[Gameday XII] PFS 4-11 Prisoners of the Electric Castle - author run (Inactive)

Game Master motteditor

Maps and art // Time remaining: 25 minutes (after vault) // Hallajin key charges remaining: 8/10


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Horizon Hunters

N Male Ratfolk Wizard 8 | HP 70/70| AC 26 | F +12 R +17 W +14 | Perc +11 (low-light vision; +2 init) | Stealth +16 | 25 ft. | Spells 1st: 4/4 2nd: 4/4 3rd: 4/4 4th: 4/4 (+1 drain bonded) | Staff of Fire 2/2| Focus Points 1/1 | Hero Point 1 | Exploration: Scout | Active Conditions: ---

Sorry had a long weekend...

Zazu looks at the field, he moves his paws and rushes forwards, in a surprisingly fast pace. His body forms into a moving smudge of quicksilver , and it flows through the enemy.

2 actions, casting Mercurial stride and moving through red. Fort save DC26

POison damage, mercurial strike@red: 6d6 ⇒ (6, 1, 2, 5, 1, 6) = 21

Than Zazu reforms into his wicked form and he raises a shield of magic

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Initiative:

Red (frenzied): 37
Quinoline (Perception): 34
Blue (frenzied): 25
Lydia (Perception): 24
Zazu (Perception): 24
Mandower (Perception): 13
Vella (Perception): 16

Lydia and Vella close on the nearest of the inhuman guards, who manages to avoid Vella's slash, but is set up for Lydia's, which cuts deeply. Zazu joins them, the mercury of his form seeming to seep super easily into the transparent flesh of the foe critical failure on the save (on a cool spell)!.

The creature lets out a battle cry that seems to send it and its companion into a frenzy, and then lashes out with its hammer toward Lydia -- who dodges the blow! Dice were NOT on this guy's side this turn.

Mandower, meanwhile, heads toward the other foe.

Mechanics:

1d20 + 17 ⇒ (1) + 17 = 18
Extra poison damage: 6d6 ⇒ (1, 2, 1, 6, 4, 5) = 19

Red: 1d20 + 19 + 4 ⇒ (2) + 19 + 4 = 25
2d8 + 9 + 4 ⇒ (2, 1) + 9 + 4 = 16

Blue: 22, phan killer
Red: 58, sickened 2, acid arrow

Quinoline is up!

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinoline lags behind her compatriots, but she finally moves in ◆. She lobs a bomb at Red.

Moderate Bottled Lightning: 1d20 + 19 + 1 ⇒ (17) + 19 + 1 = 37
Electricity: 2d6 ⇒ (5, 5) = 10 plus 7 splash electricity plus flat-footed

Presuming that hits, second bomb will be against Blue.

Moderate Bottled Lightning, MAP, 2nd range increment: 1d20 + 19 + 1 - 5 - 2 ⇒ (11) + 19 + 1 - 5 - 2 = 24
Electricity: 2d6 ⇒ (3, 1) = 4 plus 7 splash electricity plus flat-footed

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Initiative order:

Red (frenzied): 37
Quinoline (Perception): 34
Blue (frenzied): 25
Lydia (Perception): 24
Zazu (Perception): 24
Mandower (Perception): 13
Vella (Perception): 16

The frenzied figure doesn't seem to be pay as much attention to his surroundings and turns just in time for Quinoline's bomb to hit him directly in the head! They're taking a penalty to their AC because of their frenzy ability, so that's a crit! He turns and snarls at the alchemist.

The other one dodges the bomb easily as it casts a spell, a phantasmal hammer appearing near Quinoline but it slams into her armor and just knocks her back a step without actually hurting miss, as my AWFUL rolls continue. The figure snarls and casts another quick spell, healing itself.

Mechanics:

Hammer time: 1d20 + 22 ⇒ (3) + 22 = 25
2d8 + 6 ⇒ (5, 6) + 6 = 17
Harm: 3d8 ⇒ (4, 3, 8) = 15

Blue: 7, phan killer, spiritual weapon, harm
Red: 85, sickened 2, acid arrow

Everyone except Quinoline is up!

Horizon Hunters

N Male Ratfolk Wizard 8 | HP 70/70| AC 26 | F +12 R +17 W +14 | Perc +11 (low-light vision; +2 init) | Stealth +16 | 25 ft. | Spells 1st: 4/4 2nd: 4/4 3rd: 4/4 4th: 4/4 (+1 drain bonded) | Staff of Fire 2/2| Focus Points 1/1 | Hero Point 1 | Exploration: Scout | Active Conditions: ---

Zazu turns towards the other enemy and extends his paw trying to confuse it even if for a moment

Casting Beffudle Will save DC26

Than he raises his shield

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

That's not very nice!

