GM Tyranius
|
Calling out you are able to rally the townsfolk. The guards hold their position and slowly drive back the assault from the town square. A grateful shopkeeper emerges from a nearby storefront with bags of supplies which he distributes to the defenders.
The bag contains three moderate elixirs of life and a moderate cold iron blanch.
“Friends! Over here!” Marilindae calls, waving from beside a small fountain bearing a statue of Yuelral near the center of the town square. “Do you have a minute to help me? I’m trying to restore some of the town’s magical defenses. I have a quick ritual that I think should work, but I can’t do it on my own. It won’t completely replace them, but it might help stop any more fiends from getting in. Would you help me?”
He hands you a bag of uncut crystals, "Hang these around the square, quickly."
Each of you should attempt a skill check. Your options are: DC 21 Occultism, Perception, Religion (to find the best places for the crystals), DC 21 Crafting, Thievery (to affix the crystals.) Thanks to the Know Your Enemy condition, you get a +1 Circumstance bonus to this check.
Luciola Iridessa
|
Ooooh! I LOVE crystals. They're SO pretty - and have some interesting magical properties. Been considering their use in healing.
occultism: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21
Zenith by redeux
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Zenith takes some of the crystals and places them in a deliberate constellation pattern.
Occultism: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Teja Khellekdottir
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Teja grabs some crystals and then starts handing them out to people - pointing out the best places to hang them.
"Over there... yes, you are much taller than me... Put it up there.. no, slightly right... Thats it."
occultism(E): 1d20 + 16 + 1 ⇒ (12) + 16 + 1 = 29
Zabu "Daggertooth" Creed
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Zabu takes some of the crystals and tries to copy what others are doing, since he really doesn't know anything about any of this.
Perception: 1d20 + 13 ⇒ (12) + 13 = 25
GM Tyranius
|
Once the crystals have been placed around the square, Marilindae calls you back to the fountain. "Thank you. Now, to complete the ritual. I need at least one of you to assist with casting the ritual. And I need at least one of you to guard me. Let us begin."
Each of you should decide if you are aiding the ritual or guarding the ritual.
Assistants: Please make a DC 25 Crafting, Intimidation, Occultism, or Performance check.
Guards: Please make a DC 23 Perception, Acrobatics, Athletics or Intimidation check.
Thanks to your excellent gem placement, you get a +2 Circumstance bonus to your check.
Luciola Iridessa
|
Luciola hops off Teja and glides down to the fountain.
Here to assist she chirps.
performance: 1d20 + 15 ⇒ (5) + 15 = 20
((Hero Point))
performance: 1d20 + 15 ⇒ (16) + 15 = 31 (+1 if dance is appropriate)
Zenith by redeux
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Zenith looks at Zabu, Teja, and Makai, I'll guard from over here."
Athletics: 1d20 + 18 + 2 ⇒ (7) + 18 + 2 = 27
Teja Khellekdottir
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Teja looks on with interest before hesitantly offering to join in the ritual. "Can I take notes while we perform it?"
occultism: 1d20 + 16 + 2 ⇒ (1) + 16 + 2 = 19 RNG hates me today. In for a penny, in for a pound, I'll use my second reroll on thiat.
occultism: 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25 Phew
For a moment, taking notes seems to distract the young scholar, before she reasserts her attention to the matter at hand.
GM Tyranius
|
The demons hesitate as you surround the ritual guarding the perimeter. Just then the ritual completes as the water from the fountain surges into the sky, creating a light rainfall that burns the demons skin causing most to flee, stemming the tide pouring through the gates.
Zabu and Makai can still roll their ritual checks as it may earn you a crit success reward.
Fola Barun waves and jogs over, talking quickly as she arrives. “I’m sure you haven’t a moment to catch your breath, but I have an urgent task and I need a few more hands. I caught a glimpse of some dretches dragging a wagon full of crates through town a few moments ago. I tried to catch up but was distracted by an agent in trouble. Others have seen similar things. I don’t know what’s in the carts or what it’s for, but I’m sure it’s no good. Please, find one of these carts and see what they’re hauling around.”
