GM Frost's S04-05 The Arclord Who Never Was [PbP Outpost VI] (Inactive)

Game Master Frozen Frost

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Challenge Points: 32 (High Tier, Level 3-4)
Start Date: 6 March 2023
End Date: 15 May 2023


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Yes, it is just like an entrance. I marked that as a reference to your movement to the circular chamber, just in case I find anyone forgetting and passing through walls unless anyone has such feat. XD

Horizon Hunters

CN Female Human Swashbuckler 5 | ♥️ 73/73 | AC 23 (Dueling Parry) | F+11 R+13 W+9 | Perc +9 | Speed 35' | Hero 1 | Exploration: Avoid Notice +11 (Init +13) | ✋ +1 Striking Rapier | Status:

Sorry I'm late. Things got busy.

Mimi moves to the door of the circular chamber, takes out her rapier and uses it to poke twice at one of the creatures.

Action 1 (◆): Stride (35 feet)

Action 2 (◆): Interact - Take +1 Striking Rapier in Hand

Action 3 (◆): Strike (+1 Striking Rapier) vs White

Rapier Attack: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28
Rapier Damage: 1d6 + 1 + 1d6 ⇒ (3) + 1 + (5) = 9 piercing damage

Crit? If so, then double the damage and add the following Deadly d8.

Rapier Deadly D8: 1d8 ⇒ 1 piercing damage

Action 4 (◆): Strike (+1 Striking Rapier) with Haste and MAP1 vs White

Rapier Attack: 1d20 + 10 + 1 - 5 ⇒ (13) + 10 + 1 - 5 = 19
Rapier Damage: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (4) = 6 piercing damage

Crit? If so, then double the damage and add the following Deadly d8.

Rapier Deadly D8: 1d8 ⇒ 1 piercing damage


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Mimi joins them and pokes White with her rapier twice, bringing the ambusher down. From out of nowhere, Yellow throws a shroud of magical darkness near the entrance, bringing Black, Dennis, Mimi, and Iltag inside it. This makes the light from Iltag's sunrod not emanate the ordinary light (as red) inside and outside the Darkness spell's burst (as dark gray spell area) while he is inside the spell area. Yellow takes this chance to throw their aklys at Dennis, being the closest to them. Yellow is Undetected for those who do not have darkvision.

Aklys Ranged Attack vs Dennis AC 22, Blinded, FF: 1d20 + 10 ⇒ (16) + 10 = 26
Aklys Damage: 1d6 + 6 ⇒ (1) + 6 = 7 bludgeoning damage

Dennis feels that something hard bonks into his head, not sure where the attack is coming from.

Another from the darkness, an aklys is thrown at Mimi!
Aklys Ranged Attack vs Mimi AC 21, Blinded, FF: 1d20 + 10 ⇒ (2) + 10 = 12

It misses, they (that are blinded) can hear the weapon retreating and being thrown again at her!
Aklys Ranged Attack, MAP vs Mimi AC 21, Blinded, FF: 1d20 + 10 - 5 ⇒ (17) + 10 - 5 = 22
Aklys Damage: 1d6 + 6 ⇒ (4) + 6 = 10 bludgeoning damage

The head of the tethered club hits Mimi this time.

❖❖❖❖❖❖❖❖❖❖
HOME INVASION Round 1
Party Conditions: Quickened for 1 minute with Alyreha's level 7 Haste spell
Terrain Features: The circular chamber (in dotted Yellow) has 20-ft high ceiling. The entire library (whole map) is in total darkness.
Link: ENCOUNTER MAP

──────────
CHARACTER IN ➤ BOLD CAN ACT!
──────────
Blue (- HP) │ Unnoticed
Zaza (AC19) (with low-light vision) (32/32 HP) │ Quickened (1 min), Concealed (with Blur), Blinded in the dark
Dennis (AC 22) (14/56 HP) │ Quickened (1 min), Blinded in the dark and inside Darkness spell area
Iltag (AC 20) (with darkvision) (48/48 HP) │ Quickened (1 min), inside Darkness spell area, non-magical light from sunrod not emanating
Red (- HP)
Black (- HP)
White (- HP)
Mimi (AC 21) (46/56 HP) │ Quickened (1 min), Blinded in the dark and inside Darkness spell area
Yellow (- HP) │ Undetected to Blinded creatures
Purple (- HP) │ Undetected to Blinded creatures
➤ Alvin (AC 20) (with darkvision) (45/45 HP) │ Quickened (1 min)
⠀⠀➤ Legchair [Animal Companion] (AC 17) (with low-light vision, 30 ft imprecise scent) (32/32 HP) │ Blinded in the dark
➤ Loong (AC 21) (56/56 HP) │ Quickened (1 min), Blinded in the dark

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

DC 19 (Occultism / Shadow (DC-2)) on Red:
You know that Red is a shae. Shae are wispy, tenebrous creatures native to the Plane of Shadow. Their amorphous bodies appear in constant states of flux. They cast no shadows of their own, instead gaining and losing umbral energy to nearby shadows that shrink and grow alongside them. Being made partially of shadow themselves, shae are concealed in dim light or darkness even to creatures that can see clearly in those light levels.
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
Shae have Swift Steps, making their movement not trigger reactions. They can also do Counterattack on missed Strike for being concealed or teleport to adjacent creature it can see when somebody moves adjacent to them.

DC 15 (Society / Skulk (DC-2)) on Black or White:
You know that Black or White is a skulk, cowardly and lazy humanoids that live on the fringes of organized societies and steal from others without a second thought. Their chameleon-like ability to blend into their surroundings makes skulks difficult to detect, so their ever-present populations around the periphery of large settlements are nearly impossible to dislodge permanently.
DC 25(crit success), second success by another PC, or DC 17 as second check after first success:
Spoiler:
They can perform Sneak Attack to flat-footed creature so be careful being flanked by them among others.

DC 16 (Society / Dero (DC-2)) on Blue:
You know that Blue is one of the dero stalkers that are in charged with exploring the surface world by night and seeking out new victims to abduct. They can perform Sneak Attack and Nimble Dodge.
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Dero stalkers are Vulnerable to Sunlight. A dero stalker takes 4 damage for every hour they’re exposed to sunlight.

DC 18 (Society / Dero (DC-2)) on Yellow or Pink:
You know that Yellow or Pink is one of the Dero stranglers that specialize in capturing living victims, and they are often called upon to aid in abductions. They can Strangle anyone with their aklys, a throwing club with a hook on one end and a lengthy cord attached to the other.
DC 28(crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
Dero stranglers are Immune in Confusion but Vulnerable to Sunlight. A dero stalker takes 4 damage for every hour they’re exposed to sunlight.

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

Quickened :
You gain 1 additional action at the start of your turn each round to Stride or Strike only.

Concealed :
While you are concealed from a creature, such as in a thick fog, you are difficult for that creature to see. You can still be observed, but you're tougher to target. A creature that you're concealed from must succeed at a DC 5 flat check when targeting you with an attack, spell, or other effect. Area effects aren't subject to this flat check. If the check fails, the attack, spell, or effect doesn't affect you.

Blinded :
You can't see. All normal terrain is difficult terrain to you. You can't detect anything using vision. 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. You are immune to visual effects. Blinded overrides dazzled.

Vigilant Seal

Female NG Half-orc | Sorcerer 6 | ◆◇↺ | HP 44+10/44| AC 22 (23 with shield spell) | F +10 R +11 W +12 | Perception +10 Darkvision | Hero 1/3 Spells 1st 2/4, 2nd 3/4 3rd 4/4 Focus 1/1 | Resistance Fire 2

@GM Frost-Zaza actually has darkvision, not just low light vision


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Noted. I will update it in my next post.

