[ACO] PF2e Q15 - In The Footsteps of Horror (P4) (Inactive)

Game Master UncleFroggy

Symbols > Single Action (◆), Double Action (◆◆), Triple Action (◆◆◆), Free Action (◇), Reaction (↺)


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Radiant Oath

◆◇↺ | Spell Templates | Provisions |

You move south and suddenly the smell of rotting offal and blood fills this room. A spout of blood flows from the north wall into the pit below. The pit is half full, blood and offal making a viscous, stinking stew. A carving on the eastern wall depicts a giant figure raising a massive stone from the sea and an island with it. The carving also shows a reflection beneath that raised island of a shadowy land emerging as well, as if reflected in the sea, only the lack of the giant figure and the massive stone indicates this is more than a reflection being depicted.

DC 10 Religion/Society or DC 8 Absalom Lore:
You identify the mural depicts the god Aroden raising the Starstone and the Isle of Kortos from beneath the sea.

DC 14 Arcana/Occultism or DC 8 Netherworld Lore

Spoiler:
You further recognize the reflection as showing the creation of a place in the Netherworld: the birth of the Shadow Kortos that today holds the location of Shadow Absalom.

GM Dice:

Aztryx, Detect Magic: 1d20 + 5 ⇒ (2) + 5 = 7
Alice, Scout: 1d20 + 10 ⇒ (8) + 10 = 18
Flory Buntzer , Repeat a Spell: 1d20 + 7 ⇒ (4) + 7 = 11
William of Baskerville, Search: 1d20 + 11 ⇒ (10) + 11 = 21
Van Suv'et, Search: 1d20 + 8 ⇒ (16) + 8 = 24
Gilgamesh, Avoid Notice: 1d20 + 7 ⇒ (1) + 7 = 8

William/Van:

You discover a magical trap in the room.
Disable:
DC 20 Occultism or Religion (trained) to counteract the fell energies drawing in life force to power this strange charnel flow or;
DC 23 Thievery (trained) to disable the spout, stopping the flow at its source.

Vigilant Seal

Poppet Poppet Summoner 6 | ♥️ 84 | AC 17 | F +13 R +7 W +12 | Perc +12 | Speed 25 – Eidolon AC 23 | F +14 R +11 W+11 | Speed 35 | ◆◇↺

The little girl scoops up the doll, and the doll says, "I could use a little healing, please."

Society check:

Society: 1d20 + 9 ⇒ (15) + 9 = 24
Arcana/Occultism: 1d20 + 9 ⇒ (12) + 9 = 21

The little girl 'consults' with the doll, points at the mural, and says, "That's Aroden raising the Isle of Kortos from the sea with the Starstone. And, Aroden also created a place in the Netherworld -- Shadow Kortos! And in that is Shadow Absalom."

Horizon Hunters

Fast Actions:
◆Boost Eidolon | ◇[dice=Extend Boost DC 19 Occultism]1d20+9[/dice] | ◆◆[dice=Furious Strike]1d20+10[/dice], [dice=Damage]2d8+9[/dice]
Elf Summoner 3 |HP 45, AC 19, Speed 30| F9, R7, W7 | Perception +7 | Icons: ◆◇↺ | Blaze, Anger Phantom Eidolon | AC 19 | F10, R7, W7 | Perception +7

"Uhm... there's something wrong here. Can someone help me with this...?" says Van as he tries to counteract the fell energies drawing in life force to power the flow.

DC 20 Occultism: 1d20 + 8 ⇒ (11) + 8 = 19

Envoy's Alliance

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M Ancient Elf Universalist Wizard/Alchemist 5 | Cook | Staff Nexus | HP 56/56 | AC 19 (mystic armor) | F +11 R +11 W +11 | Perc +9 (+2 initiative)| Stealth +9 |◆◆◆◇↺ | 30" | Hero 1/3 | Drain Bonded Item 1 1/1 2 1/1 3 1/1| spells 1 3/3 2 3/3 3 2/2| Search |

Aztryx raises his hands, waving them around and chanting like a madman. He suddenly stops and looks at everyone "Just kidding!" He snaps his fingers, as if expecting results, and...

Occultism: 1d20 + 8 ⇒ (16) + 8 = 24

Radiant Oath

”William of Baskerville” | Male NG human cleric 4 (Advanced Player's Guide) | HP 44/44 | AC 19/21 | F +9 R +7 W +12 (Resist 1 Negative) | Perc +10 | Default Exploration ( Searching) | Speed 25ft | Focus Points 1/1 | Hero Points 2/2 | Active Conditions: None

DC 20 religion to disarm the trap: 1d20 + 10 ⇒ (11) + 10 = 21

William procedes calmly to use Religion on the hazard.

Don't worry. It'll all be fine

William will attempt to help Alice the Poppet by Treating Wounds

Medicine Check to Treat Wounds: 1d20 + 13 ⇒ (15) + 13 = 28

Looks like a critical success
Healing to Alice the Poppet: 4d8 ⇒ (7, 3, 8, 7) = 25

William will attempt to help Sir Miles by Treating Wounds

Medicine Check to Treat Wounds: 1d20 + 13 ⇒ (6) + 13 = 19

Looks like a regular success
Healing to Sir Miles: 2d8 ⇒ (1, 2) = 3

Radiant Oath

◆◇↺ | Spell Templates | Provisions |

Aztryx and William easily counteract the magical energies of the hazard (It was a hazard, not a trap, apologies... though nothing really came of it). Once the hazard is disabled, the stench diminishes and you can easily take rubbings of the far wall.

You move into another chamber. This room also appears to have seen battle.

Signs of another battle fought long ago are in abundance: scorch marks cover walls made of uneven stone, slashes from blades and arrows scar the walls further in, preserved in this collapsed extraplanar demesne. The fighting here seems to have been much more intense than in the earlier chamber.