DC 21 Perception to spot one, Athletics to climb to a better vantage point, or Diplomacy to quickly ask around to find and locate the carts. I will also accept creative skill checks. As long as one person succeeds you locate the carts.
Once located you need to acquire one of the crates. DC 25 Stealth or Thievery to surreptitiously steal a crate, Intimidation to temporarily scare off the fiends pulling the cart, or Athletics to knock the cart over. Instead of attempting to steal a crate, a PC who succeeds at a DC 25 Crafting check can erect a barricade that will slow down the cart reducing everone elses DC by 2
Zabu "Daggertooth" Creed
|
"Yeah, yeah, I got this side," Zabu replies to Zenith. He uses the simple, yet effective strategy of "shoving enemies back if they get too close."
Athletics: 1d20 + 19 + 2 ⇒ (3) + 19 + 2 = 24
Once the ritual is done, he dusts his hands off but doesn't have much time to suggest celebration festivities to Marilindae before Fola (he can call her Fola because he's part of her faction) shows up with more work to be done.
"You got it boss," he says before shimmying up a nearby drainpipe.
Athletics: 1d20 + 19 ⇒ (12) + 19 = 31
"I see one over there!" he tells his crew before jumping down and tearing off.
When he gets to it, he doesn't slow down but just pick up speed, throwing his diminutive weight, large muscles and prodigious arrogance against the vehicle to over turn it.
Athletics: 1d20 + 19 ⇒ (13) + 19 = 32
Zenith by redeux
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"Got it" Zenith acknowledges the lookout, and then tries to stealthily get near the crate.
Stealth: 1d20 + 13 ⇒ (15) + 13 = 28
Teja Khellekdottir
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"Sure can.." smiles Teja.
"And you can tell me about the First World while you sit there."
She then dashes ahead to put some fallen bits of wall in the way of a cart..
craft: 1d20 + 14 ⇒ (2) + 14 = 16
But luck is really not with her, and the bricks are wayy too small.
GM Dennis
|
**HOUSE GM ANNOUNCEMENT**
Above the cacophony of the battle, Fola cries out, “We’re holding our own, but they aren’t slowing down! Keep pushing back!”
The Inspired Defense condition is now in effect (GMs see note in Discord).
Luciola Iridessa
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Luciola is quite happy to sit up there and regale Teja with what she knows ((Fey Lore)). Luciola is also interested in the arcane.
It's said to be lucky to have a fae sitting on your shoulder. Heh. It's sure lucky for me
She doesn't have any of the skills to help though.
GM Tyranius
|
Zabu smashes into the cart, knocking it to the side while Zenith and Sznark stealthily drag the cart away while the rest distract the demons. Inside the crates are candles, chalk, bags of dead rats and snakes, jars of larvae, and other bizarre items.
You can investigate the contents with a DC 21 skill check, such as Perception, Crafting, or Mercantile Lore to catalog the items, or Arcana, Nature, Occultism, or Religion (or an appropriate Lore) to determine their use. You get a +1 to this check.
Zenith by redeux
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Zenith begins looking through the contents by first picking up the bag of dead rats and snakes, and then shrugs their shoulders. Hmm...
Occultism: 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Teja Khellekdottir
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Teja eyes up the odd contents. "Looks like something for a ritual to me.." she mutters.
occultism: 1d20 + 16 + 1 ⇒ (3) + 16 + 1 = 20 I'm sorry RNG, I don't know what I did to offend you.
Zabu "Daggertooth" Creed
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"Looks like the ingredients for this stew a hobgoblin once served me after she caught me with her sister," Zabu says. "I should have known a 'I'm sorry for yelling dinner' wasn't a thing."
Perception: 1d20 + 13 + 1 ⇒ (6) + 13 + 1 = 20
Makai Goldenoak
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Ritual check
Perception: 1d20 + 14 ⇒ (20) + 14 = 34
Makai then looks through the items
Perception: 1d20 + 14 ⇒ (3) + 14 = 17
GM Tyranius
|
The powerful magic of the ritual bolsters the town. Each PC can roll twice and take the better result on their next saving throw.
Looking over the contents of the crate you determine these are little more than ritualist components.
