Zero's #4-04: To Seek the Heart of Calamity [PaizoCon] (Inactive)

Game Master Super Zero

High Tier (27 Challenge Points)
Slides Tabletop
RPG Chronicles


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Horizon Hunters

Icons: ◆◇↺ | Tome Skills - Athletics (E) +11, Thievery (E) +14 | Half-Elf(Cave) Thaumaturge (Darkvision)| HP 78/78 | AC 24 | F +12(E) R +14(E) W +11(E) | Expert Perception +11 | Hero Points 0/1 | Exploration: Search| Bot: Demoralize/Exploit if needed, Attack with Chakram(20ft)/Boomerang(60ft) | Esoteric Warden, Sympathetic Vulnerabilities, Diverse Lore, Unmistakable Lore, Fast Healing 1/min

Looking around in despair a Theo's situation, Angvim loudly curses at his oversight of not buying that cantrip deck he's looked so many times and yet never actually bought. "Just die!" he shouts at the elemental as he throws his weapon with as much force as he can muster.

RK on pink from tome: 1d20 + 14 ⇒ (5) + 14 = 19
exploit vulnerability: 1d20 + 14 ⇒ (2) + 14 = 16
Boomerang on Pink: 1d20 + 14 ⇒ (19) + 14 = 33, bashing damage: 2d6 + 6 ⇒ (4, 5) + 6 = 15+4pv.
◆Cast Shield (From Aeon Stone)

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Ref save: 1d20 + 13 ⇒ (16) + 13 = 29

Aldonza sliiides down the dune toward the last elemental. She makes a show of almost losing her balance at the end, then makes a no-look attack.

Stride, Feint, Strike (Confident Finisher)

Deception: 1d20 + 10 ⇒ (3) + 10 = 13

Attack: 1d20 + 14 ⇒ (16) + 14 = 30
Damage: 2d6 + 2 ⇒ (3, 5) + 2 = 10 + Precise damage: 3d6 ⇒ (3, 1, 2) = 6 Half of this gets through on a miss


Pathfinder Provisions ◆◇↺

The elemental bursts apart, scattering bits of rock around where it once stood.

Two crits for a total of 66 damage. Which I think is more than eight.

Horizon Hunters

Icons: ◆◇↺ | Tome Skills - Athletics (E) +11, Thievery (E) +14 | Half-Elf(Cave) Thaumaturge (Darkvision)| HP 78/78 | AC 24 | F +12(E) R +14(E) W +11(E) | Expert Perception +11 | Hero Points 0/1 | Exploration: Search| Bot: Demoralize/Exploit if needed, Attack with Chakram(20ft)/Boomerang(60ft) | Esoteric Warden, Sympathetic Vulnerabilities, Diverse Lore, Unmistakable Lore, Fast Healing 1/min

Ehhh... probably, lol


DAE | Pahtra Solarian 1 | HP 10/19 | AC 17 | Fort +4, Reflex +7, Will +5 | Perc +5 (darkvision) | Speed 25 | Explore: Scout +5 | Attunement: Photon | Hero Points 0 | Wounded 1 | ◆◇↺

Seelah drags herself over to Theo and feeds him her elixir of life.

Healing: 3d6 + 6 ⇒ (3, 1, 6) + 6 = 16


Pathfinder Provisions ◆◇↺

With the danger past and Theo conscious once again, the area seems largely calm and quiet.There is, though, still an odd hum thrumming through the sand. It's subtle and would have been easy to overlook, but might have been what drew the elementals here. It's clearly coming from the strange metal rods.

Whether they take the time to tend their wound first or head directly to the device, they reach it unhindered from here. With a little digging they determine that the rods are screwed into a spherical device that was just buried under the sand.

The pattern of the vibrations almost seems like a form of music, and could probably be studied from that angle (Performance) more easily than analyzing the magic (Arcana or Occultism)--but either way, studying the pattern could take days and the Pathfinders have already destroyed one of the signals' sources.

It would take far less time to try to figure out how to dismantle it or counteract the signal (Crafting, Thievery, or Survival)--or they could just unscrew the rods, though doing so without understanding the device better risks damaging it.

Oh, and as has been the case so far in this scenario, time is largely measured in days. Feel free to describe what you do to recover from the fight, but don't worry too much about details--you'll all have plenty of time to fully recover before you next need to worry about HP or spell slots.

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza sheathes her sword with a snap, and gives it a twirl. Heading to the device, she gives it a good looking-over.

Thievery: 1d20 + 11 ⇒ (19) + 11 = 30

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

Murph got beaten to a pulp by the elementals. He limps toward the source of the sound, but waves off any healing as his Pearly White Spindle Aeon stone slowly heals him.

Seeing Aldonza already trying to understand the odd orb, he will try to assist.

Thievery to assist Aldonza: 1d20 + 13 ⇒ (20) + 13 = 33

And kind of wishes he had rolled his own check, but at least the Critical success to Aid gets us close to the same total. With the +2 from the Crit Aid, seems like we are at 32 total.