Radiant Oath

2396852-2003 | LG Male Human | Martial Disciple (Acrobatics) | Monk Lvl 7 | Medic Dedication | HP 92/92 | AC 25 | F/R/W/P: 13/14/17/14 | 40 feet (45 Stoked Flame Stance) | Class DC 22 | Medicine(M): +16, Acrobatics(E): +15, Stealth/Thievery: +13, Survival/Athletics/Diplomacy(E): +12, Lore (PFS, Warfare): +9, | Exploration Activity: Scout | Hero Points: 1/3 | ◈◇↺ |

Tiger lights his Wayfinder and drops into a fighting stance. He climbs over the breakfast table and cautiously feels his way inside the darkness area.

Assuming Tiger can find Dennis in the dark:

Healing, Battle Medicine: 2d8 ⇒ (4, 1) = 5

If Tiger can't find Dennis:

He will end his turn on top of the table


◆ Interact to light wayfinder
◆ Stoked Flame Stance
◆ Stride
◆ Battle Medicine (if possible)

Envoy's Alliance

Male Sprite Oread Fighter 5: spd:20, AC:21, HP:76/76, Fort:12, Ref:13, Will:9, Perc:9, Darkvision

Pulls out longbow. Goes into point blank shot stance. Fires at yellow hit: 1d20 + 11 ⇒ (14) + 11 = 25 dmg: 1d8 ⇒ 7


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Tiger lights his wayfinder and drops into a stance. He then gets himself ready on the table, thinking that joining them inside the blob of darkness would be useless, at least for now he can give light for himself and the others.

@Loong, you have one action (from Haste) left if you would like to use it. Your wayfinder gives light to you and those outside the Darkness blob.

@Alvin, you do not have a line of sight to Yellow because there is wall (indicated by the big black circle on the map) of the circular chamber blocking it. The closest opening you can enter is through the entrance (indicated by a white thick line on the map) where Mimi is. You can redo your actions.

Radiant Oath

2396852-2003 | LG Male Human | Martial Disciple (Acrobatics) | Monk Lvl 7 | Medic Dedication | HP 92/92 | AC 25 | F/R/W/P: 13/14/17/14 | 40 feet (45 Stoked Flame Stance) | Class DC 22 | Medicine(M): +16, Acrobatics(E): +15, Stealth/Thievery: +13, Survival/Athletics/Diplomacy(E): +12, Lore (PFS, Warfare): +9, | Exploration Activity: Scout | Hero Points: 1/3 | ◈◇↺ |

Nothing I can do regarding magical darkness other than end my turn there

Envoy's Alliance

Male Sprite Oread Fighter 5: spd:20, AC:21, HP:76/76, Fort:12, Ref:13, Will:9, Perc:9, Darkvision

Okay, gives action to chair and chair moves in
Draws bow
then shoots yellow, he would not enter point blank stance on his first round since he wouldn't have the action economy to do so this round. 23 to hit with the -2 penalty.


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Alvin and his legchair join the others that are inside the darkness blob. He then shoots at Yellow, hitting them for 7 total damage.

GM Screen:
Stealth: 1d20 + 8 ⇒ (14) + 8 = 22

The fight goes on while somebody stealthily moves that they do not notice.

❖❖❖❖❖❖❖❖❖❖
HOME INVASION Round 2
Party Conditions: Quickened for 1 minute with Alyreha's level 7 Haste spell
Terrain Features: The circular chamber (in Black circle) has 20-ft high ceiling. The entire library (whole map) is in total darkness. White doors are open, red doors are close.
Link: ENCOUNTER MAP

──────────
CHARACTER IN ➤ BOLD CAN ACT!
──────────
Blue (- HP) │ Unnoticed
➤ Zaza (AC19) (with low-light vision) (32/32 HP) │ Quickened (1 min), Concealed (with Blur), Blinded in the dark
➤ Dennis (AC 22) (14/56 HP) │ Quickened (1 min), Blinded in the dark and inside Darkness spell area
➤ Iltag (AC 20) (with darkvision) (48/48 HP) │ Quickened (1 min), inside Darkness spell area, non-magical light from sunrod not emanating
Red (- HP)
Black (- HP) │ Undetected to Blinded creatures and those outside Darkness spell area
White (- HP)
Mimi (AC 21) (46/56 HP) │ Quickened (1 min), Blinded in the dark and inside Darkness spell area
Yellow (-7 HP) │ Undetected to Blinded creatures and those outside Darkness spell area
Purple (- HP) │ Undetected to Blinded creatures and those outside Darkness spell area
Alvin (AC 20) (with darkvision) (45/45 HP) │ Quickened (1 min)
⠀⠀Legchair [Animal Companion] (AC 17) (with low-light vision, 30 ft imprecise scent) (32/32 HP) │ Blinded in the dark
Loong (AC 21) (56/56 HP) │ Quickened (1 min), Light spell active while outside the Darkness spell.

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

DC 19 (Occultism / Shadow (DC-2)) on Red:
You know that Red is a shae. Shae are wispy, tenebrous creatures native to the Plane of Shadow. Their amorphous bodies appear in constant states of flux. They cast no shadows of their own, instead gaining and losing umbral energy to nearby shadows that shrink and grow alongside them. Being made partially of shadow themselves, shae are concealed in dim light or darkness even to creatures that can see clearly in those light levels.
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
Shae have Swift Steps, making their movement not trigger reactions. They can also do Counterattack on missed Strike for being concealed or teleport to adjacent creature it can see when somebody moves adjacent to them.

DC 15 (Society / Skulk (DC-2)) on Black or White:
You know that Black or White is a skulk, cowardly and lazy humanoids that live on the fringes of organized societies and steal from others without a second thought. Their chameleon-like ability to blend into their surroundings makes skulks difficult to detect, so their ever-present populations around the periphery of large settlements are nearly impossible to dislodge permanently.
DC 25(crit success), second success by another PC, or DC 17 as second check after first success:
Spoiler:
They can perform Sneak Attack to flat-footed creature so be careful being flanked by them among others.

DC 16 (Society / Dero (DC-2)) on Blue:
You know that Blue is one of the dero stalkers that are in charged with exploring the surface world by night and seeking out new victims to abduct. They can perform Sneak Attack and Nimble Dodge.
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Dero stalkers are Vulnerable to Sunlight. A dero stalker takes 4 damage for every hour they’re exposed to sunlight.

DC 18 (Society / Dero (DC-2)) on Yellow or Pink:
You know that Yellow or Pink is one of the Dero stranglers that specialize in capturing living victims, and they are often called upon to aid in abductions. They can Strangle anyone with their aklys, a throwing club with a hook on one end and a lengthy cord attached to the other.
DC 28(crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
Dero stranglers are Immune in Confusion but Vulnerable to Sunlight. A dero stalker takes 4 damage for every hour they’re exposed to sunlight.

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

Quickened :
You gain 1 additional action at the start of your turn each round to Stride or Strike only.

Concealed :
While you are concealed from a creature, such as in a thick fog, you are difficult for that creature to see. You can still be observed, but you're tougher to target. A creature that you're concealed from must succeed at a DC 5 flat check when targeting you with an attack, spell, or other effect. Area effects aren't subject to this flat check. If the check fails, the attack, spell, or effect doesn't affect you.

Blinded :
You can't see. All normal terrain is difficult terrain to you. You can't detect anything using vision. 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. You are immune to visual effects. Blinded overrides dazzled.

