Tk'lalì
|
I think that gets us through the supply lines so I'll roll for the following obstacle.
Tk'lalì sees a batch of injured fellow agents and tries to scour the area for safe areas to set up help for them.
Perception: 1d20 + 4 ⇒ (11) + 4 = 15
| GM Frost |
The group keeps working on the supply line, until Tsuko and Knuckles finally finish what needs to be done to them.
Now to the next obstacle.
Tk'lali is having trouble to find a secure area for the wounded.
Melenia can use the same roll for Round 3 to the skills allowed for the next obstacle below.
Round 4
Obstacle: Strategic Landmarks. Thirst and minor injuries quickly accumulate among the Snapdragon’s forces as they start exploring the island.
Chase Points Needed: 4
Overcome: DC 13 Medicine to build first aid stations, DC 15 Survival to locate clean water, or DC 17 Perception to identify good locations for waystations.
Button Bright
Cirri Merryweather
Tk'lalì
Knuckles
Melenia Nightbreeze
Tsuko-chin
Melenia Nightbreeze.
|
Melenia can use the same roll for Round 3 to the skills allowed for the next obstacle below.Round 4
Obstacle: Strategic Landmarks. Thirst and minor injuries quickly accumulate among the Snapdragon’s forces as they start exploring the island.
Chase Points Needed: 4
Overcome: DC 13 Medicine to build first aid stations, DC 15 Survival to locate clean water, or DC 17 Perception to identify good locations for waystations.
Alrighty. I'll use Survival (+7) for a result of 21. Thanks, GM.
Melenia rushes off to find for clean water that they can use. "This one..." she whispers to herself as she places markings around water that is clean and potable.
| GM Frost |
That's counted as one success from Round 3 for the current obstacle. You are still up for Round 4.
Melenia Nightbreeze.
|
Would it be alright to use the same skill check?
Having found a suitable place to get drinking water, Melenia continues to search for clean water.
Survival: 1d20 + 7 ⇒ (8) + 7 = 15
Cirri Merryweather, the Strix
|
"Man, carrying all of that gear took a while." Cirri shakes some sweat from her wings.
Perception: 1d20 + 4 ⇒ (10) + 4 = 14
"Where do we find a waystation?" She peers around.
Button Bright
|
"Wherever we put it, I think!"
Perception: 1d20 + 5 ⇒ (20) + 5 = 25
"Although the best place would be right here!"
| GM Frost |
Melenia, Tsuko and Button find the right spots for the wounded to be treated and taken care for while exploring the island.
Supply Line Established in effect: The Snapdragon established a supply line from the ship to the temple. All PCs gain the benefits of a successful Treat Wounds between missions.
Last Obstacle!
Round 4
Obstacle: What's that? Something is on this isle that the Scorched Shark wants. What is it?
Chase Points Needed: 4
Overcome: DC 13 Demon Lore to notice the chthonic rift underneath the island, DC 15 Religion to identify the markings of a temple, or DC 17 Stealth to follow the invading demons.
Button Bright
Cirri Merryweather
Tk'lalì
Knuckles
Melenia Nightbreeze
Tsuko-chin
And then everyone acts for Round 5 with the same obstacle to meet the chase points needed!
Button Bright
Cirri Merryweather
Tk'lalì
Knuckles
Melenia Nightbreeze
Tsuko-chin
Tk'lalì
|
Tk'lalì takes a long look and tries to see if she can notice anything unusual around.
Demon Lore (U): 1d20 + 4 ⇒ (9) + 4 = 13 round 4
Demon Lore (U): 1d20 + 4 ⇒ (15) + 4 = 19 round 5
Thankfully Tk'lalì's studies on elemental planar energy into the Universe has taught her to recognize a planar rift when she sees it. And who knew that one course on the sensory distinctions of the planes would come in handy here to recognize that the energy bleeding out of this rift is definitely chthonic.
Button Bright
|
Button Bright giggles. "I can follow them. Nobody ever sees me."
