[ACO] PF2e 05-08 - Protecting the Firelight (P1) (Inactive)

Game Master UncleFroggy

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


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Radiant Oath

[R] Female Ancient Mualijae Elf Precision Ranger 6 / Rogue | Field Medic | Animal Companion Sophia | HP 72 (recovers 1 HP/min, Void Res 1), AC 24 w +1 Shadow Leaf Weave (25 w Low-Grade Cold Iron Buckler raised), F+11, R+14, W+14, P+14 LLV | Sp 30 ft. | Exploration: Avoid Notice (St+13) | Active Conditions Trackless Journey (Cover Tracks at Natural Terrains) | Tracker | ◆◇↺

"What would you want us to do? Or what would you like to see from us as outsiders that will allow us to be part of your tradition?" Avery finally speaks up.

Sophia softly hoots when she sees a somewhat bigger version of herself.

Horizon Hunters

(female) Gnome (Fey-Touched) Bard 7 | HP 85/85 | AC 24 | F +14 R +15 W +13 | Perc +13 | Stealth +12 | 25 ft | Hero 1/3 | focus 2/2 | spells 1: 3/3 2: 3/3 3: 3/3 4: 2/2 | ◇◆↺ | Active Conditions: none

Ah! There it is! Salaish had been putting on a cheery face, waiting for the other shoe to drop: the reason for this meeting. Now she knows which tack to take, and Avery has the right of it. It's time to prove ourselves.

Nodding, she adds: "Is there a way for us to prove our dedication and capability to you?"

Horizon Hunters

Male Goblin Psychic 8 | HP 90/90 | AC 25/26 | F+16 R+17 W+14 | Perc +11; Darkvision | Speed 25ft | Focus [ ] [ ] [ ] | Hero Points 1 | Spells 1st 2/2 2nd 2/2 3rd 2/2 4th 2/2 | Exploration: Avoid Notice | Activ6e Conditions: None

"Oh! We can do it, we're Pathfinders!" say Zibini with a vigorous nod, "But we'd be glad to have you looking out for the city too. Even if it's 'cuz you don't think we can do it, it doesn't hurt to be extra-sure!"

Radiant Oath

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

You can try to alleviate Anohatsa's fears:
DC 21 PFS Lore/Diplomacy
DC 23 Deception/Intimidation/Society
Successes Needed: 3+

Horizon Hunters

Male Goblin Psychic 8 | HP 90/90 | AC 25/26 | F+16 R+17 W+14 | Perc +11; Darkvision | Speed 25ft | Focus [ ] [ ] [ ] | Hero Points 1 | Spells 1st 2/2 2nd 2/2 3rd 2/2 4th 2/2 | Exploration: Avoid Notice | Activ6e Conditions: None

Diplomacy: 1d20 + 14 ⇒ (20) + 14 = 34

"I've faced loads of evil spirits before. I'm not scared! Are you worried about us being too aggressive and upsetting friendly spirits? We're being friendly to you!"

Horizon Hunters

Male Tengu Rogue (Eldritch trickster) 7 / HP 83/83, Perc +15, AC 25(27), Fort +11 Ref +17 Will +13 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min, Diehard

Society: 1d20 + 12 ⇒ (19) + 12 = 31

And we stick together you know. Society.

Radiant Oath

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

Although you've made the requisite number of successes, getting more than 4 successes will give you better benefits later, so I'll wait for everyone else to make a check.

Vigilant Seal

NG M Dwarf Champion-7; HP 115/115; Focus 1/1; HeroP 0/3; Potion moderate healing 2/2; AC 30(with shield); Fort +15; Ref +9; Will +14; slash resist/3; poison resist/3; cold resistance/2; mental resistance/2;Perc +12; +1 to saves vs disease,; +7 healing from first aid; battle medicine 1/hour Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

"Our society has a long tradition in helping others." notes Khaul.

"Along with an interest in the past. Perhaps yer have some stories yer would be willin ta share with us of the times past?"

PFS lore: 1d20 + 8 ⇒ (13) + 8 = 21

Radiant Oath

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

One success to go...


Ivan, expert skilled assistant of Avery Wings | Diplomacy +10, Forest Lore +10, Mercantile Lore +10 | Skill Feat Group Impression

Ivan enters the scene again on Avery's behalf.

"It may not be a long time, but I have served Lady Avery long enough to say that she is capable of what the Society needs for their mission here. I can vouch for her expertise if you will allow her and her allies here to participate in your tradition." the assistant tells Anohatsa and gives the birdperson a warm smile.
Diplomacy: 1d20 + 10 ⇒ (14) + 10 = 24

Radiant Oath

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

Anohatsa cracks a bit of a smile, though the sight of a spirit in the shape of a bird smiling looks utterly terrifying.

He beckons you closer, speaking in a voice just above a whisper: "The spirits will not speak of what happened here. But listen carefully to what you see and hear at the fire, and you may learn more than you expect. The spirits offer the same thing each year at the fire. But because you are not Niishani, you might hear an offer that no one has heard since the first explorers came to the area. I wish you good fortune at the fire tonight." he says, before departing.

Upon your return to town, Mayor Deyahi calls the town together for a massive communal feast. Children’s laughter as they run around cuts through the happy chatter of adults. Huge pots of food are available: patties of dried meat and berries; meat stew; a succotash of corn, beans, and squash; and finally, a berry pudding for dessert. Following the dinner, Mayor Deyahi shows you to a large tent set up in town.

