GM Tyranius (PF2) PaizoCon 2023 Prisoners of the Electric Castle (Inactive)

Game Master Tyranius

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Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

Flat: 1d20 ⇒ 1

The goblin steps away and hunt prey the red Urdefhan to fire towards them.

+1 alchemical crossbow: 1d20 + 18 ⇒ (14) + 18 = 32

Damage, crossbow ace, acid:2d10 + 2 + 1d6 ⇒ (5, 6) + 2 + (5) = 18

Dark Archive

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

Jiki is up.

Grand Archive

Male Goblin (Snow) Core Bard (Multifarious) Archaeologist 9 | HP 66/96 | AC 26 | Fortitude +16, Reflex +17, Will +15 (Performer's Heart) | Perception +12 | Speed 25, climb 10 | Darkvision | Resist cold 4, negative 1 | Default Exploration: Avoid Notice +14 | Bard Spells 5th-1/2 4th-0/3 3rd-2/3 2nd-3/3 1st-3/3 | Focus 0/2 | Greater Mentalist's Staff 5/5 | Hero Points 1 | Provisions: scroll of breath of life 1/1 | Active Conditions: Sickened 1| ◆◇↺

Jiki decides he needs to thin the herd a bit, and decides to go after the Red minion until it's down, the switch to the Yellow one.

◆ Strike

+1 Striking Shortbow: 1d20 + 14 ⇒ (15) + 14 = 29
Piercing Damage: 2d6 ⇒ (4, 1) = 5

◆ Strike

+1 Striking Shortbow: 1d20 + 14 - 5 ⇒ (1) + 14 - 5 = 10
Piercing Damage: 2d6 ⇒ (6, 2) = 8

◆ Strike

+1 Striking Shortbow: 1d20 + 14 - 10 ⇒ (7) + 14 - 10 = 11
Piercing Damage: 2d6 ⇒ (5, 3) = 8

Dark Archive

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

Ukh's alchemical crossbow burns into the Urdefhan's skin adding a strange green hue to the translucent skin as it bubbles and pops.

Ukh Bleed Damage: 1d6 ⇒ 5

Dranald's spiritual weal stabs through the creatures back as it look like it is going to collapse at any moment from all of the pain. Reaching out with his staff Dranald heals Astrid.

Persistent Acid Damage: 2d6 ⇒ (2, 2) = 4
Flat Check: 1d20 ⇒ 6

Jiki fires a shortbow from under the cover of invisibility, further injuring the Urdefhan, though it doesn't seem to thin the herd any.

Near death the red-eyed Urdefhan flies into a frenzy as it lets out a howl of pain. This howl seems to throw the other two in a state of their own frenzy. The bearded devil rushes in to help the dying Urdefhan as it swings its glainve at her body.

Frenzy Rounds: 2d4 ⇒ (1, 3) = 4

Red Bearded Devil Glaive vs Astrid AC FF 27: 1d20 + 15 ⇒ (11) + 15 = 26

Astrid deflects the glaive. Two of the Urdefhan charge in their frenzy biting at Astrid and Dranald.

Green Jaws vs Astrid AC 29; Stoke the Fervent: 1d20 + 19 + 4 ⇒ (1) + 19 + 4 = 24
Green Jaws vs Astrid AC 29; Stoke the Fervent: 1d20 + 19 - 4 + 4 ⇒ (17) + 19 - 4 + 4 = 36
Damage: 3d6 + 9 + 4 ⇒ (4, 6, 5) + 9 + 4 = 28 + Wicked Bite

DC 27 Fort Save, Failure you are Drained 1 and Green regains 10 HP.

Yellow Jaws vs Dranald AC 27; Stoke the Fervent: 1d20 + 19 + 4 ⇒ (11) + 19 + 4 = 34
Damage: 3d6 + 9 + 4 ⇒ (6, 6, 4) + 9 + 4 = 29 + Wicked Bite

DC 27 Fort Save, Failure you are Drained 1 and Green regains 10 HP.

The barbazu circles around to close in on Dranald as it sneers. "Let's see how your healing does when you are bleeding out on the floor." The Urdefhan nods that this is suitable prey for the devil.

Yellow Bearded Devil Glaive vs Dranald AC FF 25: 1d20 + 15 ⇒ (12) + 15 = 27
Damage (Slashing): 1d8 + 7 ⇒ (2) + 7 = 9
Damage (Evil): 2d6 ⇒ (3, 4) = 7 + Infernal Wound (1d6 Persistent Bleed) that is much harder to stop

★★★
Work-shopping! Round 4/5

Party Conditions: Inspire Courage 3 rounds
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Dranald: DC 27 Fort vs Wicked Bite
Astrid: DC 27 Fort vs Wicked Bite

──────────
BOLD IS UP!:
──────────
➤ Ukh (72/109 HP) │ Infernal Wound (1d6 Persistent Bleed)
➤ Dranald (45/106 HP) │ 2d6 Persistent Acid | Infernal Wounds (1d6 persistent Bleed)
➤ Arrus (67/116 HP) │ 2d6 Persistent Acid | Infernal Wound (1d6 Persistent Bleed)
➤ Astrid (80/148 HP) │ 2d6 Persistent Acid| Shield Hardness 13, HP 77/104
➤ Jiki (86/86 HP)
Urdefhan (Red) (-165 HP)
Bearded Devil (Red) (-0 HP)
Urdefhan (Green) (-0 HP) │ Stoke the Fervent 3 rounds
Urdefhan (Yellow) (-94 HP) │ Stoke the Fervent 3 rounds
Bearded Devil (Yellow) (-7 HP)
➤ Patrick (53/64 HP)

Horizon Hunters

M Human | Ranger 9 | HP 80/116 | AC 27 | F +16 R +20(S=>CS) W +17 | Perception +18 (+2 init)(+1 Sight)

Arrus tops himself off with Dranald's Vital Becaon before putting some distance as he reloads and ignores his prey as he tries to finish off the red Urdefhan.
vital beacon: 4d8 ⇒ (7, 1, 6, 3) = 17

inspiredcrossbow vs Red Urdefan: 1d20 + 18 + 1 ⇒ (20) + 18 + 1 = 39
inspired piercing +fire: 2d10 + 4 + 1 + 2d6 ⇒ (7, 9) + 4 + 1 + (3, 3) = 27

54 on crit. Also if it's still alive it's immobilized from bow crit spec until is succeeds as a DC 10 athletics check as an action.

acid: 2d6 ⇒ (5, 2) = 7
acid flat: 1d20 ⇒ 11

devil bleed: 1d6 ⇒ 1
flat 20: 1d20 ⇒ 7

HP:

I think Arrus is at 87 now. I see 66 hp here

Then +12 HP but you show Arrus at 67 instead of 78.