The spell seems to have no effect on the creature.

1d20 ⇒ 17

Envoy's Alliance

M Forge Dwarf Fighter 8: Spd:20, AC:27, HP:132/132, 4 Fire Resistance, Fort:16, Ref:14, Will:13, Perc:13(15 for init), Darkvision

Action 1, Move
Action 2, Swing Glaive at blue creature hit: 1d20 + 16 ⇒ (14) + 16 = 30 dmg: 2d8 + 8 ⇒ (6, 3) + 8 = 17 slashing
Action 3, swing Glaive at blue creature hit: 1d20 + 11 ⇒ (20) + 11 = 31 dmg: 2d8 + 8 ⇒ (2, 8) + 8 = 18 slashing deadly: 1d8 ⇒ 4

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2

Lydia prepares both of her blades and rapidly slices the creature with her jagged swords.

Strike vs Red w/ Exposition (+2 striking flaming sawtooth): 1d20 + 21 ⇒ (10) + 21 = 31
S dmg: 2d6 + 2 ⇒ (4, 3) + 2 = 9 | +fire: 1d6 ⇒ 3 | +sneak vs FF: 2d6 ⇒ (6, 4) = 10 | (If vs FF) +Debilitating strike: No reactions

Strike vs Red w/ Catastrophe (+1 striking frost sawtooth): 1d20 + 20 - 4 ⇒ (16) + 20 - 4 = 32
S dmg, twin: 2d6 + 2 + 2 ⇒ (4, 5) + 2 + 2 = 13 | +cold: 1d6 ⇒ 3 | +sneak vs FF: 2d6 ⇒ (1, 3) = 4 | (If vs FF) +Debilitating strike: No reactions

Strike vs Red w/ Exposition (+2 striking flaming sawtooth): 1d20 + 21 - 8 ⇒ (14) + 21 - 8 = 27
S dmg, twin: 2d6 + 2 + 2 ⇒ (3, 1) + 2 + 2 = 8 | +fire: 1d6 ⇒ 1 | +sneak vs FF: 2d6 ⇒ (4, 4) = 8 | (If vs FF) +Debilitating strike: No reactions

Actions: ◆Strike ◆Strike ◆Strike
Reaction ↺ Nimble Dodge first atk vs Lydia each round (+2 AC)

Debilitating Strike / Tactical Debilitations:
You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends
Debilitation The target takes a –10-foot status penalty to its Speeds.
Debilitation The target becomes enfeebled 1.
Debilitation The target can’t use reactions.
Debilitation The target can’t flank or contribute to allies’ flanking.

Vigilant Seal

NG femal dwarf Redeemer| AC 30 (32)| HP 117/145, shield 80/80 |F+20 [M], R+14 [E] (+3 vs damage), W+17 [E]| Perception +14 [T], Darkvision|Explore: Defend| Hero Points: 1| Active buffs:

Taking advantage of Aslynn's goons' turn of misfortune, Vella calls upon Saloc - Judge them fair in the afterlife, but in this life guide me to stop their wickedness! - as she smashes down with her hammer once more. The dwarf then raises Myrsa high towards the foe.

◆Smite Evil, ◆Strike, ◆Raise Shield

Strike v flat-footed: 1d20 + 18 ⇒ (18) + 18 = 36 for Bludgeoning: 2d6 + 6 ⇒ (2, 6) + 6 = 14 plus 4 Good damage Spirit damage perhaps in ~7 hours? Right now under the Remaster wire :p

If that crits the enemy then Red is also knocked Prone

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Initiative order:

Quinoline (Perception): 34
Blue (frenzied): 25
Lydia (Perception): 24
Zazu (Perception): 24
Mandower (Perception): 13
Vella (Perception): 16

Zazu's spell has no effect on the guard, but the same can't be said for Vella, Lydia and Mandower's weapons. Vella and Lydia easily master the nearest one. Unfortunately, when it dies, its invisible flesh quickly rots away and sublimates into a foul-smelling gas. 30 negative damage to Vella and Lydia, DC 27 basic Fortitude save Mandower's blow doesn't kill his foe, but does gouge a nasty chunk out of his chest crit, but he's actually still looking relatively unhurt.

Mechanics:

10d6 ⇒ (3, 4, 5, 2, 2, 4, 6, 2, 1, 1) = 30

Blue: 64, phan killer, spiritual weapon, harm

Red's dead, so Quinoline is up.