DC 18 Perception:

[spoiler=DC 15 Perception]You search the area and find another torn page in the rubble. The page comes from the same journal of Alystair Caskwater. Written weeks later, this fragment details the travails of the same group from the first fragment as they hunted the mage across Shadow Kortos, tracking them to the dark reflection of the Uromaz Citadel. The last entry indicates that they planned to trap her within by collapsing the citadel above into a massive pile of rubble, kill her, and return to the Universe.

Horizon Hunters

N Human Witch 4 | AC: 18/19 | HP: 32 | Per: 7, Fort: 6, Ref: 8, Will: 9 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 3

Perception: 1d20 + 6 ⇒ (4) + 6 = 10

Radiant Oath

”William of Baskerville” | Male NG human cleric 4 (Advanced Player's Guide) | HP 44/44 | AC 19/21 | F +9 R +7 W +12 (Resist 1 Negative) | Perc +10 | Default Exploration ( Searching) | Speed 25ft | Focus Points 1/1 | Hero Points 2/2 | Active Conditions: None

Perception: 1d20 + 10 ⇒ (8) + 10 = 18

I found another page of that journal, read here:

You search the area and find another torn page in the rubble. The page comes from the same journal of Alystair Caskwater. Written weeks later, this fragment details the travails of the same group from the first fragment as they hunted the mage across Shadow Kortos, tracking them to the dark reflection of the Uromaz Citadel. The last entry indicates that they planned to trap her within by collapsing the citadel above into a massive pile of rubble, kill her, and return to the Universe.

Why does it feel like we'll run into that mage he was chasing?

Radiant Oath

◆◇↺ | Spell Templates | Provisions |

William finds another journal page and files it away. Moving on, you follow a long corridor that exits into a much larger chamber, its north wall filed with an enormous carved stone mural, this time of a great battle against a draconic foe. Depicted within the mural, a great many faces stand behind a singular individual, weapons raised as a dragon attacks. The hands raising weapons behind the hero are skeletal in nature, and their faces skulls. Stairs descend to the west, a sturdy door made of a black metal of some sort stands to the south, and a slim corridor exits to the east.

There are stairs leading downwards and there's a door right in front of you. Which way, Pathfinders?

Radiant Oath

[S06-13] [R] Male Dromaar Qi Monk 4 | Martial Disciple | HP 52/52 w Toughness (restoring 1 HP/min), AC 22 w Explorer’s Clothing (24 w Steel Shield raised), Fortitude** +8, Reflex** +12, Will** +11 (w ↺ Orc Superstition), Perception* +9 (low-light vision), Stealth* +10 | Speed 35 ft w Incredible Movement| Exploration Activity Defend | Active Conditions Void Resistance 1 | ◆◇↺

"Maybe let's check this one? A place with a door looks to me like there is something hidden in it." he shares what he thinks while staring at the door. I vote to get through the door.

Horizon Hunters

Fast Actions:
◆Boost Eidolon | ◇[dice=Extend Boost DC 19 Occultism]1d20+9[/dice] | ◆◆[dice=Furious Strike]1d20+10[/dice], [dice=Damage]2d8+9[/dice]
Elf Summoner 3 |HP 45, AC 19, Speed 30| F9, R7, W7 | Perception +7 | Icons: ◆◇↺ | Blaze, Anger Phantom Eidolon | AC 19 | F10, R7, W7 | Perception +7

Van agrees with Gilgamesh.

Radiant Oath

◆◇↺ | Spell Templates | Provisions |

Van and Gilgamesh walk over to the door and try to open it. They find that it's locked.

DC 21 Thievery to unlock
DC 24 Athletics to kick it down

Envoy's Alliance

M Ancient Elf Universalist Wizard/Alchemist 5 | Cook | Staff Nexus | HP 56/56 | AC 19 (mystic armor) | F +11 R +11 W +11 | Perc +9 (+2 initiative)| Stealth +9 |◆◆◆◇↺ | 30" | Hero 1/3 | Drain Bonded Item 1 1/1 2 1/1 3 1/1| spells 1 3/3 2 3/3 3 2/2| Search |

Aztryx nods in agreement seeing the door on the side of the stairs.

Radiant Oath

”William of Baskerville” | Male NG human cleric 4 (Advanced Player's Guide) | HP 44/44 | AC 19/21 | F +9 R +7 W +12 (Resist 1 Negative) | Perc +10 | Default Exploration ( Searching) | Speed 25ft | Focus Points 1/1 | Hero Points 2/2 | Active Conditions: None

William doesn't have any skills that would help with the door, although he agrees we should explore it before going down the stairs if we can.

Radiant Oath

[S06-13] [R] Male Dromaar Qi Monk 4 | Martial Disciple | HP 52/52 w Toughness (restoring 1 HP/min), AC 22 w Explorer’s Clothing (24 w Steel Shield raised), Fortitude** +8, Reflex** +12, Will** +11 (w ↺ Orc Superstition), Perception* +9 (low-light vision), Stealth* +10 | Speed 35 ft w Incredible Movement| Exploration Activity Defend | Active Conditions Void Resistance 1 | ◆◇↺

Gilgamesh quietly proceeds to unlock the door.
DC 21 Thievery: 1d20 + 8 ⇒ (2) + 8 = 10

Radiant Oath

◆◇↺ | Spell Templates | Provisions |
Gilgamesh The Fistful wrote:

Gilgamesh quietly proceeds to unlock the door.

[dice=DC 21 Thievery]1d20+8

You want to hero point that?

Radiant Oath

[S06-13] [R] Male Dromaar Qi Monk 4 | Martial Disciple | HP 52/52 w Toughness (restoring 1 HP/min), AC 22 w Explorer’s Clothing (24 w Steel Shield raised), Fortitude** +8, Reflex** +12, Will** +11 (w ↺ Orc Superstition), Perception* +9 (low-light vision), Stealth* +10 | Speed 35 ft w Incredible Movement| Exploration Activity Defend | Active Conditions Void Resistance 1 | ◆◇↺

Yes. It did not cross my mind that it is a crit fail. Silly me.

