PF2E Stolen Fate

Game Master andreww

Book 1 Roll20 Table
Book 2 Roll20 Table

Loot List

◆ Single action ◆◆ Two actions ◆◆◆ Three actions ◇ Free action ⟳ Reaction

GM Rolls:

[dice=Attack 1]1d20[/dice]
[dice=Attack 2]1d20[/dice]
[dice=Attack 3]1d20[/dice]

[dice=Damage] [/dice]

[dice=Fortitude]1d20[/dice]
[dice=Reflex]1d20[/dice]
[dice=Will]1d20[/dice]

PC Rolls:

Perception
[dice=Slick ] 1d20+23 [/dice], Master
[dice=Billy ] 1d20+ 25[/dice], Master, +2 visual and hearing
[dice=Pinebrush]1d20 + 24 [/dice], Legendary, +1 visual
[dice=Sigourney]1d20+23[/dice], Expert, +2 visual

Initiative
[dice=Slick ] 1d20+25 [/dice]
[dice=Slick Battle Cry]1d20+31[/dice]
[dice=Billy ] 1d20+25 [/dice], +2 item visual/hearing, +2 circ scout
[dice=Pinebrush, Stealth]1d20 + 28 [/dice], Perception +24, +1 circ if visual, +2 circ scout
[dice=Sigourney]1d20+23[/dice], +2 circ scout, +2 item visual

Fort Saves
[dice=Slick ] 1d20+27 [/dice], Juggernaut
[dice=Billy ] 1d20+ 24[/dice], +1 vs magic
[dice=Pinebrush]1d20 + 25 [/dice], pass becomes crit
[dice=Sigourney] 1d20+25[/dice], +1 vs magic
[dice=Reginald ] 1d20+25[/dice]

Reflex Saves
[dice=Slick ] 1d20+25[/dice], Bulwark +1, Evasion
[dice=Billy ] 1d20+25 [/dice], +1 vs magic
[dice=Pinebrush]1d20 + 30 [/dice], Improved Evasion
[dice=Sigourney] 1d20+26[/dice], +1 vs magic
[dice=Reginald ] 1d20+26[/dice], probably evasion

Will Saves
[dice=Slick ] 1d20+ 23 [/dice], Bravery
[dice=Billy ] 1d20+27[/dice], Resolve, +1 vs magic
[dice=Pinebrush]1d20 +22 [/dice]
[dice=Sigourney] 1d20+25[/dice], +1 vs magic
[dice=Reginald ] 1d20+25[/dice]

Harrow Deck:

[dice=Harrow Draw]1d6 + 1d9[/dice]
Suit: Hammers, Keys, Shields, Books, Stars, Crowns
Alignment: Lawful Good, Lawful Neutral, Lawful Evil, Neutral Good, Neutral, Neutral Evil, Chaotic Good, Chaotic Neutral, Chaotic Evil


1,651 to 1,700 of 1,738 << first < prev | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | next > last >>

Slick swims over and quickly dispatches red with two swift chops to the body. Healing himself he prepares for blue!

Blue, seeing the massive dragon as a threat, jets over and attacks! Its beak crunches into Sigourneys draconic leg and then a spiky tentacle impales her chest.

That's 92 damage less 15 temp HP. At least you didnt get slimed.

Rolls:

Beak: 1d20 ⇒ 20, crit
Tentacle: 1d20 - 4 ⇒ (11) - 4 = 7, miss
Tentacle: 1d20 - 4 ⇒ (15) - 4 = 11, hit

Beak damage: 3d10 + 14 ⇒ (10, 5, 6) + 14 = 35 P, doubled for 70 -5 resistance for 65
Tentacle damage: 3d10 + 14 ⇒ (2, 10, 6) + 14 = 32, P -5 resistance for 27

Fortitude save: 1d20 ⇒ 14
Fortitude save: 1d20 ⇒ 12

Combat Status:
Round 2
Haste 2/10
Inspire 1/10

Turn Order

Slick
----------------------------------------
Blue
----------------------------------------
Pine
Billy
Sigourney

Bold to act.

Combat status

Slick 207/233, frightened 1
Billy 165/186, see invisible, frightened 1
Pinebrush 77/201, frightened 1, Slimed, no current effect
Sigourney 35/188, frightened 1
Reginald 105/105, frightened 1

Green, dead
Red, dead


Cond: Frightened 1, Wounded 1| Female N Skilled Human Silence in Snow Witch 15 | HP 5/188| AC 36 | F+25, R+26, W+25 (+1 saves vs magical effects)| Speed 15 ft, Swim speed 40 ft |Perc(E) +23 (+2 visual)| Init +23 (+2 visual AND +2 scouting)| Exp: Detect Magic| Hero: 0| Spells DC 36. Slots: 1□□☑, 2□□☑, 3□□□ , 4□□☑, 5□□□, 6□☑☑, 7□□☑, 8□☑, Focus☑☑□| Staff Charges: 9+1 (2 net)| Wand Uses: □□|Focus recharges □| Magic Hat Summon □| ✋ ✋ Wand| QuickenSpell ☑|

Sigourney roars in pain as she takes multiple mortal wounds despite her armoured scales. She lashes out with everything she has as if her life depends on it - which it very much does. While it seems as though the exhaustion of the fight is getting to her, the power of the Harrow guides her jaws right into the creature.

Jaws, Frightened 1, CA: 1d20 + 28 - 1 + 1 ⇒ (7) + 28 - 1 + 1 = 35

Damage: Piercing, Bludgeoning, CA: 2d12 + 2d6 + 12 + 1 ⇒ (10, 1) + (5, 2) + 12 + 1 = 31

Jaws, Frightened 1, CA, MAP1: 1d20 + 28 - 1 - 5 + 1 ⇒ (1) + 28 - 1 - 5 + 1 = 24

Jaws, Frightened 1, CA, MAP1, Hammers + 4: 1d20 + 28 - 1 - 5 + 1 + 4 ⇒ (19) + 28 - 1 - 5 + 1 + 4 = 46

Most likely a crit.

Damage: Piercing, Bludgeoning, CA: 2d12 + 2d6 + 12 + 1 ⇒ (2, 8) + (2, 4) + 12 + 1 = 29
Double that for 58 damage.

In desperation, she widens her gaping maw and heaves out a concentrated barrage of rocks, narrowly missing Billy and Slick. No manipulate trait on Dragon Breath.

DC 35 Reflex, Bludgeoning, CA: 14d6 + 1 ⇒ (2, 5, 6, 4, 1, 1, 2, 5, 6, 3, 5, 3, 1, 1) + 1 = 46

1d4 cooldown (not like it really matters): 1d4 ⇒ 2

2 rounds of cooldown. Assuming I survive till round 4, I get breath back.

Dragon-Sigourney gives a meaningful look to the rest of the party (the members that are visible, anyways). She thinks to herself. "Well, if we don't take this one out now..."

◆ Strike, ◆ Strike, ◆◆ Dragon Breath


Male Familiar of Freezing Rime 15 | HP 105/105| AC 36 | F+25, R+26, W+25| 25 feet speed Perc +20, Low-light vision, Imprecise Wavesense, 30 feet Cond: Frightened 1, Off-guard, Light, Water Breathing

Reginald feels the sharp, prolonged sense of pain Sigourney is experiencing through their shared emotional connection. He realises that he can't do anything, so he continues to Swim away.

Athletics, Frightened: 1d20 + 15 - 1 ⇒ (14) + 15 - 1 = 28


CN Male Half-Elf Fighter 15 | ♥️ 233/233 | ➕ slash 4, mental 15, fiend spells/magic 2 | AC 36 (Clumsy/Frightened 1) | Speed 45' | Scout (Init +25) | F+27M (Battle Hard.) R+25E (Bulwark, , Temp. Ref.) W+23E (Bravery) | Perc+23M (Darkvision) | Fly □□ | Focus □□ | Spells DC 31; Slots: 1□ 2☑ 3□ | Hero 1, ⚿••⚒+••| ✋ +2 GSGK Greatsword | Status: Water Breathing, Swim 45', Huge, Reach 15', Frightened/Clumsy 1, Mazed

After finishing off the second of the tentacled horrors, Slick sends a quick prayer to Gorum for some healing before turning and facing the last of the creatures. Once Sigourney is done with her attacks, Slick moves to engage. With a quick feint, he lays into it with his sword.

Actions 1 & 2 (◆◆): Scout's Charge
- Action: Stride (45 feet)
- Action: Feint with Ventriloquist's Ring (Greater) and Frightened 1 vs Blue
- Action: Strike (+2 Greater Striking Grievous Keen Greatsword) with Courageous Anthem and Frightened 1 vs Blue

Deception (Feint): 1d20 + 21 + 2 - 1 ⇒ (7) + 21 + 2 - 1 = 29 vs Blue Perception DC

Going to assume that wasn't good enough. If it was, then Blue if off-guard to Slick's next attack.

