[Paizocon 2024] 05-12 - Mischief in the Maze (P2) (Inactive)

Game Master UncleFroggy

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


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Vigilant Seal

Female Elf Druid 4 | AC 21 | HP 42/42 | F+9 R+8 W+12 | Perc +12 | Speed 40 ft | Hero Points 2 | Focus [1] | Exploration: Search | Active Conditions: None. Mochi: Bear Animal Companion | AC 22 | HP 44/44

No! Vamir!

So, he fell into like a pit trap it sounds like? Also, no enemies? Do I have any reason to think any enemies will show up? If he fell in a pit and there are no enemies I pull out a rope and drop it down to help him up. If I have a reason to think there are enemies nearby, I delay until they show themselves.

Radiant Oath

[S06-08] Male Kallijae Half-Elf Human Weapon Inventor 3 | Junker | HP 38/38 w Toughness, AC 19 w Hide Armor (21 with Low-Grade Cold Iron Shield raised), Fortitude** +8, Reflex* +6, Will** +7, Perception* +5 (low-light vision), Stealth* +6 | Speed 25 ft. | Focus Points 0 | Exploration Activity Defend | Active Conditions --- | ◆◇↺
Mahatma, the Desert Sage wrote:
I think the Fortune/Misfortune rules says they cancel and use your normal roll. Timing seems awkward in pbp though, so ask your GM :P

If this is the case, I will use Hero Point.

Hero Point! DC 14? Reflex to ↺ Grab an Edge: 1d20 + 5 ⇒ (13) + 5 = 18

Vigilant Seal

Female Elf Druid 4 | AC 21 | HP 42/42 | F+9 R+8 W+12 | Perc +12 | Speed 40 ft | Hero Points 2 | Focus [1] | Exploration: Search | Active Conditions: None. Mochi: Bear Animal Companion | AC 22 | HP 44/44

Sorry, I forgot my Will Saves

Will Save: 1d20 + 12 ⇒ (6) + 12 = 18
Will Save: 1d20 + 12 ⇒ (11) + 12 = 23

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

Vamir manages to grab the edge of the pit, which might be a good thing. Valeshi waits for his moment.

Two small creatures suddenly pop around the barrier. The point their fingers and a pair of oil slicks suddenly materialize at the feet of everyone!

Valeshi, do you have stats for Mochi? (AC and hp). You also don't need to make Will saves ATM.

------------------
COMBAT TRACKER
Round: 1
Tactical Map

Terrain: Trees are difficult terrain

Before Your Turn:
DC 18 Reflex / Acrobatics or fall prone: Valeshi, Flynric, Rickle, Horul, Mahatma, Mochi

Special Conditions:
* Immune to Unluck aura:
* Unlucky - Roll twice and use the worse result (all checks/attack rolls/etc)
* Grease - see below
------------------
Those with ** may go

Valeshi - AC 21, 42/42 (Delaying);
Green
Yellow
**Vamir Zylven - AC 18 (20 w/shield), 26/26 (Unlucky)
**Flynric - AC 18, 16/16
GM
Rickle - AC 22 (24 w/shield), 54/54
Horul - AC 20 (21 w/shield), 38/38
GM
Mahatma, the Desert Sage - AC 17, 28/28

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

Grease:

* Standing on the surface of the slick - DC 18 Acrobatics/Reflex or fall prone
* Moving into the area - DC 18 Acrobatics / Reflex to Balance
* Step or Crawl into the area - no check/save needed

Vigilant Seal

Female Elf Druid 4 | AC 21 | HP 42/42 | F+9 R+8 W+12 | Perc +12 | Speed 40 ft | Hero Points 2 | Focus [1] | Exploration: Search | Active Conditions: None. Mochi: Bear Animal Companion | AC 22 | HP 44/44

When they show up I jump in.

Valeshi Reflex Save: 1d20 + 8 ⇒ (12) + 8 = 20
Mochi Reflex Save: 1d20 + 11 ⇒ (4) + 11 = 15

Hey, you Meanies dug that pit! My friend fell into that, you know! Mochi, git 'em!

◆Command Mochi
Mochi lets out a loud ROAR as he tries to run toward them and falls on his butt.

Valeshi yells, HEY! You Big Bullies! You hurt MOCHI!

◆Mochi stands up.
◆Mochi moves up to Green.
I don't know if you need another reflex save for that, so here it is just in case.
Mochi Reflex Save: 1d20 + 11 ⇒ (16) + 11 = 27

◆◆Valeshi casts Electric Arc on Yellow and Green
Electricity begins crackling between Valeshi's fingers.

I do not trust your intentions, friends. I'm going to have to ask you to stay back!

Electric Arc Damage: 3d4 ⇒ (1, 1, 1) = 3
Reflex Save DC 20 for both Yellow and Green.

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

GM Dice:

G Ref: 1d20 + 10 ⇒ (2) + 10 = 12
Y Ref: 1d20 + 10 ⇒ (10) + 10 = 20

Mochi charges Green and notices three more little critters behind the barricade. He also feels a little queer...

Valeshi sends a small lightning bolt at Yellow and Green. Although Green takes the bolt full in the face, it does very little damage. Both Green and Yellow laugh uproariously as Mochi falls on his butt and at the little damage from the zap.

------------------
COMBAT TRACKER
Round: 1
Tactical Map

Terrain: Trees are difficult terrain

Before Your Turn:
DC 18 Reflex / Acrobatics or fall prone: Flynric, Rickle, Horul, Mahatma
DC 16 Will Save (Roll Twice and take the worse result): Mochi

Special Conditions:
* Immune to Unluck aura:
* Unlucky - Roll twice and use the worse result (all checks/attack rolls/etc)
* Grease - see below
* Red/White/Blue only seen by Mochi
------------------
Those with ** may go

Green (-3)
Yellow (-1)
Valeshi - AC 21, 42/42; Mochi AC 22, 44/44
**Vamir Zylven - AC 18 (20 w/shield), 26/26 (Unlucky)
**Flynric - AC 18, 16/16
GM
Rickle - AC 22 (24 w/shield), 54/54
Horul - AC 20 (21 w/shield), 38/38
GM
Mahatma, the Desert Sage - AC 17, 28/28

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

Grease:

* Standing on the surface of the slick - DC 18 Acrobatics/Reflex or fall prone
* Moving into the area - DC 18 Acrobatics / Reflex to Balance
* Step or Crawl into the area - no check/save needed

Unluck Aura, 20'; DC 16 Will Save; Roll twice, take the worse result:

CS/S: Temporarily immune to unluck auras for 24 hours
F/CF: The creature must roll twice and take the worse result on all checks as long as it is within the aura.

Verdant Wheel

M Druid 1 | Perc +7 | Speed: 25' | HP: 16/16 | AC: 18 | Fort: +5 Ref: +6 Will: +9 |Spells: Foc:1/1; 1: 2/2 | Exploration: Search| Current Conditions: None | Hero Points: 1

Reflex Save: 1d20 + 7 ⇒ (9) + 7 = 16

"Oh-oh-oh,oh no..." Flynric says, as he can't quite keep his balance and falls over due to the grease.