Vigilant Seal

Female NG Half-orc | Sorcerer 6 | ◆◇↺ | HP 44+10/44| AC 22 (23 with shield spell) | F +10 R +11 W +12 | Perception +10 Darkvision | Hero 1/3 Spells 1st 2/4, 2nd 3/4 3rd 4/4 Focus 1/1 | Resistance Fire 2

Zaza has darkvision

"Well we can't have you all stumbling around in the dark like buffoons." Zaza focuses her magic to eliminate the magical darkness. She points out one of the attackers. "Rufus ooldal és támmadás"

dispel magic, counteract: 1d20 + 10 ⇒ (17) + 10 = 27

Shoanti:
flank and attack

As she watches her dog spring to attack she nods grimly and moves forward.

◆◆ Cast dispel magic, ◆ command an animal, ◆ hasted stride


M Dog 4 | HP 60/60| AC 24| F +13 R +14 W +12 | Perception +12 | Speed 30ft | Low-light Vision, Scent | Active Conditions:

Rufus growls and leaps to attack.

◆ stride, ◆ stride

Horizon Hunters

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Male Human Fighter 7 | HP 68/99 | AC 26 | F+13, R+11 (bulwark+3), W+13 (bravery) | Perc +15 (+1 visual) | Exp Mode: Scout | Speed 25' | Hero: 2 | Conditions: none

Assuming Zaza's Dispel Magic worked, since it seems like an excellent roll...

Gravely injured and lost in the dark, Dennis tries not to cry. When he hears Zaza chant and dispel the darkness, the youngster smiles and breathes easier, "Hey Zaza! Thanks! You're the best!" The injured fighter quickly draws a potion from his bandolier and drinks it down.

Lesser Healing Potion: 2d8 + 5 ⇒ (1, 6) + 5 = 12

Then, seeing his previous attacker still standing beside him, Dennis takes advantage of the flanking position with Rufus. He declares, "You're a bad man!" and stabs twice with his halberd.

If things are still hidden, and I need a Hidden Flat-check DC 10, please treat the following d20 as the flat-check (instead of as an attack roll). As I understand it, flat-check should be done first, upon targeting.

+1 Halberd vs Black: 1d20 + 13 ⇒ (11) + 13 = 24 (vs flatfoot from flanking)
Piercing Damage: 2d10 + 4 ⇒ (8, 10) + 4 = 22

+1 Halberd +MAP vs Black: 1d20 + 13 - 5 ⇒ (20) + 13 - 5 = 28 (vs flatfoot from flanking)
Piercing Damage: 2d10 + 4 ⇒ (4, 6) + 4 = 14
Note: No crit spec effects...yet.

◆ Interact (draw potion), ◆ Interact (drink), ◆◆ Strike x 2

Vigilant Seal

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Female NG Half-orc | Sorcerer 6 | ◆◇↺ | HP 44+10/44| AC 22 (23 with shield spell) | F +10 R +11 W +12 | Perception +10 Darkvision | Hero 1/3 Spells 1st 2/4, 2nd 3/4 3rd 4/4 Focus 1/1 | Resistance Fire 2
Dennis the Menace wrote:

"Hey Zaza! Thanks! You're the best!"

Zaza smirks. "Ha! It's about time someone realized that."


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Zaza effectively counteracts the Darkness spell effect, revealing those inside it with the light from sunrod and wayfinder of Iltag and Loong, respectively. She then moves as well as her companion Rufus.

Because of the walls, the light is blocked in some areas, which makes Black, Yellow, and Purple to be at dim light and therefore concealed for those with normal vision only.

Thanks to Zaza, Dennis will not be crying, for now. He quickly draws his potion to heal himself and continues stabbing Black.

DC 5 Flat check vs Concealed: 1d20 ⇒ 19

The gods are in favor of Dennis, his first attack is enough to bring Black to their demise. You can have your one action back.

"Oh, I almost forgot!" Alyreha exclaims, and with some blabbing and jumping, the talking skull casts Blur for everyone.

❖❖❖❖❖❖❖❖❖❖
HOME INVASION Round 2
Party Conditions: Quickened for 1 minute with Alyreha's level 7 Haste spell, Concealed with Alyreha's Blur spell
Terrain Features: The circular chamber (in Black circle) has 20-ft high ceiling. The entire library (whole map) is in total darkness. White doors are open, red doors are close.
Link: ENCOUNTER MAP

──────────
CHARACTER IN ➤ BOLD CAN ACT!
──────────
Blue (- HP) │ Unnoticed
Zaza (AC19) (with darkvision) (32/32 HP) │ Quickened (1 min), Concealed (with Blur)
➤ Dennis (AC 22) (14/56 HP) │ Quickened (1 min), Concealed (with Blur), 1 action left
➤ Iltag (AC 20) (with darkvision) (48/48 HP) │ Quickened (1 min), Concealed (with Blur)
Red (- HP)
Black (- HP)
White (- HP)
➤ Mimi (AC 21) (46/56 HP) │ Quickened (1 min), Concealed (with Blur)
Yellow (-7 HP)
Purple (- HP)
Alvin (AC 20) (with darkvision) (45/45 HP) │ Quickened (1 min), Concealed (with Blur)
⠀⠀Legchair [Animal Companion] (AC 17) (with low-light vision, 30 ft imprecise scent) (32/32 HP) │ Quickened (1 min), Concealed (with Blur)
Loong (AC 21) (56/56 HP) │ Quickened (1 min), Concealed (with Blur)
⠀⠀Rufus (Zaza's companion) (AC 22) (with low-light vision) (- HP) │ Quickened (1 min), Concealed (with Blur)

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

DC 19 (Occultism / Shadow (DC-2)) on Red:
You know that Red is a shae. Shae are wispy, tenebrous creatures native to the Plane of Shadow. Their amorphous bodies appear in constant states of flux. They cast no shadows of their own, instead gaining and losing umbral energy to nearby shadows that shrink and grow alongside them. Being made partially of shadow themselves, shae are concealed in dim light or darkness even to creatures that can see clearly in those light levels.
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
Shae have Swift Steps, making their movement not trigger reactions. They can also do Counterattack on missed Strike for being concealed or teleport to adjacent creature it can see when somebody moves adjacent to them.

DC 15 (Society / Skulk (DC-2)) on Black or White:
You know that Black or White is a skulk, cowardly and lazy humanoids that live on the fringes of organized societies and steal from others without a second thought. Their chameleon-like ability to blend into their surroundings makes skulks difficult to detect, so their ever-present populations around the periphery of large settlements are nearly impossible to dislodge permanently.
DC 25(crit success), second success by another PC, or DC 17 as second check after first success:
Spoiler:
They can perform Sneak Attack to flat-footed creature so be careful being flanked by them among others.

DC 16 (Society / Dero (DC-2)) on Blue:
You know that Blue is one of the dero stalkers that are in charged with exploring the surface world by night and seeking out new victims to abduct. They can perform Sneak Attack and Nimble Dodge.
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Dero stalkers are Vulnerable to Sunlight. A dero stalker takes 4 damage for every hour they’re exposed to sunlight.

DC 18 (Society / Dero (DC-2)) on Yellow or Pink:
You know that Yellow or Pink is one of the Dero stranglers that specialize in capturing living victims, and they are often called upon to aid in abductions. They can Strangle anyone with their aklys, a throwing club with a hook on one end and a lengthy cord attached to the other.
DC 28(crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
Dero stranglers are Immune in Confusion but Vulnerable to Sunlight. A dero stalker takes 4 damage for every hour they’re exposed to sunlight.

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

Quickened :
You gain 1 additional action at the start of your turn each round to Stride or Strike only.

