GM Tyranius (PF2) Iolite Squad Alpha (Inactive)

Game Master Tyranius

Tactical Maps
Macros


51 to 100 of 165 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Vigilant Seal

Male Human Gunslinger 3 | HP 38 | AC 20 | F +9, R +11, W +8 | Perc +8 | Init +10 | Acrobatics/Society/Stealth/Thievery +9 | Crafting/Warfare Lore/PFS Lore +7 | Survival +6 | Athletics +5 | ◆

Omar stands up, picks up his rapier, and picks up his crossbow.

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 6 / HP 62/62, Perc +8, AC 24(+2 Nimble dodge), Fort +12 Ref +11 Will +10 / Spells 1st 4/4, 2d 4/4, 3d 4/4, Focus 2/2 / Active conditions: Toughness, Diehard

The sorcerer casts produce flame on the Yellow one.

Produce flame:1d20 + 11 ⇒ (1) + 11 = 12

Damage:3d4 + 4 ⇒ (1, 1, 3) + 4 = 9

Then he casts shield.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Omar shakily stands, picking his weapons up as Garad's flames miss. With only one Warg remaining it snarls, turns and flees into the woods.

One of the wargs wears a war harness studded with onyx gems and reinforced with mithral links, a device crudely fashioned from a noble warrior’s cast-off armor that nonetheless has great value. The harness is worth 40 gp and represents 1 Treasure Bundle.

Following the skirmish with the wargs, the merchant stumbles out from his hiding place near the campfire to ascertain whether his caravan guards are still alive. He is a man from Magnimar with simple, conservative traveling clothes that suggest an austere lifestyle. His partner, a Garundi man, huddles with two youths near the fire to console them and shield their gaze from the carnage. When the Iolite Squad approaches, the merchant retreats in fear, shouting that he doesn’t want any more trouble.

"Leave me alone! Didn't we suffer enough!" The merchant stares in anger and horror at the hobgoblins.

Sergeant Drussem, orders: "Gintka and Akrag, go and help the injured guards! Ozaril and myself we shall talk to the merchant"

Here you have a couple of choices:
- Heal yourself first!
- go and join hobgoblins on one of the two tests, each one of you can join only one of those. Each test would consist of two skill checks
1. Speaking with the merchant: (1)Diplomacy [to calm the merchant down and speak to his senses] check followed by, (2)Society[to explain about hobgoblins building their trust and trying to fix their relationship with humans] or Religion[to speak about giving other second chances]
2. Healing the guards: (1)Medicine check[to assess the wounds of merchant's guards] followed by, (2) Crafting or Nature to help Gintka prepare the salves or Medicine check to treat wounds. Hobgoblins insist about not using magic

Vigilant Seal

NG Male Human Cleric 4 | 17/44 HP | AC 20 | F +9, R +7, W +12 | Speed 20' | Perception +10 | Divine Font (Heal) 0/2 | Hero Points: 1 |Default Exploration Mode: Detect Magic | Active Conditions:

Jak waves for his wounded companions gather around him. "Gather around me and I shall see to all wounds."

Whenever everyone has done that, he draws his holy symbol out and begans to pray.

◆◆◆ Heal (Divine Font): 2d10 + 8 ⇒ (7, 5) + 8 = 20

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 6 / HP 62/62, Perc +8, AC 24(+2 Nimble dodge), Fort +12 Ref +11 Will +10 / Spells 1st 4/4, 2d 4/4, 3d 4/4, Focus 2/2 / Active conditions: Toughness, Diehard

The sorcerer speaks to the merchant and tries to calm him down.

Diplomacy:1d20 + 14 ⇒ (9) + 14 = 23

Vigilant Seal

Male Human Gunslinger 3 | HP 38 | AC 20 | F +9, R +11, W +8 | Perc +8 | Init +10 | Acrobatics/Society/Stealth/Thievery +9 | Crafting/Warfare Lore/PFS Lore +7 | Survival +6 | Athletics +5 | ◆

Omar will try to help explain that the hobgoblins, though rough, are here to help (Society): 1d20 + 9 ⇒ (7) + 9 = 16

Envoy's Alliance

LN Dwarven Male Fighter 5 | HP: 80/80 | AC: 23(25) | F: +13, R: +9, W: +12 | Perc: +12 | Hero Points: 1 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions:

Klank spins around, watching the remaining wolf lope off into the forest at a speed far greater than he can achieve "Let's hope it doesn't bring back some friends." He comments under his breath as he stows his weapons and shield.

Looking around to get his bearings he helps up anyone remaining on the ground and asks everyone if they're ok. "We survived. It didn't look great from the start, nice work."

After Jak heals anyone willing, himself included, he heads over to follow up on Garad's diplomacy with some calming words. "Torag may be the great creator, but he also values the importance of family and community. Without the fine scouting of these hobgoblins we wouldn't have known of your need. Thank them, don't fear them."

Religion: 1d20 + 8 ⇒ (11) + 8 = 19

Radiant Oath

2396852-2001 | LG Male Human | Detective | Investigator Lvl 6 | Psychic Dedication |◆◇↺ | HP 74/74 | AC 24 | F/R/W: 12/13/11 | Perc +11 (+12 Pursue a Lead/Detect Traps) | 25 feet | Class DC 21 | Exploration Activity: Scout | Hero Points: 1/3 | Society(E)/Crafting(E): +14, Acrobatics(E)/Thievery(E): +13, Arcana/Occultism/Medicine(E)/Lore (PFS, Underworld): +12, Stealth: +11, Athletics: +9, Diplomacy/Survival/Nature: +9, Religion(U)/Intimidation(U)/Deception(U)/Performance(U): +1

Isaku pulls out a throwing knife and proceeds to treat his wounds, wincing in pain as he performs surgery on himself.