◆ Stand
◆◆ Flynric casts Slashing Gust on Yellow and Green.

Slashing Gust on Green: 1d20 + 8 ⇒ (20) + 8 = 282d4 ⇒ (1, 4) = 5
Double damage and 1d4 persistent bleed on crit!

Slashing Gust on Yellow: 1d20 + 8 ⇒ (10) + 8 = 182d4 ⇒ (3, 4) = 7

Envoy's Alliance

Alchemist Toxicologist 5 / HP 63/63, Perc +7, AC 23(24), Fort +11 Ref +10 Will +7 / Active conditions: Darkvision, resist fire/poison half lvl, Pearly white spindle // Bottled sunlight moderate 1/1, Spider venom 3/3, Alchemist's fire lesser 3/3, Numbing tonic lesser 1/1 // Versatile moderate vials 6/6

Reflex: 1d20 + 8 ⇒ (12) + 8 = 20

Radiant Oath

[S06-08] Male Kallijae Half-Elf Human Weapon Inventor 3 | Junker | HP 38/38 w Toughness, AC 19 w Hide Armor (21 with Low-Grade Cold Iron Shield raised), Fortitude** +8, Reflex* +6, Will** +7, Perception* +5 (low-light vision), Stealth* +6 | Speed 25 ft. | Focus Points 0 | Exploration Activity Defend | Active Conditions --- | ◆◇↺

Vamir climbs out of the pit.
DC 14 Athletics to Climb: 1d20 + 7 ⇒ (1) + 7 = 8
DC 14 Athletics to Climb: 1d20 + 7 ⇒ (6) + 7 = 13

Hero Point! DC 14 Athletics to Climb: 1d20 + 7 ⇒ (8) + 7 = 15

He immediately draws out his longsword and hits the ground with that weapon to explosively jump himself up to the top of the wall.

◆ Climb
◆ Interact to draw longsword
Explosive Leap, DC 15 Flat check vs Unstable: 1d20 ⇒ 5 Crit Fail, Vamir takes 2 fire damage, can't use actions with Unstable trait

"Argh! Not now!" he complains to his weapon.

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

Flynric slips and face plants in the grease. Both Green and Yellow howl with laughter. Their laughter turns to screeches as Flynric slashes at them with the wind. Vamir climbs out of the pit. He draws his sword and tries to use it to jump the barrier but an explosion occurs which leaves his face blackened.

Three more little folk step out from behind the barrier. One has a ragged-looking pink tunic. He waves a finger at Flynric, Horul, Rickle, Valeshi: 1d4 ⇒ 1

A lightning bolt suddenly flashes down from the sky with a loud BOOM!.

Electricity + Sonic; DC 18 Basic Reflex (-1 if you're in metal armor): 1d12 + 1d4 ⇒ (8) + (3) = 11

Another small creature steps out holding a shortbow. It points its weapon at Flynric, Horul, Rickle, Valeshi: 1d4 ⇒ 3 and looses a pair of shafts.

Shortbow vs Rickle AC 22: 1d20 + 8 ⇒ (17) + 8 = 25 for Piercing Damage: 1d6 ⇒ 3
Shortbow vs Rickle AC 22, MAP: 1d20 + 3 ⇒ (16) + 3 = 19 for Piercing Damage: 1d6 ⇒ 1

A bow-wielding gremlin moves out and takes a couple of potshots at Mochi.

Shortbow vs Mochi AC 22: 1d20 + 8 ⇒ (13) + 8 = 21 for Piercing Damage: 1d6 ⇒ 2
Shortbow vs Mochi AC 22, MAP: 1d20 + 3 ⇒ (18) + 3 = 21 for Piercing Damage: 1d6 ⇒ 1

Fortunately for the gremlin, both shafts miss...

------------------
COMBAT TRACKER
Round: 1
Tactical Map

Terrain: Trees are difficult terrain

Before Your Turn:
DC 18 Reflex / Acrobatics or fall prone: Flynric, Rickle, Horul, Mahatma
DC 18 Basic Reflex vs 11 Electricity/Sonic: Flynric
DC 16 Will Save (Roll Twice and take the worse result): Mochi, Horul, Valeshi

Special Conditions:
* Immune to Unluck aura:
* Unlucky - Roll twice and use the worse result (all checks/attack rolls/etc)
* Grease - see below
* Red only seen by Mochi
------------------
Those with ** may go

Green (-13; 1d4 persistent bleed)
Yellow (-8)
Valeshi - AC 21, 42/42; Mochi AC 22, 44/44
Vamir Zylven - AC 18 (20 w/shield), 24/26 (Unlucky)
Flynric - AC 18, 26/26
Blue
Pink
White
**Rickle - AC 22 (24 w/shield), 51/54
**Horul - AC 20 (21 w/shield), 38/38 (Will Save first)
GM
Mahatma, the Desert Sage - AC 17, 28/28

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

Grease:

* Standing on the surface of the slick - DC 18 Acrobatics/Reflex or fall prone
* Moving into the area - DC 18 Acrobatics / Reflex to Balance
* Step or Crawl into the area - no check/save needed

Unluck Aura, 20'; DC 16 Will Save; Roll twice, take the worse result:

CS/S: Temporarily immune to unluck auras for 24 hours
F/CF: The creature must roll twice and take the worse result on all checks as long as it is within the aura.

Envoy's Alliance

Alchemist Toxicologist 5 / HP 63/63, Perc +7, AC 23(24), Fort +11 Ref +10 Will +7 / Active conditions: Darkvision, resist fire/poison half lvl, Pearly white spindle // Bottled sunlight moderate 1/1, Spider venom 3/3, Alchemist's fire lesser 3/3, Numbing tonic lesser 1/1 // Versatile moderate vials 6/6

Will: 1d20 + 5 ⇒ (3) + 5 = 8
Will: 1d20 + 5 ⇒ (8) + 5 = 13

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

Horul Reflex 2: 1d20 + 8 ⇒ (18) + 8 = 26

Horul feels a bit strange... however, he manages to keep his feet.

------------------
COMBAT TRACKER
Round: 1
Tactical Map

Terrain: Trees are difficult terrain

Before Your Turn:
DC 18 Reflex / Acrobatics or fall prone: Flynric, Rickle, Mahatma
DC 18 Basic Reflex vs 11 Electricity/Sonic: Flynric
DC 16 Will Save (Roll Twice and take the worse result): Mochi, Valeshi

Special Conditions:
* Immune to Unluck aura:
* Unlucky - Roll twice and use the worse result (all checks/attack rolls/etc)
* Grease - see below
* Red only seen by Mochi
------------------
Those with ** may go

Green (-13; 1d4 persistent bleed)
Yellow (-8)
Valeshi - AC 21, 42/42; Mochi AC 22, 44/44
Vamir Zylven - AC 18 (20 w/shield), 24/26 (Unlucky)
Flynric - AC 18, 26/26
Blue
Pink
White
**Rickle - AC 22 (24 w/shield), 51/54
**Horul - AC 20 (21 w/shield), 38/38 (Unlucky)
GM
Mahatma, the Desert Sage - AC 17, 28/28

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

Grease:

* Standing on the surface of the slick - DC 18 Acrobatics/Reflex or fall prone
* Moving into the area - DC 18 Acrobatics / Reflex to Balance
* Step or Crawl into the area - no check/save needed

Unluck Aura, 20'; DC 16 Will Save; Roll twice, take the worse result:

CS/S: Temporarily immune to unluck auras for 24 hours
F/CF: The creature must roll twice and take the worse result on all checks as long as it is within the aura.

