GM Brenael's Q15 In The Footsteps of Horror (Table 2) (Inactive)

Game Master Brenael

RPG Chronicles | Slides | Macros

Challenge Points: 11 Tier: Low


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Vigilant Seal

He repeats his 3 actions
2d4 ⇒ (1, 2) = 3 shock
DC 17 Reflex

Casting shield

Radiant Oath

Female Sprite Investigator 4 | HP 42/42 | AC 21 | F+7 R+11 W+8 | Perc +8 | Speed 20ft | Hero Points 1 | Exploration: Avoid Notice| Active Conditions: None| Leads: None

Shimmer reloads her weapon while looking for a good opening.
Hm. Not a sure thing, what with Cirri kind of in the way, but if she aims her shot closer to the wall...

* Devise a Stratagem: 1d20 ⇒ 11
* Reload
* Strike Jezail: 11 + 9 = 20 for piercing: 1d8 ⇒ 3 and precision damage: 1d6 ⇒ 5

Verdant Wheel

PFS# 133608-2008 | ♥️ 52 | AC 20 | Saves 11/10/8 | Female Strix Undine Kineticist (Level 4) ☘️ 2 | Class DC 19| Perception +6 |◆◇◈↺ | Kinetic Aura □ | Gate Attenuator: Gust of Wind □

"Ow ow ow ow. We could certainly spar or learn more about you. We're kind of new here. You don't like bright light, but most of us rely on it to see properly. How do you deal with the rainbow? Is your fashion always black and gray? Maybe some purple could compliment..."

Cirri rambles a bit before realizing her foe isn't going to listen. She sighs and conjures her water into a mace.

Blast: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 4 + 2 ⇒ (1) + 4 + 2 = 7

Blast, Agile: 1d20 + 7 - 4 ⇒ (12) + 7 - 4 = 15
Damage: 1d8 + 2 ⇒ (5) + 2 = 7

◇ Weapon Infusion: Melee attacks have the Agile trait.
◆◆ Elemental Blast vs Red
◆ Elemental Blast vs Red

"See? No need to fight to the death. UGH."

Cirri plans to use Ocean's Balms as needed to keep these knife-happy vagrants alive as possible, once they calm down!

Radiant Oath

M Aiuvarin Warpriest Cleric 4 | Field Medic | Blessed One | HP 44/44 | AC22/24 | F +9 R +7 W +12 | Perc +10 +2 incredible initiative | Battle Medicine +12 | 25' | Hero 1/3 | focus 2/2| spells 1 3/3 2 3/3 | Heal 4/4 | Lay on Hands |◆◆◆◇↺|

Orion fires Needle Darts at Red, then casts Shield.

◆◆Spell attack: 1d20 + 7 ⇒ (1) + 7 = 8 piercing: 3d4 ⇒ (3, 3, 4) = 10
◆shield


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

reflex DC 17: 1d20 + 10 ⇒ (18) + 10 = 28

and again the stalker easily dodges the lightning.

However, Cirri's watery mace smashes into red with devastating effect and the stalker falls down dead.

Encounter over!

Party Health:

Niccolo Neska ( 9/15 HP)
Shimmer (24/24 HP)
Orion Oneiros (17/17 HP)
Glasha (25/32 HP)
Cirri Merryweather (17/20 HP)

Once you continue on and down the stairs, you will find a room filled with debris. The scars of a battle long past mar the walls, both from physical weapons and magical attacks. A corridor continues south from the room.

Perception DC 14:

You find the remnants of a book under a broken table against the east wall. Most of the pages have been torn out, but the first few are present, written in crisp, clear Common. Though some of the phrasing is antiquated, you can read it without any trouble.

It appears to be a journal of one Alystair Caskwater, some sort of antiquarian monster hunter. The writings detail Alystair’s plan to travel with his retinue to the Netherworld to take on a mage native to that plane who was suspected of weakening the barrier between planes and attacking some rich patron on the Isle of Kortos centuries ago.

DC 15 Society or Pathfinder Lore:

Spoiler:

You estimate that, based on the book’s decay and the language used, that it’s several hundred years old.

Radiant Oath

Female Sprite Investigator 4 | HP 42/42 | AC 21 | F+7 R+11 W+8 | Perc +8 | Speed 20ft | Hero Points 1 | Exploration: Avoid Notice| Active Conditions: None| Leads: None

Perception: 1d20 + 6 ⇒ (20) + 6 = 26
Society: 1d20 + 8 ⇒ (19) + 8 = 27

Shimmer notices the remnants of a book under a broken table against the east wall. She kneels down and carefully turns through the pages. She doesn't offer her services as a medic (since she's not very good at it), but her healer's tools are visible at her hip if anyone needs to ask.