Greatsword Attack: 1d20 + 28 + 2 + 1 - 1 ⇒ (16) + 28 + 2 + 1 - 1 = 46
Greatsword Damage: 3d12 + 13 + 1 ⇒ (6, 12, 11) + 13 + 1 = 43 piercing damage

That should be a CRIT! Blue is Off-Guard until the end of Slick's next turn (Grievous).

Actions 3 (◆): Exacting Strike - On a miss, next Strike uses same MAP
- Action: Strike (+2 Greater Striking Grievous Keen Greatsword) with Courageous Anthem, Frightened 1 and MAP1 vs Off-Guard Blue

Greatsword Attack: 1d20 + 28 + 2 + 1 - 1 - 5 ⇒ (10) + 28 + 2 + 1 - 1 - 5 = 35 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 1 ⇒ (2, 6, 8) + 13 + 1 = 30 piercing damage

That should be a hit. Next strike is at MAP2

Action 4 (◆): Strike (+2 Greater Striking Grievous Keen Greatsword) with Courageous Anthem, Frightened 1, Haste and MAP2 vs Off-Guard Blue

Greatsword Attack: 1d20 + 28 + 2 + 1 - 1 - 10 ⇒ (14) + 28 + 2 + 1 - 1 - 10 = 34 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 1 ⇒ (8, 9, 11) + 13 + 1 = 42 piercing damage

Finally some decent damage rolls.

Available Reactions:

Reactive Strike (↺)
Trigger A creature within your reach uses a manipulate action or a move action, makes a ranged attack, or leaves a square during a move action it’s using.
Make a melee Strike against the triggering creature. If your attack is a critical hit and the trigger was a manipulate action, you disrupt that action. This Strike doesn’t count toward your multiple attack penalty, and your multiple attack penalty doesn’t apply to this Strike.

- Action: Strike (+2 Greater Striking Grievous Keen Greatsword) with Courageous Anthem

Greatsword Attack: 1d20 + 28 + 2 + 1 ⇒ (15) + 28 + 2 + 1 = 46
Greatsword Damage: 3d12 + 13 + 1 ⇒ (4, 10, 3) + 13 + 1 = 31 slashing damage

If Crit Success, or nat-19 (Keen), the target is Off-Guard until the end of your next turn (Grievous).

Protector's Sacrifice (↺)
Trigger An ally within 30 feet takes damage
Reduce the damage the ally would take by 24. You redirect this damage to yourself, but your immunities, weaknesses, resistances and so on do not apply.

Warding Tattoo (Fiend) (↺) (1/day)
Trigger An enemy, hazard, or the environment makes an attack against your AC, requires you to attempt a saving throw, or causes you to take damage automatically
Until the end of the current turn, against the triggering effect, you gain a +1 status bonus to AC and saving throws and gain resistance 2 to damage.

The Paladin (↺) (1/day)
Trigger You fail or critically fail a saving throw
Adjust the result of your saving throw up by one degree of success.

Talisman: Snapleaf (↺)
Trigger You begin to fall.
This small, crystalline carving takes the shape of a tree leaf and attaches to armor or clothing with a simple strap. When you activate the snapleaf, you gain the benefits of feather fall and a 2nd-level invisibility spell for 1 minute or until you stop falling, whichever comes first.

Skeptic's Defense (↺) (1/day)
Trigger You are targeted by or are in the area of a mental spell or effect.
You don't believe in any mental twaddle, and you're certainly not afraid of it. You scoff and verbally refute the triggering effect, attempting a counteract check using your Intimidation modifier with a counteract level of half your level rounded up. If you succeed, you ignore the triggering effect, though any other creatures that were also targeted or in the area are still affected. If the source of the effect you successfully counteracted understands your language and has an Intelligence modifier of –3 or higher, that creature becomes stupefied for 1 round.

Blessed Denial (↺)
Trigger An ally within 30 feet would become Frightened, Drained, Enfeebled, Sickened, or Stupefied.
You exude peace and protection, lessening a harmful condition as it falls upon an ally. Reduce the value of the condition your ally would take by 1 (to a minimum of 0). If the ally takes more than one condition at the same time, choose one to reduce.

Shield Block (↺) (extra reaction from The Paladin)
Trigger While you have your shield raised, you would take damage from a physical attack.
You snap your shield in place to ward off a blow. Your shield prevents you from taking an amount of damage up to the shield’s Hardness. You and the shield each take any remaining damage, possibly breaking or destroying the shield.


Sigourney unleashes draconic power at the monstrosity. Overwhelmed by her attacks it is completely blindsided by her breath weapon and totally fails to strike at Slick as he charges in to finish it off!

COMBAT OVER

What do you do in the immediate aftermath? If you wish to identify them you can give me both Occultism and Religion checks.

Combat status

Slick 207/233
Billy 165/186, see invisible
Pinebrush 77/201, Slimed, no current effect
Sigourney 35/188
Reginald 105/105

Rolls:

Reflex: 1d20 ⇒ 2, crit fail

Tentacle: 1d20 ⇒ 1


CN Male Half-Elf Fighter 15 | ♥️ 233/233 | ➕ slash 4, mental 15, fiend spells/magic 2 | AC 36 (Clumsy/Frightened 1) | Speed 45' | Scout (Init +25) | F+27M (Battle Hard.) R+25E (Bulwark, , Temp. Ref.) W+23E (Bravery) | Perc+23M (Darkvision) | Fly □□ | Focus □□ | Spells DC 31; Slots: 1□ 2☑ 3□ | Hero 1, ⚿••⚒+••| ✋ +2 GSGK Greatsword | Status: Water Breathing, Swim 45', Huge, Reach 15', Frightened/Clumsy 1, Mazed

Slick pulls his blade from the now rapidly deflating monster. He swishes it in the water to get any remains off his blade. He turns and notices that Pinebrush was not as fortunate as he during the fight and is still covered in the creatures' slime. "Anybody have any idea what this stuff is? I hope it isn't anything too bad."

Not being able to do anything about anybody's injuries just yet, he clears his mind and communes with Gorum as he searches the bodies of the fallen. It is mostly for form's sake, as he expects to find nothing of value or interest.

Action (10 min): Refocus - Restore 1 Focus Point.

Action (10 min): Refocus - Restore 1 Focus Point.

After a while, he's able to help heal the group of any remaining injuries.

Realizing that the fire protection currently supplied by The Brass Dwarf was of little use in the watery depths of the sunken city, he closes his eyes and switches the protection provided from fire to the the far more likely mental attacks he is likely to face down here.

Action: Activate an Item: The Brass Dwarf - Switch the current resistance equal to your level from fire damage to mental damage. For 1 minute, you gain weakness equal to half your level to the damage type of the prior resistance.


CG Aasimar Halfling Bard 15 | HP 63/186 | AC 35 | Spd 45' | F+24, R+25, W+27 (Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +25 (+2 visual) | Init: +27 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 36. Slots: 1□□□, 2□□□, 3☑□□, 4☑□□, 5☑□□, 6☑☑□, 7☑☑☑, 8□□, Focus☑☑□ | Sorc Spells 1□, 2□, 3□, 4□, 5□ | Staff Charges 1/8 | Harrow Omen: Crowns (Other)| Cond: frightened

Preparing to launch a volley of force missiles at the creature, Billy relaxes as Sigourney and Slick finish it off. He grins, "I knew if I waited long enough, the trouble would abate." He considers what he knows about the creatures.

Religion: 1d20 + 27 ⇒ (5) + 27 = 32
If that's a fail, Halfling Luck for a reroll.
Religion: 1d20 + 27 ⇒ (8) + 27 = 35

Billy then swims over to Sigourney and lays on hands.
Sigourney heals 48 hp.
The bard then spends time cradling his lute (since strumming underwater wouldn't seem to make a pleasant sound) and praying to Desna.
With 20 minutes, Billy refocuses to full.


Cond: Frightened 1, Wounded 1| Female N Skilled Human Silence in Snow Witch 15 | HP 5/188| AC 36 | F+25, R+26, W+25 (+1 saves vs magical effects)| Speed 15 ft, Swim speed 40 ft |Perc(E) +23 (+2 visual)| Init +23 (+2 visual AND +2 scouting)| Exp: Detect Magic| Hero: 0| Spells DC 36. Slots: 1□□☑, 2□□☑, 3□□□ , 4□□☑, 5□□□, 6□☑☑, 7□□☑, 8□☑, Focus☑☑□| Staff Charges: 9+1 (2 net)| Wand Uses: □□|Focus recharges □| Magic Hat Summon □| ✋ ✋ Wand| QuickenSpell ☑|

Sigourney spends a moment to think about what happens if you get slimed by these creatures.