[ooc]Another +9 HP from this turn gets to 87

Always possible I missed something too, just want to make sure we're in agreement.

Horizon Hunters

F Human CG | Fighter 11 | ◆◇↺ | HP 60/162 shield h13 72/104| AC 33 (35) | F +21 R +18 W +17 | Perception +18 (+19 for vision, +20 for initiative) | Hero 1/3 | Default Exploration=Defend | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

I'm gonna assume a 54 damage crit from Arrus is more than enough to finish off the red urdefan. If not then Astrid's attacks will be against him and instead of striding she'll raise her shield.

fort save DC 27: 1d20 + 20 ⇒ (16) + 20 = 36

Astrid laughs like a maniac at the forces arrayed against her. "Ha! it'll take more than three of you to finish me. Let's invite that one to the party."

She points to the urdefan threatening Dranald and moves to assault it.

bastard sword vs yellow, flat footed: 1d20 + 23 + 1 ⇒ (14) + 23 + 1 = 38
slashing, electric: 2d8 + 1d6 + 8 + 1 ⇒ (2, 1) + (3) + 8 + 1 = 15

strike, bastard sword vs yellow flat footed: 1d20 + 23 - 5 + 1 ⇒ (13) + 23 - 5 + 1 = 32
slashing, electric: 2d8 + 1d6 + 8 + 1 ⇒ (6, 2) + (2) + 8 + 1 = 19

shock rune
sword critical specialization

Stride, strike, strike

Grand Archive

Male Goblin (Snow) Core Bard (Multifarious) Archaeologist 9 | HP 66/96 | AC 26 | Fortitude +16, Reflex +17, Will +15 (Performer's Heart) | Perception +12 | Speed 25, climb 10 | Darkvision | Resist cold 4, negative 1 | Default Exploration: Avoid Notice +14 | Bard Spells 5th-1/2 4th-0/3 3rd-2/3 2nd-3/3 1st-3/3 | Focus 0/2 | Greater Mentalist's Staff 5/5 | Hero Points 1 | Provisions: scroll of breath of life 1/1 | Active Conditions: Sickened 1| ◆◇↺

Things are pretty crazy here. Maybe Green can't keep track of it all?

◆ Stride

◆◆ Cast a Spell

Confusion on Green, Will DC 27

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

Fortitude:1d20 + 15 ⇒ (3) + 15 = 18

The cleric strikes the Urdefhan Yellow.

+1 striking longsword:1d20 + 14 + 1 ⇒ (1) + 14 + 1 = 16 VS FF

Damage:2d8 + 2 + 1 ⇒ (3, 3) + 2 + 1 = 9

He steps and sustains the Spiritual weapon.

Spiritual weapon:1d20 + 17 + 1 - 5 ⇒ (14) + 17 + 1 - 5 = 27

Damage:1d8 + 4 ⇒ (8) + 4 = 12

Flat check, Infernal Wounds:1d20 ⇒ 6

Flat check, Acid:1d20 ⇒ 17

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

Flat: 1d20 ⇒ 20

The goblin reloads to fire towards the red Urdefhan.

+1 alchemical crossbow: 1d20 + 18 ⇒ (13) + 18 = 31

Damage, crossbow ace, acid: 2d10 + 2 + 1d6 ⇒ (4, 2) + 2 + (2) = 10

Then he reloads again.

Dark Archive

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

Arrus HP totals by round:

Round 1: Start HP 110/116
Round 2: Acid Arrow 25 damage and 2d6 Persistent (85/116) | Persistent 4 (81/116)
Round 3: Glaive for 15 damage and 1d6 Persistent Bleed (70/116) | Phantasmal Killer 11 damage (59/116) | Vital Beacon 20 (79/116) | Persistent Damage 8 (71/116)
Round 4: Vital Beacon 17 (88/116) | Persistent Damage 8 (80/116)

Ukh's alchemical crossbow hits, killing the Urdefhan. The creatures flesh begins to curdle as a deadly looking gas fills the immediate area around it. Harms nobody.

Ukh Bleed Damage: 1d6 ⇒ 2

Ukh bleeds a little more before the goblin is able to stanch it and get it to a small seep. He should survive to the ripe old age of 7. An elder in a goblin tribe.

Dranald Persistent Acid and Bleed Damage: 2d6 + 1d6 ⇒ (5, 4) + (4) = 13

Dranald is able to wipe most of the acid off, though he continues to bleed out. Meanwhile his spiritual weapon wounds the Urdefhan as it slices it across the shoulder.

Vital Beacon Dranald Counteract Check to heal Arrus DC 21: 1d20 + 17 ⇒ (19) + 17 = 36

Arrus' wounds heal as he puts a bolt solidly into the other wounded Urdefhan. The bolt thumps deep into the creatures chest piercing organs, which are easy to locate.

With a maniacal laugh Astrid rushes across the room and completely decapitates the Urdefahn with her blade. It melts into noxious gas as Astrid immediately begins chocking on.

Necrotic Decay Negative Damage (Astrid and Dranald): 10d6 ⇒ (6, 5, 6, 3, 3, 1, 6, 6, 5, 5) = 46 DC 27 Basic Fort

Astrid Persistent Acid Damage: 2d6 ⇒ (4, 2) = 6
Flat Check: 1d20 ⇒ 4

Jiki attempts to confuse the remaining Urdefhan's mind.

Will DC 27: 1d20 + 20 ⇒ (15) + 20 = 35

The Urdefhan begins to babble incoherently to itself.