"I suggest you rest for an hour. You'll need the rest for what's to come."

We can hand wave the medicine checks here. (see? trust your GM! :) )

You can redo any daily prep but not renew any expended spell slots or daily abilities. You may change any unused prepared spells.


◆◇↺
Anohatsa wrote:
"...you might hear an offer that no one has heard since the first explorers came to the area."

"Hm. I wonder if that's a good thing or a bad thing. Guess we'll find out!"

Salaish spends the feast absorbing all aspects of the culture of the Niishan as possible, especially their music. If she's going to share this music with the world, she needs to do it properly and with respect for its people.

As soon as the team is lead to the tent, she flops down on the nearest blanket. "Whew! These folks know how to party! I'm pooped!" She doesn't act exhausted, though; her eyes are shining.

Vigilant Seal

NG M Dwarf Champion-7; HP 115/115; Focus 1/1; HeroP 0/3; Potion moderate healing 2/2; AC 30(with shield); Fort +15; Ref +9; Will +14; slash resist/3; poison resist/3; cold resistance/2; mental resistance/2;Perc +12; +1 to saves vs disease,; +7 healing from first aid; battle medicine 1/hour Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

After seeing to the rest of the group, Khaul takes hammer to Myrssa. You suspect it is with a certain amount of glee that he starts to hammer her back into shape.

Vigilant Seal

LG; HP 111/120; Hardness 13; Will +15; Perc +12 (sight & hearing to 30'); (speaks common and celestial);

"Oww!! You clumsy oaf. Not there!"
"What do you take me for?"
"No... a bit to the left."
"Yeah... that's the spot. Harder... no. further left. Ahhhhhh"

Horizon Hunters

Male Tengu Rogue (Eldritch trickster) 7 / HP 83/83, Perc +15, AC 25(27), Fort +11 Ref +17 Will +13 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min, Diehard

The archaeologist takes the rest offered and waits for what will come then.

Horizon Hunters

Male Goblin Psychic 8 | HP 90/90 | AC 25/26 | F+16 R+17 W+14 | Perc +11; Darkvision | Speed 25ft | Focus [ ] [ ] [ ] | Hero Points 1 | Spells 1st 2/2 2nd 2/2 3rd 2/2 4th 2/2 | Exploration: Avoid Notice | Activ6e Conditions: None

Zibini has already recovered by then. Pearly white spindle.

At the feast they had meat with berries, meat stew, some other goop that smelled weird, and pudding. It was a good feast.

"Offers like help, or offers like bribes?" Zibini nods along with Salaish's observation. He would like to be offered a bribe. It's nice just to be acknowledged, y'know? Plus then he can be all cool and defiant and noble and stuff!

Radiant Oath

M Ysoki Madness Oracle 8 | HP 93/94 (DR 6/-) | AC 26 | F +13 R +16 W +17 (S>CS) (+1 vs Poison, S>CS)| Perception +12 (Low-Light) | Vital Beacon 4d8

Tarkii chitters and gnaws on their staff.

Radiant Oath

[R] Female Ancient Mualijae Elf Precision Ranger 6 / Rogue | Field Medic | Animal Companion Sophia | HP 72 (recovers 1 HP/min, Void Res 1), AC 24 w +1 Shadow Leaf Weave (25 w Low-Grade Cold Iron Buckler raised), F+11, R+14, W+14, P+14 LLV | Sp 30 ft. | Exploration: Avoid Notice (St+13) | Active Conditions Trackless Journey (Cover Tracks at Natural Terrains) | Tracker | ◆◇↺

Avery takes her seat and waits for what they will do next while she and her owl eat what the festivities have offered for everyone.

Radiant Oath

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

Randomness: 1d4 ⇒ 3

Radiant Oath

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

Mayor Deyahi leads you and a procession of townsfolk on a 20-minute walk down an escarpment to the fire site. "Niishan was initially located here, where the founders camped when they first arrived in the area, though later moved to a better location a mile away when it outgrew the area. Remember our original four explorers as they fought off the unfriendly spirits during the first Fire Watch many years ago."

After a short walk along a well-maintained path, Mayor Deyahi brings the procession to a halt in a clearing. Six small earth lodges stand here, the original site of Niishan when it was just a few families and not a prosperous small town. These homes remain in good condition despite the passage of many years.

In the center of the clearing, a towering pile of dead, dry brush stands in a stone circle. As the sun sinks below the horizon, it paints the sky a fiery red. A moment later, a real fire flares on the torch Deyahi is carrying. She calls out in a strong voice that carries through the suddenly quiet crowd: "This marks the start of our Festival of Fire. We recognize the turning of the seasons, and we give thanks to the spirits for Niishan’s prosperity. We honor our four founders by following the traditions they set forth. We honor those who have given the most to Niishan in the last year. This year, that is the Pathfinder Society, who have restored the star gun Hatahasi to us. This year, we honor their traditions too, agreeing the Fire Watch could be more than four agents if the Society sent more to us. Just as they helped us prepare and we got to know each other better, we bring both Niishan and the Pathfinder Society together in the spirit of cooperation!"

With those words, she plunges her torch into the pile of brush, and it roars into flame, casting light across the clearing. Mekobin approaches and throws the summer mint you gathered into the fire. Following the fire lighting, the townsfolk leave, and your Fire Watch begins.

