Leave now!" An unearthly voice emanates from her cracked mouth that echoes off the walls.

Cast Command on one of the group. DC 18 Will.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Princess Sunset, imbued with fizzy Chill Witch, finds her magic even more potent!

1d20 + 10 ⇒ (2) + 10 = 12

"You got it." The leader calmly steps outside for a moment. Then you hear him shout: "HEY!" Zykyryz snickers, but the ruffian's friends don't find it so funny!

Need a couple more successes to make them stand down here.

Envoy's Alliance

LN Male (he/his) elfbane Hobgoblin Nomad Investigator 4 | HP 44/44 | AC 19| Fort +7; Ref +9; Will +8; +1 vs attacks from traps | Perc: +8 (+9 when using Pursue a Lead or to detect traps); darkvision | Speed 25ft| Hero Points 2/3; Fear 1/day | Leads: Aslynn, Alyreha | Exploration Mode: Search | Active conditions:

Haggra practically growls as he says while making sure his spiked chain is free. ”You don’t want to do this, friends. You are overmatched, and under armed. Take a seat and we will talk, and you can live another day ”

Intimidation(E): 1d20 + 11 ⇒ (20) + 11 = 31

Radiant Oath

LG Male Shoony Transmuter 4 | Default Exploration: Detect Magic
Stats:
AC 18 | Fort +6, Refl +7, Will +10 | Perc +8 | Speed 35
♥️ 34/34 | ☘️ 2/3 | ☀️ 1/1 | ✋ Staff of Fire | ⚕ Mage Armor, Longstrider (2nd) | Spells (Arcane, +10, DC 20): Cantrips (6), 1st (1/2), 2nd (2/4),

Diplomacy vs DC 22: 1d20 + 10 ⇒ (6) + 10 = 16
Hero Point
Diplomacy vs DC 22: 1d20 + 10 ⇒ (2) + 10 = 12

Domwurd looks to say something, but a sudden bout of sneezes derails him and undercuts any intimidating aspect about him.

Vigilant Seal

M Hobgoblin Medic 6 | Hp 73/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)

Intimidate: 1d20 + 12 ⇒ (19) + 12 = 31

Snarlfist looks down at his drink, looks up at the thugs and growls before going back to his drink.

Potentially another +1 from Intimidating Prowess (In situations where you can physically menace the target when you Coerce or Demoralize, you gain a +1 circumstance bonus to your Intimidation check)

Vigilant Seal

Male Hobgoblin Duskwalker Investigator 4 | hp 48/48, hero 3/3 | AC 21, F+8 R+11 W+7 | Speed 25ft | Perception +7, Arcana +10, Crafting +12, Occultism +11, Society +12, Stealth +9 | Current Conditions:

"I think you will find we are foreign citizens, and as such have special protection under local statutes. Unless you want to dangle from the end of a rope, find your entertainment elsewhere."

Society: 1d20 + 13 ⇒ (14) + 13 = 27


1 person marked this as a favorite.

"YEAH! You don't have the GUTS!"


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

The gang leader comes back in, blushing.

"Alright. alright. Even though you're 'clay friends' you're alright." he sizes you up. "You're foreign citizens, you say? What is it, exactly, you're looking for here? We have connects all around the city. Perhaps we could partner up. To out mutual benefit."

Horizon Hunters

LG Female dwarf (rock) champion 2 | HP 36 | AC 19/21 | F +9 R +7 W +6 | Perc +8 | Stealth +1 | Speed: 15 ft. |

Grams, appreciative that her friends were able to get the young holligans to back down, ponders the offer. They wanted to keep Zykyryz a secret, though they haven't done a great job of that so far.

"We're trying to find someone who used to come here often. An Arclord -- perhaps -- named Alyreha."

Diplomacy (trained): 1d20 + 4 ⇒ (20) + 4 = 24


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

1/3

"Hmmmm. We can keep an eye out."

They give grams (and anyone else who will take one) a small enamel badge of a black skull with red eyes painted on it.

"We'll find you if anything comes up." The gang saunters out.

Success, possible connection made.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

2/3
The girtablilu finishes her song, and scuttles over to you.

"Thank you so much for de-escalating that situation! I'm Gabranaya, the owner of Scorpia's Grotto. I appreciate you keeping my place safe."

She strums her lute. "I would like to sing you a song, if I may. It's about a special friend, who helped me find my way in life — just like those ruffians, perhaps, need to find theirs. Sadly remember much else about my friend. It's as if she was erased from my mind. But I miss her nonetheless. Somehow I know it, we wrote this ballad together…"

Like the notes in a symphony,
Our lives were a beautiful mess,
But the music helped us to see,
The truth we had to confess.