Knowledge check: 1d20 ⇒ 12
Should be a 34 if using Occultism (+22), or 36 if I get to use my Loremaster Lore (+24).

She then transforms back into her normal self, propping her wounded body up with her staff.

Spending 10 minutes, she Refocuses as she considers the life choices made that led her to this point. After that, she spends two actions drawing from her Vital Beacon to heal herself further before casting Life Boost on Pine. She then goes back to Refocusing.

Vital Beacon: 4d10 ⇒ (4, 9, 7, 2) = 22

Vital Beacon: 4d8 ⇒ (7, 8, 7, 7) = 29

Pine heals 64 HP from 4 x 16 hp per round. With my two Vital Beacon uses and Billy's Lay on Hands, I should be at 134 HP now while still remaining at 3 Focus Points. 20 minutes have passed. I have 4d6 and 4d4 casts remaining in the Beacon.


| HP 99/201 | AC 36 | F+25 s->cs R+30 cf->f, f->1/2 damage, s->cs W+22 | resist fire 5 | Perc +24 (+25 if involving sight) | Speed 25 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +28) | Active Conditions: Frightened 1, shield

"Um.."
Religion: 1d20 + 16 ⇒ (3) + 16 = 19
Occultism: 1d20 + 20 ⇒ (9) + 20 = 29

"...fish goop."

Pine tries to spend some of the remaining invisible time looking ahead, but that isn't very long.


The group start to pull themselves together after the battle.

Billy is not sure what these things were (both rolls fail) and neither is Sigourney (I have rolled for you). Oddly, Pine does recognise them as a weird monster called a Quoppopak, strange underwater aberrations that mix qualities of octopi, vampire bats and water striders (you can ask 1 question about them).

While not familiar with what they are Sigourney does realise that they have been transformed into undead mummies! (You can ask one question about their mummy nature).

As they group discuss what they are and what happened Pine begins to feel seriously unwell, but he manages to hold himself together, for now.

Rolls:

Pine fort: 1d20 ⇒ 8

I have current HP as this, let me know if you want to do more healing

Slick 207/233
Billy 165/186, see invisible
Pinebrush 141/201, Slimed, no current effect
Sigourney 134/188
Reginald 105/105

The manor gatehouse lies in front of you and it does seem to include a shadowy tunnel through the weird dome over the building.


| HP 99/201 | AC 36 | F+25 s->cs R+30 cf->f, f->1/2 damage, s->cs W+22 | resist fire 5 | Perc +24 (+25 if involving sight) | Speed 25 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +28) | Active Conditions: Frightened 1, shield

Pine tries to figure out if the fish goop is going to cause any problems.

Realizing that something is wrong, he mimes turning a key, calling on the power of The Locksmith to escape this fate.
↺ Activate the Locksmith, assuming that he was just afflicted with a curse or a disease. Whoops, should've rolled this first but already started rolling Medicine. Will put the roll at the bottom.

While Billy and Sigourney are refocusing, Pine sets to work treating everyone's injuries.

Treat Wounds:
Treat Slick, Risky Expert: 1d20 + 26 ⇒ (13) + 26 = 39 damage: 1d8 ⇒ 2, crit for healing: 4d8 + 10 ⇒ (5, 8, 2, 2) + 10 = 27
Treat Billy, Risky Expert: 1d20 + 26 ⇒ (11) + 26 = 37 damage: 1d8 ⇒ 2, crit for healing: 4d8 + 10 ⇒ (1, 8, 5, 1) + 10 = 25
Treat Sigrouney, Risky Master: 1d20 + 26 ⇒ (15) + 26 = 41 damage: 1d8 ⇒ 5, crit for healing: 4d8 + 30 ⇒ (7, 1, 7, 7) + 30 = 52
Treat self, Risky Master: 1d20 + 26 ⇒ (15) + 26 = 41 damage: 1d8 ⇒ 6, crit for healing: 4d8 + 30 ⇒ (6, 4, 7, 5) + 30 = 52
Round 2:
Treat Slick, Trained: 1d20 + 24 ⇒ (16) + 24 = 40, crit for healing: 4d8 ⇒ (4, 2, 6, 7) = 19
Treat Sigourney, Trained: 1d20 + 24 ⇒ (6) + 24 = 30, crit for healing: 4d8 ⇒ (6, 3, 1, 5) = 15
Treat self, Trained: 1d20 + 24 ⇒ (3) + 24 = 27, crit for healing: 4d8 ⇒ (3, 8, 5, 3) = 19

Everyone is fully healed within 20.

Counteracting the affliction with the Locksmith. Counteract: 1d20 + 24 ⇒ (6) + 24 = 30
Y'know what, I've still got a Harrow reroll for "other" and how often do I make "other" rolls? Might as well. Counteract Reroll: 1d20 + 24 ⇒ (1) + 24 = 25
Okay, that's a failure regardless of rank.


CN Male Half-Elf Fighter 15 | ♥️ 233/233 | ➕ slash 4, mental 15, fiend spells/magic 2 | AC 36 (Clumsy/Frightened 1) | Speed 45' | Scout (Init +25) | F+27M (Battle Hard.) R+25E (Bulwark, , Temp. Ref.) W+23E (Bravery) | Perc+23M (Darkvision) | Fly □□ | Focus □□ | Spells DC 31; Slots: 1□ 2☑ 3□ | Hero 1, ⚿••⚒+••| ✋ +2 GSGK Greatsword | Status: Water Breathing, Swim 45', Huge, Reach 15', Frightened/Clumsy 1, Mazed

Once Pinebrush gets everyone back to full strength, Slick stands up and goes over to have a closer look at the manor gatehouse. He spies the shadowy tunnel that appears to provide access to the inside of the weird dome. "I think this is the way in. Everyone ready? Let's go."


Cond: Frightened 1, Wounded 1| Female N Skilled Human Silence in Snow Witch 15 | HP 5/188| AC 36 | F+25, R+26, W+25 (+1 saves vs magical effects)| Speed 15 ft, Swim speed 40 ft |Perc(E) +23 (+2 visual)| Init +23 (+2 visual AND +2 scouting)| Exp: Detect Magic| Hero: 0| Spells DC 36. Slots: 1□□☑, 2□□☑, 3□□□ , 4□□☑, 5□□□, 6□☑☑, 7□□☑, 8□☑, Focus☑☑□| Staff Charges: 9+1 (2 net)| Wand Uses: □□|Focus recharges □| Magic Hat Summon □| ✋ ✋ Wand| QuickenSpell ☑|

Sigourney notices that Pine is looking and feeling ill. "Hey Pine, you okay? I can counteract whatever you are suffering from away tomorrow, so just hold out for now." She says in a concerned tone.

I would like to know if the Quoppapak mummies can spread mummy rot.

She turns up her nose at the mummies. "Yuck. I can't understand why some wizards choose undeath if it means turning into that." She remarks to Reginald.

Sigourney will continuously cast Detect Magic as her exploration activity.


Male Familiar of Freezing Rime 15 | HP 105/105| AC 36 | F+25, R+26, W+25| 25 feet speed Perc +20, Low-light vision, Imprecise Wavesense, 30 feet Cond: Frightened 1, Off-guard, Light, Water Breathing

"Well, the temptation of a longer unlife is a very good reason, even if its as a smelly mummy. If I weren't your familiar, I'd have died of old age by now..." Reginald replies.

"How about you bigger ones lead the way?" Reginald says to Slick. "I'd prefer to not get hurt. I'll watch out for threats from here."

Reginald has constant Wavesense (Imprecise sense for vibrations in water, 30 feet) in case anything tries to jump us.


Thinking on the issue, Sigourney realises that these creatures actually have a dangerous form of mummy rot called oil rot. Pine is currently at stage one. It only has two stages and Pine will continue to be afflicted every minute. Once he succumbs to stage two he will take significant negative damage and become clumsy two. Stage two triggers every day thereafter. The damage caused cannot be healed until the curse is removed. If Pine dies from the affliction then he will dissolve into a puddle of smelly oil and will not be able to be raised except by a 7th rank resurrection ritual.

Given you are about to spend 20 minutes treating wounds Pine will inevitably succumb to stage 2 and be clumsy and injured for the rest of your exploration here. Does that change what you want to do?


Cond: Frightened 1, Wounded 1| Female N Skilled Human Silence in Snow Witch 15 | HP 5/188| AC 36 | F+25, R+26, W+25 (+1 saves vs magical effects)| Speed 15 ft, Swim speed 40 ft |Perc(E) +23 (+2 visual)| Init +23 (+2 visual AND +2 scouting)| Exp: Detect Magic| Hero: 0| Spells DC 36. Slots: 1□□☑, 2□□☑, 3□□□ , 4□□☑, 5□□□, 6□☑☑, 7□□☑, 8□☑, Focus☑☑□| Staff Charges: 9+1 (2 net)| Wand Uses: □□|Focus recharges □| Magic Hat Summon □| ✋ ✋ Wand| QuickenSpell ☑|

Well, it does. Let's retroactively go back in time 20 minutes then, assuming I get this information 20 minutes ago.