Radiant Oath

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

Two hours after your Fire Watch begins...

Stars sparkle across Desna’s dark canvas above, their magnificence barely dimmed by the light of the ceremonial fire. The sounds of nature fill the air alongside the crackling and occasional pop of the fire—the buzz of insects, the occasional cry of a hunting owl—until they all suddenly fall silent. A few moments later, a voice calls from the darkness. "Abandon this watch. You’re not from here, and so we offer you the same deal as we did the last time strangers came to this place and lit a fire. Let us have our way, and in return, we will let you live! And just like every year, you bring the wrong number of watchers to the fire. You know nothing of your history!"

DC 23 Perception to Sense Motive:

You can tell the creature is being sincere about the spirits having made this deal before, though it does not intend to honor the agreement

DC 23 Perception:
The voices appear to be coming from the Southeast...

Radiant Oath

[R] Female Ancient Mualijae Elf Precision Ranger 6 / Rogue | Field Medic | Animal Companion Sophia | HP 72 (recovers 1 HP/min, Void Res 1), AC 24 w +1 Shadow Leaf Weave (25 w Low-Grade Cold Iron Buckler raised), F+11, R+14, W+14, P+14 LLV | Sp 30 ft. | Exploration: Avoid Notice (St+13) | Active Conditions Trackless Journey (Cover Tracks at Natural Terrains) | Tracker | ◆◇↺

DC 23 Perception to Sense Motive: 1d20 + 14 ⇒ (17) + 14 = 31

Avery listens intently. "The voice is telling the truth about making a deal, but I don’t think they will honor it," she tells her allies.

DC 23 Perception: 1d20 + 14 ⇒ (9) + 14 = 23

She looks around, trying to locate the source of the voice, then points southeast. "It’s coming from somewhere over there."

"Show yourself and perhaps join us. Why does the number of Watchers of Fire matter? Tradition should endure, but nothing prevents it from evolving. Come, and be the seventh Watcher." she calls out to the voice.

Radiant Oath

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

"We do not like the fire. Either put it out or come out into the darkness"

Vigilant Seal

NG M Dwarf Champion-7; HP 115/115; Focus 1/1; HeroP 0/3; Potion moderate healing 2/2; AC 30(with shield); Fort +15; Ref +9; Will +14; slash resist/3; poison resist/3; cold resistance/2; mental resistance/2;Perc +12; +1 to saves vs disease,; +7 healing from first aid; battle medicine 1/hour Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

"I think not!" says Khaul.

"And why be the number of Watchers so important to yer? The first time there be five. Afore one be takin yer deal. This time we be havin six.."

Vigilant Seal

LG; HP 111/120; Hardness 13; Will +15; Perc +12 (sight & hearing to 30'); (speaks common and celestial);

"Seven!" corrects Myrsa.

"And why would you want to be hiding from the light of truth, eh?"

Radiant Oath

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

"You know not your history! We warn you one last time! Stand aside or we will MAKE you! You are outsiders and are not involved. Remain that way, not involved!"

Horizon Hunters

Male Tengu Rogue (Eldritch trickster) 7 / HP 83/83, Perc +15, AC 25(27), Fort +11 Ref +17 Will +13 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min, Diehard

The Tengu remains quiet to hide himself. He looks around calmly to see where the danger could coming from, thinking in himself: If you don't want us get involved, that's simple: don't involve us.

Radiant Oath

[R] Female Ancient Mualijae Elf Precision Ranger 6 / Rogue | Field Medic | Animal Companion Sophia | HP 72 (recovers 1 HP/min, Void Res 1), AC 24 w +1 Shadow Leaf Weave (25 w Low-Grade Cold Iron Buckler raised), F+11, R+14, W+14, P+14 LLV | Sp 30 ft. | Exploration: Avoid Notice (St+13) | Active Conditions Trackless Journey (Cover Tracks at Natural Terrains) | Tracker | ◆◇↺

"I don't understand why it bothers you so much," Avery tells the voice as she calmly draws her weapon and loads it.

"Tell me, what will happen if the watchers of fire are not four in number?" she asks. "And what do you mean by 'our way'?" Avery is giving the others time to prepare for what might happen. "I remember someone told us that the spirits offer the same thing each year at the fire. But because we are not Niishani, they say we might hear an offer that no one has heard since the first explorers came to this area. Now I wonder, if you are one of the spirits, which one are you: the spirit that offers the same thing each year or the spirit whose offer no one has heard since the first explorers arrived?"

"The people of Niishan have accepted us as part of their tradition. And I suppose the spirits have agreed with the people; that's why we are here."

Radiant Oath

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

"The people of Niishan don't know their own history! The spirits do not agree!"