Stealth: 1d20 + 4 ⇒ (18) + 4 = 22
It's less true where a doll would be seen as out of place--but to make up for it, he's small enough to hide in the grass.
| GM Frost |
Thanks to the Pathfinders, the existence of the Chthonic temple is revealed. The temple’s nature isn’t known, but they find a stone structure with two entrances: one of the entrances has a great door sealing it shut, and the other entrance is partially collapsed and flooded.
Having established the foothold and disrupted the demons by winning the chase, the Pathfinders also discover a crate of supplies that contains a bronze bull pendant and an effervescent ampoule.
Mission is an Isle Secured success!
| GM Frost |
Isle Mission: Cut a Path
Calisro points and nearly shoves the closest agent into a jolly boat. “No time to lose,” she says with a smile. “The barrier islands aren’t going to secure themselves. Get a move on.”
The outlying island that Calisro selected is a 10-minute row to shore. This allows the PCs an additional 10 minutes for exploration activities while approaching shore. Everyone is at full health.
The curve of the barrier island creates a naturally sheltered shore for landing. Past it, clusters of trees bend in the wind from the storm. The sand forms a paste that threatens to rip off boots.
One of the outlying islands to the Isle of Claws and Terror would be a strategic point for a teleport or translocate station. However, it’s currently overrun with Enava’s forces. The Pathfinders need to secure the area by defeating the demons, then signaling its safety. They need to clear out the creatures both on land and in the water.
As the Pathfinders make landfall on their jolly boat, demons mounted on top of aquatic creatures emerge from where they were hiding under water and attack!
Knuckles's Initiative using Avoid Notice: 1d20 + 9 ⇒ (10) + 9 = 19
Tk'lalì's Initiative using Detect Magic: 1d20 + 9 ⇒ (16) + 9 = 25
Cirri Merryweather's Initiative using Avoid Notice: 1d20 + 7 ⇒ (10) + 7 = 17
Tsuko-chin's Initiative using Scout: 1d20 + 7 ⇒ (11) + 7 = 18
Button Bright's Initiative using Search: 1d20 + 6 ⇒ (5) + 6 = 11
Red: 1d20 + 5 ⇒ (14) + 5 = 19
Blue: 1d20 + 5 ⇒ (8) + 5 = 13
Yellow: 1d20 + 5 ⇒ (14) + 5 = 19
Black: 1d20 + 5 ⇒ (15) + 5 = 20
⬤ OUTLYING ISLE ATTACK! Round 1 ⬤
Terrain Feature(s): With the intensifying storm, the sand is saturated with water and is difficult terrain. The areas beneath the trees are sheltered and standard terrain.
Map Link: ENCOUNTER MAP
Note(s):
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
➤ Tk'lalì (AC 16) (HP 22/22) | 0☘️ |
➤ Melenia Nightbreeze (AC 16) (HP 14/14) | 1☘️ |
Black (HP -) |
Red (HP -) | Can't use Chtonic Mucus until Rd 5
Yellow (HP -) |
Knuckles (AC 19) (HP 26/26) | 1☘️ |
Tsuko-chin (AC 18) (HP 30/30) | 2☘️ | Soothe effect: +2 status bonus to saves against mental effect
Cirri Merryweather (AC 18) (HP 32/32) | 2☘️ |
Blue (HP -) | Flying; No acid breath until Rd 4
Button Bright (AC 16) (HP 17/17) | 0☘️ |
Cirri Merryweather, the Strix
|
"Oh... that's an >Effervescent Ampoule<. You can use it to walk on water or unstable ground. And you won't trigger any pressure plates with your weight. Um... anyone here good at acrobatics? Besides me?"
"If you like to Shove people, the >Bronze Bull Pendant< will let you push them extra far."
"I'm not good at crafting... yet... so someone else will have to apply one of these to our armor."