I think if we remove this rod and proceed counter-clockwise we can dismantle it safely.

Vigilant Seal

Male Catfolk M Catfolk Investigator 5 | Hp 53 /53| AC 23 | F +8 (T), R +13 (E), W +10 (E) | Perception +10 (E) | (Will Shoot his bow if botted)

"But what purpose do they serve? asks Theo, with a new bandage wrapped around his head.
"Surely summoning elementals wasn't their designed function."

Occultism to discover the age-old question of 'what does this do?': 1d20 + 10 ⇒ (1) + 10 = 11

"Because I'm coming up with nothing that works. Only weird ideas."

Horizon Hunters

Icons: ◆◇↺ | Tome Skills - Athletics (E) +11, Thievery (E) +14 | Half-Elf(Cave) Thaumaturge (Darkvision)| HP 78/78 | AC 24 | F +12(E) R +14(E) W +11(E) | Expert Perception +11 | Hero Points 0/1 | Exploration: Search| Bot: Demoralize/Exploit if needed, Attack with Chakram(20ft)/Boomerang(60ft) | Esoteric Warden, Sympathetic Vulnerabilities, Diverse Lore, Unmistakable Lore, Fast Healing 1/min

"Now that's a great question. Hmmm, let's see..." mutters Angvim as he takes a look from all angles and then tries to make sense of the devices purpose. "It could have something to do with the location, or perhaps..."

Recall Knowledge, Esoteric Lore: 1d20 + 13 - 2 ⇒ (2) + 13 - 2 = 13 Duvious Knowledge, Diverse Lore, Unmistakable Lore

He then looks at Theo and nods. "I'm not sure if it's the heat or just fatigue, but I can't really make any sense of this thing."


DAE | Pahtra Solarian 1 | HP 10/19 | AC 17 | Fort +4, Reflex +7, Will +5 | Perc +5 (darkvision) | Speed 25 | Explore: Scout +5 | Attunement: Photon | Hero Points 0 | Wounded 1 | ◆◇↺

Seeing that the thievery angle has been handled, Seelah listens carefully to the music for a bit.

Performance: 1d20 + 4 ⇒ (16) + 4 = 20

Vigilant Seal

M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)

Thievery: 1d20 + 9 ⇒ (20) + 9 = 29

"Lets get this disabled and hurry on to the next beacon"

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

We don't know for sure what this does, but we're darned sure we can make sure it doesn't work.


Pathfinder Provisions ◆◇↺

Aldonza, Murph, and Aldonza all immediately recognize that if they simply remove some of the rods, the signal will have no outlet and the device will overheat badly. It will destroy itself in short order, maybe a matter of minutes.

But they can wind it down by removing the rods in a particular order. All three almost immediately agree on what that order is.

Seelah realizes she can use musical notation to record the pattern of vibrations. But the pattern doesn't repeat after a minute. Or after several minutes. If it even is a repeating pattern, tracing out the entire thing could take days.
Still, with the contraption carefully dismantled someone might be able to put it back together and do it later once the war machine is dealt with.

Nothing else bothers the Pathfinder team as they make camp, or during the night.

In the morning as they perform their divining ritual, the dagger sweeps in a wide arc. It points to the southeast, as expected, but it also points somewhere new--west southwest.

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

If we leave the orb here, we should take a couple of the rods with us to make sure no one puts it back together after we leave.

Should we check the new location or continue to the old? I am inclined to check the newly revealed location to the West Southwest, to see what was revealed.

Vigilant Seal

Male Catfolk M Catfolk Investigator 5 | Hp 53 /53| AC 23 | F +8 (T), R +13 (E), W +10 (E) | Perception +10 (E) | (Will Shoot his bow if botted)

"I'm inclined to follow Murph's suggestion." offers Theo.


Pathfinder Provisions ◆◇↺

Whoops, never added the arrows to the map. Done now.

Horizon Hunters

Icons: ◆◇↺ | Tome Skills - Athletics (E) +11, Thievery (E) +14 | Half-Elf(Cave) Thaumaturge (Darkvision)| HP 78/78 | AC 24 | F +12(E) R +14(E) W +11(E) | Expert Perception +11 | Hero Points 0/1 | Exploration: Search| Bot: Demoralize/Exploit if needed, Attack with Chakram(20ft)/Boomerang(60ft) | Esoteric Warden, Sympathetic Vulnerabilities, Diverse Lore, Unmistakable Lore, Fast Healing 1/min

"I agree. But then, we can just mark up this location and other pathfinders can come later on to study it and/or disable it properly." adds Angvim, unsure if taking the contraption with them will leave it useless for further study from the society.

Vigilant Seal

M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)

"New..." growls Snarlfist.

"I wonder if that's the real prize and these were protecting it some how." continues the old scruffy hobgoblin.


Pathfinder Provisions ◆◇↺

The Pathfinders begin moving towards their next objective. The day passes largely uneventfully as they continue traveling through rocky desert terrain. As they break their camp the next day, their dowsing ritual fits their expectations--a wide arc pointing in nearly opposite directions.