Init:

Khaul Irontoes's Initiative using Defend: 1d20 + 11 ⇒ (13) + 11 = 24
Salaish Talenduth's Initiative using Detect Magic: 1d20 + 20 ⇒ (1) + 20 = 21
Chupko's Initiative using Avoid Notice: 1d20 + 30 ⇒ (16) + 30 = 46
Avery Wings's Initiative using Avoid Notice: 1d20 + 15 ⇒ (9) + 15 = 24
Zibini's Initiative using Avoid Notice: 1d20 + 13 ⇒ (6) + 13 = 19
Tarkii's Initiative using Avoid Notice: 1d20 + 32 ⇒ (14) + 32 = 46
Red Init: 1d20 + 12 ⇒ (10) + 12 = 22
Blue Init: 1d20 + 16 ⇒ (6) + 16 = 22
Pink Init: 1d20 + 9 ⇒ (3) + 9 = 12
Yellow Init: 1d20 + 9 ⇒ (11) + 9 = 20

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

Terrain Conditions:
Green Areas - Difficult terrain; Tall grasses that are 5' high and provide concealment
Brown Areas - Normal Terrain
Fire - Hazardous terrain (4 squares)
* Enter the square or begin turn in fire pit: 1d6 Fire Damage
* End turn in the fire pit: DC 25 Reflex or suffer 1d6 Persistent Fire

Lighting:
Bright Light - 10' radius from the fire (Yellow Circle)
Dim Light - up to the edge of the clearing
Darkness - anything past that (unless you have DV or some other aid)

Active Conditions:
Before your Turn:
------------------
Those with ** may go

**Chupko - AC 24 (26 w/shield), 72/72
**Tarkii - AC 26, 94/94 (DR 6 vs Physical Dmg)
**Avery Wings - AC 24 (25 w/shield), 72/72
**Khaul - AC 25 (27 w/shield; H 13, 120/120), 100/100 (AC 27)
Red (Concealed)
Blue (Concealed)
Salaish - AC 24, 74/74
Yellow
Zibini - AC 23 (24 w/shield), 64/64
Pink

Radiant Oath

[R] Female Ancient Mualijae Elf Precision Ranger 6 / Rogue | Field Medic | Animal Companion Sophia | HP 72 (recovers 1 HP/min, Void Res 1), AC 24 w +1 Shadow Leaf Weave (25 w Low-Grade Cold Iron Buckler raised), F+11, R+14, W+14, P+14 LLV | Sp 30 ft. | Exploration: Avoid Notice (St+13) | Active Conditions Trackless Journey (Cover Tracks at Natural Terrains) | Tracker | ◆◇↺

"If that's what you say so." Avery retorts and conjures four orbs of light close to the spot where the voice is coming from to reveal their identity. She then tries to recall what is Yellow's weakness.

◆◆ Dancing Lights (for now the four orbs of light is in one square)
◆ Recall Knowledge about Yellow's weakness

Vigilant Seal

NG M Dwarf Champion-7; HP 115/115; Focus 1/1; HeroP 0/3; Potion moderate healing 2/2; AC 30(with shield); Fort +15; Ref +9; Will +14; slash resist/3; poison resist/3; cold resistance/2; mental resistance/2;Perc +12; +1 to saves vs disease,; +7 healing from first aid; battle medicine 1/hour Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

Khaul hoists Myrsa into a comfortable position on his arm before positioning himself between the spirits and the rest of the team.

"We mean yer no harm. And if yer would have the people know their history, why are yer not be tellin it to us, rather than being trying to scare us away?"

As he speaks the dwarf bangs his hammer on Myrsa, a glowing lance of light darts out at the closest figure.

Has darkvision

attack, divine lance: 1d20 + 11 ⇒ (20) + 11 = 31
spirit damage: 4d4 ⇒ (1, 1, 3, 3) = 8 Crit, so doubled.

* raise shield
** cast divine lance

Horizon Hunters

Male Tengu Rogue (Eldritch trickster) 7 / HP 83/83, Perc +15, AC 25(27), Fort +11 Ref +17 Will +13 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min, Diehard

I assume we have weapons in hands. Delayed until after Avery (light)

The archaeologist moves around the fire and casts a spell throwing needles towards the yellow enemy.

Needle darts, vs off guard (surprise attack): 1d20 + 12 ⇒ (14) + 12 = 26

Damage, sneak: 5d4 + 2d6 ⇒ (2, 1, 1, 1, 4) + (5, 5) = 19

Radiant Oath

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

GM Dice:

Religion (T): 1d20 + 12 ⇒ (20) + 12 = 32 w Dubious Knowledge

Avery:
Yellow is a Hollow Husk, a type of zombie. They have the usual zombie characteristics (Slowed 1, Negative Healing, Immunities death effects, disease, mental, paralyzed, poison, unconscious; Vulnerable to Slashing and Vitality (positive) damage.

Avery discovers a crucial bit of info on Yellow before lighting up the sky with bright light.

Khaul positions himself in the front lines and shoots a lance of light at Yellow, hitting it right in the face.

Chupko moves to a better position and launches needles at Yellow. The needles slam into Yellow's chest.

It would be a safe bet you have steel drawn

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

Terrain Conditions:
Green Areas - Difficult terrain; Tall grasses that are 5' high and provide concealment
Brown Areas - Normal Terrain
Fire - Hazardous terrain (4 squares)
* Enter the square or begin turn in fire pit: 1d6 Fire Damage
* End turn in the fire pit: DC 25 Reflex or suffer 1d6 Persistent Fire

Lighting:
Bright Light - 10' radius from the fire (Yellow Circle)
Dim Light - up to the edge of the clearing
Darkness - anything past that (unless you have DV or some other aid)

Active Conditions:
Before your Turn:
------------------
Those with ** may go

Chupko - AC 24 (26 w/shield), 72/72
**Tarkii - AC 26, 94/94 (DR 6 vs Physical Dmg)
Avery Wings - AC 24 (25 w/shield), 72/72
Khaul - AC 25 (27 w/shield; H 13, 120/120), 100/100 (AC 27)
Red (Concealed)
Blue (Concealed)
Salaish - AC 24, 74/74
Yellow (-35)
Zibini - AC 23 (24 w/shield), 64/64
Pink