Concealed :
While you are concealed from a creature, such as in a thick fog, you are difficult for that creature to see. You can still be observed, but you're tougher to target. A creature that you're concealed from must succeed at a DC 5 flat check when targeting you with an attack, spell, or other effect. Area effects aren't subject to this flat check. If the check fails, the attack, spell, or effect doesn't affect you.

Blinded :
You can't see. All normal terrain is difficult terrain to you. You can't detect anything using vision. 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. You are immune to visual effects. Blinded overrides dazzled.

Horizon Hunters

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Male Human Fighter 7 | HP 68/99 | AC 26 | F+13, R+11 (bulwark+3), W+13 (bravery) | Perc +15 (+1 visual) | Exp Mode: Scout | Speed 25' | Hero: 2 | Conditions: none
GM Frost wrote:
The gods are in favor of Dennis, his first attack is enough to bring Black to their demise. You can have your one action back.

At Zaza's comment, Dennis turns to the half-orc and laughs. "You're funny, Zaza." With no other enemy within his extraordinary reach, Dennis activates his official Pathfinder Society wayfinder to generate light in a 20' radius. Then he waits for more bad people to get close enough to skewer.

Attack of Opportunity (if opportunity knocks):

+1 Halberd: 1d20 + 13 ⇒ (18) + 13 = 31
Piercing Damage: 2d10 + 4 ⇒ (7, 4) + 4 = 15

◆ Activate Wayfinder
NOTE: GM Frost, After Dennis' healing potion, he should be at 26hp, instead of 14.

Envoy's Alliance

LN M Elfbane Hobgoblin Investigator 5 | HP 63/63 | AC 21 | F +12 R +12 W +10 | Perc +10, Darkvision | Speed 25 ft | Quick Tincture 5/5 | Hero Points: 1 | Active Conditions: None

Iltag’s face shows no reaction as more magic sticks to his skin and sinks into his pores. Instead he walks briskly into the room and assesses the situation.

Devise a Stratagem vs Fuchsia: 1d20 ⇒ 18

With calculated precision, his whip catches the attacker’s ankle and pulls them off balance with exactly enough force to send them to the floor.

Athletics, Stratagem to Trip vs Fuchsia Reflex DC: 18 + 13 = 31

Whip vs Fuchsia: 1d20 + 9 - 5 ⇒ (1) + 9 - 5 = 5
Slashing damage: 1d4 + 1 ⇒ (4) + 1 = 5

His face continues to show no reaction as his pullback nearly hits him in the face rather than his opponent.

Stride [Q], Devise a Stratagem [A], Trip [A], Strike [A].


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I forgot to update Dennis' HP, my bad.

Dennis lights up his wayfinder as well. Iltag gets into the chamber and then trips Pink/Fuchsia with his whip as he brings them into the light. And yeah, he almost hit himself rather than the enemy with his whip attack. The enemy also takes 1d6 ⇒ 3 bludgeoning damage from falling prone.

❖❖❖❖❖❖❖❖❖❖
HOME INVASION Round 2
Party Conditions: Quickened for 1 minute with Alyreha's level 7 Haste spell, Concealed with Alyreha's Blur spell
Terrain Features: The circular chamber (in Black circle) has 20-ft high ceiling. The entire library (whole map) is in total darkness. White doors are open, red doors are close.
Link: ENCOUNTER MAP

──────────
CHARACTER IN ➤ BOLD CAN ACT!
──────────
Blue (- HP) │ Unnoticed
Zaza (AC19) (with darkvision) (32/32 HP) │ Quickened (1 min), Concealed (with Blur)
Dennis (AC 22) (26/56 HP) │ Quickened (1 min), Concealed (with Blur)
Iltag (AC 20) (with darkvision) (48/48 HP) │ Quickened (1 min), Concealed (with Blur)
Red (- HP)
Black (- HP)
White (- HP)
➤ Mimi (AC 21) (46/56 HP) │ Quickened (1 min), Concealed (with Blur)
Yellow (-7 HP)
Purple (-3 HP) │ Prone, FF
Alvin (AC 20) (with darkvision) (45/45 HP) │ Quickened (1 min), Concealed (with Blur)
⠀⠀Legchair [Animal Companion] (AC 17) (with low-light vision, 30 ft imprecise scent) (32/32 HP) │ Quickened (1 min), Concealed (with Blur)
Loong (AC 21) (56/56 HP) │ Quickened (1 min), Concealed (with Blur)
⠀⠀Rufus (Zaza's companion) (AC 22) (with low-light vision) (- HP) │ Quickened (1 min), Concealed (with Blur)

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

DC 19 (Occultism / Shadow (DC-2)) on Red:
You know that Red is a shae. Shae are wispy, tenebrous creatures native to the Plane of Shadow. Their amorphous bodies appear in constant states of flux. They cast no shadows of their own, instead gaining and losing umbral energy to nearby shadows that shrink and grow alongside them. Being made partially of shadow themselves, shae are concealed in dim light or darkness even to creatures that can see clearly in those light levels.
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
Shae have Swift Steps, making their movement not trigger reactions. They can also do Counterattack on missed Strike for being concealed or teleport to adjacent creature it can see when somebody moves adjacent to them.

DC 15 (Society / Skulk (DC-2)) on Black or White:
You know that Black or White is a skulk, cowardly and lazy humanoids that live on the fringes of organized societies and steal from others without a second thought. Their chameleon-like ability to blend into their surroundings makes skulks difficult to detect, so their ever-present populations around the periphery of large settlements are nearly impossible to dislodge permanently.
DC 25(crit success), second success by another PC, or DC 17 as second check after first success:
Spoiler:
They can perform Sneak Attack to flat-footed creature so be careful being flanked by them among others.

DC 16 (Society / Dero (DC-2)) on Blue:
You know that Blue is one of the dero stalkers that are in charged with exploring the surface world by night and seeking out new victims to abduct. They can perform Sneak Attack and Nimble Dodge.
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Dero stalkers are Vulnerable to Sunlight. A dero stalker takes 4 damage for every hour they’re exposed to sunlight.

DC 18 (Society / Dero (DC-2)) on Yellow or Pink:
You know that Yellow or Pink is one of the Dero stranglers that specialize in capturing living victims, and they are often called upon to aid in abductions. They can Strangle anyone with their aklys, a throwing club with a hook on one end and a lengthy cord attached to the other.
DC 28(crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
Dero stranglers are Immune in Confusion but Vulnerable to Sunlight. A dero stalker takes 4 damage for every hour they’re exposed to sunlight.

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

Quickened :
You gain 1 additional action at the start of your turn each round to Stride or Strike only.

Concealed :
While you are concealed from a creature, such as in a thick fog, you are difficult for that creature to see. You can still be observed, but you're tougher to target. A creature that you're concealed from must succeed at a DC 5 flat check when targeting you with an attack, spell, or other effect. Area effects aren't subject to this flat check. If the check fails, the attack, spell, or effect doesn't affect you.

Blinded :
You can't see. All normal terrain is difficult terrain to you. You can't detect anything using vision. 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. You are immune to visual effects. Blinded overrides dazzled.

Radiant Oath

2396852-2003 | LG Male Human | Martial Disciple (Acrobatics) | Monk Lvl 7 | Medic Dedication | HP 92/92 | AC 25 | F/R/W/P: 13/14/17/14 | 40 feet (45 Stoked Flame Stance) | Class DC 22 | Medicine(M): +16, Acrobatics(E): +15, Stealth/Thievery: +13, Survival/Athletics/Diplomacy(E): +12, Lore (PFS, Warfare): +9, | Exploration Activity: Scout | Hero Points: 1/3 | ◈◇↺ |

Posting ahead in case I still don't have Internet service at home

Tiger rushes into the room to Dennis' aid. He slaps a battle dressing on the injured warrior.