"Hey, this belonged to an adventurer a long time ago who came here to the Netherworld to fight a mage who was weakening the barrier between plans. My first guess is that he lost and that's our lich... But he clearly knew about the portals and came here on purpose, so his notes might be helpful! Too bad this book is so damaged, most of it isn't here."

Shimmer will make Alystair Caskwater her new lead, replacing the lich.

Actually a Spoiler, question for the GM:
I feel like this is a pretty fair lead, but since I'm GMing this one myself I already know OoC it's also the best choice. I might be biased.
If you say no fair, then... fair enough!

Verdant Wheel

PFS# 133608-2008 | ♥️ 52 | AC 20 | Saves 11/10/8 | Female Strix Undine Kineticist (Level 4) ☘️ 2 | Class DC 19| Perception +6 |◆◇◈↺ | Kinetic Aura □ | Gate Attenuator: Gust of Wind □

Cirri sighs. "Alright, let me heal you a bit. One second."

Glasha's HP: 25 + 1d8 ⇒ 25 + (4) = 29
Cirri's HP: 17 + 1d8 ⇒ 17 + (4) = 21 Cirri's HP is maxed at 20

She moves up to Niccolo. "Uh, do you want >Ocean's Balm<? Heals you up right quick."

This is a vitality effect. It will heal 1d8 ⇒ 2 if Niccolo can accept positive healing.

Perception: 1d20 + 3 ⇒ (14) + 3 = 17
Society: 1d20 + 3 ⇒ (3) + 3 = 6

Cirri agrees with Shimmer. "Hmm, I guess the... l-lich may have made a Netherworld location. We must be there."

Vigilant Seal

He cannot use vitality healing, it hurts him.

Vigilant Seal

The dhampir gets an exasperated look on his face and seems to get angry. He seems to calm himself down and with a smile tells the Strix I appreciate your offer of healing but the powers you would use do not take kindly to those of my ilk.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺
Shimmer, Sprite Investigator wrote:
Actually a Spoiler, question for the GM

No objection from me!

Verdant Wheel

PFS# 133608-2008 | ♥️ 52 | AC 20 | Saves 11/10/8 | Female Strix Undine Kineticist (Level 4) ☘️ 2 | Class DC 19| Perception +6 |◆◇◈↺ | Kinetic Aura □ | Gate Attenuator: Gust of Wind □

"Oh! Sorry!" Cirri steps back. "I'll uh... help the others."

Vigilant Seal

The wizard will attempt to heal his own wounds with natural skill
1d20 + 5 ⇒ (16) + 5 = 21 medicine
2d8 ⇒ (5, 7) = 12 heal

Radiant Oath

M Aiuvarin Warpriest Cleric 4 | Field Medic | Blessed One | HP 44/44 | AC22/24 | F +9 R +7 W +12 | Perc +10 +2 incredible initiative | Battle Medicine +12 | 25' | Hero 1/3 | focus 2/2| spells 1 3/3 2 3/3 | Heal 4/4 | Lay on Hands |◆◆◆◇↺|

Seeing Niccolo treating himself, Orion walks over to Glasha and treats her wounds.

Treat Wounds: 1d20 + 7 ⇒ (10) + 7 = 17 heal: 2d8 ⇒ (8, 4) = 12

Afterwards, he walks over to Niccolo and asks "You've your own special healing potion I assume? Where is it located? You need to tell me so that should you go down, I'll know where to find it."


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Continuing down the sole corridor...

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.

Glasha and Niccolo:

You have spotted something, the spout of blood is some sort of hazard, it seems to pull at your life force even at this distance.

Given its nature you could use Occultism or Religion (trained) DC 17 to counteract it, or Thievery (trained) DC 20 to disable the spout.

Religion or Society DC 10 or Absalom Lore DC 8:

The mural depicts the god Aroden raising the Starstone and the Isle of Kortos from beneath the sea.