Envoy's Alliance

Male Goblin Champion 4 | AC 22/24 | HP 54/54 | Shield HP 20/20 | F+9 R+8 W+8 | Perc +5 | Speed 25 ft | Hero Points 1 | Focus [_] | Exploration: Defend | Active Conditions: None

Reflex: 1d20 + 8 ⇒ (5) + 8 = 13

"That's not nice!"

Pushing himself up from where he's suddenly fallen, Rickle moves to get close to as many of the creatures as he can.

He's ready to use Sarenrae's power to show them that they shouldn't attack people unprovoked--but first he uses his sword to give a more immediate argument that it's just unwise.

◆ Stand up
◆ Stride; I'm assuming this enters the aura, so Will: 1d20 + 8 ⇒ (16) + 8 = 24 or Will: 1d20 + 8 ⇒ (10) + 8 = 18; temporarily immune. This also provokes RS from Yellow and Blue, if applicable.
◆ Strike Yellow Dogslicer: 1d20 + 11 ⇒ (5) + 11 = 16 for Slashing damage: 2d6 + 4 ⇒ (6, 1) + 4 = 11
↺ Glimpse of Redemption if an enemy withing 15 feet damages an ally within 15 feet: The enemy can either choose to deal no damage after all, or the ally gains Resist all 6 against the triggering damage and the enemy becomes either Enfeebled or Stupefied 2 until the end of its next turn. If they choose that, Rickle will inflict Enfeebled if it was a physical attack or Stupefied if it looks more like a spell.

Envoy's Alliance

Alchemist Toxicologist 5 / HP 63/63, Perc +7, AC 23(24), Fort +11 Ref +10 Will +7 / Active conditions: Darkvision, resist fire/poison half lvl, Pearly white spindle // Bottled sunlight moderate 1/1, Spider venom 3/3, Alchemist's fire lesser 3/3, Numbing tonic lesser 1/1 // Versatile moderate vials 6/6

The hobgoblin steps aside from the grease.Then he casts an electric spell upon both blue and yellow.

Electric arc: 3d4 ⇒ (2, 1, 3) = 6

Reflex DC 19

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

Rickle face plants into the grease, getting howls of laughter. He picks himself up and charges the group. Although he feels unlucky, the feeling passes. However, his swing barely misses Yellow.

Horul steps out of the grease and sends a bzzap at Blue and Yellow

GM Dice:

Y Ref: 1d20 + 10 ⇒ (12) + 10 = 22
B Ref: 1d20 + 8 ⇒ (4) + 8 = 12

Yellow manages to avoid the worst of the zap but Blue takes it in the face.

Red steps forward and sends a pair of arrows at Rickle.

Shortbow vs Rickle AC 22: 1d20 + 8 ⇒ (19) + 8 = 27 for Piercing Damage: 1d6 ⇒ 5
Shortbow vs Rickle AC 22, MAP: 1d20 + 3 ⇒ (11) + 3 = 14 for Piercing Damage: 1d6 ⇒ 4

------------------
COMBAT TRACKER
Round: 2
Tactical Map

Terrain: Trees are difficult terrain

Before Your Turn:
DC 18 Reflex / Acrobatics or fall prone: Mahatma
DC 18 Basic Reflex vs 11 Electricity/Sonic: Flynric
DC 16 Will Save (Roll Twice and take the worse result): Mochi, Horul, Valeshi

Special Conditions:
* Immune to Unluck aura: Rickle
* Unlucky - Roll twice and use the worse result (all checks/attack rolls/etc)
* Grease - see below
------------------
Those with ** may go

Green (-13; 1d4 persistent bleed)
Yellow (-11)
Valeshi - AC 21, 42/42; Mochi AC 22, 44/44
Vamir Zylven - AC 18 (20 w/shield), 24/26 (Unlucky)
Flynric - AC 18, 26/26
Blue (-6)
Pink
White
Rickle - AC 22 (24 w/shield), 46/54
Horul - AC 20 (21 w/shield), 38/38 (Unlucky)
Red
**Mahatma, the Desert Sage - AC 17, 28/28

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

Grease:

* Standing on the surface of the slick - DC 18 Acrobatics/Reflex or fall prone
* Moving into the area - DC 18 Acrobatics / Reflex to Balance
* Step or Crawl into the area - no check/save needed

Unluck Aura, 20'; DC 16 Will Save; Roll twice, take the worse result:

CS/S: Temporarily immune to unluck auras for 24 hours
F/CF: The creature must roll twice and take the worse result on all checks as long as it is within the aura.

Vigilant Seal

Cursed Djinn 1 | HP 18/18| AC 16 | F +9 R +6 W +2 | Perception +2 Darkvision

Reflex vs Prone: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19

Mahatma keeps their footing as their winds give them just enough leverage.

Opening their gate fully Mahatma sends an electral storm at green.

1 action air blast green: 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
electric damage: 1d6 + 1 ⇒ (2) + 1 = 3

Mahatma then unleashes an aerial boomerang, that threads the needle, cutting into Yellow, Blue and Purple.

Slashing: 2d4 + 1 ⇒ (1, 4) + 1 = 6
Basic Ref DC 18

Whenever Mahatma uses a 2+ action Air power he can either step or half stride for free.

Mahatma then uses the wind to carry him out of the grease.

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

GM Dice:
Ref: 1d20 + 8 ⇒ (12) + 8 = 20
Y Ref: 1d20 + 10 ⇒ (19) + 10 = 29
P Ref: 1d20 + 10 ⇒ (20) + 10 = 30

Mahatma manages to not face plant in the grease and sends an aerial boomerang at Yellow, Blue and Pink. Blue manages to avoid the worst of the hit while the other two miraculously avoid the attack entirely. He sends a zap at Green and singes it slightly. The winds carry him out of the danger zone.

Green attempts to bite Mochi.

Bite vs Mochi AC 22: 1d20 + 11 ⇒ (4) + 11 = 15 for Piercing: 1d8 + 1 ⇒ (3) + 1 = 4

Annoyed, the gremlin drops a lightning bolt on Mochi instead!

Thunderstrike vs Mochi; Electricity + Sonic, DC 18 Reflex: 1d12 + 1d4 ⇒ (8) + (2) = 10

Yellow tries to bite Rickle before also dropping a Lightning bolt on him.