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2

DC 27 basic fort: 1d20 + 18 ⇒ (18) + 18 = 36 -> 15 dmg

Vigilant Seal

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NG femal dwarf Redeemer| AC 30 (32)| HP 117/145, shield 80/80 |F+20 [M], R+14 [E] (+3 vs damage), W+17 [E]| Perception +14 [T], Darkvision|Explore: Defend| Hero Points: 1| Active buffs:

Reduce that by another 11 Lydia, as Vella will use her Champion's Reaction to give you Resist 11 to it

Fort: 1d20 + 20 ⇒ (13) + 20 = 33
No damage due to Juggernaut!

Gah! the dwarf expresses as the guard literally dissolves before them. What sort of foul magics has Aslynn wrought on her allies?

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinoline moves up behind Mandower and arcs a bottled lightning.

Moderate Bottled Lightning: 1d20 + 19 ⇒ (20) + 19 = 39
Electricity: 2d6 ⇒ (5, 5) = 10 plus 7 splash electricity plus flat-footed

Electricity will double on crit, splash does not.

Seeing that hit, Quinoline switches flasks.

Moderate Acid Flask, MAP: 1d20 + 19 - 5 ⇒ (10) + 19 - 5 = 24 vs FF
2 acid plus 7 splash acid plus 2d6 persistent acid

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Initiative order:

Quinoline (Perception): 34
Blue (frenzied): 25
Lydia (Perception): 24
Zazu (Perception): 24
Mandower (Perception): 13
Vella (Perception): 16

Quinoeline's first flask hits, but the second misses as the creature steps forward toward Mandower and slams him with a brutal blow from its hammer. Crit! For 52 bludgeoning damage It concentrates on its spell, but the hammer harmlessly misses Quinoline.

Mechanics:

Strike: 1d20 + 25 ⇒ (15) + 25 = 40
2d8 + 15 ⇒ (5, 6) + 15 = 26

Spell attack: 1d20 + 22 - 5 ⇒ (1) + 22 - 5 = 18

Blue: 91, phan killer, spiritual weapon, harm

Everyone's up now

Horizon Hunters

N Male Ratfolk Wizard 8 | HP 70/70| AC 26 | F +12 R +17 W +14 | Perc +11 (low-light vision; +2 init) | Stealth +16 | 25 ft. | Spells 1st: 4/4 2nd: 4/4 3rd: 4/4 4th: 4/4 (+1 drain bonded) | Staff of Fire 2/2| Focus Points 1/1 | Hero Point 1 | Exploration: Scout | Active Conditions: ---

Zazu waves his staff and a piece of debris flies towards the remaining foe, he channels the magic to see potential movement of the enemy

Telekinetic Projectile@red, true strike: 1d20 + 16 ⇒ (16) + 16 = 32
Telekinetic Projectile@red, true strike: 1d20 + 16 ⇒ (8) + 16 = 24

Telekinetic Projectile@red, bludgeoning: 4d6 + 4 ⇒ (1, 6, 6, 6) + 4 = 23

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2

Lydia runs towards the remaining foe and slices with her jagged sword after catching them off-guard.

Strike vs Red w/ Exposition (+2 striking flaming sawtooth): 1d20 + 21 ⇒ (14) + 21 = 35
S dmg: 2d6 + 2 ⇒ (4, 5) + 2 = 11 | +fire: 1d6 ⇒ 3 | +sneak vs FF: 2d6 ⇒ (3, 1) = 4 | (If vs FF) +Debilitating strike: The target becomes enfeebled 1.

Actions: ◆Stride ◆Stride ◆Strike
Reaction ↺ Nimble Dodge first atk vs Lydia each round (+2 AC)

Debilitating Strike / Tactical Debilitations:
You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends
Debilitation The target takes a –10-foot status penalty to its Speeds.
Debilitation The target becomes enfeebled 1.
Debilitation The target can’t use reactions.
Debilitation The target can’t flank or contribute to allies’ flanking.

Vigilant Seal

NG femal dwarf Redeemer| AC 30 (32)| HP 117/145, shield 80/80 |F+20 [M], R+14 [E] (+3 vs damage), W+17 [E]| Perception +14 [T], Darkvision|Explore: Defend| Hero Points: 1| Active buffs:

Don't worry Mandower! Vella cries when the other dwarf takes a solid blow. you're not alone!

She moves as quickyl as her shorter legs can to approach the remaninign battle-mage and lashes out with her own hammer.