They haven't traveled long, though, when most of the party--Theo, Murph, Aldonza, and Angvim--notice signs of creatures' passage. It's difficult to make out among the sandblasted rocks, but there are some odd scuff marks. Angvi identifies the scuffmarks as being made by a large creature rubbing its chitin against the rock, most likely a giant scorpion. Murph concurs.

This information forewarns the group, putting them on alert when they see a quartet of scorpions the size of horses skittering aggressively towards them.
Two of them look like fairly ordinary scorpions, aside from their size. The other two are a little bit bigger and a little bit... different.

They don't seem to have noticed Angvim yet.

Angvim, Seelah, and Aldonza's turns.

Initiative
Angvim (Stealthy)
Seelah
Aldonza

Mutant Scorpion (Yellow)
Mutant Scorpion (Blue)
Giant Scorpion (Green)
Giant Scorpion (Pink)
Murph (Stealthy)
Theo
Snarlfist

Terrain is a bit uneven, but it's not difficult terrain. The black rocks are all five- to ten-feet tall and must be climbed.

GM Dice:
Theo: 1d20 + 9 ⇒ (10) + 9 = 19
Snarlfist (stealth): 1d20 + 12 ⇒ (1) + 12 = 13
Seelah: 1d20 + 8 ⇒ (20) + 8 = 28
Murph (Stealth): 1d20 + 14 ⇒ (8) + 14 = 22
Aldonza: 1d20 + 10 ⇒ (18) + 10 = 28
Angvim (Stealth): 1d20 + 14 ⇒ (18) + 14 = 32
Giant Pink: 1d20 + 9 ⇒ (14) + 9 = 23
Green Giant: 1d20 + 9 ⇒ (15) + 9 = 24
Mutated Blue: 1d20 + 12 ⇒ (13) + 12 = 25
Yellow Mutant: 1d20 + 12 ⇒ (14) + 12 = 26

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza’s eyes narrow at one of the mutants, looking for weak points in its chitinous hide.

”Here kitty kitty”, she murmurs. ”I’ve got some lovely treats for you”

Mark for Death (Blue)


DAE | Pahtra Solarian 1 | HP 10/19 | AC 17 | Fort +4, Reflex +7, Will +5 | Perc +5 (darkvision) | Speed 25 | Explore: Scout +5 | Attunement: Photon | Hero Points 0 | Wounded 1 | ◆◇↺

Seelah moves toward the scorpions and tries to stare down Pink.

◆ Stride

◆ Stride

◆ Demoralize (Intimidating Glare)

Intimidation: 1d20 + 13 ⇒ (14) + 13 = 27

Horizon Hunters

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Icons: ◆◇↺ | Tome Skills - Athletics (E) +11, Thievery (E) +14 | Half-Elf(Cave) Thaumaturge (Darkvision)| HP 78/78 | AC 24 | F +12(E) R +14(E) W +11(E) | Expert Perception +11 | Hero Points 0/1 | Exploration: Search| Bot: Demoralize/Exploit if needed, Attack with Chakram(20ft)/Boomerang(60ft) | Esoteric Warden, Sympathetic Vulnerabilities, Diverse Lore, Unmistakable Lore, Fast Healing 1/min

Squinting his eyes at the approaching scorpions, Angvim retrieves his tome and focuses on finding out just where and how to hit these creatures before sending out his first attack.

◆Take out Tome
◆Exploit Vulnerability 1d20 + 13 ⇒ (14) + 13 = 27 If any interesting vulnerabilties or information is found he'll relay them to the group
◆Ranged Attack Pink Boomerang, 60ft: 1d20 + 14 ⇒ (10) + 14 = 24bashing damage: 2d6 + 6 ⇒ (4, 3) + 6 = 13+4pv

Raising an eyebrow at Aldonza's words, he smirks and adds his own as the boomerang hits? the scorpion, "Here kitty kitty, CATCH!


Pathfinder Provisions ◆◇↺

Seelah's Demoralization is a critical success.
Angvim's Exploitation isn't quite a crit, though he does succeed and learn they have no particular weakness. Although Frightened does reduce "all DCs"... Y'know what, I'll give it to you. He also learns that they have the Attack of Opportunity ability, though only with their stingers.
I count 80 feet, but that attack hits regardless.

The scorpion steps back a bit under Seelah's withering glare, clearly affected.

And then Angvim, who seems to have mistaken the creature for a cat, perhaps affected by the desert heat, takes note of how quick it is to react to anyone dropping their guard even slightly. He also hits it pretty hard with a boomerang.

The big, strange-looking one with yellowish streaks skitters quickly towards Seelah. It snaps its stinger towards her and lashes out with a pincer, but her armor protects her from both blows.
The one with odd blue protrusions on its shell acts similarly, with similar effectiveness.