Treat Wounds, Risky Surgery, Assurance Medicine DC 15: 29 - 1d8 + 4d8 ⇒ 29 - (1) + (6, 4, 8, 1) = 47

Isaku should be back to full

Isaku heads over to help treating the merchant guards' wounds. Assurance in Medicine DC 16. He then helps to prepare salves.
Crafting: 1d20 + 12 ⇒ (13) + 12 = 25.

Apologies for the delays. December is our busiest month and it's been nuts for the last 2 weeks.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Jak works on healing the group as Garad is able to calm the merchant down enough for the others approach the wounded. Caradrian expresses sincere thanks. "Ugh, yes then. Thanks for helping out with those Wargs. They came out of nowhere. Seems I have a bit to learn about hobgoblins and need to have more faith in them." Success- Decrease the DC of one of the Joint Training Exercises by 1.

Isaku and Jak take a look at the injured guards, showing a couple new ways for Akrag and Gintka to apply first aid measures. They seem quite impressed with Isaku's skills and disdainfully glare at Jak's use of magic. Both guards are stable and happy to be alive, though it will take them a bit longer to be recovered enough to resume their guard duties. Success- Decrease the DC of one of the Joint Training Exercises by 1.

That night you spend with the merchant and his family. The camp is already set up so you can warm around the fire and eat some food as you tend to your wounds.

To thank you Caradrian gives you oil of mending and a lesser mistform elixir.

★ -- ★ -- ★ -- ★

The next day you continue your journey, it takes 2 more days to reach the training grounds.

The road from Kaer Maga continues south and east through the foothills. The Iolite Squad seems comfortable in the rocky terrain, and they grow more relaxed as the path takes the group farther away from the more crowded main roads. After a few miles, the winding path descends into a shallow, shrub-strewn valley. Soon, the path becomes obscured with foliage, but a small stream leads the way to a large cleared area. Small tables and a few crates of supplies stand neatly at the center of the area, and four nearby patches of flattened earth ring a sizable bonfire pit. To the south, a ramp leads into a labyrinth of trenches that stretches across the valley floor. About six feet deep, the trenches are blocked with a sign that reads "DANGER: for Pathfinder Society training purposes only. Keep Out!"

The Iolite Squad sets up camp in a matter of minutes. They move with efficiency and obvious eagerness to begin their joint training. Sergeant Drussem barks a few orders in guidance, and a minute later the four hobgoblins stand at the ready near the bonfire pit.

Drussem addresses the squad in Common. "Here begins your real training! We have fought together many times. This is something new. These Pathfinders have seen things that would surprise us. We know how to fight, how to scout, how to use every tactic to gain the slightest advantage. We are the Iolite Squad! But soon, we will be more. To become Pathfinders, we must learn from Pathfinders. But we are not lazy students who wish to sit and read books in a dusty building. We will learn through experience. These Pathfinders are part of our team now, but there is much we can teach them as well. Let us show them what the Iolite Squad can do!"

On the training grounds each one of you can attempt two of the following activities.

★ -- ★ -- ★ -- ★

Essentials of Infiltration and Obstacle Avoidance

Ozaril stands and looks at the ruins, when someone stops by he says
"The Iolite Squad recognizes that the Pathfinders are the experts in exploring ruins and getting out alive—their own past experience generally covers traps and snares used in war and hunting, not the myriad traps left by civilizations long gone."

The course leads through a series of simple traps and obstacles laid out in the trenches and designed to demand a variety of strategies for avoiding such dangers.

Acrobatics or Thievery check DC 19

★ -- ★ -- ★ -- ★

Exchange of Hand-to-Hand Tactics

Sarge steps up and says "A hobgoblin army’s traditional 'exchange of hand-to-hand tactics' exercise (also known as a 'fight') typically results in serious injury or death for one or more parties. More modern and practically minded hobgoblins, like ourselves, have reduced the lethality of these duels by allowing a participant to surrender. We still recognize that the loser might be weaker, but they can also learn something from their loss and grow stronger for it."

A strike vs AC 18

★ -- ★ -- ★ -- ★

Understanding Artifacts and Lore

Akrag stands here and says "Many hobgoblins fail to see the value in crumbling artifacts and forgotten lore—if it has no immediate practical use, why take the time to study it? The Iolite Squad, however, recognizes that they must understand such things if they are to become Pathfinders and help to elevate Oprak and hobgoblin-kind in the eyes of the Society. Lacking experience in such matters, we are eager for any advice that you have to offer in an impromptu field lecture."

Arcana, Occultism, or Religion DC 19 or appropriate Lore DC 18.

★ -- ★ -- ★ -- ★

The Art and Science of Smokeworking

Gintka is standing here preparing her items "Here, you learn the essentials of hobgoblin smokeworking, which combines alchemy and engineering to bring fire and smoke to the battlefield. This hands-on training is quite dangerous! We were asked to get your signature on that waiver that you may lose a finger or two."

Crafting or Medicine DC 19

So there are four trials here, each one of you can attempt to do 2 of them. Each attempt is a series of trials and feedback that lasts 3 h each.

Vigilant Seal

NG Male Human Cleric 4 | 17/44 HP | AC 20 | F +9, R +7, W +12 | Speed 20' | Perception +10 | Divine Font (Heal) 0/2 | Hero Points: 1 |Default Exploration Mode: Detect Magic | Active Conditions:

Jak approaches Akrag, "Let me tell you some stuff about the various religions and ways to discover information about such things you might run into in the future."