◆Stride ◆Stride ◆Strike

Strike: 1d20 + 18 ⇒ (17) + 18 = 35 for Bludgeoning: 2d6 + 6 ⇒ (5, 1) + 6 = 12
in unlikely chance that's a crit, its knocked prone

As the swing (hopefully) connects, Vella says to the figure. [b]You are surrounded, hurt, and from if like your companion then falling here would leave no chance of resurrection. Drop your hammer. Give up the fight. Failure in this foul mission is better than your death.

Will use her Champion's Reaction the first time the enemy hurts an ally (other than Zazu - too far away!). It can choose to deal no damage, or be stupefied 2 and that ally Resists 11 of the strike

Envoy's Alliance

M Forge Dwarf Fighter 8: Spd:20, AC:27, HP:132/132, 4 Fire Resistance, Fort:16, Ref:14, Will:13, Perc:13(15 for init), Darkvision

The crit knocks out Mandowers 11 temp HP and delivers him another 41. 129-41=88.
Edit coming.
Another 3 hits at blue hit: 1d20 + 16 ⇒ (9) + 16 = 25 dmg: 2d8 + 8 ⇒ (7, 7) + 8 = 22 slashing
hit: 1d20 + 11 ⇒ (2) + 11 = 13 dmg: 2d8 + 8 ⇒ (6, 6) + 8 = 20
hit: 1d20 + 6 ⇒ (12) + 6 = 18 dmg: 2d8 + 8 ⇒ (5, 3) + 8 = 16 slashing
3 Strike actions

Radiant Oath

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6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinoline lobs one bomb at the remaining foe.

Moderate Bottled Lightning: 1d20 + 19 ⇒ (1) + 19 = 20
Electricity: 2d6 ⇒ (4, 6) = 10 plus 7 splash electricity plus flat-footed

She accidentally bounces it off of Mandower's head, and it ricochets into the darkness.

"My bad!"

Sensing there may be a better use of her time, Quinoline raises her shield and circles around to flank with Vella.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

The group converges on the remaining guard, battering him, but he stays upright. He bites at Mandower and then holds on, the dwarf's flesh turning translucent at the injury site as the creature sucks his blood. 18 hp, and I need a DC 29 Fortitude save, or be drained 1

He continues to concentrate on his spell, though the hammer now also goes after the dwarf. 19 more damage

Mechanics:

Who to target?: 1d4 ⇒ 4
1d20 + 25 - 1 ⇒ (4) + 25 - 1 = 28
3d6 + 15 - 1 ⇒ (1, 2, 1) + 15 - 1 = 18

Who to target?: 1d4 ⇒ 4
1d20 + 26 ⇒ (9) + 26 = 35
2d8 + 10 ⇒ (8, 1) + 10 = 19

Blue: 132, phan killer, spiritual weapon, harm

Everyone is up. He's pretty hurt, but if you roll lousily, he could get one more round. Sorry for picking on you, Mandower. I determined targets randomly, but he's actually smart enough that it would make sense he'd focus on a single foe.

Vigilant Seal

NG femal dwarf Redeemer| AC 30 (32)| HP 117/145, shield 80/80 |F+20 [M], R+14 [E] (+3 vs damage), W+17 [E]| Perception +14 [T], Darkvision|Explore: Defend| Hero Points: 1| Active buffs:

Is that first 18 damage after Vella's Reaction giving Resist 11, or not including that? And if is goes through he'd be Stupefied 2 for a round so perhaps the spiritual weapon attack might be lower? (or both could be factored in already.- just want to check.)

If you refuse your chances I pity you. Vella says to the guard as he continues to strike at Mandower. [b]There were other ways to solve this. But if you will not stop hurting others than you will [i]be stopped.

She strikes out twice more with her own hammer, then raises Myrsa high. The shield twitches in Vella's hand, eager to fly out to protect Mandower from another assault.

◆Strike ◆Strike ◆Raise Shield

Strike v flat-footed: 1d20 + 18 ⇒ (4) + 18 = 22 for Bludgeoning damage: 2d8 + 6 ⇒ (6, 4) + 6 = 16
Strike v flat-footed: 1d20 + 18 - 4 ⇒ (1) + 18 - 4 = 15 for Bludgeoning damage: 2d8 + 6 ⇒ (6, 1) + 6 = 13

If an ally is damaged, Vella will use her Champions' Reaction to give them Resist 11 all to it.
And if Mandower is attacked and struck again her Shield will use Shield Warden to Shield Block that strike.

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2

Lydia continues slicing away, "Brace yourselves, in case this one bursts too!