Battle Med, Assurance, DC 15: 2d8 ⇒ (5, 8) = 13

Not satisfied, he tries again to patch Dennis up.

Battle Medicine, DC 20: 1d20 + 10 ⇒ (16) + 10 = 26
Healing: 2d8 + 15 ⇒ (3, 7) + 15 = 25

Medic Dedication allows me to use Battle Med a 2nd time one one person per day.

Satisfied, Tiger smiles at Dennis and says, "Now go bash them good!"


◆ Stride to Dennis (from the table)
◆◆ Battle Medicine Dennis
◆ Stride towards Pink (2nd token)

Horizon Hunters

CN Female Human Swashbuckler 5 | ♥️ 73/73 | AC 23 (Dueling Parry) | F+11 R+13 W+9 | Perc +9 | Speed 35' | Hero 1 | Exploration: Avoid Notice +11 (Init +13) | ✋ +1 Striking Rapier | Status:

Monks are a truly impressive class. Loong moves so quickly that he can apparently be in two places at the same time :) I assume that he's in the circular room with us and no longer standing on the table.

Mimi stands in the darkness listening to what's going on around her but not being able to see a thing. She's wondering what to do next when suddenly the light returns. After a quick scan of the area, she decides to skip past Dennis, duck under the now dim creature being attacked by Rufus, and then stick her rapier into it a couple of times before preparing herself for a counterattack.

Not sure if Concealed flat checks are needed at this point for Yellow, but I've included them just in case.

Action 1 (◆): Tumble Through with Tumble Behind with Bracelet of Dashing (35 feet) vs Yellow

Acrobatics (Tumble Through/Behind): 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28 vs Yellow Reflex DC

I'll assume that worked and that she now has Panache!

Action 2 (◆): Strike (+1 Striking Rapier) with Panache & Precise Strike vs Flat-Footed Yellow

Concealed Flat Check vs DC 5: 1d20 ⇒ 8
Rapier Attack: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26 vs Flat-Footed
Rapier Damage: 1d6 + 1 + 1d6 ⇒ (3) + 1 + (6) = 10 piercing damage
Rapier Precise Strike Damage: 2 = 2 precision piercing damage

Crit? If so, then double the damage and add the following Deadly d8.

Rapier Deadly D8: 1d8 ⇒ 1 piercing damage

Action 3 (◆): Confident Finisher (+1 Striking Rapier), Panache & Precise Strike and MAP1 vs Flat-Footed Yellow

Concealed Flat Check vs DC 5: 1d20 ⇒ 6
Rapier Attack: 1d20 + 10 + 1 - 5 ⇒ (18) + 10 + 1 - 5 = 24 vs Flat-Footed
Rapier Damage: 1d6 + 1 + 1d6 ⇒ (6) + 1 + (5) = 12 piercing damage
Rapier Precise Strike Damage: 2d6 ⇒ (6, 2) = 8 precision piercing damage

Failure? If so, you deal half your precise strike damage to the target.
Crit? If so, then double the damage and add the following Deadly d8.

Rapier Deadly D8: 1d8 ⇒ 2 piercing damage

Action 4 (◆): Dueling Parry (Swashbuckler) - gain a +2 circumstance bonus to AC until the start of your next turn (now AC 23).

Opportune Riposte (↺):
Opportune Riposte (↺)
Trigger A foe within your reach critically fails a Strike against you.
You take advantage of an opening from your enemy's fumbled attack. You either make a melee Strike against the triggering foe or attempt to Disarm it of the weapon it used for the Strike.


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Mimi flawlessly tumbles behind Yellow, gaining her Panache in the process, piercing the flatfooted enemy, followed by another graceful finisher that impales Yellow fatally. Yellow is out. Purple stands up and pulls their aklys back and throws it at Iltag!
Aklys Attack vs Iltag AC 20: 1d20 + 10 ⇒ (4) + 10 = 14

Loong rushes to Dennis for medical aid, restoring his vitality fully. He might feel being young again. He then head towards Purple.

❖❖❖❖❖❖❖❖❖❖
HOME INVASION Round 2
Party Conditions: Quickened for 1 minute with Alyreha's level 7 Haste spell, Concealed with Alyreha's Blur spell
Terrain Features: The circular chamber (in Black circle) has 20-ft high ceiling. The entire library (whole map) is in total darkness. White doors are open, red doors are close.
Link: ENCOUNTER MAP

──────────
CHARACTER IN ➤ BOLD CAN ACT!
──────────
Blue (- HP) │ Unnoticed
Zaza (AC19) (with darkvision) (32/32 HP) │ Quickened (1 min), Concealed (with Blur)
Dennis (AC 22) (56/56 HP) │ Quickened (1 min), Concealed (with Blur)
Iltag (AC 20) (with darkvision) (48/48 HP) │ Quickened (1 min), Concealed (with Blur)
Red (- HP)
Black (- HP)
White (- HP)
Mimi (AC 21) (46/56 HP) │ Quickened (1 min), Concealed (with Blur)
Yellow (- HP)
Purple (-3 HP) │ Prone, FF
➤ Alvin (AC 20) (with darkvision) (45/45 HP) │ Quickened (1 min), Concealed (with Blur)
⠀⠀➤ Legchair [Animal Companion] (AC 17) (with low-light vision, 30 ft imprecise scent) (32/32 HP) │ Quickened (1 min), Concealed (with Blur)
Loong (AC 21) (56/56 HP) │ Quickened (1 min), Concealed (with Blur)
⠀⠀Rufus (Zaza's companion) (AC 22) (with low-light vision) (- HP) │ Quickened (1 min), Concealed (with Blur)

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

DC 19 (Occultism / Shadow (DC-2)) on Red:
You know that Red is a shae. Shae are wispy, tenebrous creatures native to the Plane of Shadow. Their amorphous bodies appear in constant states of flux. They cast no shadows of their own, instead gaining and losing umbral energy to nearby shadows that shrink and grow alongside them. Being made partially of shadow themselves, shae are concealed in dim light or darkness even to creatures that can see clearly in those light levels.
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
Shae have Swift Steps, making their movement not trigger reactions. They can also do Counterattack on missed Strike for being concealed or teleport to adjacent creature it can see when somebody moves adjacent to them.

DC 15 (Society / Skulk (DC-2)) on Black or White:
You know that Black or White is a skulk, cowardly and lazy humanoids that live on the fringes of organized societies and steal from others without a second thought. Their chameleon-like ability to blend into their surroundings makes skulks difficult to detect, so their ever-present populations around the periphery of large settlements are nearly impossible to dislodge permanently.
DC 25(crit success), second success by another PC, or DC 17 as second check after first success:
Spoiler:
They can perform Sneak Attack to flat-footed creature so be careful being flanked by them among others.

DC 16 (Society / Dero (DC-2)) on Blue:
You know that Blue is one of the dero stalkers that are in charged with exploring the surface world by night and seeking out new victims to abduct. They can perform Sneak Attack and Nimble Dodge.
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Dero stalkers are Vulnerable to Sunlight. A dero stalker takes 4 damage for every hour they’re exposed to sunlight.

DC 18 (Society / Dero (DC-2)) on Yellow or Pink:
You know that Yellow or Pink is one of the Dero stranglers that specialize in capturing living victims, and they are often called upon to aid in abductions. They can Strangle anyone with their aklys, a throwing club with a hook on one end and a lengthy cord attached to the other.
DC 28(crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
Dero stranglers are Immune in Confusion but Vulnerable to Sunlight. A dero stalker takes 4 damage for every hour they’re exposed to sunlight.