Hero Point! DC 21 Thievery: 1d20 + 8 ⇒ (15) + 8 = 23

Radiant Oath

◆◇↺ | Spell Templates | Provisions |

Gilgamesh picks the lock and it clicks open. He opens the door...

The first feeling that this room gives is the promise of home and light. The second is a palpable wave of dread, as a wave of negative energy flows into the chamber, pouring into the open sarcophagus at its center. Excess energy flows around like a foul wind, smelling faintly of ozone. In the distance, screams echo, or perhaps laughter? It's impossible to make out. A tattered and rotted body quickly rises from the sarcophagus, garbed in rotted and torn fabrics that may have once been a sign of nobility.

"Finally, I can feel that I'm freed from that accursed lich, and I believe I have you to thank. Sadly, the only gratitude I can offer is death. I need your strength to become my strength, so I can repay those who betrayed me!"

The figure immediately draws an enormous sword and attacks. As Alystair speaks, you hear a loud crash and a figure shambles into the room...

GM Dice:

Aztryx, Detect Magic: 1d20 + 5 ⇒ (7) + 5 = 12
Alice, Scout: 1d20 + 10 ⇒ (15) + 10 = 25
Flory Buntzer , Repeat a Spell: 1d20 + 7 ⇒ (14) + 7 = 21
William of Baskerville, Search: 1d20 + 11 ⇒ (17) + 11 = 28
Van Suv'et, Search: 1d20 + 8 ⇒ (8) + 8 = 16
Gilgamesh, Avoid Notice: 1d20 + 7 ⇒ (6) + 7 = 13
Alystair Init: 1d20 + 10 ⇒ (17) + 10 = 27
Red Init: 1d20 + 7 ⇒ (3) + 7 = 10
Blue Init: 1d20 + 7 ⇒ (11) + 7 = 18

------------------
COMBAT TRACKER
Round: 1
Tactical Map
------------------
Those with ** may go

**William of Baskerville - AC 19, 44/44
Alystair
Alice - AC 15, 54/54; Alice the Girl AC 20 (Battle Med - Gilgamesh)
Flory Buntzer - AC 17 (18 w/shield), 26/26; Sir Miles AC 18, 26/27
Blue
Gilgamesh - AC 20, 28/28
Van Suv'et - AC 19, 42/42
Aztryx - AC 17, 20/20

Radiant Oath

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”William of Baskerville” | Male NG human cleric 4 (Advanced Player's Guide) | HP 44/44 | AC 19/21 | F +9 R +7 W +12 (Resist 1 Negative) | Perc +10 | Default Exploration ( Searching) | Speed 25ft | Focus Points 1/1 | Hero Points 2/2 | Active Conditions: None

I think we've opened the wrong door. Please excuse us?

Seeing they will not be able to just close the door and leave, William tries to figure out what they are facing.

◆ Recall Knowledge. This seems to be pretty obvious as an Undead, based on the sarcophagus. He will also us his Scholarly Recollection Focus Spell

Recall Knowledge on the thing in the sarcophagus:

Religion to Recall Knowledge: 1d20 + 10 ⇒ (8) + 10 = 18
Religion to Recall Knowledge: 1d20 + 10 ⇒ (10) + 10 = 20

Assuming I do confirm we are facing Undead for the rest of the turn.

If anyone needs to boost their Weapons, come closer and I can cast Disrupting Weapons on them

◆◆ William will cast Disrupt Undead at Red/Alystair
Disrupt Undead as 2nd level Cantrip Positive damage, Basic Fort save DC 20: 2d6 ⇒ (2, 3) = 5

Radiant Oath

◆◇↺ | Spell Templates | Provisions |

GM dice:

Religion: 1d20 + 10 ⇒ (20) + 10 = 30
Religion: 1d20 + 10 ⇒ (18) + 10 = 28
Fort: 1d20 + 14 ⇒ (16) + 14 = 30

William:

You recognize the creature from the sarcophagus as a draugr, though this one seems to be meaner. Resistant to fire but Vulnerable to good damage

Alystair accepts the divine attack from William and shrugs it off. He smiles, walks forward and slashes at Gilgamesh.

Greatsword vs Gilgamesh AC 20: 1d20 + 13 ⇒ (10) + 13 = 23 for Slashing Damage: 1d10 + 9 ⇒ (5) + 9 = 14 plus Grotesque Gift (DC 18)
Greatsword vs Gilgamesh AC 20, MAP: 1d20 + 8 ⇒ (7) + 8 = 15 for Slashing Damage: 1d10 + 9 ⇒ (7) + 9 = 16

As Alystair's sword slices into Gilgamesh, he is splattered with rancid seaweed and rotten flesh.

"Maybe you should step closer and deal with me man-to-man, instead of shooting me with divine energy from afar."

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Before your Turn:
DC 18 Fortitude Save vs Grotesque Gift: Gilgamesh
------------------
Those with ** may go

William of Baskerville - AC 19, 44/44
Alystair
**Alice - AC 15, 54/54; Alice the Girl AC 20 (Battle Med - Gilgamesh)
**Flory Buntzer - AC 17 (18 w/shield), 26/26; Sir Miles AC 18, 26/27
Blue
Gilgamesh - AC 20, 14/28
Van Suv'et - AC 19, 42/42
Aztryx - AC 17, 20/20

--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------

Grotesque Gift; DC 18 Fortitude Save:

You are spattered with rancid flesh and rotting seaweed.
CS/S: Unaffected
F: Sickened 1
CF: Sickened 2

Horizon Hunters

N Human Witch 4 | AC: 18/19 | HP: 32 | Per: 7, Fort: 6, Ref: 8, Will: 9 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 3

Flory stares in the revenant’s direction, and wrinkles her nose. ”Oh, I don’t blame him for keeping his distance”, she says. ”And me without a sachet”

Her cloak billows up around her. She gestures, and it snaps out toward their foe.