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

Earth Lodges:

* Six earth lodges from the original village remain in good condition.
* You can enter through doorways facing inward towards the fire
* Walls are made of dry clay over an inner shell of grass
* They are 10' tall
* Climb DC 20

Radiant Oath

[R] Female Ancient Mualijae Elf Precision Ranger 6 / Rogue | Field Medic | Animal Companion Sophia | HP 72 (recovers 1 HP/min, Void Res 1), AC 24 w +1 Shadow Leaf Weave (25 w Low-Grade Cold Iron Buckler raised), F+11, R+14, W+14, P+14 LLV | Sp 30 ft. | Exploration: Avoid Notice (St+13) | Active Conditions Trackless Journey (Cover Tracks at Natural Terrains) | Tracker | ◆◇↺

"The yellow one is a hollow husk, a type of zombie, the usual zombies. Use weapons that slice. And spells that have vitality damage." Avery confides to them.

Horizon Hunters

Male Tengu Rogue (Eldritch trickster) 7 / HP 83/83, Perc +15, AC 25(27), Fort +11 Ref +17 Will +13 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min, Diehard

Or spells which slice too... completes the archaeologist who would smiles if his beak would be able to.

Radiant Oath

M Ysoki Madness Oracle 8 | HP 93/94 (DR 6/-) | AC 26 | F +13 R +16 W +17 (S>CS) (+1 vs Poison, S>CS)| Perception +12 (Low-Light) | Vital Beacon 4d8

"Yes... yesss! I will use their own power against them." Tarkii chitters as he pulls a Skeletal Giant from beyond the pale.
Animate Dead(4)

As the Skeletal Giant materialized it takes a Broad Swipe with its mighty glaive at the zombies.

glaive vs Yellow: 1d20 + 12 ⇒ (3) + 12 = 15
slashing: 1d8 + 7 ⇒ (4) + 7 = 11

Broad Swipe vs Pink: 1d20 + 12 ⇒ (9) + 12 = 21
forceful slashing: 1d8 + 7 + 1 ⇒ (4) + 7 + 1 = 12

Skeletal Giant: AC 17; Fort +8, Ref +8, Will +7
HP 50 (void healing); Immunities bleed, death effects, disease, mental, paralyzed, poison, unconscious; Resistances cold 5, electricity 5, fire 5, piercing 5, slashing 5

Not currently relevant, but as a reminder you can touch Tarkii and heal via Vital Beacon (Currently 4d10)

Radiant Oath

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

Tarkii chitters and drops a giant skeleton in front of the two zombies. It slashes at both Yellow and Pink but only connects with the latter.

You see rustling in the tall grass and a pair of arrows suddenly fly towards:

7 is Sophia: 1d7 ⇒ 7

Shortbow vs Sophia AC 23, Range 60': 1d20 + 18 ⇒ (10) + 18 = 28 for Piercing: 1d6 + 3 ⇒ (6) + 3 = 9
Shortbow vs Sophia AC 23, Range 60', MAP: 1d20 + 13 ⇒ (8) + 13 = 21 for Piercing: 1d6 + 3 ⇒ (4) + 3 = 7

More rustling in the grass and another pair of arrows fly at

7 is Sophia: 1d7 ⇒ 4

Shortbow vs Avery AC 24, Range 60': 1d20 + 18 ⇒ (10) + 18 = 28 for Piercing: 1d6 + 3 ⇒ (2) + 3 = 5
Shortbow vs Avery AC 24, Range 60', MAP: 1d20 + 13 ⇒ (20) + 13 = 33 for Piercing: 1d6 + 3 ⇒ (4) + 3 = 7
Deadly: 1d10 ⇒ 7

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

Terrain Conditions:
Green Areas - Difficult terrain; Tall grasses that are 5' high and provide concealment
Brown Areas - Normal Terrain
Fire - Hazardous terrain (4 squares)
* Enter the square or begin turn in fire pit: 1d6 Fire Damage
* End turn in the fire pit: DC 25 Reflex or suffer 1d6 Persistent Fire

Lighting:
Bright Light - 10' radius from the fire (Yellow Circle)
Dim Light - up to the edge of the clearing
Darkness - anything past that (unless you have DV or some other aid)

Active Conditions:
Before your Turn:
------------------
Those with ** may go

Chupko - AC 24 (26 w/shield), 72/72
Tarkii - AC 26, 94/94 (DR 6 vs Physical Dmg); Bones AC 17, 50/50 (Fort +8, Ref +8, Will +7)
Avery Wings - AC 24 (25 w/shield), 51/72; Sophia AC 23, 43/52
Khaul - AC 25 (27 w/shield; H 13, 120/120), 100/100 (AC 27)
Red (Concealed)
Blue (Concealed)
**Salaish - AC 24, 74/74
Yellow (-35)
Zibini - AC 23 (24 w/shield), 64/64
Pink (-22)

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

Earth Lodges:

* Six earth lodges from the original village remain in good condition.
* You can enter through doorways facing inward towards the fire
* Walls are made of dry clay over an inner shell of grass
* They are 10' tall
* Climb DC 20

Vigilant Seal

LG; HP 111/120; Hardness 13; Will +15; Perc +12 (sight & hearing to 30'); (speaks common and celestial);

Myrsa almost leaps off Khaul's arm, intercepting the first arrow that plunges into Avery (or Sophia if she was next to Khaul).