Religion DC19: 1d20 + 10 ⇒ (19) + 10 = 29

After talking to Akrag, He approaches Gintka and helps her.

Medicine DC19: 1d20 + 10 ⇒ (17) + 10 = 27

Radiant Oath

2396852-2001 | LG Male Human | Detective | Investigator Lvl 6 | Psychic Dedication |◆◇↺ | HP 74/74 | AC 24 | F/R/W: 12/13/11 | Perc +11 (+12 Pursue a Lead/Detect Traps) | 25 feet | Class DC 21 | Exploration Activity: Scout | Hero Points: 1/3 | Society(E)/Crafting(E): +14, Acrobatics(E)/Thievery(E): +13, Arcana/Occultism/Medicine(E)/Lore (PFS, Underworld): +12, Stealth: +11, Athletics: +9, Diplomacy/Survival/Nature: +9, Religion(U)/Intimidation(U)/Deception(U)/Performance(U): +1

Isaku heads over to Gintka and tries his hand at smokeworking. He also pulls out his alchemical tools to share knowledge and skills. Isaku's Methodology is in Alchemical Sciences after all.

Crafting, DC 19: 1d20 + 12 ⇒ (14) + 12 = 26

Isaku then heads over to Akrag and gives a lecture on Pathfinder History, as well as their accomplishments with various cultures.

PFS Lore, DC 18: 1d20 + 10 ⇒ (5) + 10 = 15
PFS Lore, DC 18, HP, Vestments: 1d20 + 11 ⇒ (11) + 11 = 22

If I've already used the Vestments boon, subtract one.

Vigilant Seal

Male Human Gunslinger 3 | HP 38 | AC 20 | F +9, R +11, W +8 | Perc +8 | Init +10 | Acrobatics/Society/Stealth/Thievery +9 | Crafting/Warfare Lore/PFS Lore +7 | Survival +6 | Athletics +5 | ◆

Omar first will show how to avoid falling debris in difficult territory.
Acrobatics vs DC 19: 1d20 + 9 ⇒ (15) + 9 = 24

Omar then fails to show how the rapier can be used in close combat.
Strike vs AC 18: 1d20 + 9 ⇒ (5) + 9 = 14

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 6 / HP 62/62, Perc +8, AC 24(+2 Nimble dodge), Fort +12 Ref +11 Will +10 / Spells 1st 4/4, 2d 4/4, 3d 4/4, Focus 2/2 / Active conditions: Toughness, Diehard

The sorcerer shows his techniques to avoid traps and obstacles.

Acrobatics:1d20 + 11 ⇒ (20) + 11 = 31

The sorcerer will help Gintka.

Medicine:1d20 + 7 ⇒ (16) + 7 = 23

Envoy's Alliance

LN Dwarven Male Fighter 5 | HP: 80/80 | AC: 23(25) | F: +13, R: +9, W: +12 | Perc: +12 | Hero Points: 1 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions:

Klank seems to be enjoying the straight forwardness and efficiency of the hobgoblins, even if his Dwarven ancestors are mortified. "You guys are a well oiled machine. Let's see how well you can take a punch." He removes his gauntlet and tries to bust Sarge's nose.

Strike vs DC18: 1d20 + 12 ⇒ (14) + 12 = 26

"Good." Klank believes in the holiday season.. tis better to give than receive.

---

Klank looks over Gintka's explosives "Not usually my style, but I do work frequently with fire and metal." He works on setting up the physical housings of the explosives and smoke devices, leaving the gunpowder work to the hobgoblin.

Crafting DC19: 1d20 + 8 ⇒ (13) + 8 = 21

"Rivet strength is more important than you think. You don't need the handle falling off mid throw."

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Results:

Essentials of Infiltration and Obstacle Avoidance (Garad Crit Success, Omar Success)

★ -- ★ -- ★ -- ★

Exchange of Hand-to-Hand Tactics (Kernal Success, Omar Failure)

★ -- ★ -- ★ -- ★

Understanding Artifacts and Lore (Jak Crit Success, IsakuSuccess)

★ -- ★ -- ★ -- ★

The Art and Science of Smokeworking (Jak/Isaku/Garad/ Success x2)

Those rolls add up to 2 Crit Successes and 2 successes! Well done!

At the end of the training, all of the hobgoblins are very enthusiastic and ready to conquer the world. Or at least begging exploring. Sergeant Drussem says "We need to rest, the remaining part of our training will take place tomorrow. There are ruins to be explored, there we use what we learned today."

★ -- ★ -- ★ -- ★

The next day after breakfast you depart towards the ruins.

A few miles from the training grounds, a stone edifice rises against the northern slope of the valley. Thick vines drape over a fifty-foot-wide archway that leads into the structure and covers most of the rough-hewn stone around it. A cool wind carries the faint stench of dust and decay from the ruins.

Akrag takes a few moments to explore the entrance to the ruin. Rough stairs descend to the left and right and lead to multiple hallways. He holds up a hand to warn the others to halt. "Possible traps—all routes compromised. Status unclear. Request assistance locating, will attempt disposal."

Perception checks please.