A demonic island. This must be why Enava has been tempting everyone into treachery. If these demons weren't so bloodthirsty and destructive, Cirri would vote to observe and then leave them alone. But the attackers have different plans.
Melenia Nightbreeze.
|
During the 10 minute exploration...
Melenia spends time communing with nature as she Refocuses. She also uses this time to attune to the archaic wayfinder with an inserted aeon stone they found earlier. The stone immediately activates and circles around Melenia's head.
The resonant power allows you to cast stabilize as a primal innate cantrip.
Now to battle!
Melenia turns her attention to their aquatic foes (Yellow and Black) and casts Electric Arc. She then raises her shield.
"I think we should spread out!" she suggests to the group.
Electric Arc: 2d4 ⇒ (2, 4) = 6 DC 17 Basic Reflex
◈◈Electric Arc, ◈Raise Shield
Tk'lalì
|
"Okay... I can spread out, that's what I brought my land legs for, after all."
Tk'lalì run up onto the beach some to get a little more apart from the group. Then realizing that her needles of cold iron have been effective most of today she launches a few more at the blue fiend.
Needle Darts at Blue: 1d20 + 8 ⇒ (8) + 8 = 16
Piercing, Cold Iron: 3d4 ⇒ (1, 2, 2) = 5
| GM Frost |
Ample Preparations in effect: The Snapdragon’s quartermaster has collected the cold iron on the ship, melted it down, and worked it into supplies. Each PC gains a low-grade alloy orb.
Melenia electrifies Yellow and Black.
Yellow: DC 17 basic Reflex save: 1d20 + 5 ⇒ (11) + 5 = 16 vs EA (Fail, 6 E damage)
Black: DC 17 basic Reflex save: 1d20 + 5 ⇒ (9) + 5 = 14 vs EA (Fail, 6 E damage)
Both dolphins are burned to toast! Yellow and Black out!
Tk'lali moves and launches needles of cold iron but misses to hit her target.
Red slothfully moves toward Knuckles and slashes him with claws!
Claw attack: 1d20 + 9 ⇒ (3) + 9 = 12 vs Knuckles AC 19
It rakes nothing but the gap between them.
⬤ OUTLYING ISLE ATTACK! Round 1 ⬤
Terrain Feature(s): With the intensifying storm, the sand is saturated with water and is difficult terrain. The areas beneath the trees are sheltered and standard terrain.
Map Link: ENCOUNTER MAP
Note(s):
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Tk'lalì (AC 16) (HP 22/22) | 0☘️ |
Melenia Nightbreeze (AC 16) (HP 14/14) | 1☘️ |
Black (HP -6) |
Red (HP -) |
Yellow (HP -6) |
➤ Knuckles (AC 19) (HP 26/26) | 1☘️ |
➤ Tsuko-chin (AC 18) (HP 30/30) | 2☘️ |
➤ Cirri Merryweather (AC 18) (HP 32/32) | 2☘️ |
Blue (HP -) |
Button Bright (AC 16) (HP 17/17) | 0☘️ |
Tsuko-chin
|
Tsuko tries to knock the red out of balance, but fails miserably. If this is critical failure and he falls prone, he uses last action to stand up. Also I have used my both Hero points previously.
Athletics to trip: 1d20 + 5 ⇒ (2) + 5 = 7
Cirri Merryweather, the Strix
|
"Oh, an alloy orb... wish I could mix it with my water..." Cirri frowns. "Well, Four Winds! Move my friends!"
Winds propel Tsuko-chin, Knuckles, Melenia Nightbreeze and herself across the beach. She figures Tk'lali and Button Bright are fine where they are.
Then she fires an icy blast at the Blue fiend.
Blast: 1d20 + 8 ⇒ (7) + 8 = 15
Damage: 1d8 + 2 ⇒ (7) + 2 = 9
◆◆ >Four Winds< Cirri, Tsuko-chin, Knuckles, Melenia Nightbreeze can Stride half their Speed RIGHT NOW
◇ Cirri Strides 10 feet
◆ Elemental Blast vs Blue
"Knuckles"
|
Given the wetness of the sand, Knuckles decides that moving with the winds won't get him very far. He tries to distract the attention of the creature clawing at him.