Strike vs Blue w/ Exposition (+2 striking flaming sawtooth): 1d20 + 21 ⇒ (8) + 21 = 29
S dmg: 2d6 + 2 ⇒ (6, 4) + 2 = 12 | +fire: 1d6 ⇒ 6 | +sneak vs OG: 2d6 ⇒ (4, 1) = 5 | (If vs OG) +Debilitating strike: No reactions

Strike vs Blue w/ Catastrophe (+1 striking frost sawtooth): 1d20 + 20 - 4 ⇒ (13) + 20 - 4 = 29
S dmg, twin: 2d6 + 2 + 2 ⇒ (3, 3) + 2 + 2 = 10 | +cold: 1d6 ⇒ 6 | +sneak vs OG: 2d6 ⇒ (3, 5) = 8 | (If vs OG) +Debilitating strike: No reactions

Strike vs Blue w/ Exposition (+2 striking flaming sawtooth): 1d20 + 21 - 8 ⇒ (11) + 21 - 8 = 24
S dmg, twin: 2d6 + 2 + 2 ⇒ (3, 4) + 2 + 2 = 11 | +fire: 1d6 ⇒ 5 | +sneak vs OG: 2d6 ⇒ (3, 1) = 4 | (If vs OG) +Debilitating strike: No reactions

Actions: ◆Strike ◆Strike ◆Strike
Reaction ↺ Nimble Dodge first atk vs Lydia each round (+2 AC)

Debilitating Strike / Tactical Debilitations:
You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends
Debilitation The target takes a –10-foot status penalty to its Speeds.
Debilitation The target becomes enfeebled 1.
Debilitation The target can’t use reactions.
Debilitation The target can’t flank or contribute to allies’ flanking.
Feint, Scoundrel Racket:
""Requirements You are within melee reach of the target you attempt to Feint.
With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against that target’s Perception DC.
Critical Success On a critical success, the target is flat-footed against all melee attacks until the end of your next turn, not just yours.
Success the target is flat-footed against melee attacks you attempt against it until the end of your next turn
Critical Failure Your feint backfires. You are flat-footed against melee attacks the target attempts against you until the end of your next turn.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Sorry, that 18 is BEFORE Vella's reaction. And, yes, he's stupefied 2. He's just angry attacking at this point.

Envoy's Alliance

M Forge Dwarf Fighter 8: Spd:20, AC:27, HP:132/132, 4 Fire Resistance, Fort:16, Ref:14, Will:13, Perc:13(15 for init), Darkvision

fort: 1d20 + 17 ⇒ (1) + 17 = 18 oouch, Drained 2, edit coming. 18 dmg from 88 puts him at 70/129 HP
Drained 2 puts him at 56/115.

Edit: 3 Strike actions
hit: 1d20 + 16 ⇒ (15) + 16 = 31 dmg: 2d8 + 8 ⇒ (4, 7) + 8 = 19
hit: 1d20 + 11 ⇒ (1) + 11 = 12 dmg: 2d8 + 8 ⇒ (8, 2) + 8 = 18
hit: 1d20 + 6 ⇒ (20) + 6 = 26 dmg: 2d8 + 8 ⇒ (7, 7) + 8 = 22 deadly d8: 1d8 ⇒ 7
edit, missed the other 19 dmg, puts him at 37/115

Vigilant Seal

NG femal dwarf Redeemer| AC 30 (32)| HP 117/145, shield 80/80 |F+20 [M], R+14 [E] (+3 vs damage), W+17 [E]| Perception +14 [T], Darkvision|Explore: Defend| Hero Points: 1| Active buffs:
Mandower Steel Strong 2 wrote:

[dice=fort]1d20+17 oouch, Drained 2, edit coming. 18 dmg from 88 puts him at 70/129 HP

Drained 2 puts him at 56/115.

That 18 would be dropped down to just 7 from Vella's reaction, so you'll have 11 more HP than that math.

Still ouch indeed though :(

Horizon Hunters

N Male Ratfolk Wizard 8 | HP 70/70| AC 26 | F +12 R +17 W +14 | Perc +11 (low-light vision; +2 init) | Stealth +16 | 25 ft. | Spells 1st: 4/4 2nd: 4/4 3rd: 4/4 4th: 4/4 (+1 drain bonded) | Staff of Fire 2/2| Focus Points 1/1 | Hero Point 1 | Exploration: Scout | Active Conditions: ---

Telekinetic Projectile@red: 1d20 + 16 ⇒ (14) + 16 = 30

Telekinetic Projectile@red, bludgeoning: 4d6 + 4 ⇒ (4, 5, 6, 3) + 4 = 22

Zazu sends another piece of debris at the last foe

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinoline raises her shield again and spikes some bottled lightnings at his feet like she just scored a touchdown.