The arrow sticks into her and she yells out a challenge into the darkness.
"I AM the GUARDIAN OF THE NIGHT! You'll need to do better than that."

The challenge is perhaps a little untimely given the following arrows effectiveness.

Myrsa uses her shieldblock reaction to intercept the first arrow to his an adjacent ally

Horizon Hunters

(female) Gnome (Fey-Touched) Bard 7 | HP 85/85 | AC 24 | F +14 R +15 W +13 | Perc +13 | Stealth +12 | 25 ft | Hero 1/3 | focus 2/2 | spells 1: 3/3 2: 3/3 3: 3/3 4: 2/2 | ◇◆↺ | Active Conditions: none

Salaish actually laughs. Starting us off easy, eh? "Alright, if that's how you want it." She quips with a shrug. "If we're going to do 'creepy monsters in the night', I know just the song!" She starts stomping a rhythm, then belts out:

From "Sandman" by Metallica
"Sleep with one eye open
Gripping your pillow tight

Exit light
Enter night
Take my hand
We're off to never-never land!"

Casting Inspire Courage
Lingering Composition (Performance), DC 24: 1d20 + 16 ⇒ (3) + 16 = 19
Failure; Inspire Courage lasts one round and I keep my Focus Point. All allies get +1 to attacks, damage, and saves vs. fear.

Then she saunters over behind an earthen house and takes cover until the adversaries get closer.

◇ Lingering Composition, ◆ Cast a spell, ◆ Stride, ◆ Take Cover (AC +4)

Radiant Oath

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

It looks like I forgot to apply the damage for the first arrow to Avery so we'll just say Myrsa blocked that one.

Salaish starts off with a rousing tune before taking cover behind one of the lodges.

Yellow steps up to Bones and tries to punch it.

Fist vs Bones AC 17: 1d20 + 15 ⇒ (14) + 15 = 29 for Bludgeoning: 2d8 + 7 ⇒ (7, 7) + 7 = 21

Its fist punches through the armor and shatters a bunch of ribs.

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

Terrain Conditions:
Green Areas - Difficult terrain; Tall grasses that are 5' high and provide concealment
Brown Areas - Normal Terrain
Fire - Hazardous terrain (4 squares)
* Enter the square or begin turn in fire pit: 1d6 Fire Damage
* End turn in the fire pit: DC 25 Reflex or suffer 1d6 Persistent Fire

Lighting:
Bright Light - 10' radius from the fire (Yellow Circle)
Dim Light - up to the edge of the clearing
Darkness - anything past that (unless you have DV or some other aid)

Active Conditions:Courageous Anthem (1/1)
Before your Turn:
------------------
Those with ** may go

Chupko - AC 24 (26 w/shield), 72/72
Tarkii - AC 26, 94/94 (DR 6 vs Physical Dmg); Bones AC 17, 8/50 (Fort +8, Ref +8, Will +7)
Avery Wings - AC 24 (25 w/shield), 51/72; Sophia AC 23, 43/52
Khaul - AC 25 (27 w/shield; H 13, 120/120), 100/100 (AC 27)
Red (Concealed)
Blue (Concealed)
Salaish - AC 24, 74/74 (AC 28, Take Cover)
Yellow (-35)
**Zibini - AC 23 (24 w/shield), 64/64
Pink (-22)

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

Earth Lodges:

* Six earth lodges from the original village remain in good condition.
* You can enter through doorways facing inward towards the fire
* Walls are made of dry clay over an inner shell of grass
* They are 10' tall
* Climb DC 20

Horizon Hunters

Male Goblin Psychic 8 | HP 90/90 | AC 25/26 | F+16 R+17 W+14 | Perc +11; Darkvision | Speed 25ft | Focus [ ] [ ] [ ] | Hero Points 1 | Spells 1st 2/2 2nd 2/2 3rd 2/2 4th 2/2 | Exploration: Avoid Notice | Activ6e Conditions: None

A very silly offer, and a very silly complaint--why do they care about the tradition if they just want to attack the town anyway? "You don't make sense!"

The goblins scurries a little closer. "I know how to fight zombies. I cut 'em up all the time!" They are a little far, though.

Zibini points at a jagged rock, then directs it towards the closest zombie. He rotates his fingers as he does, sending it spinning rather than point-first. For cutting!

◆ Stride
◆◆ Cast telekinetic projectile against Yellow Spell attack: 1d20 + 12 ⇒ (18) + 12 = 30 for slashing damage: 4d6 ⇒ (1, 2, 3, 4) = 10 (double on a crit)

Radiant Oath

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

Zibini sets a sharp rock to spinning, then hurls it at Yellow, opening a jagged slice in its chest. (Crit).

Pink ambles towards Bones and punches it...

Fist vs Bones AC 17: 1d20 + 15 ⇒ (6) + 15 = 21 for Bludgeoning: 2d8 + 7 ⇒ (3, 8) + 7 = 18

... and reduces it to its component parts...

btw, you can target Red and Blue -- they're concealed only because they're in the tall grass; but they're not invisible or anything.