★★★
Work-shopping! Round 4/5

Party Conditions: Inspire Courage 2 rounds
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Dranald: DC 27 Fort vs Necrotic Gas
Astrid: DC 27 Fort vs Necrotic Gas

──────────
BOLD IS UP!:
──────────
Ukh (70/109 HP)
Dranald (14/97 HP) │ Infernal Wounds (1d6 persistent Bleed) | Drained 1
Arrus (80/116 HP) │ 2d6 Persistent Acid | Infernal Wound (1d6 Persistent Bleed)
Astrid (74/148 HP) │ 2d6 Persistent Acid| Shield Hardness 13, HP 77/104
Jiki (86/86 HP)
Bearded Devil (Red) (-0 HP)
Urdefhan (Green) (-0 HP) │ Stoke the Fervent 3 rounds | Babbles and Stunned 1
Bearded Devil (Yellow) (-7 HP)
➤ Patrick (53/64 HP)

Horizon Hunters

F Human CG | Fighter 11 | ◆◇↺ | HP 60/162 shield h13 72/104| AC 33 (35) | F +21 R +18 W +17 | Perception +18 (+19 for vision, +20 for initiative) | Hero 1/3 | Default Exploration=Defend | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

fort save: 1d20 + 20 ⇒ (16) + 20 = 36

Astrid has juggernaut so her fort saves are critical saves

Grand Archive

Male Human Wizard (Universalist)-9 | hp:71/71 | AC:25 | P:14 : F:14 R:16 W:16 | DV | HP:0 | SA+17 DC 27 | SS/d 1:3/3 2:3/3 3:3/3 4:3/3 5:2/2 | GA | 124312-2001

Urdefhan currently under control ... two bearded devils left.

Another volley of magic missiles (heightened to spell level 3) blasts into the yellowish bearded devil
mm: 9d4 + 9 ⇒ (3, 3, 2, 4, 2, 1, 4, 1, 1) + 9 = 30

Dark Archive

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

Patrick peppers the devil with magical missiles. It weathers the magic as the pair of devils grow bored. "None are dying..." One says as it yawns. "This one keeps avoiding all my blades." It points a glaive at Astrid. "Let's get out of here." The pair leave in a puff of smoke back to their realm.

The Urdefhan breaks free from its stunned mental block and leaps at Astrid.

Green Jaws vs Astrid AC 29; Stoke the Fervent: 1d20 + 19 + 4 ⇒ (11) + 19 + 4 = 34
Damage: 3d6 + 9 + 4 ⇒ (3, 6, 1) + 9 + 4 = 23

DC 27 Fort Save, Failure you are Drained 1 and Green regains 10 HP.

★★★
Work-shopping! Round 5/6

Party Conditions: Inspire Courage 2 rounds
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Dranald: DC 27 Fort vs Necrotic Gas

──────────
BOLD IS UP!:
──────────
➤ Ukh (70/109 HP)
➤ Dranald (14/97 HP) │ Infernal Wounds (1d6 persistent Bleed) | Drained 1
➤ Arrus (80/116 HP) │ 2d6 Persistent Acid | Infernal Wound (1d6 Persistent Bleed)
➤ Astrid (51/148 HP) │ 2d6 Persistent Acid| Shield Hardness 13, HP 77/104
➤ Jiki (86/86 HP)
Urdefhan (Green) (-0 HP) │ Stoke the Fervent 2 rounds |
➤ Patrick (53/64 HP)

Horizon Hunters

F Human CG | Fighter 11 | ◆◇↺ | HP 60/162 shield h13 72/104| AC 33 (35) | F +21 R +18 W +17 | Perception +18 (+19 for vision, +20 for initiative) | Hero 1/3 | Default Exploration=Defend | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

fort save DC 27: 1d20 + 20 ⇒ (9) + 20 = 29

Astrid's shield pops up almost of its own volition and takes the brunt of the Urdefhan's attack.

↺ Reactive shield, ↺ shield block

Astrid and her shield only take 10 points of damage each. She is at 64/158 and her shield is at 67/104

"Ha! You're back! Excellent. Now I don't have to chase you." The shield maiden grins evilly and attacks.

bastard sword: 1d20 + 23 + 1 ⇒ (15) + 23 + 1 = 39
slashing and electrical: 2d8 + 1d6 + 8 ⇒ (6, 7) + (3) + 8 = 24

bastard sword: 1d20 + 23 + 1 - 5 ⇒ (6) + 23 + 1 - 5 = 25
slashing and electrical: 2d8 + 1d6 + 8 ⇒ (1, 1) + (6) + 8 = 16

acid damage: 2d6 ⇒ (1, 6) = 7
flat check: 1d20 ⇒ 18

◆ strike,◆ strike, ◆ raise shield

Forgot about the acid damage. Astrid is now at 57/148 hit points

Grand Archive

Male Human Wizard (Universalist)-9 | hp:71/71 | AC:25 | P:14 : F:14 R:16 W:16 | DV | HP:0 | SA+17 DC 27 | SS/d 1:3/3 2:3/3 3:3/3 4:3/3 5:2/2 | GA | 124312-2001

Patrick sighs.

They could have poofed before I tossed those missiles at them

He then hurls the last volley of missiles he has - heighted to spell level 4 - at the last target.

mm: 12d4 + 12 ⇒ (4, 2, 2, 3, 1, 1, 2, 3, 2, 3, 2, 4) + 12 = 41

Grand Archive

Male Goblin (Snow) Core Bard (Multifarious) Archaeologist 9 | HP 66/96 | AC 26 | Fortitude +16, Reflex +17, Will +15 (Performer's Heart) | Perception +12 | Speed 25, climb 10 | Darkvision | Resist cold 4, negative 1 | Default Exploration: Avoid Notice +14 | Bard Spells 5th-1/2 4th-0/3 3rd-2/3 2nd-3/3 1st-3/3 | Focus 0/2 | Greater Mentalist's Staff 5/5 | Hero Points 1 | Provisions: scroll of breath of life 1/1 | Active Conditions: Sickened 1| ◆◇↺

Now that we are down to target practice, Jiki returns to archery.