Radiant Oath

2396852-2001 | LG Male Human | Detective | Investigator Lvl 6 | Psychic Dedication |◆◇↺ | HP 74/74 | AC 24 | F/R/W: 12/13/11 | Perc +11 (+12 Pursue a Lead/Detect Traps) | 25 feet | Class DC 21 | Exploration Activity: Scout | Hero Points: 1/3 | Society(E)/Crafting(E): +14, Acrobatics(E)/Thievery(E): +13, Arcana/Occultism/Medicine(E)/Lore (PFS, Underworld): +12, Stealth: +11, Athletics: +9, Diplomacy/Survival/Nature: +9, Religion(U)/Intimidation(U)/Deception(U)/Performance(U): +1

Perception, Detect Traps: 1d20 + 9 ⇒ (17) + 9 = 26

Isaku draws his pistol and lights his Wayfinder.

Vigilant Seal

Male Human Gunslinger 3 | HP 38 | AC 20 | F +9, R +11, W +8 | Perc +8 | Init +10 | Acrobatics/Society/Stealth/Thievery +9 | Crafting/Warfare Lore/PFS Lore +7 | Survival +6 | Athletics +5 | ◆

Perception: 1d20 + 8 ⇒ (18) + 8 = 26

Envoy's Alliance

LN Dwarven Male Fighter 5 | HP: 80/80 | AC: 23(25) | F: +13, R: +9, W: +12 | Perc: +12 | Hero Points: 1 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions:

Klank doesn't make all that much small talk during the downtime, mostly he reviews his crafting journal and makes some notes in the margins. "The real tests are likely tomorrow. Wake me for the late watches." He makes sure everyone has a watch rotation set up, one pathfinder and one hobgoblin, then heads off for a loud snoring sleep.

---

"Always have weapons at the ready, but keep one hand free, just in case." He draws out his sturdy shield and gives the entrance a look over with the others.

Expert Perception: 1d20 + 10 ⇒ (17) + 10 = 27

Vigilant Seal

NG Male Human Cleric 4 | 17/44 HP | AC 20 | F +9, R +7, W +12 | Speed 20' | Perception +10 | Divine Font (Heal) 0/2 | Hero Points: 1 |Default Exploration Mode: Detect Magic | Active Conditions:

Perception: 1d20 + 10 ⇒ (14) + 10 = 24

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Garad's Perception (T): 1d20 + 7 ⇒ (1) + 7 = 8

GM Screen:

Garad's Perception (T): 1d20 + 7 ⇒ (2) + 7 = 9
Kernal Klank's Perception (E): 1d20 + 10 ⇒ (10) + 10 = 20
Isaku Beru's Perception (): 1d20 + 9 ⇒ (13) + 9 = 22
Jak Tlooly's Perception (T): 1d20 + 10 ⇒ (7) + 10 = 17
Omar Jones's Perception (E): 1d20 + 8 ⇒ (5) + 8 = 13

You help spot traps and point out how Akrag can identify them on his own, and he successfully disarms every trap without setting any of them off.

Not only does Akrag spot and disarm all the traps, he also finds a stash of ancient coins concealed behind a trapped slab of stone. The ancient coins have a 50 gp value and are worth 1 Treasure Bundle.

Rounding a corner, the Iolite Squad discovers a half-dozen skeletal dwarves. They shed centuries of dust and cobwebs as they rise to attack the intruders with ancient picks and shovels.

To proceed through this area, the Iolite Squad must defeat the undead. You can help with tips about battling undead foes or general battle tactics by succeeding at a DC 19 Religion or related Lore check.

Radiant Oath

2396852-2001 | LG Male Human | Detective | Investigator Lvl 6 | Psychic Dedication |◆◇↺ | HP 74/74 | AC 24 | F/R/W: 12/13/11 | Perc +11 (+12 Pursue a Lead/Detect Traps) | 25 feet | Class DC 21 | Exploration Activity: Scout | Hero Points: 1/3 | Society(E)/Crafting(E): +14, Acrobatics(E)/Thievery(E): +13, Arcana/Occultism/Medicine(E)/Lore (PFS, Underworld): +12, Stealth: +11, Athletics: +9, Diplomacy/Survival/Nature: +9, Religion(U)/Intimidation(U)/Deception(U)/Performance(U): +1

Times I wish I had warfare lore... None of the above this time. Sorry.

Vigilant Seal

Male Human Gunslinger 3 | HP 38 | AC 20 | F +9, R +11, W +8 | Perc +8 | Init +10 | Acrobatics/Society/Stealth/Thievery +9 | Crafting/Warfare Lore/PFS Lore +7 | Survival +6 | Athletics +5 | ◆

Omar tries to remember how best to fight skeletons, but his knowledge seems to escape him this time.

Warfare Lore: 1d20 + 7 ⇒ (5) + 7 = 12

Envoy's Alliance

LN Dwarven Male Fighter 5 | HP: 80/80 | AC: 23(25) | F: +13, R: +9, W: +12 | Perc: +12 | Hero Points: 1 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions:

Religion DC19: 1d20 + 9 ⇒ (2) + 9 = 11
Hero Point: Religion DC19: 1d20 + 9 ⇒ (19) + 9 = 28

"Slashing weapons!" Klank calls out, before quickly reversing course "No No, I meant SMASHING weapons. Try my warhammer." That was close.

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 6 / HP 62/62, Perc +8, AC 24(+2 Nimble dodge), Fort +12 Ref +11 Will +10 / Spells 1st 4/4, 2d 4/4, 3d 4/4, Focus 2/2 / Active conditions: Toughness, Diehard

He does nothing because he has no proper lore and no religion.