Arcana or Occultism DC 14 or Netherworld Lore DC 8 :

Spoiler:

You 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 Screen:

Cirri Merryweather's Perception (T): 1d20 + 3 ⇒ (6) + 3 = 9
Shimmer's Perception (E): 1d20 + 6 ⇒ (10) + 6 = 16
Orion Oneiros's Perception (T): 1d20 + 7 ⇒ (5) + 7 = 12
Glasha's Perception (E): 1d20 + 7 ⇒ (13) + 7 = 20
Niccolo Neska's Perception (T): 1d20 + 5 ⇒ (19) + 5 = 24

Radiant Oath

M Aiuvarin Warpriest Cleric 4 | Field Medic | Blessed One | HP 44/44 | AC22/24 | F +9 R +7 W +12 | Perc +10 +2 incredible initiative | Battle Medicine +12 | 25' | Hero 1/3 | focus 2/2| spells 1 3/3 2 3/3 | Heal 4/4 | Lay on Hands |◆◆◆◇↺|

Religion: 1d20 + 7 ⇒ (6) + 7 = 13

Verdant Wheel

f N deep orc Drow Shootist 2 | hp 32/32 | AC 19 (+1) | F +7 R +10 W +5 | Perc +7 | Darkvision

Cirri, I... would appreciate... such healing. There is a strange feeling that polite communication and the words "I would appreciate" instead of, for example, "do it quickly while you're alive" are difficult for Glasha. Not in the sense that she's against it, she's just not used to this kind of communication.

Ocean's Balm, please .)

Seeing the disgusting scene, the orc suddenly freezes, but not from amazement. She had seen worse in Darkland. No, she looks for danger with her eyes... and finds it. It's a trap. Glasha points with her hand, urging everyone to freeze too. It will suck out our life force...

Open the spoiler please!

Radiant Oath

M Aiuvarin Warpriest Cleric 4 | Field Medic | Blessed One | HP 44/44 | AC22/24 | F +9 R +7 W +12 | Perc +10 +2 incredible initiative | Battle Medicine +12 | 25' | Hero 1/3 | focus 2/2| spells 1 3/3 2 3/3 | Heal 4/4 | Lay on Hands |◆◆◆◇↺|

@Glasha, Orion just brought you to full health

Verdant Wheel

PFS# 133608-2008 | ♥️ 52 | AC 20 | Saves 11/10/8 | Female Strix Undine Kineticist (Level 4) ☘️ 2 | Class DC 19| Perception +6 |◆◇◈↺ | Kinetic Aura □ | Gate Attenuator: Gust of Wind □

Society: 1d20 + 3 ⇒ (14) + 3 = 17

"Oh wow, the mural shows the god Aroden raising the Starstone and the Isle of Kortos from beneath the sea... by why is everything so bloody and stinky?" Cirri pinches her thin nose as she starts to move ahead to investigate it.

Luckily Glasha stops her from approaching further. "Oh, it's a trap. That would explain the blood..."

Cirri decides now is the time to drink her >Eagle-eye elixir<. She also pulls out her set of Thieves' Tools.

"Is the trap mechanical in nature? I could try to disarm it."

Thievery +5 is my best skill. Anyone Trained in Occultism or Religion +2 or higher would be better at it. Cirri will try if no one else wants to, though.

Radiant Oath

Female Sprite Investigator 4 | HP 42/42 | AC 21 | F+7 R+11 W+8 | Perc +8 | Speed 20ft | Hero Points 1 | Exploration: Avoid Notice| Active Conditions: None| Leads: None

Occultism to RK: 1d20 + 8 ⇒ (3) + 8 = 11

"That's not technically the mural we're looking for, but maybe we should take a rubbing anyway."

Shimmer inches closer, holstering her weapon to cover her face. "I can try it..." she says, trying not to breathe in.

Occultism to Disable: 1d20 + 8 ⇒ (1) + 8 = 9
Hero Point: 1d20 + 8 ⇒ (16) + 8 = 24

As sprites go, Shimmer isn't particularly magical. For a moment it looks like she's going to lose control, but she manages to pull the right thread.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

As Shimmer finishes her incantation, the strange pull on your life forces that had been building is suddenly released. For some of you the first thing you will notice is its absence!

The flow of blood from the spout slows and stops, and the nauseating smell of offal recedes somewhat. You can explore the room properly.

Vigilant Seal

He will hand one of his healing potions to the cleric.

Vigilant Seal

Going back through his studies, the wizard attempts to remember if anything that he has read might be able to counteract what he sees before him
1d20 + 7 ⇒ (16) + 7 = 23 Occult

Radiant Oath

M Aiuvarin Warpriest Cleric 4 | Field Medic | Blessed One | HP 44/44 | AC22/24 | F +9 R +7 W +12 | Perc +10 +2 incredible initiative | Battle Medicine +12 | 25' | Hero 1/3 | focus 2/2| spells 1 3/3 2 3/3 | Heal 4/4 | Lay on Hands |◆◆◆◇↺|

Orion searches the room.
Perception: 1d20 + 7 ⇒ (9) + 7 = 16


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Niccolo, you can see that the incantation Shimmer eventually used was successful. However, I'll use your occultism roll for further info about the mural, see below (copied from the second spoiler in my post above and the nested content there for occultism et al).