Sigourney gets a sudden flash of inspiration which quickly turns to cold horror. Pine is literally withering away from a curse! With urgency in her voice, she calls out to Pine and gently puts a finger on his shoulder (a hand would be too big).

"Hold it! Pine, don't start settling down for the long haul! You've got a really debilitating curse on you. If you don't get this removed now, you will become clumsy and eventually turn into smelly oil. We don't want that so we had better try and get this off you now."

Without preparing her most powerful counteracting magic, she is forced to draw from the weaker charges within her staff to attempt to Cleanse Affliction from Pine. Her Major Staff of Healing glows with vitality as she reaches out to Pine and tries to remove the curse of the Quoppapak mummies.

Sigourney expends 4/10 charges and 2 actions to cast 4th rank Cleanse Affliction. This allows her to attempt to counteract Curses, Diseases and Poisons by making a Spell Attack Roll (+26)

Counteract: 1d20 + 26 ⇒ (17) + 26 = 43

Per the counteract rules, this would counteract up to 5th rank Curses, Diseases or Poisons if 43 was a Success and 7th rank Curses, Diseases or Poisons if 43 would be a Critical Success. If 43 doesn't counteract the curse, Sigourney will expend another 4 charges (for a total of 8 charges expended out of a total of 10) to cast 4th rank Cleanse Affliction again.

Counteract: 1d20 + 26 ⇒ (6) + 26 = 32

Well, if the 43 doesn't cut it, I suggest we go back for the day. I'm out of charges in my staff.


| HP 99/201 | AC 36 | F+25 s->cs R+30 cf->f, f->1/2 damage, s->cs W+22 | resist fire 5 | Perc +24 (+25 if involving sight) | Speed 25 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +28) | Active Conditions: Frightened 1, shield

"No, I feel fine," Pine says, a little wobbly, "Hah, I'd never be smelly. That's silly."


Sigourney applies the power of hr staff which does in fact manage to cleanse the curse. Sadly Pine is still diseased and, using her second spell, it remains stubbornly in place.

Pine will still be making saves every minute to avoid taking damage and becoming Clumsy two however the damage can now be healed and the disease removed. He will only take the damage once (its interval is 1 day) but the clumsy will remain.


Given that you have a scroll of restoration that will deal with the clumsy condition we can just move on.

Pine feels himself becoming unwell from the progressing disease. His body is wracked with pains but they are quickly healed. The shaking is stopped by a quick application of a scroll of restoration and Pine is fine, for now. At least for today he wont be at risk of dissolving into a puddle of oil.

Stage 2 does 10d6 negative damage but it is easily healed now the curse is removed and only ticks once per day.

You approach the gatehouse which has clearly seen better days. The ritual stone you followed down projects upwards and a few half ruined walls are also visible. The gate is long gone, leaving a gaping tunnel through the shadowy, bubbling water. Reginald easily determines that the shell is gently vibrating with his wavesense. The barrier is also clearly magical to Sigourney's senses.

Secret Rolls:

Billy Per: 1d20 + 27 ⇒ (15) + 27 = 42

As you are about to enter the tunnel Billy calls for a halt. He senses that something is up and that entering the tunnel will expose you to some sort of magical, shadow based hazard.

If you want to know more you can give me a recall knowledge using any of the magic skills. Just roll it for yourself.


Cond: Frightened 1, Wounded 1| Female N Skilled Human Silence in Snow Witch 15 | HP 5/188| AC 36 | F+25, R+26, W+25 (+1 saves vs magical effects)| Speed 15 ft, Swim speed 40 ft |Perc(E) +23 (+2 visual)| Init +23 (+2 visual AND +2 scouting)| Exp: Detect Magic| Hero: 0| Spells DC 36. Slots: 1□□☑, 2□□☑, 3□□□ , 4□□☑, 5□□□, 6□☑☑, 7□□☑, 8□☑, Focus☑☑□| Staff Charges: 9+1 (2 net)| Wand Uses: □□|Focus recharges □| Magic Hat Summon □| ✋ ✋ Wand| QuickenSpell ☑|

"...and that should remove your clumsiness for now." Sigourney says as she finishes reciting the ponderously long incantation written on the 2nd rank scroll of Restoration. For the whole duration of the spell, she has had to keep a firm yet gentle finger on the rapidly vibrating tiny sprite.

She turns to Billy. "Thanks for thinking ahead Billy and buying that scroll. After the recent remastering of Golarion's collective understanding of magic by the academies of the Inner Sea Region, I had completely forgotten about that spell."

Sigourney stops in her tracks as Billy calls out his warning.

"An ominous shadowy tunnel that is obviously magical is dangerous? Imagine my shock. Now how we can disable it?" She drily quips.

Arcana: 1d20 + 30 ⇒ (19) + 30 = 49

If 49 is a critical success, I'd firstly and most importantly like to know how to disable the trap. Secondly, I'd like to know if we can disable it from outside the tunnel, so the persons with the relevant skills don't have to walk into an obvious trap just to disarm it.


| HP 99/201 | AC 36 | F+25 s->cs R+30 cf->f, f->1/2 damage, s->cs W+22 | resist fire 5 | Perc +24 (+25 if involving sight) | Speed 25 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +28) | Active Conditions: Frightened 1, shield

Fort: 1d20 + 25 ⇒ (17) + 25 = 42

"S-see? Just fine!" Pine retrieves his whip. "Nothing to fuss about."

Once all of that is taken care of, he focuses on where Billy points. "Magical trap?"
Arcana/Occultism: 1d20 + 20 ⇒ (4) + 20 = 24


Male Familiar of Freezing Rime 15 | HP 105/105| AC 36 | F+25, R+26, W+25| 25 feet speed Perc +20, Low-light vision, Imprecise Wavesense, 30 feet Cond: Frightened 1, Off-guard, Light, Water Breathing

Reginald sighs as he senses the vibrating shell that appears to be a (now quite obvious) magical trap. He does not want to unwrap this ominous mystery box with the party.

"I'm going to sit this one out. You all can walk into or remove the obvious trap without me. Let me know once you all have cleared the tunnel." Reginald doggy paddles away from Sigourney's shoulder and into the extradimensional space present within Sigourney's sleeves.


49 is not a critical success, it is barely a success against a unique level 16 hazard.

Sigourney recognises this as a dangerous shadow maze. If you enter the tunnel you risk being caught in a massive, illusory, maze which will assault your mind as you struggle to get out. It could be disabled by a master in thievery, with a rather difficult arcana or occultism check or it can be dispelled (it is rank 8). A critical failure on any of the skill checks will draw you into the Maze (otherwise there is literally no risk of just standing outside and trying to disable it).


| HP 99/201 | AC 36 | F+25 s->cs R+30 cf->f, f->1/2 damage, s->cs W+22 | resist fire 5 | Perc +24 (+25 if involving sight) | Speed 25 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +28) | Active Conditions: Frightened 1, shield

"Oh sure, I can handle that."

Pinebrush swims a little closer, stowing his weapons to retrieve his tools. If this was created intentionally there should be a hidden rune, and even if it's naturally (or unnaturally) occurring there should be some way to interrupt it.

Thievery: 1d20 + 27 ⇒ (17) + 27 = 44
Wary Disarmament in the event of critical failure.


Cond: Frightened 1, Wounded 1| Female N Skilled Human Silence in Snow Witch 15 | HP 5/188| AC 36 | F+25, R+26, W+25 (+1 saves vs magical effects)| Speed 15 ft, Swim speed 40 ft |Perc(E) +23 (+2 visual)| Init +23 (+2 visual AND +2 scouting)| Exp: Detect Magic| Hero: 0| Spells DC 36. Slots: 1□□☑, 2□□☑, 3□□□ , 4□□☑, 5□□□, 6□☑☑, 7□□☑, 8□☑, Focus☑☑□| Staff Charges: 9+1 (2 net)| Wand Uses: □□|Focus recharges □| Magic Hat Summon □| ✋ ✋ Wand| QuickenSpell ☑|

Sigourney moves up to Pine, partly in case he needed support and partly because she wanted an up-close look at this unique magical creation. Illusory mazes were not unknown to the field of Arcane or Occult magic - but the use of shadows to fool the mind into being entrapped was an enchantment you didn't see every day.

Opening her magical senses, she sees beyond the shadows of the tunnel. Carefully extending magical feelers so as to not accidentally cast herself into the maze, she sees beyond mortal sight. Pumping her magic into the maze through her spellwork, she aims to force the shadows out of the tunnel.