Moderate Bottled Lightning: 1d20 + 19 ⇒ (18) + 19 = 37
Electricity: 2d6 ⇒ (2, 5) = 7 plus 7 splash electricity plus flat-footed

Moderate Bottled Lightning, MAP: 1d20 + 19 - 5 ⇒ (11) + 19 - 5 = 25
Electricity: 2d6 ⇒ (2, 1) = 3 plus 7 splash electricity plus flat-footed

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

A few more blows manage to put the guard down but it again quickly decomposes into a gas that causes your flesh to curdle and rot. 27 negative to everyone but Zazu, DC 29 basic Fortitude save

Cetezar is thrilled at the prospect of escape. Though not happy being forced to help Aslynn, Cetezar remains proud of his work, which he tells you about. He strung up the lights — he calls them “electric candles” — around the castle, wiring them into a lightning rod you saw on one of the towers. Several other inventions were taken to the castle’s vault, he tells you. As you recollect yourselves, he quickly puts the final touches on a +1 striking backpack ballista, which he suggests you take. He also urges you to bundle up the technological materials here, so he can finish his work on Golarion.

Will say Quinoline does not need to use her bombs, since it died before she threw.

You have now recovered all of the Ardis Scholars and ensured Lumna should be able to get you home, though you have not yet found the device that the Horizon Hunters were hoping you could find.

Vigilant Seal

NG femal dwarf Redeemer| AC 30 (32)| HP 117/145, shield 80/80 |F+20 [M], R+14 [E] (+3 vs damage), W+17 [E]| Perception +14 [T], Darkvision|Explore: Defend| Hero Points: 1| Active buffs:

Fort: 1d20 + 20 ⇒ (12) + 20 = 32 Which turns into a crit success w/ Juggernaut

As yet another of the guards explodes, Vella digs deep to shrug off the void energy, but keep her eyes peeled on her allies ready to call on Saloc's protection should they falter.
Since Champion's Reaction triggers on damage actually being dealt (and not just the cause), if Mandower doesn't crit-succeed on his save Vella will use her Reaction on him to absorb 11 of this damage. If he does crit-succeed and would be unharmed, then she'd instead use it on Quinoline.

Envoy's Alliance

M Forge Dwarf Fighter 8: Spd:20, AC:27, HP:132/132, 4 Fire Resistance, Fort:16, Ref:14, Will:13, Perc:13(15 for init), Darkvision

fort: 1d20 + 17 ⇒ (8) + 17 = 25 failed

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

OK, hope everyone had a nice Thanksgiving. Sounds like we're continuing! I should have time to update daily through Thursday and then my schedule frees up (I hope!) after the weekend for regular posting to finish up.

Looks like I'm still waiting on Fortitude saves from a couple of people and a decision of where to go next.

As a reminder, you have about 45 minutes left after the fight (but before any healing). You have found all the Ardis Scholars and destroyed Aslynn's blocking mechanism, so could go home with them now.

You still haven't found the device the Horizon Hunters want you to find, however.

You have two other areas you're aware of to explore -- the Skyport and the Vault.

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

1d2 ⇒ 1

Quinoline feels strangely drawn towards the Skyport.

Does anyone want the electrostimulator before we go into the final few areas? Quinoline's modifier is +22 vs a DC of 23 for Zazu and Mandower, DC 26 for Vella, and DC 27 for Lydia and Quinoline.

What is everyone's status? Quinoline has 2 moderate elixirs of life (5d6+12) and can craft 7 more if needed. She also has 1/day healer's gloves (4d6+15). She can also Treat Wounds (Ward Medic) if we can spare 10 min.

Horizon Hunters

N Male Ratfolk Wizard 8 | HP 70/70| AC 26 | F +12 R +17 W +14 | Perc +11 (low-light vision; +2 init) | Stealth +16 | 25 ft. | Spells 1st: 4/4 2nd: 4/4 3rd: 4/4 4th: 4/4 (+1 drain bonded) | Staff of Fire 2/2| Focus Points 1/1 | Hero Point 1 | Exploration: Scout | Active Conditions: ---

I am almost sure that Zazu volounteered for one ;) But I can't seem to find it

"Skyport does not sound that bad we can take a look and worst case scenario we woulg go to Vault afterwards"

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2

"Sure, lets make haste. Just give me a second to help patch up Mandower and Vella"

Lydia attempts to Battle Medicine Mandower and Vella by slapping some giant band aids on their wounds. "That'll hold up for a bit, yeah?"