It showed us who we truly were,
And the dreams we had to pursue,
It gave us the courage to be brave,
And follow our hearts through and through.

So let the music fill your soul,
And guide you on your way,
For it has the power to make you whole,
And help you find yourself each day.

As she performs her song, Zykyryz chatters her teeth in time to the rhythm. Arcane magic vibrates in the air, filling you with a resonance that opens your mind to the possibilities. You feel a vibration in your mind, guiding you. But it's like the strings of a guitar… slowly fading! It seems that even Gabranaya and the other patrons in the bar might feel it too — they look at Zykyryz with awe.


2 people marked this as a favorite.

3/3
"Hey! I… I… I remember! I'm Arclord Alyreha Of Nex! And I remember you, and you, and you! Now, where in the blasted hells did my body go!? I'm not even in MY OWN skull! Who's noggin is this anyway? Why was I making all those horrible puns…"

Well, truth be told I kind of like them. I simply may not have the social skulls to stop. Heh. Heh. Hehehe.

Vigilant Seal

1 person marked this as a favorite.
Male Hobgoblin Duskwalker Investigator 4 | hp 48/48, hero 3/3 | AC 21, F+8 R+11 W+7 | Speed 25ft | Perception +7, Arcana +10, Crafting +12, Occultism +11, Society +12, Stealth +9 | Current Conditions:

"Yes the terrible truth is out. You have somehow cheated death and the natural order of things. How will you atone to the Lady of Graves?"


"Perhaps I'm a victim of circumstance. You just don't have a funny bone in your body, Kralgang!"


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Before I forget

Gabranaya says "Before I forget, please, take this as a thank you!" She gives you a Battle Lute!

Radiant Oath

LG Male Shoony Transmuter 4 | Default Exploration: Detect Magic
Stats:
AC 18 | Fort +6, Refl +7, Will +10 | Perc +8 | Speed 35
♥️ 34/34 | ☘️ 2/3 | ☀️ 1/1 | ✋ Staff of Fire | ⚕ Mage Armor, Longstrider (2nd) | Spells (Arcane, +10, DC 20): Cantrips (6), 1st (1/2), 2nd (2/4),

"Oh, so now your an Arclord. You're sure you're Alyreha?"

Domwurd smiles though, as this revelation is good news. At the banter he adds, "I'm just happy that I was entrusted with hold your skull, Alyreha. And that no one assumed I would just bury it."

Vigilant Seal

Poppet | HP 30/30 | AC: 17 | F: +7 R: +7, W: +8 | Perception: +8 (Darkvision) | Default Exploration: Searching

"Whatever mangic had ahold of everyone seems to affect you too." Sunset pokes the skull. "Now that you remember who you are maybe others will too" she gives teh Arclord a sall hug around the back of his skull.

Vigilant Seal

M Hobgoblin Medic 6 | Hp 73/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)

Snarlfist tries a few notes on Battle Lute before putting it away.

Looking to the skull Snarlfist growls "erhn, Any clue where you lived?"

Envoy's Alliance

LN Male (he/his) elfbane Hobgoblin Nomad Investigator 4 | HP 44/44 | AC 19| Fort +7; Ref +9; Will +8; +1 vs attacks from traps | Perc: +8 (+9 when using Pursue a Lead or to detect traps); darkvision | Speed 25ft| Hero Points 2/3; Fear 1/day | Leads: Aslynn, Alyreha | Exploration Mode: Search | Active conditions:

Haggra takes the badge.

"Well, perhaps we shouldn't be too hasty in spreading around her reappearance. Shouldn't we report back to the vash-vatom with our findings? We can talk more there."


”I feel rather empty-headed! Don’t know where I lived. It was probably a magnificent mansion though. For once Haggra and I agree. We shouldn’t get ahead of ourselves. We’ve done everything we can and can head back.”

Radiant Oath

LG Male Shoony Transmuter 4 | Default Exploration: Detect Magic
Stats:
AC 18 | Fort +6, Refl +7, Will +10 | Perc +8 | Speed 35
♥️ 34/34 | ☘️ 2/3 | ☀️ 1/1 | ✋ Staff of Fire | ⚕ Mage Armor, Longstrider (2nd) | Spells (Arcane, +10, DC 20): Cantrips (6), 1st (1/2), 2nd (2/4),

"Makes sense. I've no doubt the vash-vatom will be interested in our findings. Let's go."


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

The vash-vatom greets you upon their return. Even though Alyreha has been revived, the mystery of what caused her mind to be sent into a skull other than her own still remains.