A group of fiends surround a terrified family huddled against a wall, the monsters laughing and screeching as they advance. Suddenly, a bolt of lightning crackles through the fiends, accompanied by a cacophonous peal of thunder. As the smoke clears, most of the fiends lie dead. Venture-Captain Ciobanu points to those remaining and says “Oh good. Pathfinders, finish them off, would you?” before rushing away.
Teja Khellekdottir's Initiative: 1d20 + 14 ⇒ (5) + 14 = 19
Zenith's Initiative Using Scouting (Perception): 1d20 + 11 ⇒ (10) + 11 = 21
Makai's Initiative Using Defend: 1d20 + 14 ⇒ (13) + 14 = 27
Luciola Iridessa's Initiative: 1d20 + 10 ⇒ (17) + 10 = 27
Sznark's Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Zabu Creed's Initiative: 1d20 + 13 ⇒ (17) + 13 = 30
Fiend 1: 1d20 + 13 ⇒ (10) + 13 = 23
Fiend 2: 1d20 + 10 ⇒ (8) + 10 = 18
★★★
Ambush! Round 1
──────────
BOLD IS UP!:
──────────
➤ Zabu (144/144 HP)
➤ Luciola (55/55 HP)
➤ Makai (87/87 HP)
Fiend (Red) (-0 HP)
Fiend (Green) (-0 HP)
Fiend (Yellow) (-0 HP)
Sznark (80/80 HP)
Zenith (99/99 HP)
Teja (88/88 HP)
Fiend (Pink) (-0 HP)
Luciola Iridessa
|
From her position on Teja's shoulder, Luciola Electric Arcs Yellow and Pink.
electric arc: 3d4 + 4 + 1 ⇒ (1, 4, 2) + 4 + 1 = 12 DC 25 basic ref
Since she's 7th level with 4th level spells, should that be 4d4?. If so, 1d4 ⇒ 1
She then activates her Shield
Zabu "Daggertooth" Creed
|
"On it," Zabu says and gives a jaunty salute.
The then saunters over to the nearest fiend, almost casually transforming into a half beast before taking a bite.
Jaws(Raging): 1d20 + 17 ⇒ (5) + 17 = 22
Piercing: 2d12 + 6 + 5 ⇒ (1, 3) + 6 + 5 = 15 plus Persistent Bleed: 1d6 ⇒ 2
◆Stride ◆Rage ◆Jaws Strike
GM Tyranius
|
Zabu transforms inot a half-beast as he attempts to take a bite and misses. He gets so close his nose catches the scent of caustic acid coating the fiends skin.
Yellow Reflex DC 25: 1d20 + 16 ⇒ (2) + 16 = 18
Pink Reflex DC 25: 1d20 + 9 ⇒ (7) + 9 = 16
Luciola's lightning scorches the pair as small wisps rise from their burnt skin.
★★★
Meddlesome Fiends! Round 1
──────────
BOLD IS UP!:
──────────
Zabu (144/144 HP)
Luciola (55/55 HP)
➤ Makai (87/87 HP)
Fiend (Red) (-0 HP)
Fiend (Green) (-0 HP)
Fiend (Yellow) (-12 HP)
Sznark (80/80 HP)
Zenith (99/99 HP)
Teja (88/88 HP)
Fiend (Pink) (-12 HP)
GM Tyranius
|
| 1 person marked this as a favorite. |
Makai backs Zabu up as she swings her warhammer at the fiend.
Warhammer vs Green: 1d20 + 16 ⇒ (12) + 16 = 28
Damage: 2d8 + 4 ⇒ (3, 4) + 4 = 11
Warhammer vs Green: 1d20 + 16 - 5 ⇒ (17) + 16 - 5 = 28
Damage: 2d8 + 4 ⇒ (8, 7) + 4 = 19
The fiend has the wind knocked from its lungs as the hammer crashes into its chest. The fiends retaliate as they drive longspears at the group.