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

Terrain Conditions:
Green Areas - Difficult terrain; Tall grasses that are 5' high and provide concealment
Brown Areas - Normal Terrain
Fire - Hazardous terrain (4 squares)
* Enter the square or begin turn in fire pit: 1d6 Fire Damage
* End turn in the fire pit: DC 25 Reflex or suffer 1d6 Persistent Fire

Lighting:
Bright Light - 10' radius from the fire (Yellow Circle)
Dim Light - up to the edge of the clearing
Darkness - anything past that (unless you have DV or some other aid)

Active Conditions:Courageous Anthem (1/1)
Before your Turn:
------------------
Those with ** may go

**Chupko - AC 24 (26 w/shield), 72/72
**Tarkii - AC 26, 94/94 (DR 6 vs Physical Dmg);
**Avery Wings - AC 24 (25 w/shield), 51/72; Sophia AC 23, 43/52
**Khaul - AC 25 (27 w/shield; H 13, 120/120), 100/100 (AC 27)
Red (Concealed)
Blue (Concealed)
Salaish - AC 24, 74/74 (AC 28, Take Cover)
Yellow (-67)
Zibini - AC 23 (24 w/shield), 64/64
Pink (-22)

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

Earth Lodges:

* Six earth lodges from the original village remain in good condition.
* You can enter through doorways facing inward towards the fire
* Walls are made of dry clay over an inner shell of grass
* They are 10' tall
* Climb DC 20

Radiant Oath

[R] Female Ancient Mualijae Elf Precision Ranger 6 / Rogue | Field Medic | Animal Companion Sophia | HP 72 (recovers 1 HP/min, Void Res 1), AC 24 w +1 Shadow Leaf Weave (25 w Low-Grade Cold Iron Buckler raised), F+11, R+14, W+14, P+14 LLV | Sp 30 ft. | Exploration: Avoid Notice (St+13) | Active Conditions Trackless Journey (Cover Tracks at Natural Terrains) | Tracker | ◆◇↺

Avery sustains her dancing light to continue shedding light on enemies by moving them a bit closer to the undead Yellow and Pink.

Seeing that Pink looks similar to Yellow, she assumes it is also undead so she lashes it with vitality.
Vitality Lash Spell Damage: 3d6 ⇒ (1, 6, 5) = 12 vitality damage vs Pink's DC 18 basic Fortitude save (also Enfeebled 1 on Crit Fail)

◆ Sustain Dancing Lights
◆◆ Vitality Lash

Radiant Oath

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

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

Avery sustains her spell lighting up the sky. She lashes Pink with vitality but Pink doesn't seem to be affected by it.

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

Terrain Conditions:
Green Areas - Difficult terrain; Tall grasses that are 5' high and provide concealment
Brown Areas - Normal Terrain
Fire - Hazardous terrain (4 squares)
* Enter the square or begin turn in fire pit: 1d6 Fire Damage
* End turn in the fire pit: DC 25 Reflex or suffer 1d6 Persistent Fire

Lighting from the fire:
Bright Light - 10' radius from the fire (Yellow Circle)
Dim Light - up to the edge of the clearing
Darkness - anything past that (unless you have DV or some other aid)

Active Conditions:Courageous Anthem (1/1)
Before your Turn:
------------------
Those with ** may go

**Chupko - AC 24 (26 w/shield), 72/72
**Tarkii - AC 26, 94/94 (DR 6 vs Physical Dmg);
Avery Wings - AC 24 (25 w/shield), 51/72; Sophia AC 23, 43/52
**Khaul - AC 25 (27 w/shield; H 13, 120/120), 100/100 (AC 27)
Red (Concealed)
Blue (Concealed)
Salaish - AC 24, 74/74 (AC 28, Take Cover)
Yellow (-67)
Zibini - AC 23 (24 w/shield), 64/64
Pink (-22)

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

Earth Lodges:

* Six earth lodges from the original village remain in good condition.
* You can enter through doorways facing inward towards the fire
* Walls are made of dry clay over an inner shell of grass
* They are 10' tall
* Climb DC 20

Radiant Oath

M Ysoki Madness Oracle 8 | HP 93/94 (DR 6/-) | AC 26 | F +13 R +16 W +17 (S>CS) (+1 vs Poison, S>CS)| Perception +12 (Low-Light) | Vital Beacon 4d8

Tarkii focuses the vacuum of the void and tries to pull out the force that empowers pink.

Disrupt Undead: 5d6 ⇒ (6, 4, 5, 5, 2) = 22
Basic Fort DC 26. Enfeebled 1 on a crit fail for 1 round.

Tarkii follows up by drawing out a feather token that resembles a tasty red berry.

Vigilant Seal

NG M Dwarf Champion-7; HP 115/115; Focus 1/1; HeroP 0/3; Potion moderate healing 2/2; AC 30(with shield); Fort +15; Ref +9; Will +14; slash resist/3; poison resist/3; cold resistance/2; mental resistance/2;Perc +12; +1 to saves vs disease,; +7 healing from first aid; battle medicine 1/hour Active conditions: Shield (hardness 13, hp120/120). Default exploration: Defend;Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺); sheet

"Stay behind me lad!" calls out Khaul as the impetuous goblin pushes past the dwarven bulwark.

"We are here to guard the fire, not get drawn out into the Darkness."

Keeping Myrsa in position, he again bangs his hammer on her, and another shaft of divine light springs out toward the yellow figure.