◆ Interact to draw bow

◆ Stride

◆ Strike

+1 Striking Shortbow: 1d20 + 14 ⇒ (20) + 14 = 34
Piercing Damage: 2d6 ⇒ (4, 6) = 10
Deadly: 1d10 ⇒ 4

Horizon Hunters

M Human | Ranger 9 | HP 80/116 | AC 27 | F +16 R +20(S=>CS) W +17 | Perception +18 (+2 init)(+1 Sight)

Arrus reloads as he moves to Dranald and fires at Green.

inspired crossbow: 1d20 + 18 + 1 ⇒ (7) + 18 + 1 = 26
piercing+fire: 2d10 + 4 + 1 + 2d6 ⇒ (7, 3) + 4 + 1 + (5, 5) = 25

There he tries to make sure Dranald doesn't die.

Battle Medicine DC 20: 23 = 23
healing: 4d8 ⇒ (2, 5, 5, 1) = 13

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

Fortitude:1d20 + 15 ⇒ (16) + 15 = 31

Flat check:1d20 ⇒ 3

The cleric moves and casts Heal on himself.

Heal, Staff of healing, healing hands:5d10 + 40 + 2 ⇒ (5, 6, 10, 1, 10) + 40 + 2 = 74

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

The goblin marks the green one as his new prey and fires towards it before to reload again.

+1 striking alchemical crossbow, Inspire courage:1d20 + 18 + 1 ⇒ (1) + 18 + 1 = 20

Damage, acid:2d10 + 2 + 1 + 1d6 ⇒ (1, 7) + 2 + 1 + (3) = 14

Dark Archive

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

Patrick sends more and more magical missiles into the Urdefhan as the guard fights to the death. Ukh's bolt misses by a wide margin as the shaft must have been bent.

Dranald collapses to the ground as the necrotic gas fills his lungs. 23 negative damage will take you to Dying 1.

Dranald doesn't get a chance to heal himself at all as he continues to bleed and burn from the acid. Even though you have multiple persistent damage effects it only increases your dying value once. (Dying 2)

Persistent Flat Check Bleed: 1d20 ⇒ 11

Dranald's bolt also misses as he rushes to help Dranald. Normally his efforts would be successful but this bearded devil's injury seems to keep soaking bandage after bandage. It takes several bandages to at least stop Dranald from dying this moment. Wounded 1

Astrid stabs her balde through the Urdefhan's gut as it lurches over in pain. Crit. Jiki's arrow sticks deep into the creature's chest as he has a very well aimed shot.

Green Jaws vs Astrid AC 29; Stoke the Fervent: 1d20 + 19 + 4 ⇒ (4) + 19 + 4 = 27
Damage: 3d6 + 9 + 4 ⇒ (2, 6, 4) + 9 + 4 = 25

Green Jaws vs Astrid AC 29; Stoke the Fervent: 1d20 + 19 + 4 - 4 ⇒ (6) + 19 + 4 - 4 = 25
Damage: 3d6 + 9 + 4 ⇒ (5, 5, 4) + 9 + 4 = 27

Green Jaws vs Astrid AC 29; Stoke the Fervent: 1d20 + 19 + 4 - 8 ⇒ (20) + 19 + 4 - 8 = 35
Damage: 3d6 + 9 + 4 ⇒ (5, 6, 5) + 9 + 4 = 29 Crit for 58

Have not calculated the damage below cause I am assuming you want to shield block this one.

★★★
Work-shopping! Round 6/7

Party Conditions: Inspire Courage 1 rounds
Battlemap

──────────
BOLD IS UP!:
──────────
➤ Ukh (70/109 HP)
➤ Arrus (80/116 HP) │ 2d6 Persistent Acid | Infernal Wound (1d6 Persistent Bleed)
➤ Astrid (57/148 HP) │ Shield Hardness 13, HP 67/104
➤ Jiki (86/86 HP)
➤ Dranald (13/97 HP) │ Wounded 1| Unconscious | Prone | Infernal Wounds (1d6 persistent Bleed) | Drained 1
Urdefhan (Green) (-113 HP) │ Stoke the Fervent 1 rounds |
➤ Patrick (53/64 HP)

Horizon Hunters

F Human CG | Fighter 11 | ◆◇↺ | HP 60/162 shield h13 72/104| AC 33 (35) | F +21 R +18 W +17 | Perception +18 (+19 for vision, +20 for initiative) | Hero 1/3 | Default Exploration=Defend | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:
GM Tyranius wrote:


Have not calculated the damage below cause I am assuming you want to shield block this one.

Ugh! Yes, I'll block. You need to stop rolling nat 20s. Did you bribe the RNG generator or something?

Astrid manages to bring her shield up to block a particularly lucky and nasty attack. With a loud CRACK! her shield snaps in half.

↺ Reactive shield, ↺ quick shield block

Shield at 22/104 and broken, Astrid at 12/148 and still defiant

Grand Archive

Male Human Wizard (Universalist)-9 | hp:71/71 | AC:25 | P:14 : F:14 R:16 W:16 | DV | HP:0 | SA+17 DC 27 | SS/d 1:3/3 2:3/3 3:3/3 4:3/3 5:2/2 | GA | 124312-2001

Looks like I've been using Magic Missile wrong. Heightened to a third level spell slot, it's 6 missiles, and for a fourth level spell slot it's nine missiles - at least according to Pathbuilder 2e. I'm trying to find out what Foundry says if I can get it set up right.

Patrick actually winces when he hears Astrid's shield snap. Dranald is also down. It is time to finish this - somehow.