Cast gouging claw at Alystair, Reach Spell

Attack: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8S

Radiant Oath

”William of Baskerville” | Male NG human cleric 4 (Advanced Player's Guide) | HP 44/44 | AC 19/21 | F +9 R +7 W +12 (Resist 1 Negative) | Perc +10 | Default Exploration ( Searching) | Speed 25ft | Focus Points 1/1 | Hero Points 2/2 | Active Conditions: None

The creature from the sarcophagus as a draugr, though this one seems to be meaner than most. Resistant to fire but Vulnerable to good damage.

I have several ways to provide Positive Damage, but nothing that adds Good damage. If you have anything, now is the time to use it.

Vigilant Seal

Poppet Poppet Summoner 6 | ♥️ 84 | AC 17 | F +13 R +7 W +12 | Perc +12 | Speed 25 – Eidolon AC 23 | F +14 R +11 W+11 | Speed 35 | ◆◇↺

Act together:
The little girl will drop the doll on the floor and walk around Alystair, while the doll will cast Boost Eidolon

Then, the doll will get up.
And, the little girl will strike Alystair: 1d20 + 11 ⇒ (17) + 11 = 28for: 2d8 + 4 + 4 ⇒ (2, 3) + 4 + 4 = 13 bludgeoning damage.

Radiant Oath

◆◇↺ | Spell Templates | Provisions |

Flory takes a swing at Alystair but doesn't connect. The little girl drops her doll on the floor. She walks around and into a flank with Gilgamesh before clobbering Alystair.

Alystair roars in pain and yells "Red! Hurry up and get in here to help repel these infidels!"

You hear a shuffling but nothing yet materializes.

Blue shambles up and flanks the little girl, swinging an equally massive sword.

Greatsword vs AtG AC 20, FF: 1d20 + 10 ⇒ (4) + 10 = 14 for Slashing Damage: 1d10 + 4 ⇒ (8) + 4 = 12
Greatsword vs AtG AC 20, FF, MAP: 1d20 + 5 ⇒ (20) + 5 = 25 for Slashing Damage: 1d10 + 4 ⇒ (7) + 4 = 11 plus Grotesque Gift (Crit Doubled to 22)

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Before your Turn:
DC 18 Fortitude Save vs Grotesque Gift: Gilgamesh
DC 15 Fortitude Save vs Grotesque Gift: Alice the Girl
------------------
Those with ** may go

William of Baskerville - AC 19, 44/44
Alystair (-26)
Alice - AC 15, 22/54; Alice the Girl AC 20 (Battle Med - Gilgamesh)
Flory Buntzer - AC 17 (18 w/shield), 26/26; Sir Miles AC 18, 26/27
Blue
**Gilgamesh - AC 20, 14/28
**Van Suv'et - AC 19, 42/42
**Aztryx - AC 17, 20/20

--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------

Grotesque Gift; DC 15/18 Fortitude Save:

You are spattered with rancid flesh and rotting seaweed.
CS/S: Unaffected
F: Sickened 1
CF: Sickened 2

Envoy's Alliance

M Ancient Elf Universalist Wizard/Alchemist 5 | Cook | Staff Nexus | HP 56/56 | AC 19 (mystic armor) | F +11 R +11 W +11 | Perc +9 (+2 initiative)| Stealth +9 |◆◆◆◇↺ | 30" | Hero 1/3 | Drain Bonded Item 1 1/1 2 1/1 3 1/1| spells 1 3/3 2 3/3 3 2/2| Search |

Aztryx fires three force bolts aimed at Alystair.

◆◆◆Magic Missile Force: 3d4 + 3 ⇒ (1, 3, 4) + 3 = 11

Vigilant Seal

Poppet Poppet Summoner 6 | ♥️ 84 | AC 17 | F +13 R +7 W +12 | Perc +12 | Speed 25 – Eidolon AC 23 | F +14 R +11 W+11 | Speed 35 | ◆◇↺

The little girl's fort save: 1d20 + 11 ⇒ (1) + 11 = 12

The little girl's fort save with Hero Point: 1d20 + 11 ⇒ (12) + 11 = 23

Radiant Oath

◆◇↺ | Spell Templates | Provisions |

Aztryx sends three force missiles at Alystair and hit him center-mass. Meanwhile Alice the Girl brushes off the rotting stuff Blue chucked at her.

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Before your Turn:
DC 18 Fortitude Save vs Grotesque Gift: Gilgamesh
------------------
Those with ** may go

William of Baskerville - AC 19, 44/44
Alystair (-37)
Alice - AC 15, 22/54; Alice the Girl AC 20 (Battle Med - Gilgamesh)
Flory Buntzer - AC 17 (18 w/shield), 26/26; Sir Miles AC 18, 26/27
Blue
**Gilgamesh - AC 20, 14/28
**Van Suv'et - AC 19, 42/42
Aztryx - AC 17, 20/20

--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------

Grotesque Gift; DC 15/18 Fortitude Save:

You are spattered with rancid flesh and rotting seaweed.
CS/S: Unaffected
F: Sickened 1
CF: Sickened 2

Radiant Oath

[S06-13] [R] Male Dromaar Qi Monk 4 | Martial Disciple | HP 52/52 w Toughness (restoring 1 HP/min), AC 22 w Explorer’s Clothing (24 w Steel Shield raised), Fortitude** +8, Reflex** +12, Will** +11 (w ↺ Orc Superstition), Perception* +9 (low-light vision), Stealth* +10 | Speed 35 ft w Incredible Movement| Exploration Activity Defend | Active Conditions Void Resistance 1 | ◆◇↺

DC 18 Fortitude save: 1d20 + 6 ⇒ (18) + 6 = 24 Success

Gilgamesh silently grunts at that sword slice. Thankfully, whatever sickly is in that attack, he is able to resist it. He focuses his ki into his fist and retaliates with some punches!
Ki Strike Flurry of Blows Attack vs Alystair, FF: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13
Damage: 1d6 + 1 ⇒ (5) + 1 = 6 B damage plus 1d6 ⇒ 6 extra positive damage