Arcana to disable: 1d20 + 30 ⇒ (20) + 30 = 50


Between the two of them Sigourney and Pinebrush are fairly sure they have disabled the hazard. The strange shadowy dome still lies over the manor but the tunnel provides an easy entry.

Passing through the tunnel you enter a room with a sloped crystalline roof which would have functioned well as a greenhouse, were the chamber not flooded. Nonetheless, large growths of seaweed and other aquatic plants flourish here, growing without regard to paths or planter boxes. Some of the gently swaying flora stretches toward the translucent roof above but stops well short of it. Smaller walls cordon areas from the garden, while two large doors stand in the eastern wall.

Reginald squeaks as his wavesense picks up something in the surrounding foliage!

Initiative
Slick : 1d20 + 25 ⇒ (19) + 25 = 44
Slick Battle Cry: 1d20 + 31 ⇒ (5) + 31 = 36
Billy : 1d20 + 25 ⇒ (18) + 25 = 43, +2 item visual/hearing, +2 circ scout
Pinebrush, Stealth: 1d20 + 28 ⇒ (12) + 28 = 40, Perception +24, +1 circ if visual, +2 circ scout
Sigourney: 1d20 + 23 ⇒ (4) + 23 = 27, +2 circ scout, +2 item visual

Combat Status:
Round 1

Turn Order

Billy
-----------------------------------
Red
-----------------------------------
Slick
Pine
-----------------------------------
Blue
-----------------------------------
Sigourney
-----------------------------------
Green

Bold to act. Red is currently hidden to everyone. Blue is hidden to Slick and Sigourney. Green is visible to everyone. I have applied Battle Cry to Green.

Combat status

Slick 233/233
Billy 186/186, see invisible
Pinebrush 201/201
Sigourney 188/188
Reginald 105/105

Geen, Frightened 1


CG Aasimar Halfling Bard 15 | HP 63/186 | AC 35 | Spd 45' | F+24, R+25, W+27 (Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +25 (+2 visual) | Init: +27 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 36. Slots: 1□□□, 2□□□, 3☑□□, 4☑□□, 5☑□□, 6☑☑□, 7☑☑☑, 8□□, Focus☑☑□ | Sorc Spells 1□, 2□, 3□, 4□, 5□ | Staff Charges 1/8 | Harrow Omen: Crowns (Other)| Cond: frightened

Upon seeing the not-very-friendly house plants, Billy breaks into song.

"We avoided the maze -- a weird trap.
But Pine, he still feels like crap.
.....These plants are attacking.
.....So let's start a-hacking.
There's sadly no time for a nap."

Lingering Performance +VirtPerf +Mask +Music, DC 34: 1d20 + 28 + 2 + 2 + 1 ⇒ (19) + 28 + 2 + 2 + 1 = 52
Crit Success: Courageous Anthem duration 4 rounds. Cost: 1 focus point.

He then sings out for some haste.

"Some plants here need some weeding. There's no time to waste.
Our progress, they're impeding. Best if we make haste."

Cast Haste (7th rank) for the entire party.

◇ Ling Comp, ◆ CA, ◆◆ Haste


Billy does Billy things.

The shrubbery starts to move. Shrugging and writhing it releases a cloud of spores into the air around everyone. It then slithers forward and lashes out at Slick with a frond but it completely misjudges the distance.

Rolls:

Attack: 1d20 ⇒ 1

Combat Status:
Round 1
Haste 1/10
Inspire 1/4

Turn Order

Billy
-----------------------------------
Red
-----------------------------------
Slick
Pine

-----------------------------------
Blue
-----------------------------------
Sigourney
-----------------------------------
Green

Bold to act. Blue is hidden to Slick and Sigourney. Green and Red are visible to everyone. Everyone needs to make a will save at the start of your turn. It has incapacitation so will only affect you on a 1[/ooc]

Combat status

Slick 233/233
Billy 186/186, see invisible
Pinebrush 201/201
Sigourney 188/188
Reginald 105/105

Green, Frightened 1


CN Male Half-Elf Fighter 15 | ♥️ 233/233 | ➕ slash 4, mental 15, fiend spells/magic 2 | AC 36 (Clumsy/Frightened 1) | Speed 45' | Scout (Init +25) | F+27M (Battle Hard.) R+25E (Bulwark, , Temp. Ref.) W+23E (Bravery) | Perc+23M (Darkvision) | Fly □□ | Focus □□ | Spells DC 31; Slots: 1□ 2☑ 3□ | Hero 1, ⚿••⚒+••| ✋ +2 GSGK Greatsword | Status: Water Breathing, Swim 45', Huge, Reach 15', Frightened/Clumsy 1, Mazed

Ugh! All these bigger creatures with reach are a pain in the butt.

Slick watches with interest as the animated seaweed slowly approaches. "What's this then? Underwater ambulatory weeds apparently. I wonder if it will be friends with me?" When it gets close enough to release a cloud of spores in their direction, Slick decides that friendship is likely not high on the creature's agenda.

Easily avoiding the laughable frond attack, he tries to avoid taking in the spores...

Will Save vs DC ??: 1d20 + 21 ⇒ (10) + 21 = 31

...and shrugs off their effects as he charges forward to engage the slower of the killer chlorophyta.

Red has shot its load, so targeting the frightened Green that is last in the initiative list, hoping that we can get rid of it before it even gets to its turn. In the process, Slick should clear out any Reactive Strike that Red might have.

Actions 1 & 2 (◆◆): Scout's Charge
- Action: Stride (45 feet)
- Action: Feint with Ventriloquist's Ring (Greater) vs Frightened 1 Green
- Action: Strike (+2 Greater Striking Grievous Keen Greatsword) with Courageous Anthem vs Off-Guard and Frightened 1 Green

Deception (Feint): 1d20 + 21 + 2 ⇒ (15) + 21 + 2 = 38 vs Frightened 1 Green Perception DC

Going to assume that worked and that Green is Off-Guard (in addition to Frightened 1) for the next attack.

Greatsword Attack: 1d20 + 28 + 2 + 1 ⇒ (10) + 28 + 2 + 1 = 41 vs Frightened 1 and Off-Guard
Greatsword Damage: 3d12 + 13 + 1 ⇒ (1, 7, 5) + 13 + 1 = 27 piercing damage

If Crit Success:
The target is Off-Guard until the end of your next turn (Grievous).

Will assume that was a crit and that Green is now Off-Guard for the following strikes. If not, then ignore the Off-Guard stuff.

Actions 3 (◆): Exacting Strike - On a miss, next Strike uses same MAP
- Action: Strike (+2 Greater Striking Grievous Keen Greatsword) with Courageous Anthem and MAP1 vs Off-Guard and Frightened 1 Green

Greatsword Attack: 1d20 + 28 + 2 + 1 - 5 ⇒ (2) + 28 + 2 + 1 - 5 = 28 vs Frightened 1 and Off-Guard
Greatsword Damage: 3d12 + 13 + 1 ⇒ (4, 12, 6) + 13 + 1 = 36 piercing damage

Probably a miss, so will assume the next strike is at the same MAP1

Action 4 (◆): Strike (+2 Greater Striking Grievous Keen Greatsword) with Courageous Anthem, Haste and MAP1 vs Off-Guard and Frightened 1 Green

Greatsword Attack: 1d20 + 28 + 2 + 1 - 5 ⇒ (13) + 28 + 2 + 1 - 5 = 39 vs Frightened 1 and Off-Guard
Greatsword Damage: 3d12 + 13 + 1 ⇒ (12, 7, 12) + 13 + 1 = 45 piercing damage


Oops, I missed that you are sickened 1 on a pass. Slick fails so goes to a pass.

Slick rushes forward, surprising green. He cuts a great chunk out of it but is clearly so surprised his next attack goes wide. The second attack chops off more vegetation.

Crit, miss, hit for 99 damage

Combat Status:
Round 1
Haste 1/10
Inspire 1/4

Turn Order

Billy
-----------------------------------
Red
-----------------------------------
Slick
Pine
-----------------------------------
Blue
-----------------------------------
Sigourney
-----------------------------------
Green

Bold to act. Blue is hidden to Slick and Sigourney. Green is visible to everyone. Everyone needs to make a will save at the start of your turn. It has incapacitation so will only affect you on a 1[/ooc]

Combat status

Slick 233/233, sickened 1
Billy 186/186, see invisible
Pinebrush 201/201
Sigourney 188/188
Reginald 105/105

Green, 99 damage, Frightened 1


| HP 99/201 | AC 36 | F+25 s->cs R+30 cf->f, f->1/2 damage, s->cs W+22 | resist fire 5 | Perc +24 (+25 if involving sight) | Speed 25 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +28) | Active Conditions: Frightened 1, shield

Will: 1d20 + 22 ⇒ (19) + 22 = 41

"I said I'm fiiiine!"