Vigilant Seal

NG Male Human Cleric 4 | 17/44 HP | AC 20 | F +9, R +7, W +12 | Speed 20' | Perception +10 | Divine Font (Heal) 0/2 | Hero Points: 1 |Default Exploration Mode: Detect Magic | Active Conditions:

Jak yells out some advice to combat the undead skeletons.

Religion DC 19: 1d20 + 10 ⇒ (10) + 10 = 20

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Right, I have it on several PC's but never on the one a scenario calls for.

Kernal Klank offers some sound advice to the Iolite Squad that the skeletons will attack without thought of tactics. The hobgoblins funnel into a narrow corridor and quickly destroy them. "That worked great! Noone een got hurt this time." The hobgoblins seem excited. The hobgoblin's pull a belt free from one of the skeletons and hands it to Kernal Klank. "An offering." The belt is in superb condition, likely meaning it contains some sort of magical properties.

A ruined, rotting campsite occupies the east wall of this large chamber. The hobgoblins spend a few minutes picking through the wreckage. Sergeant Drussem says, “This must be where those dwarves made camp. A long time ago, it seems.” After a few minutes, Ozaril exclaims, “I found something!” He lifts a small wood chest still largely preserved, and the hobgoblins open it to find ancient scrolls, a dusty tome, and a few miniature stone statuettes.

You can help the Iolite Squad with their reports by serving as scribes, which requires a successful DC 20 Society check

Radiant Oath

2396852-2001 | LG Male Human | Detective | Investigator Lvl 6 | Psychic Dedication |◆◇↺ | HP 74/74 | AC 24 | F/R/W: 12/13/11 | Perc +11 (+12 Pursue a Lead/Detect Traps) | 25 feet | Class DC 21 | Exploration Activity: Scout | Hero Points: 1/3 | Society(E)/Crafting(E): +14, Acrobatics(E)/Thievery(E): +13, Arcana/Occultism/Medicine(E)/Lore (PFS, Underworld): +12, Stealth: +11, Athletics: +9, Diplomacy/Survival/Nature: +9, Religion(U)/Intimidation(U)/Deception(U)/Performance(U): +1

Isaku walks forward, presenting his notebook.

Society, DC 20: 1d20 + 12 ⇒ (4) + 12 = 16

He presents his notebook but awkwardly searches in vain for a writing instrument...

Envoy's Alliance

LN Dwarven Male Fighter 5 | HP: 80/80 | AC: 23(25) | F: +13, R: +9, W: +12 | Perc: +12 | Hero Points: 1 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions:

"Thank you." Responds Klank as he takes the belt. "My people are superb craftsman, I'm curious what this is made of to keep so long." My ID rules are poor at best. Do you actually need detect magic anymore or just a relevant skill like craft or religion?

---
Is society the only option? Closest option I have is legal lore. I'll roll it in a spoiler below just in case.

"Proper documentation can be a hassle, I usually leave someone else for that, but I may have a few useful tips on word choice and formatting if that helps."

Legal Lore if Allowed:

Legal Lore: 1d20 + 6 ⇒ (11) + 6 = 17

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Once you know it is magical you just need to spend 10 minutes and roll one of the four magical skill checks. Identify Magic

I would accept legal lore in this case.

Vigilant Seal

Male Human Gunslinger 3 | HP 38 | AC 20 | F +9, R +11, W +8 | Perc +8 | Init +10 | Acrobatics/Society/Stealth/Thievery +9 | Crafting/Warfare Lore/PFS Lore +7 | Survival +6 | Athletics +5 | ◆

Society: 1d20 + 9 ⇒ (6) + 9 = 15

Vigilant Seal

NG Male Human Cleric 4 | 17/44 HP | AC 20 | F +9, R +7, W +12 | Speed 20' | Perception +10 | Divine Font (Heal) 0/2 | Hero Points: 1 |Default Exploration Mode: Detect Magic | Active Conditions:

Society: 1d20 + 6 ⇒ (3) + 6 = 9

Jak tries to help the hobgoblins write their reports, but just gets in the way.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

See if Garad can pull us through.

Radiant Oath

2396852-2001 | LG Male Human | Detective | Investigator Lvl 6 | Psychic Dedication |◆◇↺ | HP 74/74 | AC 24 | F/R/W: 12/13/11 | Perc +11 (+12 Pursue a Lead/Detect Traps) | 25 feet | Class DC 21 | Exploration Activity: Scout | Hero Points: 1/3 | Society(E)/Crafting(E): +14, Acrobatics(E)/Thievery(E): +13, Arcana/Occultism/Medicine(E)/Lore (PFS, Underworld): +12, Stealth: +11, Athletics: +9, Diplomacy/Survival/Nature: +9, Religion(U)/Intimidation(U)/Deception(U)/Performance(U): +1

Do I still have a hero point left?

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 6 / HP 62/62, Perc +8, AC 24(+2 Nimble dodge), Fort +12 Ref +11 Will +10 / Spells 1st 4/4, 2d 4/4, 3d 4/4, Focus 2/2 / Active conditions: Toughness, Diehard

Arcana:1d20 + 7 ⇒ (4) + 7 = 11

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Looks like you used your Hero Point earlier. Hero Point dispersal will be coming shortly.

The hobgoblins listen carefully, but Akrag and Gintka can’t agree on whether the statuettes are magical. When Drussem steps in to tell them to do their best and move on, the two are embarrassed by their lack of knowledge.

The confusing back and forth causes all PCs to take a –1 status penalty to Recall Knowledge attempts for the rest of the day.

The stone statuettes in the chest have a 25 gp value and are worth 1 Treasure Bundle.