The slightly smaller one with green eyes does the same--but more effectively, striking with both its stinger and pinching with its claw.
That's 8 piercing and 7 slashing damage, and a DC 18 Fort save. I'll put a spoiler box under the combat tracker with poison details--click it if you fail. Out of actions so no Grab.

The one with some kind of pink goo leeching out of its shell where Angvim cracked it hesitates, but also charges at Seelah. Its first attempt to claw at her is futile, but the second nails the exact spot where she was just stung.

Crit for 22 slashing damage. Huh. Out of actions, so no Grab.

All PCs' turns. Nice of them to group up their Initiative rolls like that.

Initiative
Angvim
Seelah
(41/78, DC 22 Fort vs poison)
Aldonza
Mutant Scorpion (Yellow)
Mutant Scorpion (Blue) (Marked for Death)
Giant Scorpion (Green)
Giant Scorpion (Pink) (-17, Frightened 1)
Murph (Stealthy)
Theo
Snarlfist

Giant Scorpion Venom:
(Poison) Saving Throw: DC 18 Fortitude; Maximum Duration: 6 rounds; Stage 1 poison damage: 1d10 ⇒ 9 and enfeebled 1 (1 round); Stage 2 poison damage: 2d10 ⇒ (4, 2) = 6 and enfeebled 1 (1 round); Stage 3 poison damage: 2d10 ⇒ (4, 4) = 8 and enfeebled 2 (1 round)

[spoiler=GM Dice]Yellow Attack Seelah: 1d20 + 14 ⇒ (4) + 14 = 18 for piercing damage: 1d6 + 9 ⇒ (3) + 9 = 12
Yellow pincer Seelah (MAP): 1d20 + 10 ⇒ (7) + 10 = 17 for slashing damage: 1d8 + 9 ⇒ (2) + 9 = 11
Blue stinger Seelah: 1d20 + 14 ⇒ (5) + 14 = 19 for piercing damage: 1d6 + 9 ⇒ (4) + 9 = 13
Blue pincer Seelah: 1d20 + 10 ⇒ (4) + 10 = 14 for slashing damage: 1d8 + 9 ⇒ (2) + 9 = 11
Green stinger Seelah: 1d20 + 11 ⇒ (14) + 11 = 25 for piercing damage: 1d6 + 6 ⇒ (2) + 6 = 8
Green pincer Seelah: 1d20 + 7 ⇒ (18) + 7 = 25 for slashing damage: 1d8 + 6 ⇒ (1) + 6 = 7
Pink pincer Seelah: 1d20 + 9 ⇒ (8) + 9 = 17 for slashing damage: 1d8 + 6 ⇒ (2) + 6 = 8
Pink pincer Seelah: 1d20 + 5 ⇒ (20) + 5 = 25 for slashing damage: 1d8 + 6 ⇒ (5) + 6 = 11

Vigilant Seal

M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)

Snarlfist moves up next to Seelah and assaults pink with a pair of stabs.

the stabbening(pink) FF: 1d20 + 15 ⇒ (10) + 15 = 25
piercing : 2d8 + 4 + 2d6 ⇒ (7, 1) + 4 + (2, 2) = 16

the stabbening(pink) FF: 1d20 + 15 - 5 ⇒ (2) + 15 - 5 = 12
piercing+ SA: 2d84 + 4 + 2d6 ⇒ (25, 45) + 4 + (1, 3) = 78

Frightened Creatures are Flat Footed to Snarlfist
Critical vs FF apply critical effect (Clumsy 1 till my next turn)
Frightened 1 on critical hits.
Frightened Creatures hit can’t reduce frightened condition below 1 for a round.


Pathfinder Provisions ◆◇↺

Snarlfist lands one good hit that punctures the scorpion's exoskeleton. Even so, it manages to hop back out of reach of his next attempt.

Almost a crit, with those AC penalties. And it's bloodied.

Murph, Theo, Angvim, Seelah, and Aldonza's turns.

Initiative
Angvim
Seelah
(41/78, DC 22 Fort vs poison)
Aldonza
Mutant Scorpion (Yellow)
Mutant Scorpion (Blue) (Marked for Death)
Giant Scorpion (Green)
Giant Scorpion (Pink) (-33, bloodied, Frightened 1)
Murph (Stealthy)
Theo
Snarlfist

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

◇ Activate Onyx Panther to stealth at Full speed this turn

◆ Stride with Stealth (Expert +14)

◆ Stride with Stealth (Expert +14)

◆ Strike at Blue, hopefully stealthed but target is still flat-footed if Snarlfist or Seelah is within reach due to Gang Up

Strike with +1 striking shortsword(magical, versatile S, agile, finesse) with Quick Draw: 1d20 + 15 ⇒ (2) + 15 = 17
Piercing damage plus Piercing Precision damage: 2d6 + 4 + 2d6 ⇒ (1, 1) + 4 + (6, 2) = 14

All that effort for a 2

Horizon Hunters

Icons: ◆◇↺ | Tome Skills - Athletics (E) +11, Thievery (E) +14 | Half-Elf(Cave) Thaumaturge (Darkvision)| HP 78/78 | AC 24 | F +12(E) R +14(E) W +11(E) | Expert Perception +11 | Hero Points 0/1 | Exploration: Search| Bot: Demoralize/Exploit if needed, Attack with Chakram(20ft)/Boomerang(60ft) | Esoteric Warden, Sympathetic Vulnerabilities, Diverse Lore, Unmistakable Lore, Fast Healing 1/min

Angvim's eyes loose their color for a second as the Tome's power takes effect and then quickly throws a flurry of boomerangs towards the scorpion he hit before.