Well, if Slick is going to clear the way. Diving under the leafy bit, Pine strikes at whatever mass is under there. Then he cuts at the vegetation with his shortword.

Seeing how easily Slick is hitting it he continues to press the attack as well. "It's not salad yet."

◆ Swim
◆ Strike Glorious Toothpick: 1d20 + 28 + 1 ⇒ (9) + 28 + 1 = 38 for piercing: 3d6 + 6 + 1 ⇒ (1, 5, 4) + 6 + 1 = 17, precision: 3d6 ⇒ (6, 3, 1) = 10, and spirit damage: 1d6 ⇒ 6. On a crit, double and add deadly damage: 2d8 ⇒ (3, 1) = 4, and it provokes RS from Slick. Total of 33.
◆ Strike Shortsword: 1d20 + 28 + 1 - 4 ⇒ (10) + 28 + 1 - 4 = 35 for slashing: 3d6 + 6 + 1 ⇒ (3, 4, 6) + 6 + 1 = 20, precision: 3d6 ⇒ (1, 1, 5) = 7, and spirit damage: 1d6 ⇒ 4. Total of 31.
◆ Strike Shortsword: 1d20 + 28 + 1 - 8 ⇒ (10) + 28 + 1 - 8 = 31 for slashing: 3d6 + 6 + 1 ⇒ (6, 4, 5) + 6 + 1 = 22, precision: 3d6 ⇒ (3, 6, 6) = 15, and spirit damage: 1d6 ⇒ 2. Total of 39.
◇ Debilitating Strikes: can't flank and can't use reactions


Pine swims up and pokes Green repeatedly, but it is still active!

I assume you do piercing damage with the versatile shortsword to avoid the -2 penalty to your attacks.

Blue swims forward and lashes at at Sigourney but she nimbly evades its questing tendrils and the massive jaws that suddenly emerge from the central mass!

Rolls:

Vine: 1d20 ⇒ 7
Bite: 1d20 - 5 ⇒ (6) - 5 = 1

Combat Status:
Round 1
Haste 1/10
Inspire 1/4

Turn Order

Billy
-----------------------------------
Red
-----------------------------------
Slick
Pine
-----------------------------------
Blue
-----------------------------------
Sigourney
-----------------------------------
Green

Bold to act.

Combat status

Slick 233/233, sickened 1
Billy 186/186, see invisible
Pinebrush 201/201
Sigourney 188/188
Reginald 105/105

Green, 202 damage, Frightened 1


Cond: Frightened 1, Wounded 1| Female N Skilled Human Silence in Snow Witch 15 | HP 5/188| AC 36 | F+25, R+26, W+25 (+1 saves vs magical effects)| Speed 15 ft, Swim speed 40 ft |Perc(E) +23 (+2 visual)| Init +23 (+2 visual AND +2 scouting)| Exp: Detect Magic| Hero: 0| Spells DC 36. Slots: 1□□☑, 2□□☑, 3□□□ , 4□□☑, 5□□□, 6□☑☑, 7□□☑, 8□☑, Focus☑☑□| Staff Charges: 9+1 (2 net)| Wand Uses: □□|Focus recharges □| Magic Hat Summon □| ✋ ✋ Wand| QuickenSpell ☑|

Will: 1d20 + 25 ⇒ (12) + 25 = 37

That succeeds probably, so a success would become a crit.

The scent from the plants makes Sigourney throw up in her mouth a bit, but not to the extent where her spellcasting is disrupted. She decides to destroy the plants for making her feel ill.

"Eurgh! This place disgusts me. First slime, then tentacles and maws, now bad smells. I wish I were out of here."

Sigourney's Patron puppets Reginald and issues him a Command.

After Reginald acts, Sigourney generates a crackling bolt of electricity between her palms and launches it at the plants. "Get lost! Thunder Sign - Chain Lightning!

Targeting Green, Red, Blue in that order.

7th Rank Chain Lightning, CA, DC 36 Reflex, Electricity: 9d12 + 1 ⇒ (5, 11, 11, 9, 4, 4, 5, 12, 11) + 1 = 73

She then Swims 40 feet away from the aggressive Blue and Red plants. She attempts to Stride further away, but her lack of legs makes it difficult for her to get far on ground.

"Maybe...it was a bad idea to magically transmute my feet to fins." She sheepishly admits.

She Swims 40 feet and Strides 5 feet (Difficult terrain and 15 feet move speed cuts it down to 5) away from the remaining plants. I won't be sure where I can move until my spells go off. If Green is somehow still alive I retreat towards the west, if Green is alive I go North behind Slick and Pine.

◇ Patron's Puppet, ◆◆ Chain Lightning, ◆ Swim, ◆ Stride

Reactions:

Gentle Landing Trigger: A creature (Sigourney or one of her allies) within range is falling.

Air Bubble. Trigger: A creature (Sigourney or one of her allies) within 60 feet enters an environment where it can't breathe.

Hidebound. A creature within 60 feet is hit with a Strike that deals physical damage.

Wooden Double. Trigger: You're critically hit by a damage-dealing effect or Strike. A wooden double appears out of nowhere and takes the blow in your place. Take a Step action. A wooden block of your size and roughly shaped like you appears in the space you left and absorbs the hit. This block has Hardness 5 and 20 Hit Points. If the wooden block is destroyed, you take any excess damage that the block didn't absorb. After taking the blow, the wooden block collapses into a pile of splinters and dust.

Recognize Spell. Trigger: A creature within line of sight casts a spell that you don’t have prepared or in your spell repertoire, or a trap or similar object casts such a spell. You must be aware of the casting. Note: Sigourney can perform this as a free action if the spell is on the arcane or primal lists.

Hexing Jar. Activate [reaction] envision Frequency once per hour; Trigger You roll a critical success on an attack roll with a witch spell, or your target rolls a critical failure on its saving throw against a witch spell or hex you cast; Effect The thing in the jar becomes more energetic—glowing, dancing, rapping on the glass, or some other action appropriate to its appearance. It encourages you until the start of your next turn, granting you and your familiar a +1 status bonus to AC and saving throws and a +2 status bonus against mental effects.

Activate—Antimagic Armor [reaction] (concentrate); Frequency once per day; Trigger A spell targets you or includes you in its area; Effect The armor attempts to counteract the triggering spell with the effect of a 7th-rank dispel magic spell and a counteract modifier of +26.


Male Familiar of Freezing Rime 15 | HP 105/105| AC 36 | F+25, R+26, W+25| 25 feet speed Perc +20, Low-light vision, Imprecise Wavesense, 30 feet Cond: Frightened 1, Off-guard, Light, Water Breathing

"Ahh! Sigourney, why do we keep getting into the thick of things? Is it something you ate?" Reginald asks Sigourney. In an attempt to focus down Green, he attempts to slash it to pieces with a Stitching Strike.

Stitching Strike, Slashing, DC 36 Reflex, CA: 14d6 + 1 ⇒ (6, 3, 1, 4, 4, 5, 3, 4, 5, 1, 2, 4, 5, 3) + 1 = 51

On failure, target is immobilised.

◆◆ Stitching Strike

Edit: Sorry, forgot about Reginald's will save. Even if he is sickened 1, the DC for this scales off Sigourney's Spell DC.Stitching Strike, Slashing, DC 36 Reflex, CA: 1d20 + 25 ⇒ (5) + 25 = 30


Reginald is also feeling queasy but he manages to stick green in place which distracts it enough that it cannot get out of the way of Sigourneys electrical attack. Crispy fried seaweed is now floating around Slick and Pine. Red and Blue are also badly injured.

I have moved you 30' Sigourney, feel free to complete your move if you want to go further.

Rolls:

Reflex, Green vs Reginald: 1d20 ⇒ 4, fail

Chain Lightning
Reflex, Green: 1d20 ⇒ 16, pass
Reflex, Red: 1d20 ⇒ 3, fail
Reflex, Blue: 1d20 ⇒ 1, crit fail

Combat Status:
Round 2
Haste 2/10
Inspire 2/4

Turn Order

Billy
-----------------------------------
Red
-----------------------------------
Slick
Pine
-----------------------------------
Blue
-----------------------------------
Sigourney

Bold to act.

Combat status

Slick 233/233, sickened 1
Billy 186/186, see invisible
Pinebrush 201/201
Sigourney 188/188
Reginald 105/105, sickened 1

Green, dead
Red, 73 damage
Blue, 146 damage


CG Aasimar Halfling Bard 15 | HP 63/186 | AC 35 | Spd 45' | F+24, R+25, W+27 (Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +25 (+2 visual) | Init: +27 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 36. Slots: 1□□□, 2□□□, 3☑□□, 4☑□□, 5☑□□, 6☑☑□, 7☑☑☑, 8□□, Focus☑☑□ | Sorc Spells 1□, 2□, 3□, 4□, 5□ | Staff Charges 1/8 | Harrow Omen: Crowns (Other)| Cond: frightened

Seeing the seaweed way too close for his liking, he looks around and sees his friends a healthy distance away from harm. "Don't they say 'keep your fronds close and enemies closer'?" He shrugs. "I think that's overrated." He strides away trudging through the water as fast as his halfling legs go.