Bite vs Rickle, AC 22: 1d20 + 11 ⇒ (20) + 11 = 31 for Piercing: 1d8 + 1 ⇒ (1) + 1 = 2
Thunderstrike vs Rickle; Electricity + Sonic, DC 18 Reflex: 1d12 + 1d4 ⇒ (7) + (1) = 8

Crit for minimum damage... sigh... :)

------------------
COMBAT TRACKER
Round: 3
Tactical Map

Terrain: Trees are difficult terrain

Before Your Turn:
DC 18 Basic Reflex vs 11 Electricity/Sonic: Flynric
DC 18 Basic Reflex vs 8 Electricity/Sonic: Rickle
DC 18 Basic Reflex vs 10 Electricity/Sonic: Mochi (Will Save first)
DC 16 Will Save (Roll Twice and take the worse result): Mochi, Valeshi

Special Conditions:
* Immune to Unluck aura: Rickle
* Unlucky - Roll twice and use the worse result (all checks/attack rolls/etc)
* Grease - see below
------------------
Those with ** may go

Green (-16; 1d4 persistent bleed)
Yellow (-11)
**Valeshi - AC 21, 42/42; Mochi AC 22, 44/44
**Vamir Zylven - AC 18 (20 w/shield), 24/26 (Unlucky)
**Flynric - AC 18, 26/26
Blue (-9)
Pink
White
Rickle - AC 22 (24 w/shield), 42/54
Horul - AC 20 (21 w/shield), 38/38 (Unlucky)
Red
Mahatma, the Desert Sage - AC 17, 28/28

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

Grease:

* Standing on the surface of the slick - DC 18 Acrobatics/Reflex or fall prone
* Moving into the area - DC 18 Acrobatics / Reflex to Balance
* Step or Crawl into the area - no check/save needed

Unluck Aura, 20'; DC 16 Will Save; Roll twice, take the worse result:

CS/S: Temporarily immune to unluck auras for 24 hours
F/CF: The creature must roll twice and take the worse result on all checks as long as it is within the aura.

Envoy's Alliance

Male Goblin Champion 4 | AC 22/24 | HP 54/54 | Shield HP 20/20 | F+9 R+8 W+8 | Perc +5 | Speed 25 ft | Hero Points 1 | Focus [_] | Exploration: Defend | Active Conditions: None

Reflex: 1d20 + 8 ⇒ (20) + 8 = 28

Verdant Wheel

M Druid 1 | Perc +7 | Speed: 25' | HP: 16/16 | AC: 18 | Fort: +5 Ref: +6 Will: +9 |Spells: Foc:1/1; 1: 2/2 | Exploration: Search| Current Conditions: None | Hero Points: 1

Reflex Save: 1d20 + 7 ⇒ (13) + 7 = 20

Flynric tries to avoid the worst of the lightning bolt.

"Ow - that hurt!"

◆ Step out of the grease.
◆◆ Flynric casts Slashing Gust on Yellow and Green.

Slashing Gust on Green: 1d20 + 8 ⇒ (4) + 8 = 122d4 ⇒ (3, 2) = 5
Slashing Gust on Yellow: 1d20 + 8 ⇒ (16) + 8 = 242d4 ⇒ (4, 4) = 8

Radiant Oath

[S06-08] Male Kallijae Half-Elf Human Weapon Inventor 3 | Junker | HP 38/38 w Toughness, AC 19 w Hide Armor (21 with Low-Grade Cold Iron Shield raised), Fortitude** +8, Reflex* +6, Will** +7, Perception* +5 (low-light vision), Stealth* +6 | Speed 25 ft. | Focus Points 0 | Exploration Activity Defend | Active Conditions --- | ◆◇↺

Vamir brings his weapon into Overdrive with a push of a button.
DC 16 Crafting to Overdrive, Unlucky: 1d20 + 8 ⇒ (3) + 8 = 11 Fail
DC 16 Crafting to Overdrive, Unlucky: 1d20 + 8 ⇒ (5) + 8 = 13 Fail

Nothing happens, unfortunately. "Seriously? What's wrong with you?" Vamir asks his weapon, as if it will respond back to him. With no choice, he attacks Yellow instead.
+1 Longsword Attack, Unlucky: 1d20 + 8 ⇒ (11) + 8 = 19 vs Yellow
+1 Longsword Attack, Unlucky: 1d20 + 8 ⇒ (6) + 8 = 14 vs Yellow
Damage: 1d8 + 3 ⇒ (6) + 3 = 9 S damage

He draws his shield after the attack.

◆ Overdrive (Fail)
◆ Strike
◆ Interact to draw shield

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

Rickle calmly steps out of the way of the lightning strike. Flynric avoids the worst of the damage and slashes at Yellow and Green with the wind. He connects with Yellow but Green nimbly avoids it. Vamir attempts to empower his weapon but it fizzles. Frustrated, he swings at Yellow but doesn't connect.

Bleed; Flat check: 1d4 ⇒ 21d20 ⇒ 16
Forgot to roll it earlier

------------------
COMBAT TRACKER
Round: 3
Tactical Map

Terrain: Trees are difficult terrain

Before Your Turn:
DC 18 Basic Reflex vs 10 Electricity/Sonic: Mochi (Will Save first)
DC 16 Will Save (Roll Twice and take the worse result): Mochi, Valeshi

Special Conditions:
* Immune to Unluck aura: Rickle
* Unlucky - Roll twice and use the worse result (all checks/attack rolls/etc)
* Grease - see below
------------------
Those with ** may go

Green (-18)
Yellow (-19)
**Valeshi - AC 21, 42/42; Mochi AC 22, 44/44
Vamir Zylven - AC 18 (20 w/shield), 24/26 (Unlucky)
Flynric - AC 18, 26/26
Blue (-9)
Pink
White
Rickle - AC 22 (24 w/shield), 42/54
Horul - AC 20 (21 w/shield), 38/38 (Unlucky)
Red
Mahatma, the Desert Sage - AC 17, 28/28

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

Grease:

* Standing on the surface of the slick - DC 18 Acrobatics/Reflex or fall prone
* Moving into the area - DC 18 Acrobatics / Reflex to Balance
* Step or Crawl into the area - no check/save needed

Unluck Aura, 20'; DC 16 Will Save; Roll twice, take the worse result:

CS/S: Temporarily immune to unluck auras for 24 hours
F/CF: The creature must roll twice and take the worse result on all checks as long as it is within the aura.

Vigilant Seal

Female Elf Druid 4 | AC 21 | HP 42/42 | F+9 R+8 W+12 | Perc +12 | Speed 40 ft | Hero Points 2 | Focus [1] | Exploration: Search | Active Conditions: None. Mochi: Bear Animal Companion | AC 22 | HP 44/44

Will Save, Valeshi: 1d20 + 12 ⇒ (9) + 12 = 21
Will Save, Valeshi: 1d20 + 12 ⇒ (4) + 12 = 16
Will Save, Mochi: 1d20 + 10 ⇒ (9) + 10 = 19
Will Save, Mochi: 1d20 + 10 ⇒ (5) + 10 = 15

Reflex Save, Mochi: 1d20 + 11 ⇒ (13) + 11 = 24

MOCHI, WATCH OUT! Oh, you'll pay for that!

Mochi bites into Green using his free Strike action as a Mature Companion.