The resonance in you from Gabranaya's song is slowly fading, loosening your connection to whatever magic erased your puntastic Arclord Friend from memory.

Sebnet leads the way to an underground library, each room boasting concave mirrors that reflect and diffuse the light emanating from a massive central orrery, providing the room's only illumination — plenty bright to get your head in the books!

Sebnet gestures at the space. “Pathfinders, this is the Library of Reflection. All the tomes and scrolls here are extremely fragile, so any form of sunlight or flames are forbidden. Somehow, thanks to you restoring her, I feel the resonance too. I remember Alyreha, and that she used to spend long hours here researching... something. Thanks to this wondrous bit of magical resonance you’ve discovered, we have a new lead. But the resonance is fading — can you feel it too? I sense we may have a limited window of time to track down what secrets she was seeking to uncover! So… let's get our head in the books!”

Arclord Alyreha chuckles.

______
HEAD IN THE BOOKS

To conduct this timely research, each of you can attempt three checks using skills associated with the four magical traditions: Arcana, Nature, Occultism, and Religion. You can also use the Athletics skill to help carry heavy tomes around the library or relevant Lore skills such as Academia Lore, which at least one of you has trained. The DCs for these checks is 18, or 16 for Lore skills.

As you get to it a Pathfinder recruit notices the badge worn by Grams. "Hey! I have a cousin in the Black Skulls gang. Let me help! Grams (and any other PC who decided to take a badge), this is your call, gets a +1 circ bonus on their checks

The sigil from Vrisk pulses with light whenever you near a book touched by Alyreha, reducing the DC by 1. I believe all of you chose the sigil except Kralgang; I will operate based on this unless you tell me otherwise.

Finally, Grams using the rod, which has a hand on it well-suited to turning delicate pages, finds it also helps her in her research. +1 item bonus for anyone using the rod.

This research will take all night… better get to it!

Radiant Oath

LG Male Shoony Transmuter 4 | Default Exploration: Detect Magic
Stats:
AC 18 | Fort +6, Refl +7, Will +10 | Perc +8 | Speed 35
♥️ 34/34 | ☘️ 2/3 | ☀️ 1/1 | ✋ Staff of Fire | ⚕ Mage Armor, Longstrider (2nd) | Spells (Arcane, +10, DC 20): Cantrips (6), 1st (1/2), 2nd (2/4),

Domwurd happily dives into the books, the glowing sigil on his forehead making the search a bit easier.
Arcana vs DC 17: 1d20 + 13 ⇒ (20) + 13 = 33

"Oh! That gives me some ideas! Let me see..."
Arcana vs DC 17: 1d20 + 13 ⇒ (15) + 13 = 28

"Yes! Exactly! Ohhh, this is soooo fun!" Domwurd says, rushing off to check a library index to find the next set of tomes to read.
Arcana vs DC 17: 1d20 + 13 ⇒ (2) + 13 = 15 Hero Point
Arcana vs DC 17: 1d20 + 13 ⇒ (10) + 13 = 23

"I'm not going to lie: I wish all missions were like this one."

Vigilant Seal

Male Hobgoblin Duskwalker Investigator 4 | hp 48/48, hero 3/3 | AC 21, F+8 R+11 W+7 | Speed 25ft | Perception +7, Arcana +10, Crafting +12, Occultism +11, Society +12, Stealth +9 | Current Conditions:

"Let me have a look."

Occultism: 1d20 + 11 ⇒ (20) + 11 = 31

Occultism: 1d20 + 11 ⇒ (8) + 11 = 19

Occultism: 1d20 + 11 ⇒ (7) + 11 = 18

Envoy's Alliance

LN Male (he/his) elfbane Hobgoblin Nomad Investigator 4 | HP 44/44 | AC 19| Fort +7; Ref +9; Will +8; +1 vs attacks from traps | Perc: +8 (+9 when using Pursue a Lead or to detect traps); darkvision | Speed 25ft| Hero Points 2/3; Fear 1/day | Leads: Aslynn, Alyreha | Exploration Mode: Search | Active conditions:

"Research. Finally something fun."

Haggra sets about working on his research.

Academia Lore DC15: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
Academia Lore DC15: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Academia Lore DC15: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17

He puts his mind to it, and digs through the stacks, finding a good deal of information.

Horizon Hunters

LG Female dwarf (rock) champion 2 | HP 36 | AC 19/21 | F +9 R +7 W +6 | Perc +8 | Stealth +1 | Speed: 15 ft. |

"Thank you for your help, dear," Grams tells her unexpected aide. "Yes, just carry it over there and we'll look through."