Red Grievous Strike vs Zabu AC 24: 1d20 + 17 ⇒ (7) + 17 = 24
Damage: 3d8 + 7 ⇒ (8, 3, 8) + 7 = 26 Frightened 2
Damage (Evil): 1d6 ⇒ 4
Green Grievous Strike vs Zabu AC 24: 1d20 + 17 ⇒ (17) + 17 = 34
Damage: 3d8 + 7 ⇒ (1, 6, 8) + 7 = 22 Crit for 44 and Frightened 2
Damage (Evil): 1d6 ⇒ 2
Yellow Grievous Strike vs Teja AC 24: 1d20 + 17 ⇒ (5) + 17 = 22
Teja grabs the spear and dodges it as Zabu gets grievously struck through his leg and shoulder, nearly catching his neck.
★★★
Meddlesome Fiends! Round 1
──────────
BOLD IS UP!:
──────────
Zabu (74/144 HP)
Luciola (55/55 HP)
Makai (87/87 HP)
Fiend (Red) (-0 HP)
Fiend (Green) (-30 HP)
Fiend (Yellow) (-12 HP)
➤ Sznark (80/80 HP)
➤ Zenith (99/99 HP)
➤ Teja (88/88 HP)
Fiend (Pink) (-12 HP)
Sznark
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Sznark starts playing on his lute.
Lingering Composition: 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21
He then calls a projectile to strike the yellow fiend.
"Messed with the wrong crew!" he says.
Tel Projectile: 1d20 + 15 + 1 ⇒ (3) + 15 + 1 = 19
Damage: 4d6 + 4 + 1 ⇒ (5, 5, 3, 6) + 4 + 1 = 24
◆ Inspire Courage
◆◆ Tel Projectile
Teja Khellekdottir
|
Teja steps forward to try and keep the yellow fiend off her companions. Performing a tricky flip with her rapier, she then drives it into the fiends heart. Well, that was the plan anyway.
feint: 1d20 + 18 ⇒ (2) + 18 = 20
strike, IC,FF: 1d20 + 17 + 1 + 2 ⇒ (10) + 17 + 1 + 2 = 30
damage,IC: 2d6 + 2 + 1 ⇒ (5, 1) + 2 + 1 = 9
sneaky damage: 2d6 ⇒ (2, 6) = 8
deadly?: 1d8 ⇒ 8
* guarded step
* feint
* strike
GM Tyranius
|
Lingering Composition is a failure.
Sznark skips a rock across the ground as he inspires one more. Teja is unable to feint, though her rapier sticks into the demons gut. acid spurts from the wound at Teja's arm.
↺ Yellow Reactive Slime- @Teja DC 24 Reflex. Damage below is to you and your weapon.
Critical Success The attacker is unaffected.
Success The attacker takes 1d6 acid damage.
Failure The attacker takes 2d6 acid damage.
Critical Failure As failure, except the weapon used to Strike the demon becomes broken, unless the weapon is made of a material that is immune to acid.
★★★
Meddlesome Fiends! Round 1
──────────
BEFORE YOUR TURN:
──────────
Teja: DC 24 Reflex vs Reactive Slime
──────────
BOLD IS UP!:
──────────
Zabu (74/144 HP)
Luciola (55/55 HP)
Makai (87/87 HP)
Fiend (Red) (-0 HP)
Fiend (Green) (-30 HP)
Fiend (Yellow) (-21 HP)
Sznark (80/80 HP)
➤ Zenith (99/99 HP)
Teja (88/88 HP)
Fiend (Pink) (-12 HP)
Teja Khellekdottir
|
reflex, evasion: 1d20 + 19 ⇒ (10) + 19 = 29 Crit success
As the slime pours forth, Teja jumps back, grinning.
"Looks like that hurt you more than it hurt me!"
Zenith by redeux
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Zenith tumbles through the battlefield and into a flanking position before trying to go under the yellow fiend's legs. Zenith then prepares Eclipse for two rapid strikes.