Tome Recall Knowledge, Yellow: 1d20 + 14 ⇒ (4) + 14 = 18
Boomerang Attack Pink: 1d20 + 14 ⇒ (19) + 14 = 33 bashing damage: 2d6 + 6 ⇒ (5, 5) + 6 = 16+4pv
Boomerang Attack Pink: 1d20 + 9 ⇒ (17) + 9 = 26 bashing damage: 2d6 + 6 ⇒ (6, 4) + 6 = 16+4pv
Boomerang Attack Pink: 1d20 + 4 ⇒ (16) + 4 = 20 bashing damage: 2d6 + 6 ⇒ (4, 1) + 6 = 11+4pv

My, those were some nasty to-hit rolls


Pathfinder Provisions ◆◇↺

Murph manages to sneak closer to the scorpions without eliciting a reaction, but stumbles at the last moment and isn't able to land a hit.

Successful Sneak. Failed Strike.

Theo, Angvim, Seelah, and Aldonza's turns.

Initiative
Angvim
Seelah
(41/78, DC 22 Fort vs poison)
Aldonza
Mutant Scorpion (Yellow)
Mutant Scorpion (Blue) (Marked for Death)
Giant Scorpion (Green)
Giant Scorpion (Pink) (-33, bloodied, Frightened 1)
Murph
Theo
Snarlfist

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Aldonza unsheathes her sword from her marotte, and advances on the scorpions. She holds the haft sideways before her, as the blade slowly sways from side to side.

”Who wants a shiny toy?”, she asks in a sing-song voice.

Interact, Parry, Stride

Vigilant Seal

Male Catfolk M Catfolk Investigator 5 | Hp 53 /53| AC 23 | F +8 (T), R +13 (E), W +10 (E) | Perception +10 (E) | (Will Shoot his bow if botted)

Theo follows the rest of the team, though only to the edge of the gully, where he gets a better view of the scorpions.

Since the focus seems to be on the pink one, Theo ponders how best to contribute to that fight.

Divise a Strategem: 1d20 ⇒ 11

"That could work." he thinks, releasing the arrow.

Strategic Attack: d20(11) + 11 = 22 vs Pink's AC
Strategic damage: 2d6 + 1d6 ⇒ (3, 3) + (5) = 11


Pathfinder Provisions ◆◇↺

With an arrow now embedded in one of its eyes, the scorpion stumbles. It does not seem long for this world.

Angvim and Seelah's turns.

Initiative
Angvim
Seelah
(41/78, DC 22 Fort vs poison)
Aldonza
Mutant Scorpion (Yellow)
Mutant Scorpion (Blue) (Marked for Death)
Giant Scorpion (Green)
Giant Scorpion (Pink) (-44, bloodied, Frightened 1)
Murph
Theo
Snarlfist


DAE | Pahtra Solarian 1 | HP 10/19 | AC 17 | Fort +4, Reflex +7, Will +5 | Perc +5 (darkvision) | Speed 25 | Explore: Scout +5 | Attunement: Photon | Hero Points 0 | Wounded 1 | ◆◇↺

Seelah is not a big fan of being poisoned. She is a big fan o fbeing a damage sponge.

◆ Step

◆ Strike vs. Pink

Longsword: 1d20 + 14 ⇒ (6) + 14 = 20
Slashing Damage: 2d8 + 4 ⇒ (1, 1) + 4 = 6

◆ Raise a Shield

↺ Retributive Strike

The next time an adjacent scorpion damages an ally, they get resistance 3 to that damage and the scorpion gets

Longsword: 1d20 + 14 ⇒ (16) + 14 = 30
Slashing Damage: 2d8 + 4 ⇒ (4, 7) + 4 = 15


Pathfinder Provisions ◆◇↺

Seelah Fort: 1d20 + 12 ⇒ (2) + 12 = 14 Failure, so 9 poison damage and Enfeebled 1, and another save at the end of your turn.
So: Seelah Fort: 1d20 + 12 ⇒ (11) + 12 = 23 Success. Poison Affliction ended.

It's no wonder that Seelah dislikes poison, as she feels it weaken her. It doesn't stop her from burying her sword in the giant scorpion, slicing through its damaged shell into the gooier parts within.

The creature collapses.

Angvim's turn. May Bot after two hours.