Thick cobwebs and hundreds of spiders choke this passage. “Our weapons will be no use here,” says the sergeant. Gintka steps forward, already mixing a few vials of smoking liquid eagerly. “This should clear them out.”

To proceed through this area, the Iolite Squad decides to smoke out the spiders with alchemy. Gintka passes a pair of fuming vials to each of her companions.

You can give Gintka advice on what reagents are most likely to repel the spiders with a successful DC 19 Nature or Survival check.

Envoy's Alliance

LN Dwarven Male Fighter 5 | HP: 80/80 | AC: 23(25) | F: +13, R: +9, W: +12 | Perc: +12 | Hero Points: 1 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions:

Survival DC19: 1d20 + 8 ⇒ (12) + 8 = 20

Klank hopes to make up for failing them at last challenge, he gathers up a handful of moss from near the entrance, then soaks it down with his waterskin "Whatever makes the most smoke.. and fire. If I find any webs in my forge I take a lump of hot metal and roast them out. If I can't use fire then I go with damp moss for smoke." Sounds like it makes sense at least.

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 6 / HP 62/62, Perc +8, AC 24(+2 Nimble dodge), Fort +12 Ref +11 Will +10 / Spells 1st 4/4, 2d 4/4, 3d 4/4, Focus 2/2 / Active conditions: Toughness, Diehard

The sorcerer is waiting.

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

With Kernal Klank's help, Gintka smokes out most of the spiders, though a few remain to harass the group as they move through the passage.

Everyone gets a Hero Point.

Rough stairs rise to the west, and a wide passage leads east. Thick webs cling to the walls and ceiling. A loud scrape and thud alert the Squad to the presence of something beyond the east passage. "Wait here," says the Sergeant, who signals her squad to stay on their guard as they press forward. One of them shouts a curse as a sharp twang echoes through the ruins—part of the ceiling above, concealed by webbing, suddenly collapses. The hobgoblins rush forward, dodging the cascade of boulders that fall and block the passage.

As you move to clear the rubble you hear Seargeant Drussem yell "Enemies! Fight them back!" In that moment you hear as well some ominous sound coming your direction as five large tarantulas creep along the walls.

Init:

Garad's Initiative Using Avoid notice: 1d20 + 12 ⇒ (1) + 12 = 13
Kernal Klank's Initiative: 1d20 + 10 ⇒ (5) + 10 = 15
Isaku Beru's Initiative Using Avoid Notice: 1d20 + 8 ⇒ (10) + 8 = 18
Jak Tlooly's Initiative: 1d20 + 10 ⇒ (18) + 10 = 28
Omar Jones's Initiative Using Incredible init.: 1d20 + 10 ⇒ (12) + 10 = 22
Lurkers: 1d20 + 11 ⇒ (3) + 11 = 14
Tarantula: 1d20 + 7 ⇒ (13) + 7 = 20

★★★
Deadfall Ambush! Round 1

Battlemap

──────────
BOLD IS UP!:
──────────
➤ Jak (44/44 HP) │ Battle Med (Omar)
➤ Omar Jones (38/38 HP)
Tarantula (Red) (-0 HP)
Tarantula (Green) (-0 HP)
Isaku Beru (44/44 HP)
Kernal Klank (62/62 HP)
Lurker (Yellow) (-0 HP)
Lurker (Orange) (-0 HP)
Lurker (Pink) (-0 HP)
Garad (53/53 HP)

Vigilant Seal

NG Male Human Cleric 4 | 17/44 HP | AC 20 | F +9, R +7, W +12 | Speed 20' | Perception +10 | Divine Font (Heal) 0/2 | Hero Points: 1 |Default Exploration Mode: Detect Magic | Active Conditions:

"Great, giant spiders."

Jak dashes closer to the right column of spiders and then unleashes a Sound Burst to give the giant spiders ringing in their ears.

◆ Dash 15'
◆◆ Sound Burst (centered on Red Tarantula and hitting Yellow/Pink Lurkers too.

◆◆ Sound Burst Fort Save DC 20 vs Red, Yellow, Pink: 2d10 ⇒ (2, 6) = 8

Vigilant Seal

Male Human Gunslinger 3 | HP 38 | AC 20 | F +9, R +11, W +8 | Perc +8 | Init +10 | Acrobatics/Society/Stealth/Thievery +9 | Crafting/Warfare Lore/PFS Lore +7 | Survival +6 | Athletics +5 | ◆

Normally, I would use Stealth rather than Perception in order to get One Shot One Kill

Omar fires at Tarantula Red: 1d20 + 12 ⇒ (10) + 12 = 22
Damage: 1d6 + 1 ⇒ (4) + 1 = 5

Then he will do a covered reload, and fire again: 1d20 + 12 - 5 ⇒ (16) + 12 - 5 = 23
Damage: 1d8 + 2 ⇒ (3) + 2 = 5

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

All good Omar, I just use what folks have marked for Init on the Macros as their normal go to. That way the player can choose Stealth, perception or otherwise.

Red Tarantula Fort DC 20: 1d20 + 10 ⇒ (14) + 10 = 24
Yellow Lurker Fort DC 20: 1d20 + 10 ⇒ (9) + 10 = 19
Pink Lurker Fort DC 20: 1d20 + 10 ⇒ (7) + 10 = 17

A cacophany of sounds vibrates down the chamber shuddering the large spiders. Omar levels his crossbow and fires a couple of bolts into it's bulbous body.

One-Shot One Kill Precision Damage: 1d6 ⇒ 4

The pair of tarantulas skitter across the walls and ceilings as they emerge from the tunnels. They audibly hiss as they fangs shake in anger. The tarantuals violently shake and with the flick of a leg spiky hairs fling off in 15' directions.