Athletics (trained): 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22 including both bonuses here, though don't know if I should get the item bonus for Athletics
Religion (trained): 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 Switching skills to mix things up; and I feel better about getting the item bonus on Religion
Religion (trained): 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25

Nice rolls! Thank you dice bot!

Vigilant Seal

Poppet | HP 30/30 | AC: 17 | F: +7 R: +7, W: +8 | Perception: +8 (Darkvision) | Default Exploration: Searching

Sunset crawls onto the table. Using her soft clothed hands she delicately turns the pages. "Are we looking for anything specific besides the name Alyreha?"

Occultism DC 17: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Occultism DC 17: 1d20 + 4 ⇒ (6) + 4 = 10
Occultism DC 17: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17

Vigilant Seal

M Hobgoblin Medic 6 | Hp 73/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)

Snarlfist spends his time moving heavy things, taking advantaage of some gang labor and the glowing sigil.

Athletics DC 17: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
Athletics DC 17: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
Athletics DC 17: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

You work late into the night, making amazing progress and learning many important things.

⠀⠀- Arclord Alyreha was studying true names, an extremely rare form of magic that can be used to control others or to unlock one’s own inner power.
⠀⠀- Alyreha was on the cusp of creating new rituals using true names to benefit the ritualist rather than to bind others.
⠀⠀- If one of these new rituals were to be interrupted, it could “unmake” the ritualist’s body, only giving their mind and soul milliseconds to find a suitable receptacle nearby or else risk being lost forever.

You also discover a scroll of thoughtful gift and charitable urge.

Vigilant Seal

Poppet | HP 30/30 | AC: 17 | F: +7 R: +7, W: +8 | Perception: +8 (Darkvision) | Default Exploration: Searching

Hearing this Sunset grows sad. "Was one of your rituals intterupted?" She leans on the skull. "Did it sound like Zykyryz when it was?" He body does a terrifying convulsion as she falls mockingly from the table only to rise with a strange sympathetic look.

Princess Sunset means not to be rude but her overall curiosity may come across that way.


"I'm not sure. I must be out of my mind!"


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Vash-Vatom Sebnet smiles. "I feel the resonance fading… we've found enough though. I have been doing some research, and along with the clues you've found I think I can coordinate the location of Alyreha's home here in the city. Surely, we'll find out much more there. However, that will need to happen at another time — on another mission. I would love for you to be the team to solve that. For now, rest well Pathfinders! You have one well. You've earned it!

Radiant Oath

LG Male Shoony Transmuter 4 | Default Exploration: Detect Magic
Stats:
AC 18 | Fort +6, Refl +7, Will +10 | Perc +8 | Speed 35
♥️ 34/34 | ☘️ 2/3 | ☀️ 1/1 | ✋ Staff of Fire | ⚕ Mage Armor, Longstrider (2nd) | Spells (Arcane, +10, DC 20): Cantrips (6), 1st (1/2), 2nd (2/4),

Domwurd pants happily, mouth open. "I hope there are books there. I would love to see the ritual itself too. True names! That's incredible!"

Horizon Hunters

LG Female dwarf (rock) champion 2 | HP 36 | AC 19/21 | F +9 R +7 W +6 | Perc +8 | Stealth +1 | Speed: 15 ft. |

"It was our pleasure. It's always nice to meet new people and explore new places -- that's why I joined the society, after all! And so rare that I don't have to get my axe bloody on a Pathfinder outing. If only all our adventures let us use our weapons to help us do research," Grams says. "And hopefully this one" -- she glances at the skull -- "has learned some things too."

Envoy's Alliance

LN Male (he/his) elfbane Hobgoblin Nomad Investigator 4 | HP 44/44 | AC 19| Fort +7; Ref +9; Will +8; +1 vs attacks from traps | Perc: +8 (+9 when using Pursue a Lead or to detect traps); darkvision | Speed 25ft| Hero Points 2/3; Fear 1/day | Leads: Aslynn, Alyreha | Exploration Mode: Search | Active conditions:

”And that is why you don’t mess with magic. Too dangerous. ”

Radiant Oath

LG Male Shoony Transmuter 4 | Default Exploration: Detect Magic
Stats:
AC 18 | Fort +6, Refl +7, Will +10 | Perc +8 | Speed 35
♥️ 34/34 | ☘️ 2/3 | ☀️ 1/1 | ✋ Staff of Fire | ⚕ Mage Armor, Longstrider (2nd) | Spells (Arcane, +10, DC 20): Cantrips (6), 1st (1/2), 2nd (2/4),

Domwurd looks at Haggra, disappointed. To Grams he says, "Not every has learned the error of their ways. But I guess there's always next time!"