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

Quickened :
You gain 1 additional action at the start of your turn each round to Stride or Strike only.

Concealed :
While you are concealed from a creature, such as in a thick fog, you are difficult for that creature to see. You can still be observed, but you're tougher to target. A creature that you're concealed from must succeed at a DC 5 flat check when targeting you with an attack, spell, or other effect. Area effects aren't subject to this flat check. If the check fails, the attack, spell, or effect doesn't affect you.

Blinded :
You can't see. All normal terrain is difficult terrain to you. You can't detect anything using vision. 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. You are immune to visual effects. Blinded overrides dazzled.

Envoy's Alliance

Male Sprite Oread Fighter 5: spd:20, AC:21, HP:76/76, Fort:12, Ref:13, Will:9, Perc:9, Darkvision

Moves to get a better shot, first action
Second action, go into point blank stance
Third action shoot purple hit: 1d20 + 11 ⇒ (9) + 11 = 20 dmg: 1d8 ⇒ 5
quickened 4th action fire again hit: 1d20 + 6 ⇒ (14) + 6 = 20 dmg: 1d8 ⇒ 3


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Alvin moves and gets into his stance. He shoots and both hits Purple. Somebody opens the door somewhere. Blue finds Zaza and throws their aklys at her!
DC 5 flat check vs Concealed: 1d20 ⇒ 8
Aklys Ranged Attack vs Zaza AC 19: 1d20 + 10 ⇒ (4) + 10 = 14

Another bobbing up and down, Alyreha casts another spell to aid the agents with their attacks! "I am pleased to help!" True Target spell for everyone until the start of your next turn!

❖❖❖❖❖❖❖❖❖❖
HOME INVASION Round 3
Party Conditions: Quickened for 1 minute with Alyreha's level 7 Haste spell, Concealed with Alyreha's Blur spell, True Target until start of your next turn
Terrain Features: The circular chamber (in Black circle) has 20-ft high ceiling. The entire library (whole map) is in total darkness. White doors are open, red doors are closed.
Link: ENCOUNTER MAP

──────────
CHARACTER IN ➤ BOLD CAN ACT!
──────────
Blue (- HP) │ Concealed in Dim Light
➤ Zaza (AC19) (with darkvision) (32/32 HP) │ Quickened (1 min), Concealed (with Blur), True Target until the start of your next turn
➤ Dennis (AC 22) (56/56 HP) │ Quickened (1 min), Concealed (with Blur), True Target until the start of your next turn
➤ Iltag (AC 20) (with darkvision) (48/48 HP) │ Quickened (1 min), Concealed (with Blur), True Target until the start of your next turn
Red (- HP)
Black (- HP)
White (- HP)
Mimi (AC 21) (46/56 HP) │ Quickened (1 min), Concealed (with Blur), True Target until the start of your next turn
Yellow (- HP)
Purple (-11 HP) │ Prone, FF
Alvin (AC 20) (with darkvision) (45/45 HP) │ Quickened (1 min), Concealed (with Blur), True Target until the start of your next turn
⠀⠀Legchair [Animal Companion] (AC 17) (with low-light vision, 30 ft imprecise scent) (32/32 HP) │ Quickened (1 min), Concealed (with Blur)
Loong (AC 21) (56/56 HP) │ Quickened (1 min), Concealed (with Blur), True Target until the start of your next turn
⠀⠀Rufus (Zaza's companion) (AC 22) (with low-light vision) (- HP) │ Quickened (1 min), Concealed (with Blur)

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

DC 19 (Occultism / Shadow (DC-2)) on Red:
You know that Red is a shae. Shae are wispy, tenebrous creatures native to the Plane of Shadow. Their amorphous bodies appear in constant states of flux. They cast no shadows of their own, instead gaining and losing umbral energy to nearby shadows that shrink and grow alongside them. Being made partially of shadow themselves, shae are concealed in dim light or darkness even to creatures that can see clearly in those light levels.
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
Shae have Swift Steps, making their movement not trigger reactions. They can also do Counterattack on missed Strike for being concealed or teleport to adjacent creature it can see when somebody moves adjacent to them.

DC 15 (Society / Skulk (DC-2)) on Black or White:
You know that Black or White is a skulk, cowardly and lazy humanoids that live on the fringes of organized societies and steal from others without a second thought. Their chameleon-like ability to blend into their surroundings makes skulks difficult to detect, so their ever-present populations around the periphery of large settlements are nearly impossible to dislodge permanently.
DC 25(crit success), second success by another PC, or DC 17 as second check after first success:
Spoiler:
They can perform Sneak Attack to flat-footed creature so be careful being flanked by them among others.

DC 16 (Society / Dero (DC-2)) on Blue:
You know that Blue is one of the dero stalkers that are in charged with exploring the surface world by night and seeking out new victims to abduct. They can perform Sneak Attack and Nimble Dodge.
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Dero stalkers are Vulnerable to Sunlight. A dero stalker takes 4 damage for every hour they’re exposed to sunlight.

DC 18 (Society / Dero (DC-2)) on Yellow or Pink:
You know that Yellow or Pink is one of the Dero stranglers that specialize in capturing living victims, and they are often called upon to aid in abductions. They can Strangle anyone with their aklys, a throwing club with a hook on one end and a lengthy cord attached to the other.
DC 28(crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
Dero stranglers are Immune in Confusion but Vulnerable to Sunlight. A dero stalker takes 4 damage for every hour they’re exposed to sunlight.

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

Quickened :
You gain 1 additional action at the start of your turn each round to Stride or Strike only.

Concealed :
While you are concealed from a creature, such as in a thick fog, you are difficult for that creature to see. You can still be observed, but you're tougher to target. A creature that you're concealed from must succeed at a DC 5 flat check when targeting you with an attack, spell, or other effect. Area effects aren't subject to this flat check. If the check fails, the attack, spell, or effect doesn't affect you.

Blinded :
You can't see. All normal terrain is difficult terrain to you. You can't detect anything using vision. 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. You are immune to visual effects. Blinded overrides dazzled.

Horizon Hunters

Male Human Fighter 7 | HP 68/99 | AC 26 | F+13, R+11 (bulwark+3), W+13 (bravery) | Perc +15 (+1 visual) | Exp Mode: Scout | Speed 25' | Hero: 2 | Conditions: none

Seriously wounded, Dennis announces to no one in particular, "Fighting is fun. But it hurts! Owwwww!" While he's trying to hold back tears, Doctor Tiger comes to his rescue with some in-battle healing. "Wow! Thanks Doc! You're the best." He quickly adds, "I mean, you and Zaza are both the best." Poor Dennis is not clever enough to understand the incongruity of two people being the best.

Feeling 100% healthy again, the fighter moves closer to the near enemy (Purple). Taking advantage of True Target and the prone enemy, Dennis stabs with his halberd.

With True Target, take the better of the 2 following rolls...
+1 Halberd vs Purple: 1d20 + 13 ⇒ (9) + 13 = 22 (vs flatfoot from prone)
+1 Halberd vs Purple: 1d20 + 13 ⇒ (6) + 13 = 19 (vs flatfoot from prone)
Piercing Damage: 2d10 + 4 ⇒ (9, 8) + 4 = 21

If the enemy is still standing, Dennis attacks a second time.

+1 Halberd vs Purple + MAP: 1d20 + 13 - 5 ⇒ (2) + 13 - 5 = 10 (vs flatfoot from prone)
HERO POINT!!!
+1 Halberd vs Purple + MAP: 1d20 + 13 - 5 ⇒ (20) + 13 - 5 = 28 (vs flatfoot from prone)
Piercing Damage: 2d10 + 4 ⇒ (3, 9) + 4 = 16

Quite certain his second attack skewered the enemy through its eye, Dennis moves into the next room and looks for an opportunity to attack the remaining one. He places himself directly between the the enemy and his friend Zaza.