Battle Medicine Mandower DC 20: 1d20 + 17 ⇒ (6) + 17 = 23 |success: 2d8 + 10 ⇒ (1, 7) + 10 = 18 Mandower healed for 18

Battle Medicine Vella DC 20: 1d20 + 17 ⇒ (16) + 17 = 33 | crit: 4d8 + 10 ⇒ (8, 1, 5, 8) + 10 = 32 Vella healed for 32

Will pass on electromuscular stimulator, and lydia is only down 4 hp so she's good to go. I suggest in interest of time we stick to potions/battle medicine and keep moving to see if we can hit both the skydock and vault

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

After finishing recovering from the fight, you turn to head toward the skydock.

But before you get far, for a third time, Narcela groans in pain, this time falling to her knees. Face hidden against the ground, she speaks in a horrible voice, like rocks scraping against each other. “Mother has been watching you, spying on your little dreams. They’re going to become such good nightmares,” she grates. A moment later, Narcela’s true voice emerges again: “No! I... I won’t! Won’t... let you have me!” she says, clearly talking not to anyone present now but to her mother. She stands up, a grim look on her face, and wipes away a trickle of blood flowing from her nose. “I will fight her as long as I can, I promise you,” she says. “For Revecka.

DC 24 Arcana or Medicine check to Recall Knowledge or a DC 28 Athletics check:

Based on the blood, you realize that the exertion from fighting off the transformation caused Narcela a little mental damage.

Let me know if you take time to Treat Wounds, otherwise it won't tick significant time off. You can continue with the healing calculations here at the same time as we push forward, or in the discussion thread.

Envoy's Alliance

M Forge Dwarf Fighter 8: Spd:20, AC:27, HP:132/132, 4 Fire Resistance, Fort:16, Ref:14, Will:13, Perc:13(15 for init), Darkvision

I didn't take off 27 from the failure, 48-27+18=39 HP
Thanks Lydia.
Mandower will use the healer's gloves on himself healing: 2d6 + 7 ⇒ (4, 1) + 7 = 12 Brings me to 51 HP

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Arcana: 1d20 + 20 ⇒ (9) + 20 = 29

"Based on the blood, I surmise that the exertion from fighting off the transformation caused Narcela a little mental damage."

Quinoline is happy to give Mandower her premade elixirs.

Moderate Elixir of Life: 5d6 + 12 ⇒ (2, 1, 6, 2, 5) + 12 = 28
Moderate Elixir of Life: 5d6 + 12 ⇒ (4, 1, 6, 2, 2) + 12 = 27

Should put Mandower at 106/129. Greater Healer's Gloves gives 4d6+15 (29 on average, will probably go over a bit) and Battle Medicine gives 2d8+10 (19 on average, would be down a few HP). Let me know which Mandower prefers, and you can roll it out. Both are 1 action and 1/day so the other would be saved for combat.

Vigilant Seal

NG femal dwarf Redeemer| AC 30 (32)| HP 117/145, shield 80/80 |F+20 [M], R+14 [E] (+3 vs damage), W+17 [E]| Perception +14 [T], Darkvision|Explore: Defend| Hero Points: 1| Active buffs:

That's it Narcela. We're almost there. You'll be able to see her yourself soon enough.

At Quinoline's diagnosis the dwarf notices Lydia's speed at triage and asks Lydia: those patches the type that might be able to help our new friend?

119/145 here. But with time crunch being a risk Vella's happy to press on with that: it's what shields are for!

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Nonsense. Quinoline will brew you a cold one.

Moderate Elixir of Life: 5d6 + 12 ⇒ (4, 3, 3, 1, 2) + 12 = 25

Horizon Hunters

N Male Ratfolk Wizard 8 | HP 70/70| AC 26 | F +12 R +17 W +14 | Perc +11 (low-light vision; +2 init) | Stealth +16 | 25 ft. | Spells 1st: 4/4 2nd: 4/4 3rd: 4/4 4th: 4/4 (+1 drain bonded) | Staff of Fire 2/2| Focus Points 1/1 | Hero Point 1 | Exploration: Scout | Active Conditions: ---

Zazu puts his furry paw at Narcela's arm but says nothing.

"Let's head to the vault"

Vigilant Seal

NG femal dwarf Redeemer| AC 30 (32)| HP 117/145, shield 80/80 |F+20 [M], R+14 [E] (+3 vs damage), W+17 [E]| Perception +14 [T], Darkvision|Explore: Defend| Hero Points: 1| Active buffs:

Ah, much appreciated Quinoline. Vella says as the alchemical extract soothes her pain.