Ki Strike Flurry of Blows Attack, Agile vs Alystair, FF: 1d20 + 9 + 1 - 4 ⇒ (1) + 9 + 1 - 4 = 7
Damage: 1d6 + 1 ⇒ (3) + 1 = 4 B damage plus 1d6 ⇒ 2 extra positive damage

He then draws some bandages to patch into his wounds.
DC 15 Battle Medicine: 1d20 + 7 ⇒ (6) + 7 = 13

It looks like he will die here. He sends another punch to Alystair.
Fist Attack vs Alystair: 1d20 + 9 - 8 ⇒ (16) + 9 - 8 = 17
Damage: 1d6 + 1 ⇒ (6) + 1 = 7 B damage

◆ Ki Strike
◆ Battle Medicine
◆ Strike

Radiant Oath

◆◇↺ | Spell Templates | Provisions |

Gilgamesh manages to hold his breath and keep his dinner down as the seaweed and flesh splatter all over him. He attempts to patch himself up but he drops the battle dressing. He then makes three wild swipes at Alystair, to no avail.

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Before your Turn:
------------------
Those with ** may go

William of Baskerville - AC 19, 44/44
Alystair (-37)
Alice - AC 15, 22/54; Alice the Girl AC 20 (Battle Med - Gilgamesh)
Flory Buntzer - AC 17 (18 w/shield), 26/26; Sir Miles AC 18, 26/27
Blue
Gilgamesh - AC 20, 14/28
**Van Suv'et - AC 19, 42/42
Aztryx - AC 17, 20/20

Horizon Hunters

Fast Actions:
◆Boost Eidolon | ◇[dice=Extend Boost DC 19 Occultism]1d20+9[/dice] | ◆◆[dice=Furious Strike]1d20+10[/dice], [dice=Damage]2d8+9[/dice]
Elf Summoner 3 |HP 45, AC 19, Speed 30| F9, R7, W7 | Perception +7 | Icons: ◆◇↺ | Blaze, Anger Phantom Eidolon | AC 19 | F10, R7, W7 | Perception +7

Van with draw upon his power to enhance Blaze and then he'll send his eidolon to give the undead a piece of his wrath.

◆Boost Eidolon
Extend Boost DC 19 Occultism: 1d20 + 8 ⇒ (11) + 8 = 19
AT◆ Blaze will stride forward
◆◆Furious Strike: 1d20 + 10 ⇒ (14) + 10 = 24, Damage: 2d8 + 9 ⇒ (5, 8) + 9 = 22

Radiant Oath

◆◇↺ | Spell Templates | Provisions |

Blaze strides forward and clobbers Alystair. Alystair howls in rage and bellows "RED! GET IN HERE! NOW!!"

You hear more shuffling and another creature shambles into the room. It walks up to the little girl and swings at her with its massive sword.

Greatsword vs AtG AC 20: 1d20 + 10 ⇒ (11) + 10 = 21 for Slashing Damage: 1d10 + 4 ⇒ (6) + 4 = 10 plus Grotesque Gift

------------------
COMBAT TRACKER
Round: 2
Tactical Map
Before your Turn:
DC 15 Fortitude Save vs Grotesque Gift: Alice the Girl
------------------
Those with ** may go

**William of Baskerville - AC 19, 44/44
Alystair (-59)
Alice - AC 15, 12/54; Alice the Girl AC 20 (Battle Med - Gilgamesh)
Flory Buntzer - AC 17 (18 w/shield), 26/26; Sir Miles AC 18, 26/27
Blue
Gilgamesh - AC 20, 14/28
Van Suv'et - AC 19, 42/42
Aztryx - AC 17, 20/20
Red

--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------

Grotesque Gift; DC 15/18 Fortitude Save:

You are spattered with rancid flesh and rotting seaweed.
CS/S: Unaffected
F: Sickened 1
CF: Sickened 2

Radiant Oath

1 person marked this as a favorite.
”William of Baskerville” | Male NG human cleric 4 (Advanced Player's Guide) | HP 44/44 | AC 19/21 | F +9 R +7 W +12 (Resist 1 Negative) | Perc +10 | Default Exploration ( Searching) | Speed 25ft | Focus Points 1/1 | Hero Points 2/2 | Active Conditions: None

Pharasma commands me to send you to her for judgement.

He casts a 3rd level Heal Spell

This should get Alystair and Blue, but I think Red is just out of range.

Heal spell at 3rd level with Staff Bonus, DC 20 basic Fort save: 3d8 + 1 ⇒ (3, 4, 2) + 1 = 10

What horrible dice! At least it heals people as well as harming the Undead.

Radiant Oath

◆◇↺ | Spell Templates | Provisions |

GM Dice:
Fort: 1d20 + 11 ⇒ (11) + 11 = 22 Fort: 1d20 + 14 ⇒ (15) + 14 = 29

Yep, Red is just out of the border.

William blasts healing energy that causes Alystair and Blue to howl in stereo, though Blue's flesh sizzles more than Alystair's. The party's wounds close. Alystair is looking more ragged than before (it's not like he didn't look ragged to begin with!) but is still on his feet.

With a wide swing, he slashes at both Gilgamesh and Blaze.

Greatsword vs Gilgamesh/Blaze AC 20/19: 1d20 + 13 ⇒ (6) + 13 = 19 for Slashing Damage: 1d10 + 9 ⇒ (8) + 9 = 17

The sword parts some of the hairs on Gilgamesh's head but connects with Blaze. Alystair turns and makes another attack on the little girl.