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

GM Screen:
Snarlfist's Initiative Using Avoid Notice: 1d20 + 9 ⇒ (17) + 9 = 26
Domwurd's Initiative Using Detect Magic: 1d20 + 8 ⇒ (2) + 8 = 10
Princess Sunset's Initiative Using Your Exploration here: 1d20 + 5 ⇒ (10) + 5 = 15
Grams's Initiative Using Defend: 1d20 + 5 ⇒ (5) + 5 = 10
Haggra's Initiative Using Scouting: 1d20 + 9 ⇒ (4) + 9 = 13
Kralgang's Initiative Using Avoid Notice: 1d20 + 10 ⇒ (7) + 10 = 17
Sh: 1d20 + 13 ⇒ (17) + 13 = 30
Raider 1: 1d20 + 10 ⇒ (16) + 10 = 26
Raider 2: 1d20 + 10 ⇒ (18) + 10 = 28
Stalker: 1d20 + 10 ⇒ (8) + 10 = 18
Strangler 1: 1d20 + 12 ⇒ (1) + 12 = 13
Strangler 2: 1d20 + 12 ⇒ (1) + 12 = 13

"I'm glad you had a good time. Now let's get some breakf—"

BOOM!

Suddenly, an explosion shakes the lodge to its foundations! The orrery shatters, a concussive wave of magic knocking the vash vatom unconscious. A contingency spell stored in one of her jewelry pieces teleports Sebnet away to safety as a shadowy figure emerges from invisibility. The wispy, tenebrous creature wears a white stone mask, and their amorphous body appears in constant states of flux. They cast no shadow and wear clothing spun from darkness itself. Art on slide 2.

Broken, the orrery's light fades plunging the entire room in pitch darkness. If you recall the orrery provided the room's only illumination

An inky voice whispers from the dark. “Finally, we’ve found you. Get the skull!”

You are all in pitch blackness. Unless you have Darkvision you will have problems understanding what exactly is going on.


Pink eyes glow in the dark. "Think you can mess with a TRUE ARCLORD!? I'm not so empty-headed as you might think!" Domwurd feels Alreha’s skull vibrate as she incants potent transmutation magic. All of you suddenly feel faster as Arclord Alreha unleashes a potent spell tp aid you in combat. Level 7 haste hitting all 6 PCs.


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

The masked creature dashes toward Domwurd, then attempts to knock the skull out of his hand!

Disarm: 1d20 + 3 ⇒ (2) + 3 = 5
Disarm: 1d20 + 3 - 5 ⇒ (15) + 3 - 5 = 13

Domwurd hears a sussurus of wispy feet rushing toward them. He holds onto Alreha tight. So tight, the creature loses their own balance when they try to knock the arclord out of the shoony's paw! Crit fail disarm

The doors at the back of the room burst open, revealing a gangly, chameleon-like humanoid who rushes in, going for the party's flank.

★★★
Library of Reflection Round 1

Terrain: Dark
Battlemap

──────────
BOLD IS UP!:
──────────
Arclord Alyreha (-0 HP) │ In Domwurd's hand
Masked Leader (0 HP) │ Concealed DC 5 to everyone (even those with darkvision), Flat-footed
Raider 2 (-0 HP)
➤ Snarlfist (52/52 HP) │ Hasted
?????
Kralgang (48/48 HP) │ Hasted
Princess Sunset (22/22 HP) │ Hasted
Haggra (44/44 HP) │ Hasted
Domwurd (34/34 HP) │ Hasted, Cannot see
Grams (36/36 HP) │ Hasted

──────────
RECALL KNOWLEDGE:
──────────

DC 19 (Society, Shadow Plane Lore -2) on Masked Leader:
This is a Shae. They resist cold 5, negative 5
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
They can Counterattack. Trigger The shae is targeted by an attack from an adjacent creature that misses due to the shae being concealed; Requirements The shae is aware of the attack; Effect The shae makes a Strike against the attacker.

DC 15 (Society) on Raider:
This is a skulk. They can shift their skin to camouflage and hide better.
DC 25(crit success), second success by another PC, or DC 17 as second check after first success:
Spoiler:
Their weak save is will

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Darkness :
You can't see unless you have darkvision. If you can;t see normal terrain is difficult terrain to you. You can't detect anything using vision, making creatures concealed to you (DC 11 flat check if they aren't stealthing to hide from you). You automatically critically fail Perception checks that require you to be able to see, and if vision is your only precise sense, you take a –4 status penalty to Perception checks.

Disarm :
You try to knock something out of a creature’s grasp. Attempt an Athletics check against the target’s Reflex DC. Critical Success You knock the item out of the target's grasp. It falls to the ground in the target's space. Success You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. Critical Failure You lose your balance and become flat-footed until the start of your next turn.