Attack of Opportunity vs Blue:
(Triggered on Blue moving or using a ranged attack.)
Concealed Flat Check DC 5: 1d20 ⇒ 12
+1 Halberd vs Blue: 1d20 + 13 ⇒ (20) + 13 = 33
Piercing Damage: 2d10 + 4 ⇒ (10, 1) + 4 = 15

◆ Stride (within 10' of Purple), ◆◆ Strike x2, ◆ Stride (within 10' of Blue)


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Dennis, I forgot to remove the condition of Purple on being Prone. It is no longer Prone, since Purple stood up before they attacked Iltag, my bad. What else can go wrong with this encounter, self?


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Dennis moves and pokes Purple, hitting on both instances, the last one straight to their heart, if you may. Purple gets eliminated.

❖❖❖❖❖❖❖❖❖❖
HOME INVASION Round 3
Party Conditions: Quickened for 1 minute with Alyreha's level 7 Haste spell, Concealed with Alyreha's Blur spell, True Target until the start of your next turn
Terrain Features: The circular chamber (in Black circle) has 20-ft high ceiling. The entire library (whole map) is in total darkness. White doors are open, red doors are closed.
Link: ENCOUNTER MAP

──────────
CHARACTER IN ➤ BOLD CAN ACT!
──────────
Blue (- HP) │ Concealed in Dim Light
➤ Zaza (AC19) (with darkvision) (32/32 HP) │ Quickened (1 min), Concealed (with Blur), True Target until the start of your next turn
Dennis (AC 22) (56/56 HP) │ Quickened (1 min), Concealed (with Blur), True Target until the start of your next turn
➤ Iltag (AC 20) (with darkvision) (48/48 HP) │ Quickened (1 min), Concealed (with Blur), True Target until the start of your next turn
Red (- HP)
Black (- HP)
White (- HP)
➤ Mimi (AC 21) (46/56 HP) │ Quickened (1 min), Concealed (with Blur), True Target until the start of your next turn
Yellow (- HP)
Purple (- HP)
➤ Alvin (AC 20) (with darkvision) (45/45 HP) │ Quickened (1 min), Concealed (with Blur), True Target until the start of your next turn
⠀⠀➤ Legchair [Animal Companion] (AC 17) (with low-light vision, 30 ft imprecise scent) (32/32 HP) │ Quickened (1 min), Concealed (with Blur)
➤ Loong (AC 21) (56/56 HP) │ Quickened (1 min), Concealed (with Blur), True Target until the start of your next turn
⠀⠀➤ Rufus (Zaza's companion) (AC 22) (with low-light vision) (- HP) │ Quickened (1 min), Concealed (with Blur)

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

DC 19 (Occultism / Shadow (DC-2)) on Red:
You know that Red is a shae. Shae are wispy, tenebrous creatures native to the Plane of Shadow. Their amorphous bodies appear in constant states of flux. They cast no shadows of their own, instead gaining and losing umbral energy to nearby shadows that shrink and grow alongside them. Being made partially of shadow themselves, shae are concealed in dim light or darkness even to creatures that can see clearly in those light levels.
DC 29 (crit success), second success by another PC, or DC 21 as second check after first success:
Spoiler:
Shae have Swift Steps, making their movement not trigger reactions. They can also do Counterattack on missed Strike for being concealed or teleport to adjacent creature it can see when somebody moves adjacent to them.

DC 15 (Society / Skulk (DC-2)) on Black or White:
You know that Black or White is a skulk, cowardly and lazy humanoids that live on the fringes of organized societies and steal from others without a second thought. Their chameleon-like ability to blend into their surroundings makes skulks difficult to detect, so their ever-present populations around the periphery of large settlements are nearly impossible to dislodge permanently.
DC 25(crit success), second success by another PC, or DC 17 as second check after first success:
Spoiler:
They can perform Sneak Attack to flat-footed creature so be careful being flanked by them among others.

DC 16 (Society / Dero (DC-2)) on Blue:
You know that Blue is one of the dero stalkers that are in charged with exploring the surface world by night and seeking out new victims to abduct. They can perform Sneak Attack and Nimble Dodge.
DC 26(crit success), second success by another PC, or DC 18 as second check after first success:
Spoiler:
Dero stalkers are Vulnerable to Sunlight. A dero stalker takes 4 damage for every hour they’re exposed to sunlight.

DC 18 (Society / Dero (DC-2)) on Yellow or Pink:
You know that Yellow or Pink is one of the Dero stranglers that specialize in capturing living victims, and they are often called upon to aid in abductions. They can Strangle anyone with their aklys, a throwing club with a hook on one end and a lengthy cord attached to the other.
DC 28(crit success), second success by another PC, or DC 20 as second check after first success:
Spoiler:
Dero stranglers are Immune in Confusion but Vulnerable to Sunlight. A dero stalker takes 4 damage for every hour they’re exposed to sunlight.

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

Quickened :
You gain 1 additional action at the start of your turn each round to Stride or Strike only.

Concealed :
While you are concealed from a creature, such as in a thick fog, you are difficult for that creature to see. You can still be observed, but you're tougher to target. A creature that you're concealed from must succeed at a DC 5 flat check when targeting you with an attack, spell, or other effect. Area effects aren't subject to this flat check. If the check fails, the attack, spell, or effect doesn't affect you.

Blinded :
You can't see. All normal terrain is difficult terrain to you. You can't detect anything using vision. 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. You are immune to visual effects. Blinded overrides dazzled.

Everyone except Dennis can act! Only Blue left.

Radiant Oath

2396852-2003 | LG Male Human | Martial Disciple (Acrobatics) | Monk Lvl 7 | Medic Dedication | HP 92/92 | AC 25 | F/R/W/P: 13/14/17/14 | 40 feet (45 Stoked Flame Stance) | Class DC 22 | Medicine(M): +16, Acrobatics(E): +15, Stealth/Thievery: +13, Survival/Athletics/Diplomacy(E): +12, Lore (PFS, Warfare): +9, | Exploration Activity: Scout | Hero Points: 1/3 | ◈◇↺ |

Tiger strides up to Mimi and slaps a battle dressing on her wounds.

Battle Medicine: 1d20 + 10 ⇒ (18) + 10 = 28
Crit Healing: 4d8 ⇒ (3, 5, 3, 3) = 14

Tiger prepares to strike if anyone gets close.

Readied Strikes:

Flurry 1, stoked flame: 1d20 + 10 ⇒ (17) + 10 = 27
Slash, if hit: 2d8 + 2 ⇒ (2, 6) + 2 = 10
Flurry 2, Stoked Flame: 1d20 + 5 ⇒ (13) + 5 = 18
Slash, if hit: 2d8 + 4 ⇒ (3, 1) + 4 = 8
2d8+4 damage for the second strike if both hit. otherwise it's just +2

Horizon Hunters

CN Female Human Swashbuckler 5 | ♥️ 73/73 | AC 23 (Dueling Parry) | F+11 R+13 W+9 | Perc +9 | Speed 35' | Hero 1 | Exploration: Avoid Notice +11 (Init +13) | ✋ +1 Striking Rapier | Status:

And then there was one...

Mimi nods her thanks to Tiger when he patches her up. She then scans the big circular room but doesn't see any more of the enemy. Glancing out the door, she sees Dennis in a fight and quickly leaves the room to see what's going on. Once outside, she spots the dim figure of an enemy to the South. Ducking past Dennis and the creature to get into flanking position, she shoves her rapier in deep before whipping it out and preparing herself for a counterattack.