Niccolo, or Arcana or Occultism DC 14 or Netherworld Lore DC 8:

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

Orion, your search around the room doesn't find anything extra of interest. Even with the spout shut down, the room is pretty unpleasant. Also if anyone uses detect magic it is apparent that the magic of the spout is slowly rebuilding.

Were you going to record the mural before moving on?

Verdant Wheel

PFS# 133608-2008 | ♥️ 52 | AC 20 | Saves 11/10/8 | Female Strix Undine Kineticist (Level 4) ☘️ 2 | Class DC 19| Perception +6 |◆◇◈↺ | Kinetic Aura □ | Gate Attenuator: Gust of Wind □

Cirri frowns, but starts drawing and taking notes about the mural. Once Orion notes time is of the essence, she wastes little time on chit chat.

"Okay, I think I got everything."

Verdant Wheel

f N deep orc Drow Shootist 2 | hp 32/32 | AC 19 (+1) | F +7 R +10 W +5 | Perc +7 | Darkvision
Orion Oneiros wrote:
@Glasha, Orion just brought you to full health

Thank you very much! I am embarrassed that I missed it.

Glasha will stand guard while her comrades record the mural.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Having recorded the mural, the party plunges onwards into the citadel. The corridor continues on past the disgusting fountain and the smell recedes as you descend to the more chaotic, rubble-strewn tunnels beyond.

Within the tunnels you see abundant signs of another battle fought long ago. 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.

Perception DC 15:

You find another torn journal page in the rubble. 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.

You then climb the stairs out of the rubble-strewn tunnels and follow a long corridor into a much larger chamber. Its north wall is 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.

Radiant Oath

Female Sprite Investigator 4 | HP 42/42 | AC 21 | F+7 R+11 W+8 | Perc +8 | Speed 20ft | Hero Points 1 | Exploration: Avoid Notice| Active Conditions: None| Leads: None

Perception: 1d20 + 6 ⇒ (12) + 6 = 18

"What's this bit of paper? Oh! It's one of the missing pages from Alystair's journal. Looks like they're the ones who tried to collapse this place, to trap and kill the mage. I guess it didn't work. The mage is a 'her,' like the lich. That hardly proves anything, but if we were already thinking that (I was, anyway)..."

And another mural. Shimmer's wings of light aren't strong enough to carry her far, but they give her enough of a boost to reach farther off the floor than one might otherwise expect. She starts on the rubbing.
"I can't make sense of this image. If Alystair is the hero... but then the mural would have been made after this place was collapsed... But it could just be a reflection of something in the Second World--is that how the Netherworld works? It might just be about an even older story."

]Evanescent Wings feat: Shimmer can reach within her space as though she was Medium sized. This requires flitting around in her space, which doesn't cost extra actions but does give any action requiring it the Move trait.

Verdant Wheel

f N deep orc Drow Shootist 2 | hp 32/32 | AC 19 (+1) | F +7 R +10 W +5 | Perc +7 | Darkvision

It's mysterious. Will you sketch it too? I'll keep an eye on your backs.

Verdant Wheel

PFS# 133608-2008 | ♥️ 52 | AC 20 | Saves 11/10/8 | Female Strix Undine Kineticist (Level 4) ☘️ 2 | Class DC 19| Perception +6 |◆◇◈↺ | Kinetic Aura □ | Gate Attenuator: Gust of Wind □

"Hmmm..." Cirri begins to draw the mural in her journal. "Maybe the Netherworld denizens consider Alystair to be a dastardly villain?"

Perception: 1d20 + 3 ⇒ (5) + 3 = 8

Cirri is too busy drawing to pay much attention to anything else.

Radiant Oath

M Aiuvarin Warpriest Cleric 4 | Field Medic | Blessed One | HP 44/44 | AC22/24 | F +9 R +7 W +12 | Perc +10 +2 incredible initiative | Battle Medicine +12 | 25' | Hero 1/3 | focus 2/2| spells 1 3/3 2 3/3 | Heal 4/4 | Lay on Hands |◆◆◆◇↺|

Orion helps with the sketching.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Shimmer, Cirri and Orion set to recording the mural. However, it is not a quiet process as collapsable ladders and makeshift scaffolds are set up to reach the whole of the huge mural. After perhaps an hour, the taxing work of copying the intricate mural is complete.

Despite the noise, Glasha's watch over the room is uneventful. The door to the south remains firmly closed and nothing emerges from the stairs descending to the west.