Vigilant Seal

M Hobgoblin Medic 6 | Hp 73/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)

Being a Hobgoblin Snarlfist has no trouble fighting int he dark.

He quickly grabs his longspear and snarls at raider 1.

Demoralize vs R1 will: 1d20 + 12 ⇒ (1) + 12 = 13
Nat 1 crit fail.

With no luck there Snarlfist takes a step towards the masked figure and stabs them instead thanks to haste.

flat vs blur: 1d20 ⇒ 16
stab vs Mask FF: 1d20 + 11 ⇒ (14) + 11 = 25
Piercing + Sneak Attack: 2d8 + 4 + 1d6 ⇒ (8, 2) + 4 + (5) = 19

Bonus Effects:
Critical vs FF apply critical effect (Clumsy 1 till my next turn)
Frightened 1 on critical hits.
Frightened Creatures hit can’t reduce frightened condition below 1

Ready Weapon, Demoralize, Step, Strike(Haste)


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Snarlfist's longspear pierces the creature's body; shadow pours out along with blood.

You can head an invisible creature rushing forward — another camouflaged creature appears as it stabs Kralgang!

Shortsword from Hidden vs FF: 1d20 + 8 ⇒ (16) + 8 = 24
P, precision: 1d6 + 2 + 1d6 ⇒ (6) + 2 + (6) = 14

Another creature moves out from the back room — she has pale skin, bulging white eyes, wild hair, and four-fingered hands. She takes a potshot at Snarlfist! Art on slide 2. Let's call her "stalker."

xbow from Hidden vs FF: 1d20 + 10 ⇒ (17) + 10 = 27
P: 1d6 ⇒ 3

As the bolt pierces his skin he is alarmed to feel that it's been smeared in gooey venom. DC 17 fort vs poison

DC 17 fort:
Stage 1: 1d6 ⇒ 2 poison; stage 2: 1d8 ⇒ 5 poison and flat-footed

★★★
Library of Reflection Round 1

Terrain: Dark
Battlemap

──────────
BEFORE YOUR TURN:
──────────

Snarlfist: DC 17 fort vs poison

──────────
BOLD IS UP!:
──────────
Arclord Alyreha (-0 HP) │ In Domwurd's hand
Masked Leader (-19 HP) │ Concealed DC 5 to everyone (even those with darkvision), Flat-footed
Raider 2 (-0 HP)
Snarlfist (49/52 HP) │ Hasted
Raider 1 (-0 HP)
Stalker (-0 HP)
➤ Kralgang (34/48 HP) │ Hasted
➤ Princess Sunset (22/22 HP) │ Hasted
➤ Haggra (44/44 HP) │ Hasted
???
Domwurd (34/34 HP) │ Hasted, cannot see
Grams (36/36 HP) │ Hasted

──────────
RECALL KNOWLEDGE:
──────────

DC 19 (Society, Shadow Plane Lore -2) on Masked Leader:
This is a Shae. They resist cold 5, negative 5
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
They can Counterattack. Trigger The shae is targeted by an attack from an adjacent creature that misses due to the shae being concealed; Requirements The shae is aware of the attack; Effect The shae makes a Strike against the attacker.

DC 16 (Society, Shadow Plane Lore -2) on Stalker:
This is a Dero Stalker. They can nimble dodge.
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Their wek save is will.

DC 15 (Society) on Raider:
This is a skulk. They can shift their skin to campflague and hide better.
DC 25(crit success), second success by another PC, or DC 17 as second check after first success:
Spoiler:
Their weak save is will

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Darkness :
You can't see unless you have darkvision. If you can;t see normal terrain is difficult terrain to you. You can't detect anything using vision, making creatures concealed to you (DC 11 flat check if they aren;t stealthing to hide from you). You automatically critically fail Perception checks that require you to be able to see, and if vision is your only precise sense, you take a –4 status penalty to Perception checks.

Disarm :
You try to knock something out of a creature’s grasp. Attempt an Athletics check against the target’s Reflex DC. Critical Success You knock the item out of the target's grasp. It falls to the ground in the target's space. Success You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. Critical Failure You lose your balance and become flat-footed until the start of your next turn.

Vigilant Seal

M Hobgoblin Medic 6 | Hp 73/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)

Fort vs Poison: 1d20 + 8 ⇒ (12) + 8 = 20

Snarlfist doesn't let the invisible attack get the better of him either with the bolt or the poison.

Deny Advantage, not that it helps here.