◆ Feint Deception vs Perception DC: 1d20 + 9 ⇒ (4) + 9 = 13
With that likely not working, he moves around prior to attacking.
◆ Stride
◆ Strike (red)
Attack OG: 1d20 + 9 ⇒ (20) + 9 = 29
Piercing/Precision: 1d6 + 2 + 1d6 ⇒ (2) + 2 + (3) = 7
| bigrin42 |
**HOUSE GM ANNOUNCEMENT**
The Eye of Abendego suddenly quiets as it forms a storm wall around the island. The constant breaking of waves and the pattering rain dies out. At the base of the storm wall, an amber glow collects like sunrise, but its rays burn with malice instead of daylight.
Table GMs, you have 1 day to resolve your encounter. The Seal Breaking condition is in effect
| bigrin42 |
**HOUSE GM ANNOUNCEMENT**
As Enava appears inside the temple with a snap of magic, the ever-existing hurricane fall silent. Outside, a calm descends on the island. An eye forms around it, though the new storm walls roil with malicious energy. A thick amber light illuminates the island and spills into the temple.
The Chthonic temple has been worn clean through years of exposure to the elements. In its center, a sanctuary sinks into the ground. At its nadir, Enava and Sharkskin lay out ritual implements like they’re preparing for surgery. Next to them, a wooden table serves as a replacement for an altar. Beneath the table lays an intricate carving of a Chthonic seal.
Enava’s face tips upward, and an expression of disdain follows. “Ah, guests,” she says. “No time like the present, then.”
“I won’t do this,” Sharkskin says as Enava reaches for her selected dagger. “I have—”
Enava pushes Sharkskin toward the table, cutting off xir statement. A stab of the dagger follows, aimed at xir heart. Xe turns away, xir arm hitting the weapon and causing it to clatter to the ground. Even with the worst of the blow prevented, the strike’s force cuts through armor. Blood wells from the wound. The first drop falls on the ground below.
The water rises.
Table GMs, begin the Final Encounter
The Unwilling Sacrifice condition is in effect.
| GM Frost |
As if something troubles them, the enemies flee! The Pathfinders then quickly return to regroup with others and await further instructions.
COMBAT OVER!
You have ten minutes to heal, refocus, etc.
Mission: The Chtonic Seal Breaks
Despite the Pathfinder Society’s efforts, Sharkskin and Enava break into the chthonic temple at the center of the isle. Enava and Sharkskin translocate into the temple and quickly set up their preparations. During this time, Sharkskin attempts to ask Enava about her plan and what xir part is in it. Without enough time to answer xir questions, and alongside seeing the Society’s grand resistance, Sharkskin hesitates to agree to it.
The floor of this vast temple steadily slopes downward. At its center, an inverted pyramid drops down another 10 feet. Four columns enclose a square, where a makeshift altar has been constructed out of a table. Under the altar, a seal craved into the rock cracks open, revealing the core of the island. The same sickly amber that rings the hurricane shines from within. Water spills out of it, flooding this chamber.
The water rises in this chamber from below the altar. When Enava spilt Sharkskin’s blood on the altar, it attempted to reconnect with the Forked Key recovered from the Whippoorwill. As the seal cracks, a great rumbling echoes from far beneath the isle. Even dulled by water and stone, it’s clear that something enormous tries to break out. [ooc
The House needs to defeat Enava, cleanse the Forked Key, and use it to reinforce the seal before it breaks![/ooc] As the chthonic seal breaks, a horde of demons come with it. They seem to bloom from the blood as it spills on the stone, and they appear to be under Enava’s control.