Greatsword vs AtG AC 20, FF, MAP 2+: 1d20 + 3 ⇒ (15) + 3 = 18 for Slashing Damage: 1d10 + 9 ⇒ (3) + 9 = 12

------------------
COMBAT TRACKER
Round: 2
Tactical Map
Before your Turn:
DC 15 Fortitude Save vs Grotesque Gift: Alice the Girl
DC 18 Fortitude Save vs Grotesque Gift: Blaze, Alice the Girl
------------------
Those with ** may go

William of Baskerville - AC 19, 44/44
Alystair (-64)
**Alice - AC 15, 10/54; Alice the Girl AC 20 (Battle Med - Gilgamesh)
**Flory Buntzer - AC 17 (18 w/shield), 26/26; Sir Miles AC 18, 27/27
Blue (-10)
Gilgamesh - AC 20, 24/28
Van Suv'et - AC 19, 25/42; Blaze AC 19
Aztryx - AC 17, 20/20
Red

--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------

Grotesque Gift; DC 15/18 Fortitude Save:

You are spattered with rancid flesh and rotting seaweed.
CS/S: Unaffected
F: Sickened 1
CF: Sickened 2

Horizon Hunters

N Human Witch 4 | AC: 18/19 | HP: 32 | Per: 7, Fort: 6, Ref: 8, Will: 9 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 3
William of Baskerville-20781 wrote:
Pharasma commands me to send you to her for judgement.

Flory smiles approvingly. ”It’s impolite to keep a lady waiting”, she says to Alystair, as her cloak lashes out at him again.

Cast gouging claw at Alystair, Reach Spell

Attack: 1d20 + 9 ⇒ (5) + 9 = 14
Damage: 2d6 + 4 ⇒ (2, 4) + 4 = 10S

Hero Point

Attack: 1d20 + 9 ⇒ (3) + 9 = 12

Radiant Oath

◆◇↺ | Spell Templates | Provisions |

Flory attempts to slash Alystair but does not succeed.

------------------
COMBAT TRACKER
Round: 2
Tactical Map
Before your Turn:
DC 15 Fortitude Save vs Grotesque Gift: Alice the Girl
DC 18 Fortitude Save vs Grotesque Gift: Blaze, Alice the Girl
------------------
Those with ** may go

William of Baskerville - AC 19, 44/44
Alystair (-64)
**Alice - AC 15, 10/54; Alice the Girl AC 20 (Battle Med - Gilgamesh)
Flory Buntzer - AC 17 (18 w/shield), 26/26; Sir Miles AC 18, 27/27
Blue (-10)
Gilgamesh - AC 20, 24/28
Van Suv'et - AC 19, 25/42; Blaze AC 19
Aztryx - AC 17, 20/20
Red

--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------

Grotesque Gift; DC 15/18 Fortitude Save:

You are spattered with rancid flesh and rotting seaweed.
CS/S: Unaffected
F: Sickened 1
CF: Sickened 2

Vigilant Seal

Poppet Poppet Summoner 6 | ♥️ 84 | AC 17 | F +13 R +7 W +12 | Perc +12 | Speed 25 – Eidolon AC 23 | F +14 R +11 W+11 | Speed 35 | ◆◇↺

Act Together:
Boost Eidolon
Little Girl Strike on Alystair: 1d20 + 11 ⇒ (20) + 11 = 31
Bludgeoning damage: 2d8 + 4 + 4 ⇒ (4, 6) + 4 + 4 = 18

The doll performs Battle Medicine: 1d20 + 7 ⇒ (8) + 7 = 15. The Alices heal 2d8 ⇒ (3, 5) = 8 HP

The little girl strikes Alystair (or Blue if Alystair is down): 1d20 + 11 - 4 ⇒ (3) + 11 - 4 = 10

Horizon Hunters

Fast Actions:
◆Boost Eidolon | ◇[dice=Extend Boost DC 19 Occultism]1d20+9[/dice] | ◆◆[dice=Furious Strike]1d20+10[/dice], [dice=Damage]2d8+9[/dice]
Elf Summoner 3 |HP 45, AC 19, Speed 30| F9, R7, W7 | Perception +7 | Icons: ◆◇↺ | Blaze, Anger Phantom Eidolon | AC 19 | F10, R7, W7 | Perception +7

Blaze Fort DC 18: 1d20 + 10 ⇒ (7) + 10 = 17

Van can feel the himself almost feeling as nauseated as Blaze through their link at the rancid flesh and rotting seaweed spatter. Embracing their anger again, Blaze does another great swing at the undead before quickly throws a protective cantrip at his eidolon.

"Stay down, this time for good!" they shout at it in unison.

◆ Retch Blaze Fort DC 18: 1d20 + 10 ⇒ (12) + 10 = 22
◆◆ Furious Strike: 1d20 + 10 ⇒ (20) + 10 = 30, Damage: 2d8 + 9 ⇒ (3, 6) + 9 = 18
AT ◆ Protect Companion

Radiant Oath

◆◇↺ | Spell Templates | Provisions |

AtG Fort DC 15: 1d20 + 11 ⇒ (16) + 11 = 27
AtG Fort DC 18: 1d20 + 11 ⇒ (2) + 11 = 13

Both the little girl and the poppet appear to turn green from the rancid flesh and rotten seaweed covering them. It does not stop the little girl from clobbering Alystair and sending him to the Boneyard. The doll attempts to apply a battle dressing but can't quite hold on to it.

-1 penalty to the medicine check from sickened 1 condition

As Alystair collapses, he manages to mutter one last curse at Alice. Both the little girl and the doll feel like they're on a rolling sea, which doesn't help the nausea from the seaweed.

Blue attempts to get revenge by slicing at the little girl with its sword.

Greatsword vs AtG AC 20: 1d20 + 10 ⇒ (4) + 10 = 14
Greatsword vs AtG AC 20, MAP: 1d20 + 5 ⇒ (6) + 5 = 11
Greatsword vs AtG AC 20, MAP 2+: 1d20 ⇒ 3

Both Blaze and Van also turn green from the rancid flesh and seaweed clinging to them. However, Blaze still strides forward and removes Blue's head. However, Blaze suffers the same curse as the little girl and feels like he's on a rolling sea.