Bite: 1d20 + 10 ⇒ (10) + 10 = 20
damage: 2d8 + 8 ⇒ (7, 8) + 8 = 23

◆Valeshi steps forward.
◆◆Electric Arc Yellow and Green. (If Green if no longer up after Mochi's attack, do Blue instead.)

Basic Reflex Save, DC20
Electric Arc: 3d4 ⇒ (4, 4, 1) = 9

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

Mochi Reflex 2: 1d20 + 11 ⇒ (19) + 11 = 30

Mochi avoids the worst of the lightning damage and tries to bite Green.

Mochi Bite 2: 1d20 + 10 ⇒ (5) + 10 = 15

Unfortunately, Mochi feels unlucky and his jaws miss the gremlin.

GM Dice:

Y, G Ref: 2d20 + 10 ⇒ (2, 4) + 10 = 16

Both gremlins sizzle as they fail to avoid the bzzap.

Blue puts his shortbow away and draws his sword. He then attempts to poke Rickle.

Shortsword vs Rickle AC 22: 1d20 + 8 ⇒ (9) + 8 = 17 for Piercing Damage: 1d6 - 3 ⇒ (3) - 3 = 0
Shortsword vs Rickle AC 22, MAP, Agile: 1d20 + 4 ⇒ (5) + 4 = 9 for Piercing Damage: 1d6 - 3 ⇒ (4) - 3 = 1

White sends three arrows at Mochi.

Shortbow vs Mochi AC 22: 1d20 + 8 ⇒ (13) + 8 = 21 for Piercing Damage: 1d6 ⇒ 3
Shortbow vs Mochi AC 22, MAP: 1d20 + 3 ⇒ (17) + 3 = 20 for Piercing Damage: 1d6 ⇒ 5
Shortbow vs Mochi AC 22, MAP 2+: 1d20 - 2 ⇒ (18) - 2 = 16 for Piercing Damage: 1d6 ⇒ 6

Pink tries to bite Rickle.

Bite vs Rickle AC 22: 1d20 + 11 ⇒ (6) + 11 = 17 for Piercing: 1d8 + 1 ⇒ (2) + 1 = 3
Bite vs Rickle AC 22, MAP: 1d20 + 6 ⇒ (12) + 6 = 18 for Piercing: 1d8 + 1 ⇒ (2) + 1 = 3

Pink backs off to reevaluate his choices...

------------------
COMBAT TRACKER
Round: 3
Tactical Map

Terrain: Trees are difficult terrain

Special Conditions:
* Immune to Unluck aura: Rickle
* Unlucky - Roll twice and use the worse result (all checks/attack rolls/etc)
* Grease - see below
------------------
Those with ** may go

Green (-27)
Yellow (-28)
Valeshi - AC 21, 42/42 (Unlucky); Mochi AC 22, 44/44 (Unlucky)
Vamir Zylven - AC 18 (20 w/shield), 24/26 (Unlucky)
Flynric - AC 18, 26/26
Blue (-9)
Pink
White
**Rickle - AC 22 (24 w/shield), 42/54
**Horul - AC 20 (21 w/shield), 38/38 (Unlucky)
Red
Mahatma, the Desert Sage - AC 17, 28/28

Envoy's Alliance

Alchemist Toxicologist 5 / HP 63/63, Perc +7, AC 23(24), Fort +11 Ref +10 Will +7 / Active conditions: Darkvision, resist fire/poison half lvl, Pearly white spindle // Bottled sunlight moderate 1/1, Spider venom 3/3, Alchemist's fire lesser 3/3, Numbing tonic lesser 1/1 // Versatile moderate vials 6/6

The hobgoblin casts an electric spell upon both blue and yellow.

Electric arc: 3d4 ⇒ (4, 4, 3) = 11

Reflex DC 19

Then he tries to strike the yellow one.

+1 Breaching pike: 1d20 + 9 ⇒ (20) + 9 = 29

+1 Breaching pike, unlucky: 1d20 + 9 ⇒ (3) + 9 = 12

Damage, weapon siphon, poison: 1d6 + 3 + 1d4 ⇒ (3) + 3 + (1) = 7

Graveroot : DC 19 Fortitude; Maximum Duration 4 rounds; Stage 1 1d10 poison damage (1 round); Stage 2 1d12 poison damage and stupefied 1 (1 round); Stage 3 2d6 poison damage and stupefied 2 (1 round)

Envoy's Alliance

Male Goblin Champion 4 | AC 22/24 | HP 54/54 | Shield HP 20/20 | F+9 R+8 W+8 | Perc +5 | Speed 25 ft | Hero Points 1 | Focus [_] | Exploration: Defend | Active Conditions: None

Rickle's in a pretty good position, and already drawing enemy attacks.

So, keeping his shield up, he just attacks with his own sword.

◆ Raise Shield
◆ Strike Yellow Dogslicer (flanking): 1d20 + 11 ⇒ (8) + 11 = 19 for slashing damage: 2d6 + 4 ⇒ (2, 1) + 4 = 7 plus 1 precision
◆ Strike Yellow (or Blue) Dogslicer (flanking): 1d20 + 11 - 4 ⇒ (15) + 11 - 4 = 22 for slashing damage: 2d6 + 4 ⇒ (2, 6) + 4 = 12 plus 1 precision
↺ Whichever is triggered first, Shield Block or Glimpse of Redemption if an enemy withing 15 feet damages an ally within 15 feet: The enemy can either choose to deal no damage after all, or the ally gains Resist all 6 against the triggering damage and the enemy becomes either Enfeebled or Stupefied 2 until the end of its next turn. If they choose that, Rickle will inflict Enfeebled if it was a physical attack or Stupefied if it looks more like a spell.

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

GM Dice:

Y Ref: 1d20 + 10 ⇒ (19) + 10 = 29
B Ref: 1d20 + 8 ⇒ (17) + 8 = 25

Horul bzzaps Blue and Yellow. Yellow easily avoids the zap but Blue isn't so lucky. Horul then attempts to poke them with his boarding pike but doesn't succeed. Rickle makes up for Horul's bad luck by removing the heads of the two gremlins in question...

Red screeches in rage and attempts to shoot Rickle with arrows.

Shortbow vs Rickle AC 24: 1d20 + 8 ⇒ (16) + 8 = 24 for Piercing Damage: 1d6 ⇒ 5
Shortbow vs Rickle AC 24, MAP: 1d20 + 3 ⇒ (17) + 3 = 20 for Piercing Damage: 1d6 ⇒ 2
Shortbow vs Rickle AC 24, MAP 2+: 1d20 - 2 ⇒ (13) - 2 = 11 for Piercing Damage: 1d6 ⇒ 6

The first arrow hits and bounces off Rickle's raised shield.

