[Outpost VI] PF2e B12 - Somewhere Below (B12P6) (Inactive)

Game Master UncleFroggy

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


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Grand Archive

Male Seer Elven Evoker 1
Stats:
Init: +5 | HP: 13/13 | AC: 16 | F+4, R+6, W+6 | Low-Light Vision Perc. +4

Kor'velor cast a full action Magic Missile ◆◆◆ at Blue.

3 Magic Missiles Dmg: 3d4 + 3 ⇒ (4, 1, 2) + 3 = 10

Radiant Oath

◆◇↺ | Spell Templates

Kor'Velor sends three magic missiles at Blue, killing it instantly.

Green is undecided on which one to attack:

1-Zess 2-Gabbro: 3d2 ⇒ (1, 2, 2) = 5

Fang vs Zess AC 20: 1d20 + 7 ⇒ (6) + 7 = 13
Fang vs Gabbro AC 15, FF, MAP: 1d20 + 2 ⇒ (1) + 2 = 3
Fang vs Gabbro AC 15, FF, MAP 2+: 1d20 - 3 ⇒ (15) - 3 = 12
Flat Check: 1d20 ⇒ 17

------------------
COMBAT TRACKER
Round: 2
Tactical Map
Before your turn:
Zess - DC 16 Fortitude Save
------------------
Those with ** may go

Green (-4)
**Zess Thrakloass - AC 18 (20 w/shield), 14/17 (AC 20; 4 actions)
**Elhe Kiv - AC 18 (19 w/shield), 15/15
**Gabbro Torshenge - AC 15, 21/21 (Immobilized, FF; Escape DC 16)
**Horul - AC 17, 15/15
**Cinaed MacDemhain - AC 18, 22/22 (Rage - temp hp: 3/3, +4 Damage, AC 17)
**Kor'velor - AC 16, 13/13

Envoy's Alliance

Alchemist Toxicologist 3 / HP 38/38, Perc +5, AC 20(21), Fort +8 Ref +8 Will +5 / Active conditions: Darkvision, resist fire half lvl // Elixir life 2/2, Bottled sunlight lesser 2/2, Graveroot 4/4, Alchemist's fire mod 4/4, 1 reagent

Seeing there is only one spider remaining the sorcerer casts a first spell to know exactly when to cast the other one. Time sense: You can gain a +1 status bonus to one attack roll, Perception check, saving throw, or skill check you take on the same turn you cast time sense that requires extremely precise timing. Then he raises his finger towards it and unleashes a bolt of magical energy that stutters in and out of phase until it reaches the target.

Phase bolt, Time sense:1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26

Damage:1d4 + 4 ⇒ (1) + 4 = 5

if the target has any circumstance bonuses to AC (such as from a shield or cover), reduce that bonus by 2 for this attack.

Radiant Oath

◆◇↺ | Spell Templates

Horul sends a bolt of magic at Green and hits it right in the head. Miraculously, Green is still alive (if only barely)

------------------
COMBAT TRACKER
Round: 2
Tactical Map
Before your turn:
Zess - DC 16 Fortitude Save
------------------
Those with ** may go

Green (-14)
**Zess Thrakloass - AC 18 (20 w/shield), 14/17 (AC 20; 4 actions)
**Elhe Kiv - AC 18 (19 w/shield), 15/15
**Gabbro Torshenge - AC 15, 21/21 (Immobilized, FF; Escape DC 16)
Horul - AC 17, 15/15
**Cinaed MacDemhain - AC 18, 22/22 (Rage - temp hp: 3/3, +4 Damage, AC 17)
**Kor'velor - AC 16, 13/13

--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------

Poison, DC 16 Fortitude:

Max Duration: 4 rds
Stage 1: Stupefied 1 (1 rd)
Stage 2: 1d6 Poison + Stupefied 1 (1 rd)

Vigilant Seal

Male Tiefling Human Draconic Barbarian 1 | HP 22/22 | AC 17 | Per +5 | F +7 R+5 W+5 | Spd 30

With a snarl, Cinaed crashes his fiery guisarme down on the one remaining spider.

Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d10 + 8 ⇒ (3) + 8 = 11

Envoy's Alliance

Male Lizardfolk Alchemist/1

Zess Thrakloass, Fortitude Save: 1d20 + 6 ⇒ (1) + 6 = 7
The lizardfolk groans, his claws clutching at stomach as the poison coursed through his veins. But as he looked at the spider, he saw that it was barely hanging on, its legs twitching weakly as it struggled to stay alive. Zess knew that he couldn't let this opportunity slip away.

◆Strike Green
Zess Thrakloass, Strike Green with Sharp Fangs P: 1d20 + 6 ⇒ (12) + 6 = 181d8 + 3 ⇒ (6) + 3 = 9

Grand Archive

Dwarf druid 1 |AC 15 | Speed: 20 feet | Active Conditions: None | HP 21/21 | Fort +6; Ref +4; Will +9; Reaction: +1 circumstance bonus to save vs. magical effects Perception +7; darkvision
Skills:
Architecture Lore +3, Crafting +3, Dwarven Lore +3, Herbalism Lore +3, Intimidation +2, Medicine +7, Nature +7, Occultism +3, Religion +7, Stealth +4

Not wishing to bathe his recently-acquired allies in acid, Gabbro decides simply to stab at the arachnid.

Strike, melee (clan dagger)(parry, versatile B, agile, dwarf) v. Spider (green): 1d20 + 5 ⇒ (2) + 5 = 7
Damage (P): 1d4 + 2 ⇒ (1) + 2 = 3
Strike, melee (clan dagger)(parry, versatile B, agile, dwarf) v. Spider (green): 1d20 + 5 - 5 ⇒ (16) + 5 - 5 = 16
Damage (P): 1d4 + 2 ⇒ (1) + 2 = 3
Strike, melee (clan dagger)(parry, versatile B, agile, dwarf) v. Spider (green): 1d20 + 5 - 10 ⇒ (17) + 5 - 10 = 12
Damage (P): 1d4 + 2 ⇒ (4) + 2 = 6

Grand Archive

Male Seer Elven Evoker 1
Stats:
Init: +5 | HP: 13/13 | AC: 16 | F+4, R+6, W+6 | Low-Light Vision Perc. +4

Seeing his allies trying to finish off the remaining spider, he pauses long enough to see if they take it down and if not casts a Force Bolt at it.

Force Bolt Dmg: 1d4 + 1 ⇒ (2) + 1 = 3

Horizon Hunters

Female Venomtail Kobold Precision Ranger 1 | Sewer Dragon | HP 15/15, AC 18 w Leather Armor (+1 with Buckler Shield raised), Fortitude** +4, Reflex** +9, Will* +6, Perception** +8 (darkvision), Stealth* +7 | Speed 25 ft. | Focus Points 0 | Exploration Activity Scout | Active Conditions --- | ◆◇↺

I'm back.

Ehle continues moving about to have a nice view of her prey, Green spider. She then applies a toxin from her tail before she quickly launches two arrows at it.
Shortbow Attack vs Green: 1d20 + 7 ⇒ (13) + 7 = 20
Shortbow Damage: 1d6 ⇒ 2 piercing damage plus 1d8 ⇒ 8 additional precision damage (if it hits, from Hunter's Edge - Precision), and 1 persistent poison damage (if it hits, from Tail Toxin heritage feat)

Shortbow Attack vs Green, MAP: 1d20 + 7 - 5 ⇒ (19) + 7 - 5 = 21
Shortbow Damage: 1d6 ⇒ 6 piercing damage

If both hit the same creature, combine their damage for the purpose of resistances and weaknesses.

◆ Stride
◆ Tail Toxin
◆ Hunted Shot

Radiant Oath

◆◇↺ | Spell Templates

Cinead smashes his flaming weapon at Green but misses. Zess groans in pain as the poison courses through his veins, his mental abilities clouding.