A standard volley of missiles (not heightened) heads for the Urdefhan
mm: 3d4 + 4 ⇒ (4, 1, 4) + 4 = 13

Horizon Hunters

F Human CG | Fighter 11 | ◆◇↺ | HP 60/162 shield h13 72/104| AC 33 (35) | F +21 R +18 W +17 | Perception +18 (+19 for vision, +20 for initiative) | Hero 1/3 | Default Exploration=Defend | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

With a curse Astrid drops her broken shield. She changes to a two-handed grip on her bastard sword and attempts to finish this fight once and for all.

bastard sword, two-handed: 1d20 + 23 + 1 ⇒ (20) + 23 + 1 = 44
slashing and electrical: 2d12 + 1d6 + 8 + 1 ⇒ (11, 12) + (4) + 8 + 1 = 36

bastard sword, two-handed: 1d20 + 23 + 1 - 5 ⇒ (4) + 23 + 1 - 5 = 23
slashing and electrical: 2d12 + 1d6 + 8 + 1 ⇒ (10, 10) + (2) + 8 + 1 = 31

◇ Drop shield, ◆ change grip, ◆ strike, ◆ strike

I'm guessing I'll need a fort save here. Ignore this if it's not needed

fort save DC 27? with juggernaut: 1d20 + 20 ⇒ (7) + 20 = 27

Horizon Hunters

M Human | Ranger 9 | HP 80/116 | AC 27 | F +16 R +20(S=>CS) W +17 | Perception +18 (+2 init)(+1 Sight)

My healing should be 2d8+10 instead of 4d8 so 17 from me instead of 13. Thanks T. I'll get my turn up in a few hours.

Horizon Hunters

M Human | Ranger 9 | HP 80/116 | AC 27 | F +16 R +20(S=>CS) W +17 | Perception +18 (+2 init)(+1 Sight)

From end of last turn...

acid: 2d6 ⇒ (4, 4) = 8
acid flat 15: 1d20 ⇒ 11

bleed: 1d6 ⇒ 5
bleed dc 20: 1d20 ⇒ 7

80-13=67
---

Arrus hunts Green and repositions for a clear shot, reloading as they go.

inspired crossbow: 1d20 + 18 + 1 ⇒ (13) + 18 + 1 = 32
piercing+precision+fire: 2d10 + 4 + 1 + 1d8 + 1d6 ⇒ (4, 8) + 4 + 1 + (6) + (4) = 27

Hunt Prey (Comes with free recall knowledge with +4 from Thorough Reports For Society +14+4. Crit Success grants everybody a +1 circumstance bonus to your next AC and saving through and Attack roll vs that creature.

Hunt, Running Reload, Strike (No alchemical fire loaded so just 1d6 fire instead of 2d6.

acid: 2d6 ⇒ (1, 3) = 4
acid flat 15: 1d20 ⇒ 17

bleed: 1d6 ⇒ 6
bleed dc 20: 1d20 ⇒ 11

67-10=57 Acid finally stops though.

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

So if I read correctly Dranald is unconscious with 13 hp, right?

Grand Archive

Male Goblin (Snow) Core Bard (Multifarious) Archaeologist 9 | HP 66/96 | AC 26 | Fortitude +16, Reflex +17, Will +15 (Performer's Heart) | Perception +12 | Speed 25, climb 10 | Darkvision | Resist cold 4, negative 1 | Default Exploration: Avoid Notice +14 | Bard Spells 5th-1/2 4th-0/3 3rd-2/3 2nd-3/3 1st-3/3 | Focus 0/2 | Greater Mentalist's Staff 5/5 | Hero Points 1 | Provisions: scroll of breath of life 1/1 | Active Conditions: Sickened 1| ◆◇↺

If Green is still up, Jiki will continue to fire at the creature, knowing that he can do little to help his allies while it remains.

◆ Strike

+1 Striking Shortbow: 1d20 + 14 ⇒ (13) + 14 = 27
Piercing Damage: 2d6 ⇒ (5, 4) = 9
◆ Strike

+1 Striking Shortbow: 1d20 + 14 - 5 ⇒ (5) + 14 - 5 = 14
Piercing Damage: 2d6 ⇒ (3, 5) = 8

◆ Strike

+1 Striking Shortbow: 1d20 + 14 - 10 ⇒ (4) + 14 - 10 = 8
Piercing Damage: 2d6 ⇒ (4, 3) = 7

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

The cleric plays his previous actions as described.

Dark Archive

Scenario and AP Tracker

Dranald is no longer unconscious. I will remove that tag.

Dark Archive

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

All good Patrick. That can be a tricky one that has gotten us all at one point or another :P

@Arrus- Fixed the HP.

Astrid's shield cracks as it breaks. With urgency Patrick sends a smaller wave of missiles into the weakened Urdefhan. Arrus hunts his prey nearly taking the creature out as its internal organs leak.

Astrid walks up and cuts the creature in half. Like the other two this one also dissolves into a smelly gas.

Necrotic Decay Negative Damage (Astrid): 10d6 ⇒ (4, 3, 1, 3, 5, 1, 1, 6, 5, 4) = 33 DC 27 Basic Fort

Out of Combat though still need to deal with some Persistent Damages so go ahead and roll out your rounds to see where we are at with HP and if Dranald can stay up.
Arrus: Infernal Wound 6 rounds remaining
Dranald: Infernal Wounds 7 rounds remaining

Dark Archive

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

Player Status:

Ukh (70/109 HP)
Arrus (57/116 HP) │ Infernal Wound (1d6 Persistent Bleed)
Astrid (12/148 HP) │ Shield Hardness 13, HP 22/104
Jiki (86/86 HP)
Dranald (17/97 HP) │ Wounded 1| Prone | Infernal Wounds (1d6 persistent Bleed) | Drained 1
Patrick (53/64 HP)

Grand Archive

Male Goblin (Snow) Core Bard (Multifarious) Archaeologist 9 | HP 66/96 | AC 26 | Fortitude +16, Reflex +17, Will +15 (Performer's Heart) | Perception +12 | Speed 25, climb 10 | Darkvision | Resist cold 4, negative 1 | Default Exploration: Avoid Notice +14 | Bard Spells 5th-1/2 4th-0/3 3rd-2/3 2nd-3/3 1st-3/3 | Focus 0/2 | Greater Mentalist's Staff 5/5 | Hero Points 1 | Provisions: scroll of breath of life 1/1 | Active Conditions: Sickened 1| ◆◇↺

Jiki grabs one of his potions marked "Property of Spells School" and gives it to Dranald.