------------------
COMBAT TRACKER
Round: 2
Tactical Map
Before your Turn:
DC 17 Will Save vs Mariner's Curse: Blaze
DC 20 Will Save vs Mariner's Curse: Alice the Girl
------------------
Those with ** may go

William of Baskerville - AC 19, 44/44
Alice - AC 15, 10/54; Alice the Girl AC 20 (Battle Med - Gilgamesh; Sickened 1)
Flory Buntzer - AC 17 (18 w/shield), 26/26; Sir Miles AC 18, 27/27
**Gilgamesh - AC 20, 24/28
Van Suv'et - AC 19, 25/42; Blaze AC 19 (Sickened 1)
**Aztryx - AC 17, 20/20
Red

--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------

Mariner's Curse; DC 17/20 Will Save:

You're affected by a Mariner's Curse spell.
CS: Unaffected
S: Sickened 1; The curse ends if the target leaves the Netherworld or after 1 week passes.
F: The target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1.
CF: As F, but Sickened 2

Radiant Oath

[S06-13] [R] Male Dromaar Qi Monk 4 | Martial Disciple | HP 52/52 w Toughness (restoring 1 HP/min), AC 22 w Explorer’s Clothing (24 w Steel Shield raised), Fortitude** +8, Reflex** +12, Will** +11 (w ↺ Orc Superstition), Perception* +9 (low-light vision), Stealth* +10 | Speed 35 ft w Incredible Movement| Exploration Activity Defend | Active Conditions Void Resistance 1 | ◆◇↺

With Alystair gone, Gilgamesh focuses on the last enemy standing. He stride close to Red and gives it a flurry of blows!
Flurry of Blows vs Red: 1d20 + 9 ⇒ (17) + 9 = 26
Damage: 1d6 + 1 ⇒ (1) + 1 = 2 B damage

Flurry of Blows vs Red, MAP, Agile: 1d20 + 9 - 4 ⇒ (3) + 9 - 4 = 8
Damage: 1d6 + 1 ⇒ (4) + 1 = 5 B damage

He then retreats.

◆ Stride
◆ Flurry of Blows
◆ Step

Radiant Oath

◆◇↺ | Spell Templates | Provisions |

Gilgamesh moves up and launches a pair of quick strikes at Red. One strike hits Red in the hand and pulls away some leftover hair. Red looks at Gilgamesh with disdain and shrugs off the hit.

------------------
COMBAT TRACKER
Round: 2
Tactical Map
Before your Turn:
DC 17 Will Save vs Mariner's Curse: Blaze
DC 20 Will Save vs Mariner's Curse: Alice the Girl
------------------
Those with ** may go

William of Baskerville - AC 19, 44/44
Alice - AC 15, 10/54; Alice the Girl AC 20 (Battle Med - Gilgamesh; Sickened 1)
Flory Buntzer - AC 17 (18 w/shield), 26/26; Sir Miles AC 18, 27/27
Gilgamesh - AC 20, 24/28
Van Suv'et - AC 19, 25/42; Blaze AC 19 (Sickened 1)
**Aztryx - AC 17, 20/20
Red (-2)

--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------

Void's Revenge; DC 17/20 Will Save:

You are affected by a Mariner's Curse spell
CS: Unaffected
S: Sickened 1; The curse ends if the target leaves the Netherworld or after 1 week passes.
F: The target becomes sickened 1 and can't reduce its sickened condition below 1 while the curse remains. The curse can be lifted by remove curse or similar magic. Whenever the target is sickened and on the water at least a mile from shore, it is also slowed 1.
CF: As F, but Sickened 2

Envoy's Alliance

M Ancient Elf Universalist Wizard/Alchemist 5 | Cook | Staff Nexus | HP 56/56 | AC 19 (mystic armor) | F +11 R +11 W +11 | Perc +9 (+2 initiative)| Stealth +9 |◆◆◆◇↺ | 30" | Hero 1/3 | Drain Bonded Item 1 1/1 2 1/1 3 1/1| spells 1 3/3 2 3/3 3 2/2| Search |

Aztryx moves to gain better position, then fires a ray of frost at Aystair.

◆stride
◆◆Spell Attack: 1d20 + 7 ⇒ (6) + 7 = 13 Cold: 1d4 + 4 ⇒ (1) + 4 = 5

Radiant Oath

◆◇↺ | Spell Templates | Provisions |

Aztryx moves to get an angle on Red. But the snowball he sends at it misses.

Even is East, Odd is North: 1d10 ⇒ 5

Red steps East and makes a wide swipe at both the little girl and Blaze.

Greatsword vs AtG, Blaze AC 20, 19: 1d20 + 10 ⇒ (13) + 10 = 23 for Slashing Damage: 1d10 + 4 ⇒ (10) + 4 = 14 plus Grotesque Gift

The Little Girl vanishes as the Doll collapses.

------------------
COMBAT TRACKER
Round: 3
Tactical Map
Before your Turn:
DC 17 Will Save vs Mariner's Curse: Blaze
DC 20 Will Save vs Mariner's Curse: Alice the Girl
DC 15 Fortitude Save vs Grotesque Gift: Blaze
------------------
Those with ** may go

**William of Baskerville - AC 19, 44/44
**Flory Buntzer - AC 17 (18 w/shield), 26/26; Sir Miles AC 18, 27/27
**Gilgamesh - AC 20, 24/28
**Van Suv'et - AC 19, 11/42; Blaze AC 19 (Sickened 1)
**Aztryx - AC 17, 20/20
Alice - AC 15, 0/54 (Dying 1)
Red (-2)

--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------

Grotesque Gift; DC 15/18 Fortitude Save:

You are spattered with rancid flesh and rotting seaweed.
CS/S: Unaffected
F: Sickened 1
CF: Sickened 2

Radiant Oath

”William of Baskerville” | Male NG human cleric 4 (Advanced Player's Guide) | HP 44/44 | AC 19/21 | F +9 R +7 W +12 (Resist 1 Negative) | Perc +10 | Default Exploration ( Searching) | Speed 25ft | Focus Points 1/1 | Hero Points 2/2 | Active Conditions: None

We will dispatch you to the boneyard.

◆◆◆He casts another 3rd level Heal Spell

Red appears to be just in Range, and of course this will heal everyone again.