Vigilant Seal

Poppet | HP 30/30 | AC: 17 | F: +7 R: +7, W: +8 | Perception: +8 (Darkvision) | Default Exploration: Searching

Princess Sunset scuttles around behind Haggra. "They don't look nice. Don't hurt my friend." Sunset's voice cracks as her head begins to jerk. She begins to set mental locks on the masked person's mind.

Cast Forbidden Thought on the masked person. Choosing Strike. If the masked creature attempts to strike it needs to surmount the mental lock and take 1d6+4 Mental Damage with a DC 18 basic Will save.

◆ Stride
◆◆ Forbidden Thought

Status:

HP 22/22
AC 16
Amped Focus 2/2
Battle Medicine:
Spells (1) 1/2

Vigilant Seal

M Hobgoblin Medic 6 | Hp 73/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)

demoralize mask vs Will DC: 1d20 + 12 ⇒ (16) + 12 = 28


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

PrincessDC 5 flat: 1d20 ⇒ 7
Save: 1d20 - 1 ⇒ (17) - 1 = 16

Princess sees through the concealment, but the masked figure shrugs off the spell.

★★★
Library of Reflection Round 1

Terrain: Dark
Battlemap

──────────
BEFORE YOUR TURN:
──────────

Snarlfist: DC 17 fort vs poison

──────────
BOLD IS UP!:
──────────
Arclord Alyreha (-0 HP) │ In Domwurd's hand
Masked Leader (-19 HP) │ Concealed DC 5 to everyone (even those with darkvision), Flat-footed, Fright 1 (lashed remorselessly)
Raider 2 (-0 HP)
Snarlfist (49/52 HP) │ Hasted
Raider 1 (-0 HP)
Stalker (-0 HP)
➤ Kralgang (34/48 HP) │ Hasted
Princess Sunset (22/22 HP) │ Hasted
➤ Haggra (44/44 HP) │ Hasted
Strangler 1 (-0 HP)
Strangler 2 (-0 HP)
Domwurd (34/34 HP) │ Hasted, cannot see
Grams (36/36 HP) │ Hasted

──────────
RECALL KNOWLEDGE:
──────────

DC 19 (Society, Shadow Plane Lore -2) on Masked Leader:
This is a Shae. They resist cold 5, negative 5
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
They can Counterattack. Trigger The shae is targeted by an attack from an adjacent creature that misses due to the shae being concealed; Requirements The shae is aware of the attack; Effect The shae makes a Strike against the attacker.

DC 16 (Society, Shadow Plane Lore -2) on Stalker:
This is a Dero Stalker. They can nimble dodge.
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Their wek save is will.

DC 15 (Society) on Raider:
This is a skulk. They can shift their skin to campflague and hide better.
DC 25(crit success), second success by another PC, or DC 17 as second check after first success:
Spoiler:
Their weak save is will

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Darkness :
You can't see unless you have darkvision. If you can;t see normal terrain is difficult terrain to you. You can't detect anything using vision, making creatures concealed to you (DC 11 flat check if they aren;t stealthing to hide from you). You automatically critically fail Perception checks that require you to be able to see, and if vision is your only precise sense, you take a –4 status penalty to Perception checks.

Disarm :
You try to knock something out of a creature’s grasp. Attempt an Athletics check against the target’s Reflex DC. Critical Success You knock the item out of the target's grasp. It falls to the ground in the target's space. Success You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. Critical Failure You lose your balance and become flat-footed until the start of your next turn.

Vigilant Seal

Male Hobgoblin Duskwalker Investigator 4 | hp 48/48, hero 3/3 | AC 21, F+8 R+11 W+7 | Speed 25ft | Perception +7, Arcana +10, Crafting +12, Occultism +11, Society +12, Stealth +9 | Current Conditions:

Kralgang is untroubled by the darkness.

He declares the raider who attacked him as the subject of his investigation, getting a free recall knowledge check in the process.

Society: 1d20 + 12 ⇒ (19) + 12 = 31

"A skulk. Weak willed sneak"

He will Devise a Stratagem:

DaS: 1d20 ⇒ 5

Not liking his odds, he will apply some centipede venom to an arrow and take a shot at the other skulk (R2)

Shortbow: 1d20 + 11 ⇒ (5) + 11 = 16
Piercing: 2d6 ⇒ (5, 4) = 9
Deadly d10 if needed: 1d10 ⇒ 8

Envoy's Alliance

LN Male (he/his) elfbane Hobgoblin Nomad Investigator 4 | HP 44/44 | AC 19| Fort +7; Ref +9; Will +8; +1 vs attacks from traps | Perc: +8 (+9 when using Pursue a Lead or to detect traps); darkvision | Speed 25ft| Hero Points 2/3; Fear 1/day | Leads: Aslynn, Alyreha | Exploration Mode: Search | Active conditions:

Haggra growls at R1, tying to demorale him. Intimidation(E): 1d20 + 11 ⇒ (11) + 11 = 22

Assuming that is enough...
He then devises a strategem against the same target.