* raise shield
** divine lance attack: 1d20 + 11 ⇒ (16) + 11 = 27
spirit damage: 4d4 ⇒ (3, 2, 4, 4) = 13

Horizon Hunters

Male Tengu Rogue (Eldritch trickster) 7 / HP 83/83, Perc +15, AC 25(27), Fort +11 Ref +17 Will +13 / Active conditions: Low-light vision, Nimble dodge, resist negative damage 1, +1 HP/min, Diehard

The archaeologist moves next to the small house and casts a spell towards the pink one.

Telekinetic projectile: 1d20 + 12 ⇒ (13) + 12 = 25

Damage:4d6 ⇒ (5, 2, 2, 2) = 11

Radiant Oath

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

GM Dice:
Fort: 1d20 + 15 ⇒ (2) + 15 = 17

Don't forget the +1 from CA!

Tarkii unleashes some positive energy at Pink and burns it badly. Khaul sends a ray of light at Yellow and also hits. Meanwhile Chupko bounces a rock off Pink's head.

The foliage rustles and a pair of arrows fly at:

who gets hit: 1d6 ⇒ 4

Shortbow vs Chupko AC 24, Range 60': 1d20 + 18 ⇒ (18) + 18 = 36 for Piercing: 1d6 + 3 ⇒ (5) + 3 = 8
Shortbow vs Chupko AC 24, Range 60', MAP: 1d20 + 13 ⇒ (16) + 13 = 29 for Piercing: 1d6 + 3 ⇒ (4) + 3 = 7
Deadly: 1d10 ⇒ 2

More rustles and another shaft flies at:

who gets hit: 1d6 ⇒ 6

Shortbow vs Zibini AC 23, Range 60': 1d20 + 18 - 2 ⇒ (18) + 18 - 2 = 34 for Piercing: 1d6 + 3 ⇒ (5) + 3 = 8
Deadly: 1d10 ⇒ 1

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

Terrain Conditions:
Green Areas - Difficult terrain; Tall grasses that are 5' high and provide concealment
Brown Areas - Normal Terrain
Fire - Hazardous terrain (4 squares)
* Enter the square or begin turn in fire pit: 1d6 Fire Damage
* End turn in the fire pit: DC 25 Reflex or suffer 1d6 Persistent Fire

Lighting from the fire:
Bright Light - 10' radius from the fire (Yellow Circle)
Dim Light - up to the edge of the clearing
Darkness - anything past that (unless you have DV or some other aid)

Active Conditions:Courageous Anthem (1/1)
Before your Turn:
------------------
Those with ** may go

Chupko - AC 24 (26 w/shield), 47/72
Tarkii - AC 26, 94/94 (DR 6 vs Physical Dmg);
Avery Wings - AC 24 (25 w/shield), 51/72; Sophia AC 23, 43/52
Khaul - AC 25 (27 w/shield; H 13, 120/120), 100/100 (AC 27)
Red (Concealed)
Blue (Concealed)
**Salaish - AC 24, 74/74 (AC 28, Take Cover)
Yellow (-81)
Zibini - AC 23 (24 w/shield), 47/64
Pink (-68)

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

Earth Lodges:

* Six earth lodges from the original village remain in good condition.
* You can enter through doorways facing inward towards the fire
* Walls are made of dry clay over an inner shell of grass
* They are 10' tall
* Climb DC 20

Vigilant Seal

LG; HP 111/120; Hardness 13; Will +15; Perc +12 (sight & hearing to 30'); (speaks common and celestial);

As the first arrow flies out at Chupku, Myrsa yanks Khual's arm and intercepts the arrow.

"Fear me!" she calls out in Taldane toward the hidden archers.

Myrsa takes four damage, as does Chupko, rather than Chupko taking 18 from the first arrow. He still takes the 7 from the second arrow for 11 in total.

Radiant Oath

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

12 actually, unless I'm missing something:
18 - 13 (Hardness) = 5 plus the 2nd arrow
And I keep forgetting the shield block...

Myrsa practically dislocates Khaul's arm to block the arrow speeding at Chupko's head. Although the arrow still strikes Chupko, it has slowed enough while passing through Myrsa to do less damage.

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

Terrain Conditions:
Green Areas - Difficult terrain; Tall grasses that are 5' high and provide concealment
Brown Areas - Normal Terrain
Fire - Hazardous terrain (4 squares)
* Enter the square or begin turn in fire pit: 1d6 Fire Damage
* End turn in the fire pit: DC 25 Reflex or suffer 1d6 Persistent Fire

Lighting from the fire:
Bright Light - 10' radius from the fire (Yellow Circle)
Dim Light - up to the edge of the clearing
Darkness - anything past that (unless you have DV or some other aid)

Active Conditions:Courageous Anthem (1/1)
Before your Turn:
------------------
Those with ** may go

Chupko - AC 24 (26 w/shield), 60/72
Tarkii - AC 26, 94/94 (DR 6 vs Physical Dmg);
Avery Wings - AC 24 (25 w/shield), 51/72; Sophia AC 23, 43/52
Khaul - AC 25 (27 w/shield; H 13, 115/120), 100/100 (AC 27)
Red (Concealed)
Blue (Concealed)
**Salaish - AC 24, 74/74 (AC 28, Take Cover)
Yellow (-81)
Zibini - AC 23 (24 w/shield), 47/64
Pink (-68)

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

Earth Lodges:

* Six earth lodges from the original village remain in good condition.
* You can enter through doorways facing inward towards the fire
* Walls are made of dry clay over an inner shell of grass
* They are 10' tall
* Climb DC 20

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