Initiative
Angvim
Seelah (32/78)
Aldonza
Mutant Scorpion (Yellow)
Mutant Scorpion (Blue) (Marked for Death)
Giant Scorpion (Green)
Murph
Theo
Snarlfist


Angvim realizes that the mutated scorpions have become a little more powerful than a giant scorpion usually is, but otherwise share normal tactics. They like to envenomate foes with their stingers and constrict them with their claws. This group is clearly hungry, wandering from their usual hunting grounds for some reason.

He doesn't know of any particular weakness, but exploits its hunger as he hurls his boomerang directly into the blue one's face.

[free] Recall Knowledge Esoteric Lore: 1d20 + 13 ⇒ (10) + 13 = 23
* Exploit Esoteric Lore: 1d20 + 13 ⇒ (6) + 13 = 19. Failure. Personal Antithesis.
* Attack Boomerang: 1d20 + 14 ⇒ (20) + 14 = 34 for bludgeoning damage: 2d6 + 6 ⇒ (6, 2) + 6 = 14 + weakness
* shield


Pathfinder Provisions ◆◇↺

The massive scorpion tries to nab Seelah in its claws. She deflects the left, but the right catches her off-guard and pinches her waist.

15 slashing damage (unless you'd like to Shield Block instead of saving your reaction for Retribution?) and Seelah is Grabbed

The blue mutant attempts to sting Murph, who dodges aside--into its pincer, which grabs him as well.
11 slashing damage and Murph is Grabbed.

With those two pinned down, the smaller one scurries around, scampering over its larger companion. It snaps its stinger at Snarlfist, who ducks under it. But he must have blocked Aldonza's view, as the snapping pincer catches her entirely off-guard!
Seelah's magic helps protect her, though, and she punishes the creature with a sickening crunch.
Crit for 16 damage, but this one is adjacent to Seelah and attacking somebody else, so triggers her Retributive Strike which reduces the damage. And she crits it back.
Out of actions, so no Grab this time.

All PCs' turns.

Initiative
Angvim
Seelah
(18/78, Grabbed by Yellow)
Aldonza (53/66)
Mutant Scorpion (Yellow, Grabbing Seelah)
Mutant Scorpion (Blue) (-32, Personal Antithesis, Marked for Death, Grabbing Murph)
Giant Scorpion (Green) (-30, bloodied)
Murph (47/58, Grabbed by Blue)
Theo
Snarlfist

GM dice:
Yellow pincer Seelah: 1d20 + 14 ⇒ (3) + 14 = 17
Yellow pincer Seelah (MAP): 1d20 + 10 ⇒ (18) + 10 = 28 for slashing damage: 1d8 + 9 ⇒ (5) + 9 = 14
Blue stinger Murph: 1d20 + 14 ⇒ (2) + 14 = 16
Blue pincer Murph: 1d20 + 10 ⇒ (16) + 10 = 26 for slashing damage: 1d8 + 9 ⇒ (2) + 9 = 11
target Aldonza/Snarlfist: 1d2 ⇒ 2
Green Stinger Snarlfist: 1d20 + 11 ⇒ (3) + 11 = 14
Green pincer Aldonza: 1d20 + 7 ⇒ (20) + 7 = 27 for slashing damage: 1d8 + 6 ⇒ (2) + 6 = 8

Vigilant Seal

Male Catfolk M Catfolk Investigator 5 | Hp 53 /53| AC 23 | F +8 (T), R +13 (E), W +10 (E) | Perception +10 (E) | (Will Shoot his bow if botted)

It looks like Blue is the most problematic foe so that scorpion draws Theo's attention for a new plan.

new plan, new d20 strategem: 1d20 ⇒ 20

That spot, right there, behind the eye. Release... NOW!

The arrow flies true, striking just the right spot.

Bow shot d20(20) + 11 = 31
arrow critical, with an additional d6 persistent Bleed: 4d6 + 2d6 + 1d10 ⇒ (4, 1, 3, 4) + (2, 6) + (3) = 23

Then Theo turns his attention to Green but with no time for a new plan, the arrow flies ...

arrow vs Green: 1d20 + 10 ⇒ (15) + 10 = 25
(minus 5 - forgot the MAP)
damage vs Green: 2d6 ⇒ (1, 4) = 5

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

This is not the date I had in mind for this journey.

I am assuming my allies are in reach so Gang-Up flat foots Blue

◆ He starts to attack, hoping to kill the creature

Strike with +1 striking shortsword(magical, versatile S, agile, finesse): 1d20 + 15 ⇒ (16) + 15 = 31
Piercing damage plus Piercing Precision damage: 2d6 + 4 + 2d6 ⇒ (2, 3) + 4 + (6, 1) = 16

◆ Using Quick draw, he brings his kukri into action with his off hand

Second Strike with +1 striking Kukri(agile, finesse, trip, magical): 1d20 + 15 - 4 ⇒ (2) + 15 - 4 = 13
Slashing damage plus Slashing Precision damage: 2d6 + 4 + 2d6 ⇒ (1, 3) + 4 + (5, 6) = 19

◆ and he keeps trying to kill the creature instead of trying to get free

Third Strike with +1 striking shortsword(magical, versatile S, agile, finesse): 1d20 + 15 - 10 ⇒ (9) + 15 - 10 = 14
Piercing damage plus Piercing Precision damage: 2d6 + 4 + 2d6 ⇒ (3, 4) + 4 + (2, 3) = 16

Maybe one good hit


Pathfinder Provisions ◆◇↺

Theo's arrows strike both scorpions, severely injuring the first--which Murph then finishes.