+1 striking cold iron spiked chain, Strategem: 1d20 + 11 ⇒ (20) + 11 = 31
He nods, and steps up, swinging.

Slashing Magic Cold Iron, Strategem: 2d8 + 4 ⇒ (5, 5) + 4 = 14
Doubled to 28. If he is still standing, his Frightened value cannot reduce until after my next turn (Remorseless Lash)

He'll also get a Recall Knowledge with his Strategem due to Known Weakness


SoT (Grad School Year 1, Sem. 1): Maps, Handouts, Macros Enmity: Maps & Handouts | Macros | Hero Points

Kralgang plunks an arrow into R2.

Haggra slashes the throat of his target, dropping them instantly. one-shot!

Haggra's Society (E): 1d20 + 12 ⇒ (2) + 12 = 14

He knows nothing about Skulks. Except they die easy.

GM Screen:
2d20 ⇒ (11, 9) = 20

★★★
Library of Reflection Round 1

Terrain: Dark
Battlemap

──────────
BEFORE YOUR TURN:
──────────

Snarlfist: DC 17 fort vs poison

──────────
BOLD IS UP!:
──────────
Arclord Alyreha (-0 HP) │ In Domwurd's hand
Masked Leader (-19 HP) │ Concealed DC 5 to everyone (even those with darkvision), Flat-footed, Fright 1
Raider 2 (-9 HP)
Snarlfist (49/52 HP) │ Hasted
Stalker (-0 HP)
Kralgang (34/48 HP) │ Hasted
Princess Sunset (22/22 HP) │ Hasted
Haggra (44/44 HP) │ Hasted
➤ Domwurd (34/34 HP) │ Hasted, cannot see
➤ Grams (36/36 HP) │ Hasted

──────────
RECALL KNOWLEDGE:
──────────

DC 19 (Society, Shadow Plane Lore -2) on Masked Leader:
This is a Shae. They resist cold 5, negative 5
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
They can Counterattack. Trigger The shae is targeted by an attack from an adjacent creature that misses due to the shae being concealed; Requirements The shae is aware of the attack; Effect The shae makes a Strike against the attacker.

DC 18 (Society, Shadow Plane Lore -2) on Strangler:
This is a dero starangler. They can strangle you when theiir hands are free or when holding an aklys, ith an Athletics check to Grab
DC 28(crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
They can cast darkness at will

DC 15 (Society) on Raider:
This is a skulk. They can shift their skin to campflague and hide better.
DC 25(crit success), second success by another PC, or DC 17 as second check after first success:
Spoiler:
Their weak save is will

──────────
CONDITIONS & EFFECTS REFERENCE
──────────

Darkness :
You can't see unless you have darkvision. If you can;t see normal terrain is difficult terrain to you. You can't detect anything using vision, making creatures concealed to you (DC 11 flat check if they aren;t stealthing to hide from you). You automatically critically fail Perception checks that require you to be able to see, and if vision is your only precise sense, you take a –4 status penalty to Perception checks.

Disarm :
You try to knock something out of a creature’s grasp. Attempt an Athletics check against the target’s Reflex DC. Critical Success You knock the item out of the target's grasp. It falls to the ground in the target's space. Success You weaken your target's grasp on the item. Until the start of that creature's turn, attempts to Disarm the target of that item gain a +2 circumstance bonus, and the target takes a –2 circumstance penalty to attacks with the item or other checks requiring a firm grasp on the item. Critical Failure You lose your balance and become flat-footed until the start of your next turn.

Horizon Hunters

LG Female dwarf (rock) champion 2 | HP 36 | AC 19/21 | F +9 R +7 W +6 | Perc +8 | Stealth +1 | Speed: 15 ft. |

Status:

HP 36/36
AC 19 (21 with shield raised)
Fort +9, Ref +7, Will +6
Hero points: 1
Effects:

Also not bothered by the darkness, Grams raises her shield and strides up to the remaining skulk, swinging her +1 striking low-grade silver morningstar at the creature. She blinks as she misses. She's not used to the balance on this weapon.

Maxwell's silver morningstar: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14 Bah! Hero Pointing that! I deleted the token.
Maxwell's silver morningstar: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11 sigh...
2d6 + 3 ⇒ (4, 2) + 3 = 9

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