Healing: 2d8 + 5 ⇒ (2, 7) + 5 = 14

Dark Archive

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

A spellcaster or item attempting to use healing magic on a creature suffering from an infernal wound must succeed at a DC 21 counteract check or the magic fails to heal the creature.

Horizon Hunters

F Human CG | Fighter 11 | ◆◇↺ | HP 60/162 shield h13 72/104| AC 33 (35) | F +21 R +18 W +17 | Perception +18 (+19 for vision, +20 for initiative) | Hero 1/3 | Default Exploration=Defend | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

As the final enemy falls, Astrid surveys the battlefield with a satisfied smile.

"Pretty good fight. Ha! Did you see those demons run away? They must have recognized me and got scared. Now let's see about the aftermath. No point in holding back on spells. We'll want to use the Lumina's Key to instantly rest for the night. That should replenish all spells, right?"

As she speaks her wounds begin to close on their own.

She moves to Dranald and quickly performs some battlefield medicine.

battle medicine, assurance, expert DC24: 2d8 + 10 ⇒ (8, 6) + 10 = 24

Not sure if Astrid's automatic 24 will suffice for first aid to reduce the DC of Dranald's flat check on bleed but I'll try that first.

Dark Archive

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

Astrid- You need to make a Fort Save first as it might drop you as well.

Horizon Hunters

F Human CG | Fighter 11 | ◆◇↺ | HP 60/162 shield h13 72/104| AC 33 (35) | F +21 R +18 W +17 | Perception +18 (+19 for vision, +20 for initiative) | Hero 1/3 | Default Exploration=Defend | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

Once everyone is out of medical danger Astrid pulls out her repair kit and begins enthusiastically hammering away on her broken shield.

crafting, repair DC 27: 1d20 + 15 ⇒ (16) + 15 = 31
crafting, repair DC 27: 1d20 + 15 ⇒ (18) + 15 = 33
crafting, repair DC 27: 1d20 + 15 ⇒ (4) + 15 = 19
crafting, repair DC 27: 1d20 + 15 ⇒ (4) + 15 = 19
crafting, repair DC 27: 1d20 + 15 ⇒ (11) + 15 = 26
crafting, repair DC 27: 1d20 + 15 ⇒ (5) + 15 = 20
crafting, repair DC 27: 1d20 + 15 ⇒ (4) + 15 = 19
crafting, repair DC 27: 1d20 + 15 ⇒ (15) + 15 = 30
crafting, repair DC 27: 1d20 + 15 ⇒ (10) + 15 = 25
crafting, repair DC 27: 1d20 + 15 ⇒ (10) + 15 = 25

Repair

Astrid has quick repair so each attempt takes 1 minute and a success repairs 10 hp

As the minutes tick by Astrid gets angrier and angrier as she fails bring her shield to a usable condition. After ten minutes and the shield is still broken she curses and gives up. "Bah! I'll fix it later. I'll just have to change tactics a bit."

Grand Archive

Male Human Wizard (Universalist)-9 | hp:71/71 | AC:25 | P:14 : F:14 R:16 W:16 | DV | HP:0 | SA+17 DC 27 | SS/d 1:3/3 2:3/3 3:3/3 4:3/3 5:2/2 | GA | 124312-2001

Please ... let me try

Patrick picks up Astrid's broken shield, puts the two halves together and casts Mending

You repair the target item. You restore 5 Hit Points per spell level to the target, potentially removing the broken condition if this repairs it past the item's Broken Threshold. You can't replace lost pieces or repair an object that's been completely destroyed.

Seeing that wasn't as helpful as he hoped, he puts it carefully back down and retreats from a most likely, still annoyed, Astrid.

Horizon Hunters

F Human CG | Fighter 11 | ◆◇↺ | HP 60/162 shield h13 72/104| AC 33 (35) | F +21 R +18 W +17 | Perception +18 (+19 for vision, +20 for initiative) | Hero 1/3 | Default Exploration=Defend | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:
GM Tyranius wrote:
Astrid- You need to make a Fort Save first as it might drop you as well.

If you go back to my attack post you'll see that I already made one. Here's a second one just in case.

fort save DC 27 with juggernaut: 1d20 + 20 ⇒ (17) + 20 = 37

Horizon Hunters

F Human CG | Fighter 11 | ◆◇↺ | HP 60/162 shield h13 72/104| AC 33 (35) | F +21 R +18 W +17 | Perception +18 (+19 for vision, +20 for initiative) | Hero 1/3 | Default Exploration=Defend | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:
Patrick Barnard wrote:

Please ... let me try

Patrick picks up Astrids broken shield, puts the two halves together and casts Mending

I'm pretty sure that we don't want to spend another 10 minutes healing/repairing. We're on a timer. Mending takes 10 minutes to cast and will only repair 5 points unless hightened.

Grand Archive

Male Human Wizard (Universalist)-9 | hp:71/71 | AC:25 | P:14 : F:14 R:16 W:16 | DV | HP:0 | SA+17 DC 27 | SS/d 1:3/3 2:3/3 3:3/3 4:3/3 5:2/2 | GA | 124312-2001

So I just figured out .... oh well

Horizon Hunters

M Human | Ranger 9 | HP 80/116 | AC 27 | F +16 R +20(S=>CS) W +17 | Perception +18 (+2 init)(+1 Sight)

Mending also only targets non-magical objects.