------------------
COMBAT TRACKER
Round: 3
Tactical Map

Terrain: Trees are difficult terrain

Special Conditions:
* Immune to Unluck aura: Rickle
* Unlucky - Roll twice and use the worse result (all checks/attack rolls/etc)
* Grease - see below
------------------
Those with ** may go

Green (-27)
Valeshi - AC 21, 42/42 (Unlucky); Mochi AC 22, 44/44 (Unlucky)
Vamir Zylven - AC 18 (20 w/shield), 24/26 (Unlucky)
Flynric - AC 18, 26/26
Pink
White
Rickle - AC 22 (24 w/shield), 42/54 (AC 24)
Horul - AC 20 (21 w/shield), 38/38 (Unlucky)
Red
**Mahatma, the Desert Sage - AC 17, 28/28

Vigilant Seal

Cursed Djinn 1 | HP 18/18| AC 16 | F +9 R +6 W +2 | Perception +2 Darkvision

Mahatma calls upon the four winds to move himself and his allies.

Rickle, Horul and Valdimir and himself can each stride up to half their speed. (If you have a fly speed you can fly instead)

Mahatma also gets a a free half stride (or step) after using a 2+ action air power

Mahatma uses the wind to help him circle around, as his boomerang dissipates. Mahatma conjures forth a bow of lightning (Range 50, Propulsive) and fires an arrow at green.

blast vs Green: 1d20 + 7 ⇒ (19) + 7 = 26
electric damage including Propulsive: 1d6 + 1 ⇒ (4) + 1 = 5

As I note I do need to leave my boomerang token on the board for a round, as I have 1 round to spend an action recalling it to me (hitting things in the line)

Envoy's Alliance

Male Goblin Champion 4 | AC 22/24 | HP 54/54 | Shield HP 20/20 | F+9 R+8 W+8 | Perc +5 | Speed 25 ft | Hero Points 1 | Focus [_] | Exploration: Defend | Active Conditions: None

The wind at his back helps Rickle stay close to the violent fey.

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

Mahatma - Understood.

Mahatma creates a bow of lightning and shoots Green. Green looks like he's ready to drop.

Green again tries to bite Mochi.

Bite vs Mochi AC 22: 1d20 + 11 ⇒ (4) + 11 = 15 for Piercing: 1d8 + 1 ⇒ (7) + 1 = 8
Bite vs Mochi AC 22, MAP: 1d20 + 6 ⇒ (1) + 6 = 7 for Piercing: 1d8 + 1 ⇒ (4) + 1 = 5
Bite vs Mochi AC 22, MAP 2+: 1d20 + 1 ⇒ (3) + 1 = 4 for Piercing: 1d8 + 1 ⇒ (6) + 1 = 7

------------------
COMBAT TRACKER
Round: 4
Tactical Map

Terrain: Trees are difficult terrain

Special Conditions:
* Immune to Unluck aura: Rickle
* Unlucky - Roll twice and use the worse result (all checks/attack rolls/etc)
* Grease - see below
------------------
Those with ** may go

Green (-32)
**Valeshi - AC 21, 42/42; Mochi AC 22, 44/44 (Unlucky)
**Vamir Zylven - AC 18 (20 w/shield), 24/26 (Unlucky)
**Flynric - AC 18, 26/26
Pink
White
Rickle - AC 22 (24 w/shield), 42/54 (AC 24)
Horul - AC 20 (21 w/shield), 38/38 (Unlucky)
Red
Mahatma, the Desert Sage - AC 17, 28/28

Verdant Wheel

M Druid 1 | Perc +7 | Speed: 25' | HP: 16/16 | AC: 18 | Fort: +5 Ref: +6 Will: +9 |Spells: Foc:1/1; 1: 2/2 | Exploration: Search| Current Conditions: None | Hero Points: 1

◆ Flynric moves into the woods to get a clearer view of the other creatures.

◆◆ He then motions with both arms and casts Slashing Gust at Pink and Red.

Slashing Gust at Pink: 1d20 + 8 ⇒ (20) + 8 = 282d4 ⇒ (2, 3) = 5
Slashing Gust at Red: 1d20 + 8 ⇒ (20) + 8 = 282d4 ⇒ (2, 3) = 5
Double damage and 1d4 persistent bleed on crit for BOTH.

Flynric feels a surge of power as he directs intense, sharp blasts of air at the two enemies.

I don't think I have ever rolled this well!

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

Flynric moves up. As he closes with the gremlins he suddenly feels strange.

Flynric Will DC 16: 1d20 + 9 ⇒ (6) + 9 = 15
Flynric Will DC 16: 1d20 + 9 ⇒ (6) + 9 = 15

Flynric Slashing Gust 2 vs Pink: 1d20 + 8 ⇒ (14) + 8 = 22
Flynric Slashing Gust 2 vs Red: 1d20 + 8 ⇒ (13) + 8 = 21

Both Pink and Red scream as their skin gets scoured by the wind.

------------------
COMBAT TRACKER
Round: 4
Tactical Map

Terrain: Trees are difficult terrain

Special Conditions:
* Immune to Unluck aura: Rickle
* Unlucky - Roll twice and use the worse result (all checks/attack rolls/etc)
------------------
Those with ** may go

Green (-32)
**Valeshi - AC 21, 42/42; Mochi AC 22, 44/44 (Unlucky)
**Vamir Zylven - AC 18 (20 w/shield), 24/26 (Unlucky)
Flynric - AC 18, 26/26 (Unlucky)
Pink (-5)
White
Rickle - AC 22 (24 w/shield), 42/54 (AC 24)
Horul - AC 20 (21 w/shield), 38/38 (Unlucky)
Red (-5)
Mahatma, the Desert Sage - AC 17, 28/28

Vigilant Seal

Female Elf Druid 4 | AC 21 | HP 42/42 | F+9 R+8 W+12 | Perc +12 | Speed 40 ft | Hero Points 2 | Focus [1] | Exploration: Search | Active Conditions: None. Mochi: Bear Animal Companion | AC 22 | HP 44/44

Valeshi struggles to see the rest of the assailants through the thick trees and their wall. She moves to to get a better vantage point.

◆Stride
Oh, there you are!

◆◆Electric Arc Red and Pink
Electric Arc: 3d4 ⇒ (4, 2, 2) = 8
Reflex Save, DC 20

Mochi, you still good?

Mochi growls in response and bites Green.
Bite: 1d20 + 10 ⇒ (10) + 10 = 20
Bite: 1d20 + 10 ⇒ (16) + 10 = 26
damage: 2d8 + 4 ⇒ (7, 4) + 4 = 15

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

GM Dice:

Red Ref: 1d20 + 8 ⇒ (18) + 8 = 26
Pink Ref: 1d20 + 10 ⇒ (4) + 10 = 14

Valeshi moves up and zaps Red and Pink. Red manages to avoid the worst of the zap but Pink ends up with his hair standing on end. Meanwhile, Moshi chomps Green into bite-sized chunks of gremlin.