Over the course of the hour you will have determined that the sturdy door is locked. Without the key it would require either picking the lock (DC 18 Thievery check) or forcing it open (DC 21 Athletics check).

Verdant Wheel

f N deep orc Drow Shootist 2 | hp 32/32 | AC 19 (+1) | F +7 R +10 W +5 | Perc +7 | Darkvision

Athletics: 1d20 + 6 ⇒ (20) + 6 = 26
On the count of three. One... two... THREE. Glаshа kicks down the door when everyone is gathered nearby.

Radiant Oath

Female Sprite Investigator 4 | HP 42/42 | AC 21 | F+7 R+11 W+8 | Perc +8 | Speed 20ft | Hero Points 1 | Exploration: Avoid Notice| Active Conditions: None| Leads: None

"So we could try that way," says Shimmer, pointing at the stairs, "Or I could try to--oh. Okay."

She readies her weapon again and stands back.

Verdant Wheel

PFS# 133608-2008 | ♥️ 52 | AC 20 | Saves 11/10/8 | Female Strix Undine Kineticist (Level 4) ☘️ 2 | Class DC 19| Perception +6 |◆◇◈↺ | Kinetic Aura □ | Gate Attenuator: Gust of Wind □

"Nothing better than writing a piece of history." Cirri hops off the ladder and lets her wings lower her gently to the ground.

"I can try to- well, we can do that too." She watches Glasha obliterate the door.

Radiant Oath

M Aiuvarin Warpriest Cleric 4 | Field Medic | Blessed One | HP 44/44 | AC22/24 | F +9 R +7 W +12 | Perc +10 +2 incredible initiative | Battle Medicine +12 | 25' | Hero 1/3 | focus 2/2| spells 1 3/3 2 3/3 | Heal 4/4 | Lay on Hands |◆◆◆◇↺|

Orion is wary of the locked door, and is last to pass through it. "May Sarenrae walk with us every step of tye way."


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

The crash of the crumpling door echoes through the room as Glasha bursts through it. Beyond is another darkened room with dancing shadows.

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 Ritual Chamber Round 1 ❖❖❖
Terrain Features: Dim light - targets outside a light source are concealed for those without low-light or darkvision.
ENCOUNTER MAP

Characters in ➤ BOLD can act!
──────────
➤ Glasha (AC 19, 32/32 HP)
Alystair Caskwater (- HP)
Orion Oneiros (AC 14, 17/17 HP)
Shimmer (AC 19, 24/24 HP)
Red skeleton (- HP)
Cirri Merryweather (AC 17, 20/20 HP)
Niccolo Neska (AC 16, 15/15 HP)
Black skeleton (- HP)

CONDITIONS & EFFECTS REFERENCE
──────────

Concealed :
When you target a creature that’s concealed from you, you must attempt a DC 5 flat check before you roll to determine your effect. If you fail, you don’t affect the target.

Netherworld :
The Netherworld’s fundamental nature enhances shadows while impeding light. Anyone Casting a Spell with the darkness trait gains a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Conversely, anyone who Casts a Spell or Activates an Item with the light trait must succeed at a DC 6 flat check or lose that spell or activation. Additionally, the radius of all light from light sources and the areas of light spells are halved.

GM Screen:
Cirri Merryweather, Scout: 1d20 + 4 ⇒ (6) + 4 = 10
Shimmer, Investigate: 1d20 + 7 ⇒ (11) + 7 = 18
Orion Oneiros, Search: 1d20 + 8 ⇒ (14) + 8 = 22
Glasha, Defend: 1d20 + 8 ⇒ (17) + 8 = 25
Niccolo Neska, Search: 1d20 + 6 ⇒ (1) + 6 = 7
Alystair Caskwater: 1d20 + 7 ⇒ (17) + 7 = 24
Black skeleton: 1d20 + 2 ⇒ (1) + 2 = 3
Red skeleton: 1d20 + 2 ⇒ (10) + 2 = 12


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Glasha delays.

Alistair strides forward, fetid water dripping from his rags, and makes a mighty swing with his greatsword catching both Glasha and Cirri in a single swipe. It covers you both with a wave of rotting flesh and seaweed. He then laughs and booms "Yes, you will soon fall and I will relish your strength!"