Arrus tries to patch himself up.
Guessing DC is 26ish after Infernal wound +5

Bleeding:

Medicine to First Aid DC 26: 1d20 + 16 ⇒ (6) + 16 = 22
bonus flat 15: 1d20 ⇒ 20

bleed: 1d6 ⇒ 5
flat 20: 1d20 ⇒ 15

Medicine to First Aid DC 26: 1d20 + 16 ⇒ (12) + 16 = 28
bonus flat 15: 1d20 ⇒ 13

bleed: 1d6 ⇒ 3
flat 20: 1d20 ⇒ 14

Medicine to First Aid DC 26: 1d20 + 16 ⇒ (11) + 16 = 27
bonus flat 15: 1d20 ⇒ 5

bleed: 1d6 ⇒ 6
flat 20: 1d20 ⇒ 9

Medicine to First Aid DC 26: 1d20 + 16 ⇒ (2) + 16 = 18
bonus flat 15: 1d20 ⇒ 1

bleed: 1d6 ⇒ 4
flat 20: 1d20 ⇒ 16

Medicine to First Aid DC 26: 1d20 + 16 ⇒ (10) + 16 = 26
bonus flat 15: 1d20 ⇒ 7

bleed: 1d6 ⇒ 3
flat 20: 1d20 ⇒ 17

Medicine to First Aid DC 26: 1d20 + 16 ⇒ (17) + 16 = 33
bonus flat 15: 1d20 ⇒ 8

bleed: 1d6 ⇒ 3
flat 20: 1d20 ⇒ 5

Medicine to First Aid DC 26: 1d20 + 16 ⇒ (4) + 16 = 20
bonus flat 15: 1d20 ⇒ 11

bleed: 1d6 ⇒ 2
flat 20: 1d20 ⇒ 4

Medicine to First Aid DC 26: 1d20 + 16 ⇒ (4) + 16 = 20
bonus flat 15: 1d20 ⇒ 9

bleed: 1d6 ⇒ 4
flat 20: 1d20 ⇒ 16

Medicine to First Aid DC 26: 1d20 + 16 ⇒ (14) + 16 = 30
bonus flat 15: 1d20 ⇒ 3

bleed: 1d6 ⇒ 2
flat 20: 1d20 ⇒ 13

Medicine to First Aid DC 26: 1d20 + 16 ⇒ (16) + 16 = 32
bonus flat 15: 1d20 ⇒ 13

bleed: 1d6 ⇒ 1
flat 20: 1d20 ⇒ 6

Medicine to First Aid DC 26: 1d20 + 16 ⇒ (13) + 16 = 29
bonus flat 15: 1d20 ⇒ 12

bleed: 1d6 ⇒ 3
flat 20: 1d20 ⇒ 20

Medicine to First Aid DC 26: 1d20 + 16 ⇒ (5) + 16 = 21
bonus flat 15: 1d20 ⇒ 17

bleed: 1d6 ⇒ 6
flat 20: 1d20 ⇒ 5

Medicine to First Aid DC 26: 1d20 + 16 ⇒ (3) + 16 = 19
bonus flat 15: 1d20 ⇒ 1

bleed: 1d6 ⇒ 3
flat 20: 1d20 ⇒ 4

Medicine to First Aid DC 26: 1d20 + 16 ⇒ (15) + 16 = 31
bonus flat 15: 1d20 ⇒ 11

bleed: 1d6 ⇒ 6
flat 20: 1d20 ⇒ 16

Medicine to First Aid DC 26: 1d20 + 16 ⇒ (20) + 16 = 36
bonus flat 15: 1d20 ⇒ 20

Without any outside help it'll take Arrus 15 rounds and 51 hp to stop his bleeding. Happy to have help to potentially shorten that. Also I've been buying Blood Booster on most of my characters since Treasure Vault came out, recommend myself and others to do so to help prevent this kind of suffering.

Horizon Hunters

F Human CG | Fighter 11 | ◆◇↺ | HP 60/162 shield h13 72/104| AC 33 (35) | F +21 R +18 W +17 | Perception +18 (+19 for vision, +20 for initiative) | Hero 1/3 | Default Exploration=Defend | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

Oh that's a nice find. I still haven't really gone through all of Treasure Vault yet. Once again I recommend we burn spell slots and daily use abilities and then use Lumina's Key to rest and replenish spells/abilities. I'll be swapping out blind fight for knockdown when we do via combat flexibility.

"Hold still Arrus. I'm coming."

Astrid moves over and tends to Arrus''s wounds as well

battle medicine on Arrus, assurance: 2d8 + 10 ⇒ (8, 2) + 10 = 20

@GM Tyranius--Did the 24 from assurance for first aid to increase the die roll to end bleeding work for Dranald or do I need to roll to use it on Arrus?

Grand Archive

Male Goblin (Snow) Core Bard (Multifarious) Archaeologist 9 | HP 66/96 | AC 26 | Fortitude +16, Reflex +17, Will +15 (Performer's Heart) | Perception +12 | Speed 25, climb 10 | Darkvision | Resist cold 4, negative 1 | Default Exploration: Avoid Notice +14 | Bard Spells 5th-1/2 4th-0/3 3rd-2/3 2nd-3/3 1st-3/3 | Focus 0/2 | Greater Mentalist's Staff 5/5 | Hero Points 1 | Provisions: scroll of breath of life 1/1 | Active Conditions: Sickened 1| ◆◇↺

It's not clear what the potion's modifier is, but it is item level 3.

Counteract: 1d20 ⇒ 6

Jiki sniffs the empty bottle. "Candyfloss? Has someone been switching the labels again?"

Envoy's Alliance

Human (Taldan) Cleric 11 / HP 137/137, Perc +20, AC 30, Fort +18 Ref +18 Will +24 / Spells 1st 3/3, 2d 3/3, 3d 3/3, 4th 3/3, 5th 3/3, 6th 2/2, heal 5/5, Focus 1/1 / Active conditions: Vital Beacon 4/4, Magic hands

Infernal wounds:1d6 ⇒ 5

Flat check:1d20 ⇒ 14

After the round :

17+74 (Heal round 7)+14 (Jiki's potion)+24 (Battle medicine Astrid)-5 = full

Vigilant Seal

Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

Perhaps good to know how everybody is now to plan the next step of healing.

Dark Archive

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

@Dranald- I have not added in your Healing staff heals yet as how does a Greater healing staff heal for 5d10 + 40 + 2 when it is a level 3 spell? Do you have something to add an additional 2d10+16?

@Astrid- It was a second one for the necrotic decay that you got in from killing the last creature. Sure, I would take the healing as an additional assisted recover check in this case.

@Arrus- It would take less than 15 rounds as you only had 6 rounds remaining. I use this from the persistent damage ruling to limit them to 1 minute unless stated otherwise.

Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, blood clots, and the like. The GM determines when this occurs, but it usually takes 1 minute.