Poison Damage: 1d6 ⇒ 5

Zess bites the spider and manages to end its life.

COMBAT OVER

Zess can you please give me 2 Fortitude saves to see if you can beat the poison before it lapses?

Envoy's Alliance

Male Lizardfolk Alchemist/1

Zess ◆draws and ◆drinks Sanguine Mutagen.

Can Zess do this...?

Zess Thrakloass, Fortitude Save: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12
Zess Thrakloass, Fortitude Save: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17

Radiant Oath

◆◇↺ | Spell Templates

Sure, you can drink the mutagen

Zess chugs an elixir that gives him some defense against the toxin. It doesn't quite help him immediately, but the effects clear shortly.

Poison: 1d6 ⇒ 2

You begin searching for Unzgrin's backpack and find it at the base of another Shrieker.

DC 18 Survival to silently approach and cut its air sac

Horizon Hunters

Female Venomtail Kobold Precision Ranger 1 | Sewer Dragon | HP 15/15, AC 18 w Leather Armor (+1 with Buckler Shield raised), Fortitude** +4, Reflex** +9, Will* +6, Perception** +8 (darkvision), Stealth* +7 | Speed 25 ft. | Focus Points 0 | Exploration Activity Scout | Active Conditions --- | ◆◇↺

DC 18 Survival: 1d20 + 6 ⇒ (16) + 6 = 22

"Let me handle this another one. This will be easy." Ehle approaches the Shrieker, and cuts the air sacs open with her dagger.

Envoy's Alliance

Alchemist Toxicologist 3 / HP 38/38, Perc +5, AC 20(21), Fort +8 Ref +8 Will +5 / Active conditions: Darkvision, resist fire half lvl // Elixir life 2/2, Bottled sunlight lesser 2/2, Graveroot 4/4, Alchemist's fire mod 4/4, 1 reagent

That’s useful to have someone skilled for wilderness things.

Envoy's Alliance

Male Lizardfolk Alchemist/1

"Such a knowledgeable little dragon."

Grand Archive

Dwarf druid 1 |AC 15 | Speed: 20 feet | Active Conditions: None | HP 21/21 | Fort +6; Ref +4; Will +9; Reaction: +1 circumstance bonus to save vs. magical effects Perception +7; darkvision
Skills:
Architecture Lore +3, Crafting +3, Dwarven Lore +3, Herbalism Lore +3, Intimidation +2, Medicine +7, Nature +7, Occultism +3, Religion +7, Stealth +4

Gabbro sighs and tries to cut himself free of the webbing.

Grand Archive

Male Seer Elven Evoker 1
Stats:
Init: +5 | HP: 13/13 | AC: 16 | F+4, R+6, W+6 | Low-Light Vision Perc. +4

As Ehle retrieves the backpack and Gabbro cuts himself free, Kor'velor goes over to the recovering Lorekeeper, "Lorekeeper Unzgrin, I am Kor'velor. These are my companions for the moment, Ehle, Zess, Horul, Gabbro and Cinaed. We recovered your note and are here to help. Can you tell us what you have encountered so far and what you were researching before the spiders so rudely interrupted?"

Radiant Oath

◆◇↺ | Spell Templates

Gabbro, I assumed you cut yourself free before you all went searching for Unzgrin's backpack.

Ehle again manages to sneak up to the Shrieker and cut its air sac. It again only manages to make a flat noise like a deflating balloon.

Unzgrin retrieves her backpack from Ehle.

"You have my thanks for retrieving this. I noticed your iruxi friend is injured. Perhaps this will help."

Unzgrin reaches into the backpack and produces two minor healing potions, which she hands over to Zess.

"I am exploring the caves to find any sign of the dwarves who fled here thousands of years ago after the fall of Koldukar. After this long, any bodies would likely be gone, but I hope to find historic relics they left behind, or perhaps another ancient ruin of some kind to which they had fled. I believed I was on the cusp of an important breakthrough in understanding the history of the dwarves of Koldukar. However I think this cave system is a bust since I found nothing of the sort here. We should head out. This cave system yields nothing."