Alystair Caskwater, swipe: 1d20 + 10 ⇒ (11) + 10 = 21 at Glasha AC 19 and Cirri AC 17 for 1d10 + 4 ⇒ (7) + 4 = 11 slashing plus Grotesque Gift (see below)

❖❖❖ The Ritual Chamber Round 1 ❖❖❖
Terrain Features: Dim light - targets outside a light source are concealed for those without low-light or darkvision.
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Glasha: DC 15 Fort save vs Grotesque Gift
Cirri Merryweather: DC 15 Fort save vs Grotesque Gift

Characters in ➤ BOLD can act!
──────────
➤ Glasha (AC 19, 21/32 HP)
Alystair Caskwater (- HP)
➤ Orion Oneiros (AC 14, 17/17 HP)
➤ Shimmer (AC 19, 24/24 HP)
Red skeleton (- HP)
Cirri Merryweather (AC 17, 9/20 HP)
Niccolo Neska (AC 16, 15/15 HP)
Black skeleton (- HP)

CONDITIONS & EFFECTS REFERENCE
──────────

Concealed :
When you target a creature that’s concealed from you, you must attempt a DC 5 flat check before you roll to determine your effect. If you fail, you don’t affect the target.

Netherworld :
The Netherworld’s fundamental nature enhances shadows while impeding light. Anyone Casting a Spell with the darkness trait gains a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Conversely, anyone who Casts a Spell or Activates an Item with the light trait must succeed at a DC 6 flat check or lose that spell or activation. Additionally, the radius of all light from light sources and the areas of light spells are halved.

Grotesque Gift :
(olfactory) Alystair’s attacks spatter his targets with rancid flesh and rotting seaweed. A creature damaged by Alystair’s Strike must succeed at a DC 15 Fortitude save or become sickened 1 (sickened 2 on a critical failure).

Verdant Wheel

f N deep orc Drow Shootist 2 | hp 32/32 | AC 19 (+1) | F +7 R +10 W +5 | Perc +7 | Darkvision

I'm sorry, it's been a busy weekend.

Fort: 1d20 + 7 ⇒ (3) + 7 = 10 Hero Point!
Fort: 1d20 + 7 ⇒ (11) + 7 = 18

◆ Stride ◆ Shootist's Draw ◆ Reload

Hand Crossbow: 1d20 + 9 ⇒ (17) + 9 = 261d6 ⇒ 1

After receiving a blow, Glasha growls and steps back, shooting at the undead on the move.

Verdant Wheel

PFS# 133608-2008 | ♥️ 52 | AC 20 | Saves 11/10/8 | Female Strix Undine Kineticist (Level 4) ☘️ 2 | Class DC 19| Perception +6 |◆◇◈↺ | Kinetic Aura □ | Gate Attenuator: Gust of Wind □

"Oh gosh. You're undead. Ew. At least you're not a ghost." Cirri's mouth moves faster than her brain, and her reflexes.

Fort Save: 1d20 + 9 ⇒ (18) + 9 = 27

"This seaweed hasn't been in the sea for months. It's rotting with undeath." Cirri shudders.

Radiant Oath

Female Sprite Investigator 4 | HP 42/42 | AC 21 | F+7 R+11 W+8 | Perc +8 | Speed 20ft | Hero Points 1 | Exploration: Avoid Notice| Active Conditions: None| Leads: None

Shimmer sees a clear shot on the undead creature. She darts forward, taking advantage of his comparatively large size to slip directly past him and (hopefully) under his guard.

It's not the most defensive position, but better than trying to shoot past her allies in the crowded doorway. They're too big to pin her down anyway. Probably.

She takes the shot.
"I think probably longer than that!"

* Devise a Stratagem: 1d20 ⇒ 15 against Alystair
* Stride (provokes AoO from Alystair)
* Strike Jezail: 15 + 9 = 24 for piercing: 1d8 ⇒ 1 and precision damage: 1d6 ⇒ 5


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Glasha retreats, firing her hand crossbow as she does. The bolt hits Alystair but doesn't seem to pack much punch.

Shimmer flitters past Alystair into the room and then fires her jezail at him, her planned shot giving it much more stopping power.

❖❖❖ The Ritual Chamber Round 1 ❖❖❖
Terrain Features: Dim light - targets outside a light source are concealed for those without low-light or darkvision.
ENCOUNTER MAP

Characters in ➤ BOLD can act!
──────────
Glasha (AC 19, 21/32 HP)
Alystair Caskwater (-7 HP)
➤ Orion Oneiros (AC 14, 17/17 HP)
Shimmer (AC 19, 24/24 HP)
Red skeleton (- HP)
Cirri Merryweather (AC 17, 9/20 HP)
Niccolo Neska (AC 16, 15/15 HP)
Black skeleton (- HP)

CONDITIONS & EFFECTS REFERENCE
──────────

Concealed :
When you target a creature that’s concealed from you, you must attempt a DC 5 flat check before you roll to determine your effect. If you fail, you don’t affect the target.