Knuckles's Initiative using Avoid Notice: 1d20 + 9 ⇒ (2) + 9 = 11
Tk'lalì's Initiative using Detect Magic: 1d20 + 9 ⇒ (18) + 9 = 27
Cirri Merryweather's Initiative using Avoid Notice: 1d20 + 7 ⇒ (3) + 7 = 10
Tsuko-chin's Initiative using Scout: 1d20 + 7 ⇒ (12) + 7 = 19
Button Bright's Initiative using Search: 1d20 + 6 ⇒ (20) + 6 = 26
Yellow Demon: 1d20 + 10 ⇒ (15) + 10 = 25
Purple Demon: 1d20 + 10 ⇒ (9) + 10 = 19
White Demon: 1d20 + 10 ⇒ (16) + 10 = 26
Orange Demon: 1d20 + 10 ⇒ (15) + 10 = 25
⬤ CHTONIC SEAL BREAKS! Round 1 ⬤
Terrain Feature(s): The spaces filled with 2 feet of water or deeper are treated as difficult terrain. Areas with 5 feet or deeper floods require PCs to DC 15 Swim or find an alternative way of moving through the water (such as walking along the bottom while holding their breath).
Map Link: ENCOUNTER MAP
Note(s):
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
➤ Melenia Nightbreeze (AC 16) (HP 14/14) | 1☘️ |
➤ Tk'lalì (AC 16) (HP 22/22) | 0☘️ |
White Demon (HP -) |
Button Bright (AC 16) (HP 17/17) | 0☘️ |
Yellow Demon (HP -) |
Orange Demon (HP -) |
Purpl Demon (HP -) |
Tsuko-chin (AC 18) (HP 30/30) | 2☘️ |
Knuckles (AC 19) (HP 26/26) | 1☘️ |
Cirri Merryweather (AC 18) (HP 32/32) | 2☘️ |
| GM Frost |
As if something troubles them, the enemies flee! The Pathfinders then quickly return to regroup with others and await further instructions.
COMBAT OVER!
You have ten minutes to heal, refocus, etc.
Mission: The Chtonic Seal Breaks
Despite the Pathfinder Society’s efforts, Sharkskin and Enava break into the chthonic temple at the center of the isle. Enava and Sharkskin translocate into the temple and quickly set up their preparations. During this time, Sharkskin attempts to ask Enava about her plan and what xir part is in it. Without enough time to answer xir questions, and alongside seeing the Society’s grand resistance, Sharkskin hesitates to agree to it.
The floor of this vast temple steadily slopes downward. At its center, an inverted pyramid drops down another 10 feet. Four columns enclose a square, where a makeshift altar has been constructed out of a table. Under the altar, a seal craved into the rock cracks open, revealing the core of the island. The same sickly amber that rings the hurricane shines from within. Water spills out of it, flooding this chamber.
The water rises in this chamber from below the altar. When Enava spilt Sharkskin’s blood on the altar, it attempted to reconnect with the Forked Key recovered from the Whippoorwill. As the seal cracks, a great rumbling echoes from far beneath the isle. Even dulled by water and stone, it’s clear that something enormous tries to break out. [ooc
The House needs to defeat Enava, cleanse the Forked Key, and use it to reinforce the seal before it breaks![/ooc] As the chthonic seal breaks, a horde of demons come with it. They seem to bloom from the blood as it spills on the stone, and they appear to be under Enava’s control.
Knuckles's Initiative using Avoid Notice: 1d20 + 9 ⇒ (5) + 9 = 14
Tk'lalì's Initiative using Detect Magic: 1d20 + 9 ⇒ (2) + 9 = 11
Cirri Merryweather's Initiative using Avoid Notice: 1d20 + 7 ⇒ (2) + 7 = 9
Tsuko-chin's Initiative using Scout: 1d20 + 7 ⇒ (2) + 7 = 9
Button Bright's Initiative using Search: 1d20 + 6 ⇒ (16) + 6 = 22
Yellow Demon: 1d20 + 10 ⇒ (5) + 10 = 15
Purple Demon: 1d20 + 10 ⇒ (9) + 10 = 19
White Demon: 1d20 + 10 ⇒ (9) + 10 = 19
Orange Demon: 1d20 + 10 ⇒ (20) + 10 = 30
⬤ CHTONIC SEAL BREAKS! Round 1 ⬤
Terrain Feature(s): The spaces filled with 2 feet of water or deeper are treated as difficult terrain. Areas with 5 feet or deeper floods require PCs to DC 15 Swim or find an alternative way of moving through the water (such as walking along the bottom while holding their breath).