Tumble Through Vs Reflex DC: 1d20 + 16 ⇒ (5) + 16 = 21 if success-> gain panache | would just move back to same spot on a success
Strike Yellow w/ Eclipse (cold iron, returning starknife),inspire: 1d20 + 16 + 1 ⇒ (19) + 16 + 1 = 36
S dmg: 2d4 + 6 + 1 ⇒ (4, 1) + 6 + 1 = 12 | if panache, precision: 3 = 3 | if crit, deadly: 1d6 ⇒ 1 | If crit, 1d6+1 persist bleed | If crit and enemy does not have darkvision, blinded for 1 round
Strike Yellow w/ Eclipse (cold iron, returning starknife), MAP, inspire: 1d20 + 16 - 4 + 1 ⇒ (15) + 16 - 4 + 1 = 28
S dmg: 2d4 + 6 + 1 ⇒ (3, 3) + 6 + 1 = 13 | if panache, precision: 3 = 3 | if crit, deadly: 1d6 ⇒ 3 | If crit, 1d6+1 persist bleed | If crit and enemy does not have darkvision, blinded for 1 round
Actions: ◆Tumble Through ◆Strike ◆Strike
Reaction ↺ If an enemy damages, grabs, or grapples ally when both the enemy and ally are within 15 feet of Zenith: Liberating Step!
GM Tyranius
|
Zenith fails to get past. Tumble Through failed. but Eclipse slits through the demon's thin flesh. The wrecker demon smiles, hurling debris at Zenith.
Hurled Debris vs Zenith AC 26: 1d20 + 11 ⇒ (14) + 11 = 25
Hurled Debris vs Zenith AC 26: 1d20 + 11 - 5 ⇒ (3) + 11 - 5 = 9
Hurled Debris vs Zenith AC 26: 1d20 + 11 - 10 ⇒ (15) + 11 - 10 = 16
★★★
Meddlesome Fiends! Round 1
──────────
BOLD IS UP!:
──────────
➤ Zabu (74/144 HP)
➤ Luciola (55/55 HP)
➤ Makai (87/87 HP)
Fiend (Red) (-0 HP)
Fiend (Green) (-30 HP)
Fiend (Yellow) (-59 HP) │ Persistent Bleed 1d6+1
Sznark (80/80 HP)
Zenith (99/99 HP)
Teja (88/88 HP)
Fiend (Pink) (-12 HP)
Makai Goldenoak
|
Makai looks at the devil and casts a spell trying to burn it "Learn the heat of Torags forge!"
Searing light@green, ic: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31
Damage, fire: 5d6 ⇒ (2, 1, 4, 5, 5) = 17
Damage, good: 5d6 ⇒ (4, 6, 6, 6, 3) = 25
Than she attacks with a hammer
Hammer@green, ic: 1d20 + 16 + 1 - 5 ⇒ (16) + 16 + 1 - 5 = 28
Damage, b: 2d8 + 4 + 1 ⇒ (8, 5) + 4 + 1 = 18
GM Tyranius
|
@Sznark- Correct
Yellow Reflex DC 25: 1d20 + 16 ⇒ (9) + 16 = 25 7 Damage
Pink Reflex DC 25: 1d20 + 9 ⇒ (7) + 9 = 16 15 Damage
Luciola electrocutes the demons a bit more this time as some of their muscles continue to convulse after. Makai sends a searing light into another demon as it shrieks in immense pain.
★★★
Meddlesome Fiends! Round 1
──────────
BOLD IS UP!:
──────────
➤ Zabu (74/144 HP)
Luciola (55/55 HP)
Makai (87/87 HP)
Fiend (Red) (-0 HP)
Fiend (Green) (-72 HP)
Fiend (Yellow) (-66 HP) │ Persistent Bleed 1d6+1
Sznark (80/80 HP)
Zenith (99/99 HP)
Teja (88/88 HP)
Fiend (Pink) (-27 HP)
Zabu "Daggertooth" Creed
|
"Oh a wise guy, eh?" Zabu says as the fiend avoids his bite.
He makes a grab for the creature.
Athletics (Grab): 1d20 + 19 + 2 ⇒ (16) + 19 + 2 = 37
Then tries to slice it up with his claws.
Claw (Raging, MAP): 1d20 + 17 - 4 ⇒ (15) + 17 - 4 = 28
Slashing: 2d8 + 6 + 2 ⇒ (5, 1) + 6 + 2 = 14 plus Persistent Bleed: 1d6 ⇒ 5
Claw (Raging, MAP): 1d20 + 17 - 8 ⇒ (6) + 17 - 8 = 15
Slashing: 2d8 + 6 + 2 ⇒ (7, 4) + 6 + 2 = 19 plus Persistent Bleed: 1d6 ⇒ 4
I'm hoping that's a crit on the grab, which makes him restrained - You have the flat-footed and immobilized conditions, and you can't use any actions with the attack or manipulate traits except to attempt to Escape.