Murph can choose new actions for his service and third.

Initiative
Angvim
Seelah (18/78, Grabbed by Yellow)
Aldonza (53/66)
Mutant Scorpion (Yellow, Grabbing Seelah)
Giant Scorpion (Green) (-35, bloodied)
Murph (47/58, two actions)
Theo
Snarlfist

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

Murph's RETCON two actions

◆ Stride toward Green

◆ Using Quick draw, he brings his kukri into action with his off hand, Green is definitely in reach of Murph's allies, so Gang Up makes it flat footed.

Second Strike with +1 striking Kukri(agile, finesse, trip, magical):: 1d20 + 15 - 4 ⇒ (11) + 15 - 4 = 22
Slashing damage plus Slashing Precision damage: 2d6 + 4 + 2d6 ⇒ (2, 3) + 4 + (6, 5) = 20

Hey, I got a straight on the damage! 2,3,4,5,6

Grand Lodge

NG Male Human Educator

As Murph approaches, the scorpion's singer strikes his shoulder. That doesn't stop him from driving his own blade into the beast, finishing two of them in a matter of seconds.

Hit by attack of opportunity for 9 piercing damage. Murph can also make a DC 18 Fort save against poison--details in the Spoiler box if he fails.

Initiative
[B]Angvim
Seelah
(18/78, Grabbed by Yellow)
Aldonza (53/66)
Mutant Scorpion (Yellow, Grabbing Seelah)
Murph (38/58, DC 18 Fort)
Theo
Snarlfist

Failed poison save:
(poison) Saving Throw DC 18 Fortitude; Maximum
Duration 6 rounds; Stage 1 1d10 poison damage and enfeebled 1 (1
round); Stage 2 2d10 poison damage and enfeebled 1 (1 round); Stage
3 2d10 poison damage and enfeebled 2 (1 round)[/dice]

[Spoiler=GM Dice]AoO: 1d20 + 11 ⇒ (16) + 11 = 27 for piercing damage: 1d6 + 6 ⇒ (3) + 6 = 9

Envoy's Alliance

”Murph” | Male gnome rogue 7 (Advanced Player's Guide) | HP 78/78 | AC 25 | Fort +11; Ref +17 (Successes are crit successes instead.); Will +13; +2 circumstance bonus vs. traps or devices you failed to disarm | Perc +15 | Default Exploration ( Searching) | Speed 25ft | Focus points0/0 | Hero Points 1/1 | Harmonic Wayfinder 1/1 | Active Conditions: None

I was afraid it had an AoO. Oh well, I got it down.

Fort Save DC 18 versus poison: 1d20 + 10 ⇒ (1) + 10 = 11

I had thought about using a Hero Point earlier. I'm glad I saved it

Fort Save DC 18 versus poison: 1d20 + 10 ⇒ (13) + 10 = 23

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Her target vanquished, Aldonza settles for the blood of their last foe.

Stride, Tumble, Strike

Acrobatics: 1d20 + 11 ⇒ (4) + 11 = 15

Attack: 1d20 + 14 ⇒ (19) + 14 = 33
Damage: 2d6 + 2 ⇒ (2, 1) + 2 = 5


Pathfinder Provisions ◆◇↺

With your speed, you can move into its space with just one action, so you do have one remaining.
Tumble Through is a failure, although it triggers an AoO which hits for 14 piercing damage and a DC 20 Fort save against poison. Again, I'll include the details in a spoiler box after the Initiative tracker.
And that's another critical hit. Good, I was worried we were going to run out.

The scorpion is too quick for Aldonza to slip past, lashing out with its stinger as she approaches.
Too focused on that, though, it has no defense at all against her attack.

Snarlfist, Angvim, and Seelah's turns.

Initiative
Angvim
Seelah (18/78, Grabbed by Yellow)
Aldonza (39/66, DC 20 Fort, 1 action)
Mutant Scorpion (Yellow, Grabbing Seelah)
Murph (38/58)
Theo
Snarlfist

If Aldonza fails her Fort save:
(poison) Saving Throw DC 20 Fortitude; Maximum Duration 6 rounds; Stage 1 3d6 poison damage and enfeebled 1 (1 round); Stage 2/b] 4d6 poison damage and enfeebled 1 (1 round); [b]Stage 3 4d6 poison damage and enfeebled 2 (1 round)

GM Dice:
AoO: 1d20 + 14 ⇒ (15) + 14 = 29 for piercing damage: 1d6 + 9 ⇒ (5) + 9 = 14

Horizon Hunters

Female Elf (Changeling) | HP 90/90 | AC 25/26 | F +13 R +17 W +11 | Perc +10 | Stealth +17 | speed 35 | Hero 1/3 | Active Conditions: ---

Fort save: 1d20 + 11 ⇒ (3) + 11 = 14

Are you tracking damage on the scorpion separately?