Zess Healing: 1d8 ⇒ 8

Anything else you want to do in the caves? Or would you like to head back out and get paid? :)

Envoy's Alliance

Alchemist Toxicologist 3 / HP 38/38, Perc +5, AC 20(21), Fort +8 Ref +8 Will +5 / Active conditions: Darkvision, resist fire half lvl // Elixir life 2/2, Bottled sunlight lesser 2/2, Graveroot 4/4, Alchemist's fire mod 4/4, 1 reagent

Well the rain probably stopped now. We should go back to the surface to have a look.

Radiant Oath

◆◇↺ | Spell Templates

As you head towards the exit, a sudden disturbance manifests in front of you, blocking your way. A spectral pile of dust, broken shards of pottery, and bones materializes from the ground.

"Odd, " Unzgrin frowns, "That wasn't there when I came down here. That must be the ruins and relics I've been searching for! Extraordinary!"

Spectral hands suddenly appear from the cavern floor to grasp all within 30' of the disturbance.

Negative Damage: 1d4 ⇒ 3

Another disturbance occurs beside it and some tiny crawling hands suddenly materialize. They don't appear to be friendly.

GM Dice:

Cinaed MacDemhain, Scout: 1d20 + 6 ⇒ (2) + 6 = 8
Elhe Kiv, Search: 1d20 + 9 ⇒ (16) + 9 = 25
Kor'velor, Detect Magic: 1d20 + 5 ⇒ (4) + 5 = 9
Horul, Avoid Notice: 1d20 + 7 ⇒ (20) + 7 = 27
Zess Thrakloass, Defend: 1d20 + 5 ⇒ (13) + 5 = 18
Gabbro Torshenge, Init: 1d20 + 8 ⇒ (13) + 8 = 21
Red Init: 1d20 + 5 ⇒ (9) + 5 = 14
White Init: 1d20 + 5 ⇒ (17) + 5 = 22
Blue Init: 1d20 + 5 ⇒ (4) + 5 = 9
Pink Init: 1d20 + 5 ⇒ (11) + 5 = 16
Green Init: 1d20 + 5 ⇒ (14) + 5 = 19
HOSD Init: 1d20 + 7 ⇒ (11) + 7 = 18

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: to disable the Haunt, see below
Before your turn:
DC 17 Will - all except Horul
------------------
Those with ** may go

**Horul - AC 17, 15/15
**Elhe Kiv - AC 18 (19 w/shield), 15/15
White
Gabbro Torshenge - AC 15, 21/21
Green
Haunt
Zess Thrakloass - AC 18 (20 w/shield), 15/17
Pink
Red
Kor'velor - AC 16, 13/13
Blue
Cinaed MacDemhain - AC 18, 22/22

--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------

To Disable the Haunt (Verbal Trait):

Each attempt requires 2 actions.
Religion(T) to speak the proper burial rites,
Occultism(T) to exorcise the lingering souls,
Intimidation to scare the fearful souls away.

Envoy's Alliance

Alchemist Toxicologist 3 / HP 38/38, Perc +5, AC 20(21), Fort +8 Ref +8 Will +5 / Active conditions: Darkvision, resist fire half lvl // Elixir life 2/2, Bottled sunlight lesser 2/2, Graveroot 4/4, Alchemist's fire mod 4/4, 1 reagent

Reacting quickly once the haunt appears the sorcerer casts a spell towards the green hand.

Phase bolt: 1d20 + 7 ⇒ (20) + 7 = 27

Damage: 1d4 + 4 ⇒ (4) + 4 = 8

And he casts Guidance upon Ehle.

Radiant Oath

◆◇↺ | Spell Templates

Horul sends a magical missile at Green which instantly vaporizes it.