Would also vote for once set, the vault.

Envoy's Alliance

M Forge Dwarf Fighter 8: Spd:20, AC:27, HP:132/132, 4 Fire Resistance, Fort:16, Ref:14, Will:13, Perc:13(15 for init), Darkvision

battle medicine: 2d8 + 10 ⇒ (7, 1) + 10 = 18 106+18=124. My rage will give me temp HP, so I'm technically above max HP still as my rage will give me temp HP 11. when I rage 124+11=135. And thanks you

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Narcela thanks Vella for her consideration, but seems to indicate she'll be OK.

After a brief thought of going to the skyport, you decide to head to the vault first. Narcela leads you quickly through the halls to a massive -- closed -- door. "You'll need to get the guards inside to open up," she says. "Once they do, they should be easy to subdue, but there's little way to get past the door from this side."

Explore the Electric Castle: You must trick guards in the vault into opening the door (using Deception to Impersonate another guard, Diplomacy to Make an Impression, Intimidation to Coerce them, or Performance to lure them), after which you can easily subdue them. Don't forget you can use magic if you have any.

OK, I think now that PAX is done, I should be able to post very regularly. Hopefully we can finish this up in a week, two max!

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2

looks like Lydia's battle medicine on Vella got skipped (it would've brought Vella to full). Just mentioning it so Quinoline can either get the reagent back, or Lydia can save battle medicine for later. either way is fine with me.

Narcella -- Medicine DC 24: 1d20 + 17 ⇒ (10) + 17 = 27

Lydia looks concerned for Narcella, "I know this is hard, but just a little longer" she reassures the changeling.

Upon approaching the massive doors, Lydia takes a moment to compose herself before stepping towards the doors.

Explore - Deception (master): 1d20 + 22 ⇒ (18) + 22 = 40

With a confident smirk, she begins her masterful deception, "My esteemed colleagues, I come bearing urgent news from Aslynn herself. It seems that a highly contagious magical artifact has inadvertently been placed within the vault and poses a severe threat to anyone within its proximity. We've been ordered to assess the situation and ensure the artifact's removal before it wreaks havoc. Time is of the essence, for your safety and the everyone else's within the castle's walls!

Radiant Oath

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6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Sorry for missing it. Save your Battle Medicine for later. Quinoline's elixirs are not action-efficient in combat.

Quinoline has nothing to Aid.

Horizon Hunters

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N Male Ratfolk Wizard 8 | HP 70/70| AC 26 | F +12 R +17 W +14 | Perc +11 (low-light vision; +2 init) | Stealth +16 | 25 ft. | Spells 1st: 4/4 2nd: 4/4 3rd: 4/4 4th: 4/4 (+1 drain bonded) | Staff of Fire 2/2| Focus Points 1/1 | Hero Point 1 | Exploration: Scout | Active Conditions: ---

Zazu walks towards the door and moves his staff while saying magical formula.

"Behold Zazu the Stupefier! Clap your hands while the young one opens the gate!"

Roaring Applause would be my contribution towards success

Vigilant Seal

NG femal dwarf Redeemer| AC 30 (32)| HP 117/145, shield 80/80 |F+20 [M], R+14 [E] (+3 vs damage), W+17 [E]| Perception +14 [T], Darkvision|Explore: Defend| Hero Points: 1| Active buffs:

Worst case and if you need to roll, don't forget Follow the Expert is always an option. Which would be level+3 for Deception checks following Lydia (or level+2 if you'd rather not outright lie like Vella :p

Vella steels herself as they approach each set of guards. She chooses her words carefully, trying to put on the charm while avoiding (as best she can) blatant falsehoods.

I know, it's a bit strange. But you know Aslynn's moods can be inscrutable. Don't worry: we will take full responsibility for what's within. If she changes her mood and feels like slaying someone, I'm sure it will fall onto us.

Diplomacy: 1d20 + 14 ⇒ (14) + 14 = 28

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Everyone must roll (or use a spell, if you have). Though I guess if you're more concerned about a critical failure, I'd take no roll as a failure.

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Diplomacy, Make an Impression: 1d20 + 15 ⇒ (19) + 15 = 34

Envoy's Alliance

M Forge Dwarf Fighter 8: Spd:20, AC:27, HP:132/132, 4 Fire Resistance, Fort:16, Ref:14, Will:13, Perc:13(15 for init), Darkvision

intimidate: 1d20 - 1 ⇒ (15) - 1 = 14

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