DAE | Pahtra Solarian 1 | HP 10/19 | AC 17 | Fort +4, Reflex +7, Will +5 | Perc +5 (darkvision) | Speed 25 | Explore: Scout +5 | Attunement: Photon | Hero Points 0 | Wounded 1 | ◆◇↺

Seelah would have used Retributive Strike for Murph. 30 to hit, 15 slashing, -3 damage to Murph.

She then tries to get out of the scorpion's claws.

◆ Escape

Athletics: 1d20 + 11 ⇒ (17) + 11 = 28

I really hope that's enough...

She then repeats her stab, shield, counter combo.

◆ Strike

Longsword: 1d20 + 14 - 5 ⇒ (10) + 14 - 5 = 19
Slashing Damage: 2d8 + 4 ⇒ (5, 2) + 4 = 11

◆ Raise a Shield

↺ Retributive Strike

The next time an adjacent scorpion damages an ally, they get resistance 3 to that damage and the scorpion gets

Longsword: 1d20 + 14 ⇒ (2) + 14 = 16
Slashing Damage: 2d8 + 4 ⇒ (5, 6) + 4 = 15


Pathfinder Provisions ◆◇↺

Sorry, no. Aldonza still crits, though Enfeebled from the venom applies to her damage.

Seelah breaks free, though she isn't able to land another hit as it still keeps her weapon at bay with its claws.

Snarlfist and Angvim's turns.

Initiative:
Angvim (shield)
Seelah (18/78, shield raised)
Aldonza (26/66, enfeebled 1, state one Mutant venom, 1 action)
Mutant Scorpion (-8)
Murph (38/58)
Theo
Snarlfist

GM Dice:
poison damage: 3d6 ⇒ (3, 5, 5) = 13

Horizon Hunters

Icons: ◆◇↺ | Tome Skills - Athletics (E) +11, Thievery (E) +14 | Half-Elf(Cave) Thaumaturge (Darkvision)| HP 78/78 | AC 24 | F +12(E) R +14(E) W +11(E) | Expert Perception +11 | Hero Points 0/1 | Exploration: Search| Bot: Demoralize/Exploit if needed, Attack with Chakram(20ft)/Boomerang(60ft) | Esoteric Warden, Sympathetic Vulnerabilities, Diverse Lore, Unmistakable Lore, Fast Healing 1/min

Noticing that the last remaining scorpion has Aldonza injured, Angvim carefully aims his next attack hoping to finally defeat the creature.

◇Tome Recall Knowledge, Yellow: 1d20 + 14 ⇒ (19) + 14 = 33
◆Move towards the creature 25ft
◆Exploit Vulnerability, Yellow: 1d20 + 13 ⇒ (3) + 13 = 16
◆Boomerang Attack, Yellow: 1d20 + 14 ⇒ (9) + 14 = 23 bashing damage: 2d6 + 6 ⇒ (5, 6) + 6 = 17 +weakness

Vigilant Seal

M Hobgoblin Medic 6 | Hp 63/86| AC 24 (Deny Advantage) (+2 Nimble Dodge) | F +12 (T), R +11 (E), W +9(E) | Perception +9 (E) | (Will Nimble Dodge or Resist Elf Magic at first opportunity)

Snarlfist growls at the giant yellow scorpion.

demoralize vs Will DC (no language): 1d20 + 16 ⇒ (5) + 16 = 21

Then he skirmishes forward to stab said scorpion.

stabbing: 1d20 + 15 ⇒ (1) + 15 = 16
piercing+SA?: 2d8 + 4 + 2d6 ⇒ (6, 2) + 4 + (4, 5) = 21

When you terrorize your enemies, you also cause them painful mental distress. When you successfully Demoralize a foe, that foe takes 1d4 mental damage at the start of each of its turns as long as it remains frightened and continues to engage in combat with you

Snarlfist then takes a hand off their spear to heal Seelah.

BM Assurance DC 20: 20 = 20
Seelah healing: 2d8 + 10 ⇒ (3, 4) + 10 = 17

Demoralize, Skirmish Strike(Step, Strike), Battle Medicine


Pathfinder Provisions ◆◇↺

Angvim recognizes that these creatures are robust, but perhaps easily mislead or manipulated. Whatever caused its mutation has certainly increased the potency of its venom.

And Angvim's boomerang batters it.

Critical success on Recall Knowledge. Its best save is Fortitude and its worst is Will.

Snarlfist's turn.

Initiative:
Angvim
Seelah (18/78, shield raised)
Aldonza (26/66, enfeebled 1, stage one Mutant venom, 1 action)
Mutant Scorpion (-30)
Murph (38/58)
Theo
Snarlfist

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