Netherworld :
The Netherworld’s fundamental nature enhances shadows while impeding light. Anyone Casting a Spell with the darkness trait gains a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Conversely, anyone who Casts a Spell or Activates an Item with the light trait must succeed at a DC 6 flat check or lose that spell or activation. Additionally, the radius of all light from light sources and the areas of light spells are halved.

Grotesque Gift :
(olfactory) Alystair’s attacks spatter his targets with rancid flesh and rotting seaweed. A creature damaged by Alystair’s Strike must succeed at a DC 15 Fortitude save or become sickened 1 (sickened 2 on a critical failure).

Radiant Oath

M Aiuvarin Warpriest Cleric 4 | Field Medic | Blessed One | HP 44/44 | AC22/24 | F +9 R +7 W +12 | Perc +10 +2 incredible initiative | Battle Medicine +12 | 25' | Hero 1/3 | focus 2/2| spells 1 3/3 2 3/3 | Heal 4/4 | Lay on Hands |◆◆◆◇↺|

Orion calls Sarenrae for healing on behalf of Cirri. He then casts a defensive Shield cantrip.

◆◆Heal: 1d8 + 8 ⇒ (8) + 8 = 16
◆Shield


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Orion fully heals Cirri and then raises a magical shield.

The red skeleton clanks awkwardly up to Shimmer drawing its sword.

❖❖❖ The Ritual Chamber Round 1 ❖❖❖
Terrain Features: Dim light - targets outside a light source are concealed for those without low-light or darkvision.
ENCOUNTER MAP

Characters in ➤ BOLD can act!
──────────
Glasha (AC 19, 21/32 HP)
Alystair Caskwater (-7 HP)
Orion Oneiros (AC 14 (+1 w/shield), 17/17 HP)
Shimmer (AC 19, 24/24 HP)
Red skeleton (- HP)
➤ Cirri Merryweather (AC 17, 20/20 HP)
➤ Niccolo Neska (AC 16, 15/15 HP)
Black skeleton (- HP)

CONDITIONS & EFFECTS REFERENCE
──────────

Concealed :
When you target a creature that’s concealed from you, you must attempt a DC 5 flat check before you roll to determine your effect. If you fail, you don’t affect the target.

Netherworld :
The Netherworld’s fundamental nature enhances shadows while impeding light. Anyone Casting a Spell with the darkness trait gains a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Conversely, anyone who Casts a Spell or Activates an Item with the light trait must succeed at a DC 6 flat check or lose that spell or activation. Additionally, the radius of all light from light sources and the areas of light spells are halved.

Grotesque Gift :
(olfactory) Alystair’s attacks spatter his targets with rancid flesh and rotting seaweed. A creature damaged by Alystair’s Strike must succeed at a DC 15 Fortitude save or become sickened 1 (sickened 2 on a critical failure).

Verdant Wheel

PFS# 133608-2008 | ♥️ 52 | AC 20 | Saves 11/10/8 | Female Strix Undine Kineticist (Level 4) ☘️ 2 | Class DC 19| Perception +6 |◆◇◈↺ | Kinetic Aura □ | Gate Attenuator: Gust of Wind □

Everyone is close enough. No need for four winds.

Cirri realizes she's the frontline. Okay, okay, no big deal.

She conjures a watery staff and swings twice against this big guy.

Water Blast, Agile: 1d20 + 7 ⇒ (7) + 7 = 14
Bludgeoning Damage: 1d8 + 4 + 2 ⇒ (4) + 4 + 2 = 10

Water Blast, Agile: 1d20 + 7 - 4 ⇒ (1) + 7 - 4 = 4
Bludgeoning Damage: 1d8 + 2 ⇒ (2) + 2 = 4

Her aim is TERRIBLE.

◇ Water Infusion: Melee attacks are Agile
◆◆ Kinetic Blast (2 action version adds Con modifier to damage)
◆ Kinetic Blast

Vigilant Seal

The dhamphir sees that the group is fighting undead, even mindless undead. He knows what trouble they can cause so he attempts to put them out of the world's misery and fires a telekinetic projectile, picking up a loose stone, in an attempt to smash the skeleton skeleton/
1d20 + 7 ⇒ (13) + 7 = 20 telekinetic projectile
1d6 ⇒ 3 smashy smashy

and then cast shield on himself.


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Cirri makes two swings with her watery staff but Alystair easily dodges both.

Niccolo flings a stone into the Red skeleton, smashing a few of its ribs, leaving it quite badly wounded.