He then sings,
"The world here is wetter. I'll choose the safer course.
The distance here is better. Let's try some bolts of force."

Billy casts Force Barrage at the most injured (Blue) one.
Force Barrage (5th rank) + Dangerous Sorcery: 9d4 + 9 + 5 ⇒ (4, 4, 3, 3, 3, 1, 4, 4, 4) + 9 + 5 = 44

◆ Stride (hasted) (due north, diff terrain), ◆◆◆ Force Barrage


You could not stride due north, you were in the tunnel. The dashed lines are the walls of the tunnel. I have moved you inside the room instead. I have moved you as far as you could go with 45' speed in difficult terrain. You also needed a will save at the start of your turn but you are fine.

Billy blasts Blue, blowing away various bits of fronds.

Red swims forward and snaps out at Billy twice with its massive jaws but both strikes go wide.

Rolls:

Billy will: 1d20 ⇒ 19

Attack 1: 1d20 ⇒ 7
Attack 2: 1d20 - 5 ⇒ (3) - 5 = -2

Combat Status:
Round 2
Haste 2/10
Inspire 2/4

Turn Order

Billy
-----------------------------------
Red
-----------------------------------
Slick
Pine

-----------------------------------
Blue
-----------------------------------
Sigourney

Bold to act.

Combat status

Slick 233/233, sickened 1
Billy 186/186, see invisible
Pinebrush 201/201
Sigourney 188/188
Reginald 105/105, sickened 1

Green, dead
Red, 73 damage
Blue, 191 damage


CN Male Half-Elf Fighter 15 | ♥️ 233/233 | ➕ slash 4, mental 15, fiend spells/magic 2 | AC 36 (Clumsy/Frightened 1) | Speed 45' | Scout (Init +25) | F+27M (Battle Hard.) R+25E (Bulwark, , Temp. Ref.) W+23E (Bravery) | Perc+23M (Darkvision) | Fly □□ | Focus □□ | Spells DC 31; Slots: 1□ 2☑ 3□ | Hero 1, ⚿••⚒+••| ✋ +2 GSGK Greatsword | Status: Water Breathing, Swim 45', Huge, Reach 15', Frightened/Clumsy 1, Mazed

Slick feels a little sick from whatever spores these weeds are putting out, but decides that trying to retch it out isn't worth the effort given how pathetic these creatures seem to be when it comes to inflicting damage on the group.

Leaving the creature that just attacked Billy for the others to deal with, Slick trots down to the more heavily wounded one in an effort to finish it off before it embarrasses itself attempting another attack. He positions himself so that his presence will act as a distraction for either creature when Pine attacks.

If Blue goes down, then redirect any remaining attacks to Red.

Actions 1 & 2 (◆◆): Scout's Charge
- Action: Stride (45 feet)
- Action: Feint with Ventriloquist's Ring (Greater) and Sickened 1 vs Blue
- Action: Strike (+2 Greater Striking Grievous Keen Greatsword) with Courageous Anthem and Sickened 1 vs Off-Guard Blue

Deception (Feint): 1d20 + 21 + 2 - 1 ⇒ (13) + 21 + 2 - 1 = 35 vs Blue Perception DC

Going to assume that worked and that Blue is Off-Guard for the next attack.

Greatsword Attack: 1d20 + 28 + 2 + 1 - 1 ⇒ (14) + 28 + 2 + 1 - 1 = 44 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 1 ⇒ (5, 2, 6) + 13 + 1 = 27 piercing damage

If Crit Success:
The target is Off-Guard until the end of your next turn (Grievous).

Will assume that was a crit and that Blue is now Off-Guard for the following strikes. If not, then ignore the Off-Guard stuff.

Actions 3 (◆): Exacting Strike - On a miss, next Strike uses same MAP
- Action: Strike (+2 Greater Striking Grievous Keen Greatsword) with Courageous Anthem, Sickened 1 and MAP1 vs Off-Guard Blue

Greatsword Attack: 1d20 + 28 + 2 + 1 - 1 - 5 ⇒ (15) + 28 + 2 + 1 - 1 - 5 = 40 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 1 ⇒ (8, 1, 4) + 13 + 1 = 27 piercing damage

Likely a hit, if not also a crit. Will assume the next strike is at MAP2.

Action 4 (◆): Strike (+2 Greater Striking Grievous Keen Greatsword) with Courageous Anthem, Haste, Sickened 1 and MAP2 vs Off-Guard Blue

Greatsword Attack: 1d20 + 28 + 2 + 1 - 1 - 10 ⇒ (3) + 28 + 2 + 1 - 1 - 10 = 23 vs Off-Guard
Greatsword Damage: 3d12 + 13 + 1 ⇒ (9, 4, 8) + 13 + 1 = 35 piercing damage


| HP 99/201 | AC 36 | F+25 s->cs R+30 cf->f, f->1/2 damage, s->cs W+22 | resist fire 5 | Perc +24 (+25 if involving sight) | Speed 25 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +28) | Active Conditions: Frightened 1, shield

They're awful aggressive for creatures that don't seem all that dangerous.

Pinebrush follows Slick. The direct approach is working, so... he keeps it up.

◆ Swim into the most damaged enemy's space.
◆ Strike Shiny Toothpick: 1d20 + 28 + 1 ⇒ (12) + 28 + 1 = 41 for piercing: 3d6 + 3 + 1 ⇒ (3, 6, 4) + 3 + 1 = 17, precision: 3d6 ⇒ (6, 4, 6) = 16, and spirit damage: 1d6 ⇒ 6. On crit add deadly damage: 2d8 ⇒ (3, 6) = 9 and it provokes RS from Slick. Total 39, or 77 on crit.
◆ Swim to change targets if necessary, otherwise Strike shortsword: 1d20 + 28 + 1 - 4 ⇒ (14) + 28 + 1 - 4 = 39 for piercing damage: 3d6 + 3 + 1 ⇒ (1, 1, 2) + 3 + 1 = 8, precision damage: 3d6 ⇒ (1, 2, 2) = 5 and spirit damage: 1d6 ⇒ 2. On crit provokes RS from Slick. 15 total.
◆ Swim to change targets if necessary, otherwise Strike shortsword: 1d20 + 28 + 1 - 8 ⇒ (8) + 28 + 1 - 8 = 29 for piercing damage: 3d6 + 3 + 1 ⇒ (5, 2, 1) + 3 + 1 = 12, precision damage: 3d6 ⇒ (3, 6, 1) = 10 and spirit damage: 1d6 ⇒ 3. On crit provokes RS from Slick. Looks like a miss, but 25 total.
◇ If any strike hits, it can't use reactions and takes 3d6 persistent bleed.


Slick rushes forward and cuts down Blue with two swift strikes.

With him down Pine swims into the midst of Red. He strikes something vital which causes the thing to shudder, exposing itself to Slick!

Thats a crit for 87, a hit from Slick for 29 and a hit for 15. The last attack misses. Plants dont take bleed damage (they have no blood) so feel free to pick a different debilitation. They dont have any reactions.

Combat Status:
Round 2 - 3
Haste 2/10
Inspire 2/4

Turn Order

Billy
-----------------------------------
Red
-----------------------------------
Slick
Pine
Sigourney

Bold to act.

Combat status

Slick 233/233, sickened 1
Billy 186/186, see invisible
Pinebrush 201/201
Sigourney 188/188
Reginald 105/105, sickened 1

Green, dead
Red, 204 damage
Blue, dead

Rolls:

Slick RS: 1d20 ⇒ 16, hit
Damage: 3d12 + 14 ⇒ (4, 10, 1) + 14 = 29


Cond: Frightened 1, Wounded 1| Female N Skilled Human Silence in Snow Witch 15 | HP 5/188| AC 36 | F+25, R+26, W+25 (+1 saves vs magical effects)| Speed 15 ft, Swim speed 40 ft |Perc(E) +23 (+2 visual)| Init +23 (+2 visual AND +2 scouting)| Exp: Detect Magic| Hero: 0| Spells DC 36. Slots: 1□□☑, 2□□☑, 3□□□ , 4□□☑, 5□□□, 6□☑☑, 7□□☑, 8□☑, Focus☑☑□| Staff Charges: 9+1 (2 net)| Wand Uses: □□|Focus recharges □| Magic Hat Summon □| ✋ ✋ Wand| QuickenSpell ☑|

Wanting to conserve spell slots, Sigourney throws a bunch of cantrips at the plant.

Quick post, so no flavour.