Red Hair Barrage (Jak, Omar, and Isaku) Damage: 3d8 ⇒ (8, 5, 4) = 17 DC 19 Basic Reflex

The second tarantula leans down, biting at Kernal Klank.

Fangs vs Kernal Klank AC 22: 1d20 + 12 ⇒ (20) + 12 = 32
Damage: 2d6 + 5 ⇒ (5, 5) + 5 = 15 Crit for 30 + Tarantula Venom (Effects below)

★★★
Deadfall Ambush! Round 1

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Jak: DC 19 Reflex vs Hair Barrage
Omar Jones: DC 19 Reflex vs Hair Barrage
Isaku Beru: DC 19 Reflex vs Hair Barrage
Kernal Klank: DC 25 Fort vs Giant Tarantula Venom

──────────
BOLD IS UP!:
──────────
Jak (44/44 HP) │ Battle Med (Omar)
Omar Jones (38/38 HP)
Tarantula (Red) (-18 HP)
Tarantula (Green) (-0 HP)
➤ Isaku Beru (44/44 HP)
➤ Kernal Klank (32/62 HP)
Lurker (Yellow) (-8 HP) │ Deafened 1 rnd
Lurker (Orange) (-0 HP)
Lurker (Pink) (-8 HP) │ Deafened 1 rnd
Garad (53/53 HP)

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

Giant Tarantula Venom (Fort DC 25) :
Maximum Duration 8 rounds | Stage 1 1d4 poison (1 round) | Stage 2 1d4 poison, flat-footed, and clumsy 1 (1 round) | Stage 3 1d4 poison, flat-footed, and clumsy 2 | Stage 4 1d4 poison and paralyzed (1 round).

Envoy's Alliance

LN Dwarven Male Fighter 5 | HP: 80/80 | AC: 23(25) | F: +13, R: +9, W: +12 | Perc: +12 | Hero Points: 1 | | Speed: 25 ft. | Sturdy Shield: 64/64hp, 32BT, Hardness 8 | Active Conditions:

Fort vs DC25!: 1d20 + 11 ⇒ (1) + 11 = 12
Hero Point Reroll: Fort vs DC25!: 1d20 + 11 ⇒ (4) + 11 = 15 Wow, still a crit fail.

Klank looks up at just the wrong moment, fangs ripping between the plates of his shoulder and neck "Ugghh." He groans, grits his teeth and presses on. He raises his shield in defense before lunging towards the injured green spider and smashing with his warhammer.

Lunge: +1 Striking Warhammer (B): 1d20 + 13 ⇒ (5) + 13 = 182d8 + 4 ⇒ (4, 7) + 4 = 15
Lunge: +1 Striking Warhammer (B): 1d20 + 13 - 5 ⇒ (10) + 13 - 5 = 182d8 + 4 ⇒ (1, 7) + 4 = 12

Raise shield, AC24. Will save reaction for shield block.

Vigilant Seal

NG Male Human Cleric 4 | 17/44 HP | AC 20 | F +9, R +7, W +12 | Speed 20' | Perception +10 | Divine Font (Heal) 0/2 | Hero Points: 1 |Default Exploration Mode: Detect Magic | Active Conditions:

Reflex DC19: 1d20 + 7 ⇒ (1) + 7 = 8

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

Kernal Klank Poison Damage: 1d4 ⇒ 3

The poison rushes into Kernal Klank's blood as he smashes into the spider's legs.

★★★
Deadfall Ambush! Round 1

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Omar Jones: DC 19 Reflex vs Hair Barrage
Isaku Beru: DC 19 Reflex vs Hair Barrage

──────────
BOLD IS UP!:
──────────
Jak (10/44 HP)
Omar Jones (38/38 HP)
Tarantula (Red) (-18 HP)
Tarantula (Green) (-27 HP)
➤ Isaku Beru (44/44 HP)
Kernal Klank (32/62 HP) │ Stage 2 Poison Rnd 1, FF and Clumsy 1
Lurker (Yellow) (-8 HP) │ Deafened 1 rnd
Lurker (Orange) (-0 HP)
Lurker (Pink) (-8 HP) │ Deafened 1 rnd
Garad (53/53 HP)

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

Giant Tarantula Venom (Fort DC 25) :
Maximum Duration 8 rounds | Stage 1 1d4 poison (1 round) | Stage 2 1d4 poison, flat-footed, and clumsy 1 (1 round) | Stage 3 1d4 poison, flat-footed, and clumsy 2 | Stage 4 1d4 poison and paralyzed (1 round).

Vigilant Seal

Male Human Gunslinger 3 | HP 38 | AC 20 | F +9, R +11, W +8 | Perc +8 | Init +10 | Acrobatics/Society/Stealth/Thievery +9 | Crafting/Warfare Lore/PFS Lore +7 | Survival +6 | Athletics +5 | ◆

Reflex vs hair barrage: 1d20 + 11 ⇒ (20) + 11 = 31

Radiant Oath

2396852-2001 | LG Male Human | Detective | Investigator Lvl 6 | Psychic Dedication |◆◇↺ | HP 74/74 | AC 24 | F/R/W: 12/13/11 | Perc +11 (+12 Pursue a Lead/Detect Traps) | 25 feet | Class DC 21 | Exploration Activity: Scout | Hero Points: 1/3 | Society(E)/Crafting(E): +14, Acrobatics(E)/Thievery(E): +13, Arcana/Occultism/Medicine(E)/Lore (PFS, Underworld): +12, Stealth: +11, Athletics: +9, Diplomacy/Survival/Nature: +9, Religion(U)/Intimidation(U)/Deception(U)/Performance(U): +1

Reflex: 1d20 + 10 ⇒ (1) + 10 = 11
Reflex, HP: 1d20 + 10 ⇒ (4) + 10 = 14

"Gargh! what's all this?!"