Heal spell at 3rd level with Staff Bonus, DC 20 basic Fort save: 3d8 + 1 ⇒ (8, 8, 7) + 1 = 24

This one doesn't seem to be much for conversation. Much better dice on this heal.

Horizon Hunters

N Human Witch 4 | AC: 18/19 | HP: 32 | Per: 7, Fort: 6, Ref: 8, Will: 9 | Speed: 25’ | Focus: 1 / 1 | Spells: 1st 3, 2nd 3

”Poor thing looks a bit tatty”, Flory says sadly. She makes sewing motions in the air, and Alice’s wounds close further.

”Once more unto the breach, good sir knight”, she adds. The giant spider advances on their opponent.

Flory: Cast heal on Alice
Sir Miles: Stride, Strike Red

Healing: 1d8 + 8 ⇒ (6) + 8 = 14

Attack: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d6 + 3 ⇒ (1) + 3 = 4S

Vigilant Seal

Poppet Poppet Summoner 6 | ♥️ 84 | AC 17 | F +13 R +7 W +12 | Perc +12 | Speed 25 – Eidolon AC 23 | F +14 R +11 W+11 | Speed 35 | ◆◇↺

The doll will stand up, and cast Telekinetic Projectile: 1d20 + 10 ⇒ (4) + 10 = 14for: 2d6 + 4 ⇒ (1, 4) + 4 = 9 damage

Radiant Oath

◆◇↺ | Spell Templates | Provisions |

GM Dice:
Fort: 1d20 + 11 ⇒ (18) + 11 = 29

William blasts more healing energy to all within range. Red manages to resist most of the damage but is still damaged severely by the positive energy. The doll gets up and sends a loose rock at Red but doesn't connect. Flory sends more healing at Alice before sending Sir Miles at Red. Sir Miles bites Red and connects.

------------------
COMBAT TRACKER
Round: 3
Tactical Map
Before your Turn:
DC 17 Will Save vs Mariner's Curse: Blaze
DC 20 Will Save vs Mariner's Curse: Alice the Girl
DC 15 Fortitude Save vs Grotesque Gift: Blaze
------------------
Those with ** may go

William of Baskerville - AC 19, 44/44
Flory Buntzer - AC 17 (18 w/shield), 26/26; Sir Miles AC 18, 27/27
**Gilgamesh - AC 20, 28/28
**Van Suv'et - AC 19, 35/42; Blaze AC 19 (Sickened 1)
**Aztryx - AC 17, 20/20
Alice - AC 15, 38/54 (Wounded 1)
Red (-23)

--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------

Grotesque Gift; DC 15/18 Fortitude Save:

You are spattered with rancid flesh and rotting seaweed.
CS/S: Unaffected
F: Sickened 1
CF: Sickened 2

Vigilant Seal

Poppet Poppet Summoner 6 | ♥️ 84 | AC 17 | F +13 R +7 W +12 | Perc +12 | Speed 25 – Eidolon AC 23 | F +14 R +11 W+11 | Speed 35 | ◆◇↺

Will save: 1d20 + 9 ⇒ (1) + 9 = 10

Horizon Hunters

Fast Actions:
◆Boost Eidolon | ◇[dice=Extend Boost DC 19 Occultism]1d20+9[/dice] | ◆◆[dice=Furious Strike]1d20+10[/dice], [dice=Damage]2d8+9[/dice]
Elf Summoner 3 |HP 45, AC 19, Speed 30| F9, R7, W7 | Perception +7 | Icons: ◆◇↺ | Blaze, Anger Phantom Eidolon | AC 19 | F10, R7, W7 | Perception +7

DC 17 Will Save vs Mariner's Curse: 1d20 + 7 - 1 ⇒ (8) + 7 - 1 = 14

The now cursed and sickened Blaze will stride to flank Red and strike while Van keeps on channeling a protective spell on him.

◆ Stride
AT ◆ Protect Companion
◆◆ Furious Strike, flanking: 1d20 + 10 - 1 ⇒ (8) + 10 - 1 = 17, Damage: 2d8 + 9 ⇒ (4, 7) + 9 = 20

Radiant Oath

◆◇↺ | Spell Templates | Provisions |

Alice you want to hero point that Natural 1?

Blaze flanks Red and clobbers him. As Red collapses, Blaze and Van again feel like they're on a skiff in the middle of a hurricane.

Will vs DC 17: 1d20 + 7 ⇒ (19) + 7 = 26

Searching Alystair's sarcophagus, you find the final pages of his journal inside. They are frenzied writings mentioning a double cross, that it was all to complete her soul cage. That she was drowning them one-by-one in a pool of blood and offal. It goes on to state the soon-to-be lich had already turned several of his allies into her undead servants once the pool drained them entirely of vitality. Alystair laments that, in the end, he was the one trapped. There is no more following that entry. The completed journal seems to tell of a futile pursuit of the mage who would become the lich Hekoz.

You move on to the adjoining chamber and find that this room bears the signs of a burial chamber, the family crest of a dagger across a lush and growing field adorning each of the 6 plots. The caskets have been pulled from their slots in the walls and tossed haphazardly to the ground. You find nothing remarkable here.

In the final chamber, the north wall has entirely collapsed. Covered in dust, the room looks to have seen little use, unlike the rest of the citadel, however, the way back from the Netherworld is gleaming like a bright tear in space.

Touching the tear in space, you are deposited at the top step of the walk down into the ruins of the original citadel they were to explore, your mounts patiently grazing nearby.

Now that the ruins have been rendered permanently safe, you can return and document the murals the way Ambrus Valsin originally intended if you'd like. Otherwise you can return to the Grand Lodge.

As soon as you return to the Pathfinder Society with the rubbings and the tales of your encounter with Alystair Caskwater, Ambrus Valsin takes your report and looks upon you with pride. He is almost beside himself with joy when he sees the rubbings and the three journal fragments. He's clearly happy that you overcame your unexpected trial.

FIN

Thanks for playing all!

Radiant Oath

◆◇↺ | Spell Templates | Provisions |

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