Action 1 (◆): Stride (35 feet)

Action 2 (◆): Tumble Through with Tumble Behind with Bracelet of Dashing (35 feet) vs Blue

Acrobatics (Tumble Through/Behind): 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31 vs Blue Reflex DC

I'll assume that worked and that she now has Panache!

Action 3 (◆): Confident Finisher (+1 Striking Rapier), Panache & Precise Strike and True Target vs Flat-Footed Blue

Rapier Attack: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26 vs Flat-Footed
Rapier Attack: 1d20 + 10 + 1 - 5 ⇒ (2) + 10 + 1 - 5 = 8
Rapier Damage: 1d6 + 1 + 1d6 ⇒ (1) + 1 + (4) = 6 piercing damage
Rapier Precise Strike Damage: 2d6 ⇒ (6, 4) = 10 precision piercing damage

Failure? If so, you deal half your precise strike damage to the target.
Crit? If so, then double the damage and add the following Deadly d8.

Rapier Deadly D8: 1d8 ⇒ 1 piercing damage

Action 4 (◆): Dueling Parry (Swashbuckler) - gain a +2 circumstance bonus to AC until the start of your next turn (now AC 23).

Opportune Riposte (↺):
Opportune Riposte (↺)
Trigger A foe within your reach critically fails a Strike against you.
You take advantage of an opening from your enemy's fumbled attack. You either make a melee Strike against the triggering foe or attempt to Disarm it of the weapon it used for the Strike.

Vigilant Seal

Female NG Half-orc | Sorcerer 6 | ◆◇↺ | HP 44+10/44| AC 22 (23 with shield spell) | F +10 R +11 W +12 | Perception +10 Darkvision | Hero 1/3 Spells 1st 2/4, 2nd 3/4 3rd 4/4 Focus 1/1 | Resistance Fire 2

"Rufus, támadj."

Zaza points to a new target for her mastiff.

Shoanti:
Rufus, attack

◆ Command an animal


M Dog 4 | HP 60/60| AC 24| F +13 R +14 W +12 | Perception +12 | Speed 30ft | Low-light Vision, Scent | Active Conditions:

"Woof." Rufus chuffs in acknowledgement and rushes towards a new target.

bite vs blue, flat footed: 1d20 + 10 ⇒ (15) + 10 = 25
damage, piercing: 2d8 + 3 ⇒ (4, 2) + 3 = 9

bite vs blue, flat footed: 1d20 + 10 - 5 ⇒ (19) + 10 - 5 = 24
damage, piercing: 2d8 + 3 ⇒ (7, 6) + 3 = 16

◆Stride, ◆ bite, ◆ bite-hasted

Envoy's Alliance

Male Sprite Oread Fighter 5: spd:20, AC:21, HP:76/76, Fort:12, Ref:13, Will:9, Perc:9, Darkvision

Alvin Dar commands his chair to move
He then fires his longbow at blue hit: 1d20 + 11 ⇒ (7) + 11 = 18 dmg: 1d8 ⇒ 4 concealed chance: 1d20 ⇒ 11
hit: 1d20 + 6 ⇒ (4) + 6 = 10 dmg: 1d8 ⇒ 3 concealed chance: 1d20 ⇒ 17
quickened action: 1d20 + 1 ⇒ (19) + 1 = 20 dmg: 1d8 ⇒ 3

Vigilant Seal

Female NG Half-orc | Sorcerer 6 | ◆◇↺ | HP 44+10/44| AC 22 (23 with shield spell) | F +10 R +11 W +12 | Perception +10 Darkvision | Hero 1/3 Spells 1st 2/4, 2nd 3/4 3rd 4/4 Focus 1/1 | Resistance Fire 2

"I think he's still moving. Let's rectify that."

ray of frost vs blue: 1d20 + 10 ⇒ (18) + 10 = 28
or
ray of frost vs blue: 1d20 + 10 ⇒ (1) + 10 = 11
damage, cold: 2d4 + 4 ⇒ (2, 2) + 4 = 8


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Tiger quickly patches Mimi with much-needed healing and readies a Strike for the enemy. The enemy gets surprised by Mimi as she gets close forward and tumbles through behind Blue, and pierces the enemy with his poking weapon. Zaza commands Rufus to bring an end to the enemy, which the dog did with his fatal biting and tearing.

END OF COMBAT! WELL DONE!

Sebnet quickly regains consciousness and rejoins them. "I hope everyone is alright. But can you please help me repair some damages here?" Sebnet puts them to work repairing damage to Nexus House. Keryn and company, the gang that they meet and befriended at Scorpia Grotto, come to lend a hand. "We heard a loud noise. What happened here?"

This is the end of the scenario. I'll just need some response to the last question and I can wrap up the game, send chronicles, and report the game later.

Horizon Hunters

CN Female Human Swashbuckler 5 | ♥️ 73/73 | AC 23 (Dueling Parry) | F+11 R+13 W+9 | Perc +9 | Speed 35' | Hero 1 | Exploration: Avoid Notice +11 (Init +13) | ✋ +1 Striking Rapier | Status:

Mimi puts her rapier away and brushes a little lint off her otherwise intact body. When Keryn shows up and wonders what happened, Mimi replies. "I too vould like un answer to dat question. Ve vere in de middle of breakfast vhen ve vere suddenlee attacked for no apparent raison. Whoever eet vas seemed intent of takeeng possession of vhat ees left of Alyreha." She indicates the skull. "I presume dees ees all de vork of de night 'ag, Aslynn, ve vere varned about, but as none of our assailants remain alive to tell us anytheeng, dees cannot be confirmed."

Horizon Hunters

Male Human Fighter 7 | HP 68/99 | AC 26 | F+13, R+11 (bulwark+3), W+13 (bravery) | Perc +15 (+1 visual) | Exp Mode: Scout | Speed 25' | Hero: 2 | Conditions: none

When Keryn and his gang join the crowd, Dennis runs over to them, trying not to trip over his halberd. "You missed all the fun! Bad men invaded the house. They made it dark. It was scary. They wanted to steal the cool stuff here. But they're all dead now." He points proudly to his tri-corn hat with the skull badge. "This is my favorite badge!" It's his only one. "C'mon, want a tour?" He happily shows them around, because, frankly, cleaning up sounds a little boring.

Envoy's Alliance

Male Sprite Oread Fighter 5: spd:20, AC:21, HP:76/76, Fort:12, Ref:13, Will:9, Perc:9, Darkvision

I heard a loud noise too and when I walked in everyone was dead, I decided to investigate the cause of death and who killed who. I'm still trying to figure out who is here at large. deception: 1d20 ⇒ 12


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

"That's weird. And that skull has a name? Huh." Keryn eyes the skull as she recalls Alyreha (as Zykyryz) to be with them during their meeting at the Scorpia's Grotto. "Let's tour around when we finish repairing what can be repaired here." the gang leader assures Dennis. The leader does not buy Alvin's deception when she can recall upon entering the ossuary that he sees Alvin battle-ready.

Once things have calmed down, Sebnet summons the agents to her office, where she awaits them, Sebnet sporting a bump on the back of her head. The vash-vatom posits that in these dangerous times, she needs to put in a request for Toldrar, Head of Security for the Grand Lodge in Absalom, to give Nexus House his “special touch.”
Thank you for learning who the Arclord is as well as her research into the magic of true names." Sebnet expresses her gratitude to them. "I feel mentally fatigued but I am all the more driven to recover my former power." Alyreha tells them.

-FIN-

I will get the chronicles ready and the game reported shortly.

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