Isaku focuses, trying to find a worthwhile strategy to defeat the spiders. He also tries to recall whether these creatures have weaknesses.

Devise vs Red: 1d20 ⇒ 11
Hits AC 20

Recall Knowledge vs Red
Piercing?: 2d6 ⇒ (1, 2) = 3

He then reloads his pistol.


◆ Devise
◇ RK from Known Weakness
◆ Strike
◆ Reload

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

GM Screen:

Isaku Beru's Nature (T): 1d20 + 7 ⇒ (3) + 7 = 10

Isaku isn't able to discern any sort of weaknesses from these spiders as Isaku fires a small round into the spider's body.

The trio of smaller lurkers skitter through the opening closing in around you.

Yellow Fangs vs Isaku AC 20: 1d20 + 11 ⇒ (5) + 11 = 16
Yellow Web vs Isaku AC 20: 1d20 + 11 - 5 ⇒ (18) + 11 - 5 = 24

Orange Fangs vs Garad AC 23: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 1d8 + 6 ⇒ (5) + 6 = 11 + Lurker Venom (Fort DC 19)

Pink Fangs vs Omar AC 20: 1d20 + 11 ⇒ (12) + 11 = 23
Damage: 1d8 + 6 ⇒ (4) + 6 = 10 + Lurker Venom (Fort DC 19)

Webs encase Isaku's feet to the ground as another two of the group are bitten by the poisonous vermin.

★★★
Deadfall Ambush! Round 1/2

Battlemap

──────────
BEFORE YOUR TURN:
──────────
Omar Jones: DC 19 Fort vs Lurker Venom
Garad: DC 19 Fort vs Lurker Venom

──────────
BOLD IS UP!:
──────────
➤ Jak (10/44 HP)
➤ Omar Jones (28/38 HP)
Tarantula (Red) (-21 HP)
Tarantula (Green) (-27 HP)
Isaku Beru (27/44 HP) │ Immobilized (DC 20 Acrobatics to escape)
Kernal Klank (32/62 HP) │ Stage 2 Poison Rnd 1, FF and Clumsy 1
Lurker (Yellow) (-8 HP) │ Deafened 1 rnd
Lurker (Orange) (-0 HP)
Lurker (Pink) (-8 HP) │ Deafened 1 rnd
➤ Garad (42/53 HP)

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

Giant Tarantula Venom (Fort DC 25) :
Maximum Duration 8 rounds | Stage 1 1d4 poison (1 round) | Stage 2 1d4 poison, flat-footed, and clumsy 1 (1 round) | Stage 3 1d4 poison, flat-footed, and clumsy 2 | Stage 4 1d4 poison and paralyzed (1 round).

Lurker Venom (Fort DC 19) :
Maximum Duration 10 rounds; Stage 1 1d6 poison and flat-footed (1 round); Stage 2 1d6 poison, flat-footed, and slowed 1 (1 round)

Vigilant Seal

Male Human Gunslinger 3 | HP 38 | AC 20 | F +9, R +11, W +8 | Perc +8 | Init +10 | Acrobatics/Society/Stealth/Thievery +9 | Crafting/Warfare Lore/PFS Lore +7 | Survival +6 | Athletics +5 | ◆

Fort save: 1d20 + 9 ⇒ (6) + 9 = 15

Covered Reload, then shoot at Red: 1d20 + 12 ⇒ (6) + 12 = 18 for: 1d8 + 2 ⇒ (7) + 2 = 9

Then, stab with the rapier at Pink: 1d20 + 9 - 5 ⇒ (9) + 9 - 5 = 13

Grand Archive

Human (Vudrani) Sorcerer (Rogue Dedication) 6 / HP 62/62, Perc +8, AC 24(+2 Nimble dodge), Fort +12 Ref +11 Will +10 / Spells 1st 4/4, 2d 4/4, 3d 4/4, Focus 2/2 / Active conditions: Toughness, Diehard

Fortitude:1d20 + 10 ⇒ (18) + 10 = 28

The sorcerer casts Dragon Claws.

He strikes on the Lurker Orange.

Dragon Claws +1 striking:1d20 + 11 ⇒ (1) + 11 = 12

Then he casts shield.

Vigilant Seal

NG Male Human Cleric 4 | 17/44 HP | AC 20 | F +9, R +7, W +12 | Speed 20' | Perception +10 | Divine Font (Heal) 0/2 | Hero Points: 1 |Default Exploration Mode: Detect Magic | Active Conditions:

Jak prays from divine aid as a spiritual dagger manifest behind the large spider and strikes at it, which then Jak uses his own dagger to strike at the same spider.

◆◆ Spiritual Weapon vs Red: 1d20 + 10 ⇒ (10) + 10 = 20
Force Damage: 1d8 + 4 ⇒ (2) + 4 = 6

◆ Dagger MAP vs Red: 1d20 + 7 - 4 ⇒ (4) + 7 - 4 = 7
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

51 to 100 of 165 << first < prev | 1 | 2 | 3 | 4 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / GM Tyranius (PF2) Iolite Squad Alpha All Messageboards

Want to post a reply? Sign in.