Casting Livewire.

Spell attack roll, Livewire vs Red AC: 1d20 + 26 ⇒ (11) + 26 = 37

Slashing, CA, Livewire: 8d4 ⇒ (1, 2, 1, 4, 1, 1, 3, 3) = 16

Electricity, CA, Livewire: 8d4 + 1 ⇒ (3, 4, 4, 2, 3, 2, 4, 3) + 1 = 26

Casting Clinging Ice.

Cold, CA, Clinging Ice, DC36 Reflex: 8d4 + 1 ⇒ (3, 1, 2, 1, 2, 3, 2, 2) + 1 = 17

Stride 5 feet back.

◆◆ Livewire, ◆ Clinging Ice, ◆ Stride 5 feet (hasted) (due north, diff terrain)


CG Aasimar Halfling Bard 15 | HP 63/186 | AC 35 | Spd 45' | F+24, R+25, W+27 (Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +25 (+2 visual) | Init: +27 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 36. Slots: 1□□□, 2□□□, 3☑□□, 4☑□□, 5☑□□, 6☑☑□, 7☑☑☑, 8□□, Focus☑☑□ | Sorc Spells 1□, 2□, 3□, 4□, 5□ | Staff Charges 1/8 | Harrow Omen: Crowns (Other)| Cond: frightened

Billy cautiously moves to a strategic (non-reachable) distance and sings,

"They should have let us be. A story with a moral.
Now, they're dead...all three. This last from jagged coral."

Billy casts Telekinetic Projectile at the remaining enemy sending sharp rocks, shells, and coral at it.

If we know weakest save is Fort or Reflex, Billy uses his Shadow Signet to target that DC, instead of normal AC.
Telekinetic Projectile +CA: 1d20 + 26 + 1 ⇒ (11) + 26 + 1 = 38
Piercing Damage +CA: 9d6 + 1 ⇒ (6, 1, 4, 6, 3, 1, 2, 4, 5) + 1 = 33

◆ Stride, ◇ Activate Shadow Signet, ◆◆ TP


Between the two casters you swiftly disassemble the remaining plant monster. Bits of singed frond drift in the water around you.

COMBAT OVER

Hopefully my rolls will improve as I managed to deal not a single point of damage in that encounter. What do you do?


Cond: Frightened 1, Wounded 1| Female N Skilled Human Silence in Snow Witch 15 | HP 5/188| AC 36 | F+25, R+26, W+25 (+1 saves vs magical effects)| Speed 15 ft, Swim speed 40 ft |Perc(E) +23 (+2 visual)| Init +23 (+2 visual AND +2 scouting)| Exp: Detect Magic| Hero: 0| Spells DC 36. Slots: 1□□☑, 2□□☑, 3□□□ , 4□□☑, 5□□□, 6□☑☑, 7□□☑, 8□☑, Focus☑☑□| Staff Charges: 9+1 (2 net)| Wand Uses: □□|Focus recharges □| Magic Hat Summon □| ✋ ✋ Wand| QuickenSpell ☑|

Sigourney is amazed that she somehow went through the battle unharmed. She Refocuses for 10 minutes while thinking about what these creatures are and what their best known feature is.


CN Male Half-Elf Fighter 15 | ♥️ 233/233 | ➕ slash 4, mental 15, fiend spells/magic 2 | AC 36 (Clumsy/Frightened 1) | Speed 45' | Scout (Init +25) | F+27M (Battle Hard.) R+25E (Bulwark, , Temp. Ref.) W+23E (Bravery) | Perc+23M (Darkvision) | Fly □□ | Focus □□ | Spells DC 31; Slots: 1□ 2☑ 3□ | Hero 1, ⚿••⚒+••| ✋ +2 GSGK Greatsword | Status: Water Breathing, Swim 45', Huge, Reach 15', Frightened/Clumsy 1, Mazed

As the last of the ineffectual plants gets cut down, Slick purses his lips in mild disapproval. "That was a pretty pathetic effort. I feel more like a gardner than a warrior. When we find the boss of this place, we should present him with a bill for our brush-clearing services."

He turns away and retches until the feeling of sickness from the plant spores dissipates. "Urk! Ahhh! That's better."

Slick searches the chopped up weeds and the surrounding area to see if there is anything of interest tucked away in some corner or any hidden doorways. Once everyone is ready to move on, he heads over to the northern of the double doors to check them out. "Yo! Pinebrush! Can you get us through this door or should I kick it down?"


CG Aasimar Halfling Bard 15 | HP 63/186 | AC 35 | Spd 45' | F+24, R+25, W+27 (Resolve) (+1 vs magic)| Perc(M) (low-light, darkvision, see invis) +25 (+2 visual) | Init: +27 (visual/hearing) | Exp: Search | Hero: 1 | Spell DC 36. Slots: 1□□□, 2□□□, 3☑□□, 4☑□□, 5☑□□, 6☑☑□, 7☑☑☑, 8□□, Focus☑☑□ | Sorc Spells 1□, 2□, 3□, 4□, 5□ | Staff Charges 1/8 | Harrow Omen: Crowns (Other)| Cond: frightened

After the gardening is complete, Billy makes sure to be swimming just upstream from wherever Slick is retching. When he finds a suitable spot, he strums the wet strings on his lute and prays to Desna.
Billy refocuses to recover 1 focus point.

He asks, "Where to next?" He follows Slick to the double doors.


Cond: Frightened 1, Wounded 1| Female N Skilled Human Silence in Snow Witch 15 | HP 5/188| AC 36 | F+25, R+26, W+25 (+1 saves vs magical effects)| Speed 15 ft, Swim speed 40 ft |Perc(E) +23 (+2 visual)| Init +23 (+2 visual AND +2 scouting)| Exp: Detect Magic| Hero: 0| Spells DC 36. Slots: 1□□☑, 2□□☑, 3□□□ , 4□□☑, 5□□□, 6□☑☑, 7□□☑, 8□☑, Focus☑☑□| Staff Charges: 9+1 (2 net)| Wand Uses: □□|Focus recharges □| Magic Hat Summon □| ✋ ✋ Wand| QuickenSpell ☑|

"Right, I'm ready to go...after Reginald finishes vomiting."


| HP 99/201 | AC 36 | F+25 s->cs R+30 cf->f, f->1/2 damage, s->cs W+22 | resist fire 5 | Perc +24 (+25 if involving sight) | Speed 25 ft | Hero Points 0 | Exploration: Avoid Notice (Stealth +28) | Active Conditions: Frightened 1, shield

"Doing that underwater is gross. Wait. Do fish throw up? Being underwater is gross."

Pine moves over the doors. "Uh, let's see."

Perception to examine the doors: 1d20 + 25 ⇒ (18) + 25 = 43


Gathering yourselves together you check the area. There is nothing of interest here in the garden. Checking the doors they do not appear to be trapped or locked.

I may have locked them to prevent people rushing ahead.

Opening the door reveals a large chamber. The walls reach to a glittering
crystalline ceiling overhead, but gloom has dulled any light drifting down from above. A long pool shimmers in the center, its depths filled with deeper blue water that strangely refuses to mix with the water flooding the rest of the room. Stone benches line this pool, steps lead into it, and a crystal stands at either narrow end. The crystal to the north pulses with cerulean light, while the one to the south thrums with darkness, giving off wisps of murk.

A tall figure floats at the far end of the room. The large, odd looking creature, smiles at you all and burbles, Welcome strangers, I am Markish Aghayaera, what brings you to my Manor?


CN Male Half-Elf Fighter 15 | ♥️ 233/233 | ➕ slash 4, mental 15, fiend spells/magic 2 | AC 36 (Clumsy/Frightened 1) | Speed 45' | Scout (Init +25) | F+27M (Battle Hard.) R+25E (Bulwark, , Temp. Ref.) W+23E (Bravery) | Perc+23M (Darkvision) | Fly □□ | Focus □□ | Spells DC 31; Slots: 1□ 2☑ 3□ | Hero 1, ⚿••⚒+••| ✋ +2 GSGK Greatsword | Status: Water Breathing, Swim 45', Huge, Reach 15', Frightened/Clumsy 1, Mazed

Slick looks over the murky room with its strange pool full of blue water, then takes in the two differing crystals, one blue and the other murky. It's almost seems as if the crystals were battling it out to gain the upper hand over the watery contents of the chamber.

When Markish speaks, Slick looks over at the fellow. "Oh. Hello there. You must be the boss around here." He then waves his hand to indicate the room the group just came from. "You really should make a habit of clearing out the weeds in your greenhouse. Someone could get hurt if they're not looking where they're going in there."

He then reaches into his pocket. "As to what we're doing here..." He pulls out one of the Harrow cards and holds it up. "... we're looking for one of these, and this Manor of yours seemed as likely a place as any to have one. Have you seen any such cards recently?"

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