The Black skeleton moves into the room, draws its bow and fires at Shimmer, with the arrow striking a glancing blow. (2 dmg)

Black Skeleton,Shortbow: 1d20 + 6 ⇒ (17) + 6 = 23 vs Shimmer AC 19 for 1d6 ⇒ 2 piercing damage

❖❖❖ The Ritual Chamber Round 2 ❖❖❖
Terrain Features: Dim light - targets outside a light source are concealed for those without low-light or darkvision.
ENCOUNTER MAP

Characters in ➤ BOLD can act!
──────────
➤ Glasha (AC 19, 21/32 HP)
Alystair Caskwater (-7 HP)
Orion Oneiros (AC 14 (+1 w/shield), 17/17 HP)
Shimmer (AC 19, 22/24 HP)
Red skeleton (-3 HP)
Cirri Merryweather (AC 17, 20/20 HP)
Niccolo Neska (AC 16, 15/15 HP)
Black skeleton (- HP)

CONDITIONS & EFFECTS REFERENCE
──────────

Concealed :
When you target a creature that’s concealed from you, you must attempt a DC 5 flat check before you roll to determine your effect. If you fail, you don’t affect the target.

Netherworld :
The Netherworld’s fundamental nature enhances shadows while impeding light. Anyone Casting a Spell with the darkness trait gains a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Conversely, anyone who Casts a Spell or Activates an Item with the light trait must succeed at a DC 6 flat check or lose that spell or activation. Additionally, the radius of all light from light sources and the areas of light spells are halved.

Grotesque Gift :
(olfactory) Alystair’s attacks spatter his targets with rancid flesh and rotting seaweed. A creature damaged by Alystair’s Strike must succeed at a DC 15 Fortitude save or become sickened 1 (sickened 2 on a critical failure).

Verdant Wheel

f N deep orc Drow Shootist 2 | hp 32/32 | AC 19 (+1) | F +7 R +10 W +5 | Perc +7 | Darkvision

Once in a safer position for her, the orc exhales and then shoots Alystair with precision.

◆ Point-Blank Shot ◆ Shoot ◆ Reload
Hand Crossbow (PBS): 1d20 + 10 ⇒ (16) + 10 = 261d6 + 2 ⇒ (6) + 2 = 8 vs Alystair


Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Glasha's bolt lodges in Alastair's shoulder.

Alastair crows "Yes, keep peppering away at me, but the struggle is futile - soon your strength will be mine!" and strides up to Niccolo and again takes a mighty swipe, this time at Niccolo and Cirri. Both are hit by the blow (9 dmg) and are spattered with a syrup of rancid flesh and rotting seaweed (DC 15 Fortitude save)

Alystair Caskwater, swipe: 1d20 + 10 ⇒ (10) + 10 = 20 at Niccolo AC 17 and Cirri AC 17 for 1d10 + 4 ⇒ (5) + 4 = 9 slashing plus Grotesque Gift

❖❖❖ The Ritual Chamber Round 2 ❖❖❖
Terrain Features: Dim light - targets outside a light source are concealed for those without low-light or darkvision.
ENCOUNTER MAP

──────────
BEFORE YOUR TURN:
──────────
Cirri Merryweather: DC 15 Fortitude save vs Grotesque Gift
Niccolo Neska: DC 15 Fortitude save vs Grotesque Gift

Characters in ➤ BOLD can act!
──────────
Glasha (AC 19, 21/32 HP)
Alystair Caskwater (-15 HP)
➤ Orion Oneiros (AC 14 (+1 w/shield), 17/17 HP)
➤ Shimmer (AC 19, 22/24 HP)
Red skeleton (-3 HP)
Cirri Merryweather (AC 17, 11/20 HP)
Niccolo Neska (AC 16 (+1 w/shield spell), 6/15 HP)
Black skeleton (- HP)

CONDITIONS & EFFECTS REFERENCE
──────────

Concealed :
When you target a creature that’s concealed from you, you must attempt a DC 5 flat check before you roll to determine your effect. If you fail, you don’t affect the target.

Netherworld :
The Netherworld’s fundamental nature enhances shadows while impeding light. Anyone Casting a Spell with the darkness trait gains a +1 circumstance bonus to their spell DC or spell attack roll with that spell. Conversely, anyone who Casts a Spell or Activates an Item with the light trait must succeed at a DC 6 flat check or lose that spell or activation. Additionally, the radius of all light from light sources and the areas of light spells are halved.

Grotesque Gift :
(olfactory) Alystair’s attacks spatter his targets with rancid flesh and rotting seaweed. A creature damaged by Alystair’s Strike must succeed at a DC 15 Fortitude save or become sickened 1 (sickened 2 on a critical failure).

Vigilant Seal

Reaction to shield block

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