------------------
COMBAT TRACKER
Round: 4
Tactical Map

Terrain: Trees are difficult terrain

Special Conditions:
* Immune to Unluck aura: Rickle, Valeshi
* Unlucky - Roll twice and use the worse result (all checks/attack rolls/etc)
------------------
Those with ** may go

Valeshi - AC 21, 42/42; Mochi AC 22, 44/44 (Unlucky)
**Vamir Zylven - AC 18 (20 w/shield), 24/26 (Unlucky)
Flynric - AC 18, 26/26 (Unlucky)
Pink (-13)
White
Rickle - AC 22 (24 w/shield), 42/54 (AC 24)
Horul - AC 20 (21 w/shield), 38/38 (Unlucky)
Red (-9)
Mahatma, the Desert Sage - AC 17, 28/28

Radiant Oath

[S06-08] Male Kallijae Half-Elf Human Weapon Inventor 3 | Junker | HP 38/38 w Toughness, AC 19 w Hide Armor (21 with Low-Grade Cold Iron Shield raised), Fortitude** +8, Reflex* +6, Will** +7, Perception* +5 (low-light vision), Stealth* +6 | Speed 25 ft. | Focus Points 0 | Exploration Activity Defend | Active Conditions --- | ◆◇↺

Vamir brings his weapon into Overdrive once again.
DC 16 Crafting to Overdrive, Unlucky: 1d20 + 8 ⇒ (2) + 8 = 10 Fail
DC 16 Crafting to Overdrive, Unlucky: 1d20 + 8 ⇒ (18) + 8 = 26 Crit Success, but Unlucky

"What is wrong with you?" he yells at his weapon and proceeds to follow White and attack it.
+1 Longsword Attack, Unlucky: 1d20 + 8 ⇒ (2) + 8 = 10 vs White
+1 Longsword Attack, Unlucky: 1d20 + 8 ⇒ (7) + 8 = 15 vs White
Damage: 1d8 + 3 ⇒ (1) + 3 = 4 S damage

He draws his shield after the attack.

◆ Overdrive (Fail)
◆ Stride
◆ Strike

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

Vamir attempts to enhance his weapon again but fails to do so. He charges white and attempts to slice it in twain but also fails. Disgruntled, he draws his shield.

Pink steps up to Rickle and tries to bite him.

Bite vs Rickle AC 20: 1d20 + 11 ⇒ (4) + 11 = 15 for Piercing: 1d8 + 1 ⇒ (1) + 1 = 2
Bite vs Rickle AC 20, MAP: 1d20 + 6 ⇒ (8) + 6 = 14 for Piercing: 1d8 + 1 ⇒ (3) + 1 = 4

White moves away and draws a bead on Rickle.

Shortbow vs Rickle AC 20: 1d20 + 8 ⇒ (11) + 8 = 19 for Piercing Damage: 1d6 ⇒ 6
Shortbow vs Rickle AC 20, MAP: 1d20 + 3 ⇒ (4) + 3 = 7 for Piercing Damage: 1d6 ⇒ 2

------------------
COMBAT TRACKER
Round: 4
Tactical Map

Terrain: Trees are difficult terrain

Special Conditions:
* Immune to Unluck aura: Rickle, Valeshi
* Unlucky - Roll twice and use the worse result (all checks/attack rolls/etc)
------------------
Those with ** may go

Valeshi - AC 21, 42/42; Mochi AC 22, 44/44 (Unlucky)
Vamir Zylven - AC 18 (20 w/shield), 24/26 (Unlucky)
Flynric - AC 18, 26/26 (Unlucky)
Pink (-13)
White
**Rickle - AC 22 (24 w/shield), 42/54 (AC 24)
**Horul - AC 20 (21 w/shield), 38/38 (Unlucky)
Red (-9)
Mahatma, the Desert Sage - AC 17, 28/28

Envoy's Alliance

Male Goblin Champion 4 | AC 22/24 | HP 54/54 | Shield HP 20/20 | F+9 R+8 W+8 | Perc +5 | Speed 25 ft | Hero Points 1 | Focus [_] | Exploration: Defend | Active Conditions: None

"...are you sure you guys wanna keep doing this? Sarenrae grants me magic to help convince bad guys that doing bad stuff is bad, but it doesn't even work if you can't hurt anybody! You're just not very good at this. Just stop."

But, well, as long as they are doing this...

◆ Raise Shield
◆ Strike Pink dogslicer: 1d20 + 11 ⇒ (1) + 11 = 12 for slashing damage: 2d6 + 4 ⇒ (4, 3) + 4 = 11
◆ Strike Pink (or Red) dogslicer: 1d20 + 11 - 4 ⇒ (20) + 11 - 4 = 27 for slashing damage: 2d6 + 4 ⇒ (1, 3) + 4 = 8
↺ Whichever is triggered first, Shield Block or Glimpse of Redemption if an enemy withing 15 feet damages an ally within 15 feet: The enemy can either choose to deal no damage after all, or the ally gains Resist all 6 against the triggering damage and the enemy becomes either Enfeebled or Stupefied 2 until the end of its next turn. If they choose that, Rickle will inflict Enfeebled if it was a physical attack or Stupefied if it looks more like a spell.

Envoy's Alliance

Alchemist Toxicologist 5 / HP 63/63, Perc +7, AC 23(24), Fort +11 Ref +10 Will +7 / Active conditions: Darkvision, resist fire/poison half lvl, Pearly white spindle // Bottled sunlight moderate 1/1, Spider venom 3/3, Alchemist's fire lesser 3/3, Numbing tonic lesser 1/1 // Versatile moderate vials 6/6

The hobgoblin moves forward and casts an electric spell upon both red and white.

Electric arc: 3d4 ⇒ (1, 2, 4) = 7

Reflex DC 19

Come on, soldiers. The enemy cannot stand their position.

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

GM Dice:

R/W Ref: 2d20 + 8 ⇒ (5, 19) + 8 = 32

Rickle's second strike leaves Pink barely hanging on. Horul zaps Red and White. White escapes the worst of the damage but Red takes the full blast.

------------------
COMBAT TRACKER
Round: 4-5
Tactical Map

Terrain: Trees are difficult terrain

Special Conditions:
* Immune to Unluck aura: Rickle, Valeshi
* Unlucky - Roll twice and use the worse result (all checks/attack rolls/etc)
------------------
Those with ** may go

-5-
**Valeshi - AC 21, 42/42; Mochi AC 22, 44/44 (Unlucky)
**Vamir Zylven - AC 18 (20 w/shield), 24/26 (Unlucky)
**Flynric - AC 18, 26/26 (Unlucky)
Pink (-29)
White (-3)
Rickle - AC 22 (24 w/shield), 42/54 (AC 24)
Horul - AC 20 (21 w/shield), 38/38 (Unlucky)
Red (-16)

-4-
**Mahatma, the Desert Sage - AC 17, 28/28

Verdant Wheel

M Druid 1 | Perc +7 | Speed: 25' | HP: 16/16 | AC: 18 | Fort: +5 Ref: +6 Will: +9 |Spells: Foc:1/1; 1: 2/2 | Exploration: Search| Current Conditions: None | Hero Points: 1

◆◆ Flynric raises a hand to the sky, gathering lightning that arcs to Red and Pink.

Electric Arc - Basic Reflex Save DC 18 for Red and Pink.
2d4 ⇒ (2, 4) = 6

◆ He then casts Guidance on Rickle.

"Keep it up, Rickle!"