Jiki's potion seems to be negated by the infernal injury as Astrid works on knocking some dents out of her shield and putting some medicine on ranald's wound.

Cetezar is thrilled as he joins the other scholars. "You came!" Though not happy being forced to help Aslynn, Cetezar remains proud of his work. "I strung up these lights all over the castle. I call them electric candles!" He beams "A lot more of my inventions were taken to the Vault." He grabs a backpack from the table and tosses it to Arrus. "I call this a Backpack Ballista." +1 striking backpack ballista

Without warning, Narcela lets out a loud moan, reaching out to a nearby wall to hold herself up. Her body again distorts, curved horns growing from her head. After a few moments, she returns to normal. She slumps down and looks up with fear in her eyes.

The changeling is terrified. "I am transitioning inot a Night Hag!" “Please,” she says in a rough whisper. “Don’t let her take me! I don’t know if I can hold on much longer. If... if I transform, do what you have to do! I’d rather be dead than a monster!”

Bremix scowls and takes a few steps away. “Sweet Desna, can’t you see she’s already a monster?!” Bremix declares loudly, face turning red with anger. “If you don’t do something, she’s going to kill all of us! At least tie her arms and take her weapons away!”

Dranald: Infernal Wounds 6 rounds remaining

Time Spent:

Healing after Trap = 20 minutes
Traveling to the Cells = 25 minutes
Traveling to Oneirium = 20 Minutes
Traveling to the Workshop = 20 minutes

Player Status:

Ukh (70/109 HP)
Arrus (53/116 HP)
Astrid (12/148 HP) │ Shield Hardness 13, HP 52/104
Jiki (86/86 HP)
Dranald (36/97 HP) │ Wounded 1| Prone | Infernal Wounds (1d6 persistent Bleed) 6 rounds remaining| Drained 1
Patrick (53/64 HP)

Locations

  • Workshop (Cetezar)
  • Oneirium (Dinetrie)
  • Seneschal's Study (Understand how your trip was intercepted)
  • Lightning Tower (Recharge the Hallajin Key)
  • Sky Dock (Possible secondary means of escape)
  • Bell Tower (Disable the Alarm Bells and Planar Netting)
  • Vault (Gather the rest of the Inventions)

  • Horizon Hunters

    F Human CG | Fighter 11 | ◆◇↺ | HP 60/162 shield h13 72/104| AC 33 (35) | F +21 R +18 W +17 | Perception +18 (+19 for vision, +20 for initiative) | Hero 1/3 | Default Exploration=Defend | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

    Astrid turns and glares at Bremix. "You can shut up right now or you can find your own way home! She's going to be fine."

    intimidation, coerce, quick coerce: 1d20 + 21 ⇒ (1) + 21 = 22

    The shield maiden turns to Narcela and grabs her by the shoulders and speaks in a low tone. "Do you hear me? You're going to be fine. We still have work to do here so you'll need to hold on a bit longer but you're stronger than you think. You can handle this. Frændi Gunnar, my uncle, was a berserk, but my Amma Nanni believed in him and his resolve. She saw his inner strength and told him he could manage his anger. And you know what? He could. You can too. Don't let Aslynn win. You're strong. You can hold on. You'll be fine. Just like my Frændi Gunnar." She shrugs and grins sheepishly. "Well until he got torn in half by a cave troll, but that was years later." She waves her hand dismissively.

    She turns to the others and raises her voice to its normal volume. "Patrick get that key out so Lumna can get us a night's rest. Dranald and Jiki! Make with the healing spells. You'll get them back once Lumna rejuvenates us. We're headed to the vault to grab the rest of the weapons, then the study and then to the sky dock to steal a boat and we don't have time to screw around."

    Is there any sort of check I could make to bolster her resolve? Perform-storytelling maybe? Or even better is there any sort of magical check we can do to delay the process?

    Also I assume this is pretty soon after the fight ends and not after Astrid has been banging on her shield for ten minutes right?

    Also, also I just looked at my coerce and I think I'm going to hero point reroll it. I feel like Bremix will be a problem otherwise and a nat 1 is just embarassing.

    intimidation, coerce, quick coerce: 1d20 + 21 ⇒ (20) + 21 = 41

    skald:
    Frændi=uncle

    Grand Archive

    1 person marked this as a favorite.
    Male Human Wizard (Universalist)-9 | hp:71/71 | AC:25 | P:14 : F:14 R:16 W:16 | DV | HP:0 | SA+17 DC 27 | SS/d 1:3/3 2:3/3 3:3/3 4:3/3 5:2/2 | GA | 124312-2001

    Patrick was about to speak up in Narcela's defense but Astrid's shout causes him to basically hide behind the other Pathfinders.

    Yes ma'am He says meekly Just say when

    Um ... Ms Narcela ... is there anything we can do to ... erm ... help delay or even prevent the metamorphosis from occurring? Maybe keep Revecka in your mind and focus on her

    And with any luck that sort of bond will make Aslynn extremely ill. At least I hope so

    Horizon Hunters

    F Human CG | Fighter 11 | ◆◇↺ | HP 60/162 shield h13 72/104| AC 33 (35) | F +21 R +18 W +17 | Perception +18 (+19 for vision, +20 for initiative) | Hero 1/3 | Default Exploration=Defend | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

    Astrid has group coercion in addition to quick coercion so if any of the other NPCs are feeling like being difficult Astrid can bully up to 10 at a time.

    Vigilant Seal

    Male Goblin Alchemist 10 (Ranger Ded) / HP 130/130 ( Resist evil dam 3), Perc +16 (+17 init), AC 28, Fort +18 Ref +19 Will +17 /Reagents 1/13, Alchemist's fire mod 9, Crystal mod 3, Bottled L mod 3, Ghost charge mod 9, Acid les 2, Elixir life mod 3, Tyran amp 3, Elixir Mist 3, N Tonic mod 3, S Tonic greater 3 / Darkvision, unbreak gob, Burn it! Twitchy, Breath c, Toughness

    Dranald has simply cast a heal spell by himself. The staff adds +2 to the damage healed. So he’s full HP and the persistent ends. As no information we’re given I assume we are all full before to continue.

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