GM Dennis
|
Paizo
**HOUSE GM ANNOUNCEMENT**
Our forces have risen to the defense of the town and are starting to push the attackers back!
Table GMs, the Turning Tides condition is now in effect
GM Dennis
|
**HOUSE GM ANNOUNCEMENT**
All available agents! Nathatel is up to something at the southern end of town. If we don’t put a stop to whatever he’s doing, it won’t matter how many quasits we kill. Get down there as quickly as you can! If we hurry, we might be able to interrupt him before he’s ready!
GMs, please swiftly wrap up your encounters and proceed to Defense Event 5/Area G. The Evil Interrupted condition is in effect.
GM Tyranius
|
Zabu kills he demon as a second cacophonous peal of thunder crashes overhead. Venture-Captain Ciobanu sends streaks of lightning down onto teh demons killing them quickly. "Quickly, get to the southern gate."
You have 10 minutes of rest to heal as you head to the southern gate. Please include the healing in your next post.
As quickly as you can with the ijured you rush with all due haste to the southern gate to head Nathatel off. As you arrive you spot quite the scene. “Isn’t it glorious?” the tall elf calls from the dais, surrounded by candles and arcane sigils recently carved into the stone. He gestures at the chaos enveloping the town. “You meddling fools can’t imagine the power within my grasp. Soon, this town shall be razed and rebuilt anew, the first step in our glorious march across Kyonin! Those fools in Iadara are too stupid to see it, corrupted as they are by interlopers like you. But soon, soon they will see the truth! That we elves were meant to rule, and not just Kyonin! Once I have seized the reins and put this country back on its proper course, the world will kneel!” With an evil grin, he adds “It’s a shame you won’t be here to see our glory!” and raises his spear to attack!
Teja Khellekdottir's Initiative: 1d20 + 14 ⇒ (7) + 14 = 21
Zenith's Initiative Using Scouting (Perception): 1d20 + 11 ⇒ (14) + 11 = 25
Makai's Initiative Using Defend: 1d20 + 14 ⇒ (20) + 14 = 34
Luciola Iridessa's Initiative: 1d20 + 10 ⇒ (13) + 10 = 23
Sznark's Initiative: 1d20 + 4 ⇒ (2) + 4 = 6
Zabu Creed's Initiative: 1d20 + 13 ⇒ (11) + 13 = 24
Nathatel: 1d20 + 13 ⇒ (11) + 13 = 24
Brimorak: 1d20 + 12 ⇒ (4) + 12 = 16
Nabasus: 1d20 + 17 ⇒ (12) + 17 = 29
Nathatel is guarded by a pair of deadly looking demons. One appears to be an upright goat-headed demon wreathed in flames. Its eyes glow a menacing red. The second demon looks like a strange winged mix betweena gremlina nd an ancient vampire.
★★★
Confronting Nathatel! Round 1
──────────
BOLD IS UP!:
──────────
➤ Makai (87/87 HP)
Nabasus (Yellow) (-0 HP)
Zenith (99/99 HP)
Zabu (74/144 HP)
Nathatel (Red) (-0 HP)
Luciola (55/55 HP)
Teja (88/88 HP)
Brimorak (Green) (-0 HP)
Sznark (80/80 HP)
Zenith by redeux
|
Let the stars mend your wounds!" the champion of the cosmic caravan says as their half plate's constellations begin to radiate light. Zenith offers their hand to Zabu
Zenith uses lay on hands zabu (+24hp) and then refocuses.
Teja Khellekdottir
|
Teja will use medicine/assurance.
healing Zabu with medicine(treat wounds) with assurance: 2d8 + 10 ⇒ (1, 1) + 10 = 12
If you want I can also use battle medicine, actually looking at that damage, it is likely worthwhile. I just won't be able to use it on your in combat.
healing Zabu with battle medicine(treat wounds) with assurance: 2d8 + 10 ⇒ (6, 7) + 10 = 23
Looks like it gets you up to about 168... which is a good amount of hp, even for a barbarian!