Vigilant Seal

Female Elf Druid 4 | AC 21 | HP 42/42 | F+9 R+8 W+12 | Perc +12 | Speed 40 ft | Hero Points 2 | Focus [1] | Exploration: Search | Active Conditions: None. Mochi: Bear Animal Companion | AC 22 | HP 44/44

We're doing great, everyone!

◆◆Electric Arc Red and White, DC 20 Basic Reflex Save
Electric Arc: 3d4 ⇒ (2, 3, 3) = 8

Go git 'em, Mochi!
◆Command Mochi

◆Mochi moves up
◆Bite on White

Bite: 1d20 + 10 ⇒ (13) + 10 = 23
Bite: 1d20 + 10 ⇒ (17) + 10 = 27
Damage: 2d8 + 4 ⇒ (3, 7) + 4 = 14

Vigilant Seal

Cursed Djinn 1 | HP 18/18| AC 16 | F +9 R +6 W +2 | Perception +2 Darkvision

Mahatma continues to circle around the outside of the combat, shooting out another boomerang once he's in position.

slashing: 2d4 + 1 ⇒ (1, 3) + 1 = 5
Basic reflex DC 18 for pink and red.

Radiant Oath

[S06-08] Male Kallijae Half-Elf Human Weapon Inventor 3 | Junker | HP 38/38 w Toughness, AC 19 w Hide Armor (21 with Low-Grade Cold Iron Shield raised), Fortitude** +8, Reflex* +6, Will** +7, Perception* +5 (low-light vision), Stealth* +6 | Speed 25 ft. | Focus Points 0 | Exploration Activity Defend | Active Conditions --- | ◆◇↺

"I feel useless." Vamir tells the others and closes the gap between him and Red and White.

He then hacks them with his weapon.
+1 Longsword Attack, Unlucky: 1d20 + 8 ⇒ (13) + 8 = 21 vs White, Off-Guard by Flanking
+1 Longsword Attack, Unlucky: 1d20 + 8 ⇒ (3) + 8 = 11 vs White, Off-Guard by Flanking
Damage: 1d8 + 3 ⇒ (4) + 3 = 7 S damage

+1 Longsword Attack, Unlucky. MAP: 1d20 + 8 - 5 ⇒ (17) + 8 - 5 = 20 vs Red, Off-Guard by Flanking
+1 Longsword Attack, Unlucky, MAP: 1d20 + 8 - 5 ⇒ (16) + 8 - 5 = 19 vs Red, Off-Guard by Flanking
Damage: 1d8 + 3 ⇒ (2) + 3 = 5 S damage

He draws his shield after the attack.

◆ Stride
◆ Strike
◆ Strike

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

GM Dice:

Red Ref vs Flynric: 1d20 + 8 ⇒ (4) + 8 = 12
Red Ref vs Mahatma: 1d20 + 8 ⇒ (11) + 8 = 19

Red doesn't get out of the way in time and gets fried. Pink and White see the Party storm their "fort" and immediately let out pitiful cries in surrender.

"Stop! Stop! We give up! We were just defending our treasures!!"

Searching the "fort" you notice that the "treasure" consists of some small trinkets, a pile of acorns and a hideous looking gremlin statue.

COMBAT OVER!

You may interrogate the gremlins if you wish or you can move on to the next location

Radiant Oath

[S06-08] Male Kallijae Half-Elf Human Weapon Inventor 3 | Junker | HP 38/38 w Toughness, AC 19 w Hide Armor (21 with Low-Grade Cold Iron Shield raised), Fortitude** +8, Reflex* +6, Will** +7, Perception* +5 (low-light vision), Stealth* +6 | Speed 25 ft. | Focus Points 0 | Exploration Activity Defend | Active Conditions --- | ◆◇↺

"Where did you find these? Or rather steal these treasures?" Vamir interrogates them.

"Aren't you aware that there is something unusual going on here in the Maze? Maybe it is you!" Vamir brandishes his weapon in front of them.

Envoy's Alliance

Alchemist Toxicologist 5 / HP 63/63, Perc +7, AC 23(24), Fort +11 Ref +10 Will +7 / Active conditions: Darkvision, resist fire/poison half lvl, Pearly white spindle // Bottled sunlight moderate 1/1, Spider venom 3/3, Alchemist's fire lesser 3/3, Numbing tonic lesser 1/1 // Versatile moderate vials 6/6

Well done soldiers. We have made some prisoners.

And to these ones:

If you candidate for our mercy after you attacked us you must know how to help us.

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |

Pink speaks up. "We saw some tasty acorns. Not know who put them here, but we were just pertecting them."

As you interrogate the gremlins, you notice that the grass around you is starting to regrow. The pit trap is slowly covered up and shortly thereafter, the location is back to its normal pristine condition.

On to the next location...

A path leads up to a chamber, which is a chaotic disarray of elements in their rawest forms—raging flames, a water vortex, jagged rocks and metal spikes, arcs of electricity, and writhing masses of vines. Six corridors lead to larger chambers, each dominated by a different element.

As you arrive, a pair of elementals resembling bats greet you. They have large, staring eyes and small, curved fangs.

"Who are you?" one of them asks.

Envoy's Alliance

Alchemist Toxicologist 5 / HP 63/63, Perc +7, AC 23(24), Fort +11 Ref +10 Will +7 / Active conditions: Darkvision, resist fire/poison half lvl, Pearly white spindle // Bottled sunlight moderate 1/1, Spider venom 3/3, Alchemist's fire lesser 3/3, Numbing tonic lesser 1/1 // Versatile moderate vials 6/6

My name’s Horul and here are my soldiers.

Envoy's Alliance

Male Goblin Champion 4 | AC 22/24 | HP 54/54 | Shield HP 20/20 | F+9 R+8 W+8 | Perc +5 | Speed 25 ft | Hero Points 1 | Focus [_] | Exploration: Defend | Active Conditions: None

"Rickle of Sarenrae!" Rickle bows, "But we are the Pathfinders. The Maze is... going wrong. Do you know what happened?"

Radiant Oath

[S06-08] Male Kallijae Half-Elf Human Weapon Inventor 3 | Junker | HP 38/38 w Toughness, AC 19 w Hide Armor (21 with Low-Grade Cold Iron Shield raised), Fortitude** +8, Reflex* +6, Will** +7, Perception* +5 (low-light vision), Stealth* +6 | Speed 25 ft. | Focus Points 0 | Exploration Activity Defend | Active Conditions --- | ◆◇↺

'Vamir will spend 10 minutes to adjust his weapon to return its functionality, if there is enough time to do so.

"Vamir." he introduces himself to them after he fixes his weapon.

"And what is happening in this area? Is this normal here?"

Verdant Wheel

M Druid 1 | Perc +7 | Speed: 25' | HP: 16/16 | AC: 18 | Fort: +5 Ref: +6 Will: +9 |Spells: Foc:1/1; 1: 2/2 | Exploration: Search| Current Conditions: None | Hero Points: 1

Flynric marvels at the elemental chaos. "This is nature, but unbound - fascinating!"

He turns to the elementals, "I'm Flynric Bandlefoot, a caretaker of the forest and nature.

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