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: to disable the Haunt, see below
Before your turn:
DC 17 Will - all except Horul
------------------
Those with ** may go

Horul - AC 17, 15/15
**Elhe Kiv - AC 18 (19 w/shield), 15/15 (Guidance)
White
Gabbro Torshenge - AC 15, 21/21
Haunt
Zess Thrakloass - AC 18 (20 w/shield), 15/17
Pink
Red
Kor'velor - AC 16, 13/13
Blue
Cinaed MacDemhain - AC 18, 22/22

--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------

To Disable the Haunt (Verbal Trait):

Each attempt requires 2 actions.
Religion(T) to speak the proper burial rites,
Occultism(T) to exorcise the lingering souls,
Intimidation to scare the fearful souls away.

Horizon Hunters

Female Venomtail Kobold Precision Ranger 1 | Sewer Dragon | HP 15/15, AC 18 w Leather Armor (+1 with Buckler Shield raised), Fortitude** +4, Reflex** +9, Will* +6, Perception** +8 (darkvision), Stealth* +7 | Speed 25 ft. | Focus Points 0 | Exploration Activity Scout | Active Conditions --- | ◆◇↺

DC 17 Will save with Guidance: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8
Hero Point DC 17 Will save: 1d20 + 6 ⇒ (20) + 6 = 26

"RAWWWWRRRR!"

Ehle roars like a dragon she wants to be to scare the souls away. Her voice should suffice to make them flee, she thinks. She then draws her bow.
Intimidation to Disable Haunt with Guidance: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20

◆◆ Disable haunt
◆ Interact to draw weapon.

Radiant Oath

◆◇↺ | Spell Templates

1-Cinaed 2-Gabbro: 1d2 ⇒ 1

Ehle easily brushes the negative energy aside. She roars, hoping to scare the spirits away. The haunt wavers and appears to fade slightly, indicating some of the souls are indeed frightened. (1 success)

White scampers up to Cinaed and attempts to slash him.

Claw vs Cinaed AC 18: 1d20 + 7 ⇒ (6) + 7 = 13
Claw vs Cinaed AC 18, Agile, MAP: 1d20 + 3 ⇒ (4) + 3 = 7

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: to disable the Haunt, see below
Before your turn:
DC 17 Will - all except Horul
Successes: 1/2
------------------
Those with ** may go

Horul - AC 17, 15/15
Elhe Kiv - AC 18 (19 w/shield), 15/15 (Guidance)
White
**Gabbro Torshenge - AC 15, 21/21
Haunt
Zess Thrakloass - AC 18 (20 w/shield), 15/17
Pink
Red
Kor'velor - AC 16, 13/13
Blue
Cinaed MacDemhain - AC 18, 22/22

--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------

To Disable the Haunt (Verbal Trait):

Each attempt requires 2 actions.
Religion(T) to speak the proper burial rites,
Occultism(T) to exorcise the lingering souls,
Intimidation to scare the fearful souls away.

Grand Archive

Dwarf druid 1 |AC 15 | Speed: 20 feet | Active Conditions: None | HP 21/21 | Fort +6; Ref +4; Will +9; Reaction: +1 circumstance bonus to save vs. magical effects Perception +7; darkvision
Skills:
Architecture Lore +3, Crafting +3, Dwarven Lore +3, Herbalism Lore +3, Intimidation +2, Medicine +7, Nature +7, Occultism +3, Religion +7, Stealth +4

Gabbro tries to administer the proper rites to help the tortured souls find peace
Religion: 1d20 + 7 ⇒ (7) + 7 = 14

Radiant Oath

◆◇↺ | Spell Templates

Gabbro Will: 1d20 + 9 ⇒ (10) + 9 = 19

Gabbro feels a bit weird as the skeletal hands grab at him, but he manages to growl the feeling away. He tries to put the souls to rest but doesn't quite get the ritual right.

More skeletal hands reach out at the party.

DC 17 Will Saves needed from all except Horul for half of the damage below:

Negative: 1d4 ⇒ 2

Another DC 17 Will save needed from Zess, Kor'Velor and Cinaed for half damage from this post

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: to disable the Haunt, see below
Before your turn:
DC 17 Will: (see above)
Successes: 1/2
------------------
Those with ** may go

Horul - AC 17, 15/15
Elhe Kiv - AC 18 (19 w/shield), 15/15
White
Gabbro Torshenge - AC 15, 20/21
Haunt
**Zess Thrakloass - AC 18 (20 w/shield), 15/17
Pink
Red
Kor'velor - AC 16, 13/13
Blue
Cinaed MacDemhain - AC 18, 22/22

--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------

To Disable the Haunt (Verbal Trait):

Each attempt requires 2 actions.
Religion(T) to speak the proper burial rites,
Occultism(T) to exorcise the lingering souls,
Intimidation to scare the fearful souls away.

Skeletal Hands (Negative Damage), DC 17 Will Save:

CS: unaffected
S: half damage
F: full damage
CF: full damage, slowed 1 (1 rd)

Grand Archive

Male Seer Elven Evoker 1
Stats:
Init: +5 | HP: 13/13 | AC: 16 | F+4, R+6, W+6 | Low-Light Vision Perc. +4

Will Save #1: 1d20 + 6 ⇒ (14) + 6 = 20
Will Save #2: 1d20 + 6 ⇒ (1) + 6 = 7

Will Save #2 Hero Pt Reroll: 1d20 + 6 ⇒ (20) + 6 = 26

Vigilant Seal

Male Tiefling Human Draconic Barbarian 1 | HP 22/22 | AC 17 | Per +5 | F +7 R+5 W+5 | Spd 30

Will save #1: 1d20 + 5 ⇒ (7) + 5 = 12
Will save #2: 1d20 + 5 ⇒ (2) + 5 = 7

Will save #2 Hero Reroll: 1d20 + 5 ⇒ (16) + 5 = 21

Envoy's Alliance

Male Lizardfolk Alchemist/1

Zess Thrakloass, Will Save#1: 1d20 + 3 ⇒ (6) + 3 = 9
Zess Thrakloass, Will Save#2: 1d20 + 3 ⇒ (17) + 3 = 20
Zess Thrakloass, Will Save#1 with Hero Point: 1d20 + 3 ⇒ (15) + 3 = 18
◆◆Zess Thrakloass, Occultism: 1d20 + 6 ⇒ (13) + 6 = 19
◆Draw Juggernaut Mutagen

Zess's heart raced as he watched the skeletal hands reach out, their bony fingers clawing at the air like desperate souls longing for release, seeping into his bones and chilling him to the core. It was a feeling he knew all too well, a haunting reminder of his time in the cult, something he will try his best to resist.

The lizardfolk reached into his leather pouch and pulled out a piece of chalk, the chalk settled on a patch of earth that was free of debris. The patterns and lines he drew seemed to defy all the known rules of magic. They twisted and turned in strange ways, forming intricate shapes that made no sense to any well-educated wizard. And so he bit his tongue slightly, the metallic tang of blood filling his mouth as he dipped his finger into the crimson droplets and touch the lines of the symbols.

The Alchemist believes that this was just another relatively strange alchemical reaction, something that had been lost to the world of academe for centuries.

Radiant Oath

◆◇↺ | Spell Templates

Zess easily gets past the negative juju the skeletal hands impart. He pulls out some chalk and some earth and chants an exorcism ritual to put the souls to rest. The apparition groans, wavers and vanishes, along with the crawling hands.

You all return to the surface, much to Unzgrin's relief. She has you accompany her to another cave where she stashed additional supplies, as well as your reward.

"I’m a bit disappointed in my findings, to tell you the truth. I’d hoped to find something more insightful: perhaps some ancient artifacts or ruins. I also hadn’t expected to run into as much trouble as I did, and I have you to thank for getting me out of there alive. I'm heading back to the city to see if there are other explorers and join up with them instead of going solo."

As you prepare to depart, she happens to call after you, "Unless, of course, you'd like to come with me..."

Thanks for playing!

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