Map Link: ENCOUNTER MAP
Note(s):
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
➤ Melenia Nightbreeze (AC 16) (HP 14/14) | 1☘️ |
➤ Tk'lalì (AC 16) (HP 22/22) | 0☘️ |
White Demon (HP -) | Doom Aura (30-ft aura)
Button Bright (AC 16) (HP 17/17) | 0☘️ |
Yellow Demon (HP -) | Doom Aura (30-ft aura)
Orange Demon (HP -) | Doom Aura (30-ft aura)
Purpl Demon (HP -) | Doom Aura (30-ft aura)
Tsuko-chin (AC 18) (HP 30/30) | 2☘️ |
Knuckles (AC 19) (HP 26/26) | 1☘️ |
Cirri Merryweather (AC 18) (HP 32/32) | 2☘️ |
EFFECTS & CONDITIONS REFERENCE
If you end your turn within the 30-ft aura of the enemies, attempt a DC 18 Will save vs Doom Aura.
Tk'lalì
|
Tk’lalì moves up to avoid her ally's cover and summons up another set of metal projectiles.
Needle Darts at Orange: 1d20 + 8 ⇒ (7) + 8 = 15
Piercing, cold iron: 3d4 ⇒ (2, 3, 3) = 8
Will Save, Doom Aura: 1d20 + 6 ⇒ (18) + 6 = 24
Melenia Nightbreeze.
|
Melenia moves with Tk'lali and sends an electric arc at Orange and White.
Electric Arc Damage: 2d4 ⇒ (3, 4) = 7 DC 17 Reflex Save
Doom Aura save: 1d20 + 9 ⇒ (5) + 9 = 14
She grimaces a bit upon being close to demons.
| GM Frost |
Tk'lali's needles miss to hit but she steels herself to be scared.
Melenia send an arc but becomes scared of the enemies' presence
Orange: DC 17 basic Reflex save: 1d20 + 7 ⇒ (10) + 7 = 17 vs EA (Success, 3 E damage)
White: DC 17 basic Reflex save: 1d20 + 7 ⇒ (11) + 7 = 18 vs EA (Success, 3 E damage)
Both Orange and White manage to not take full current.
White lashes out its trailing dorsal fin to Tsuko-chin which sends a burst of telepathic information about all the possible ways he can be injured in the next minute. DC 18 Reflex save vs 1d4 + 2 ⇒ (3) + 2 = 5 mental damage (and be Grabbed on a Failure) It then slowly moves toward him.
⬤ CHTONIC SEAL BREAKS! Round 1 ⬤
Party Condition(s): Roll a DC 18 Will save vs Doom Aura if you end your turn within 30-ft from any demon
Terrain Feature(s): The spaces filled with 2 feet of water or deeper are treated as difficult terrain. Areas with 5 feet or deeper floods require PCs to DC 15 Swim or find an alternative way of moving through the water (such as walking along the bottom while holding their breath).
Map Link: ENCOUNTER MAP
Note(s):
🚩 BEFORE YOUR TURN 🚩
❗ Tsuko-chin: DC 18 Reflex save vs 5 mental damage (and be Grabbed on a Failure) ❗
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Melenia Nightbreeze (AC 16) (HP 14/14) | Frightened 1 | 1☘️ |
Tk'lalì (AC 16) (HP 22/22) | 0☘️ |
White Demon (HP -3) | Doom Aura (30-ft aura)
➤ Button Bright (AC 16) (HP 17/17) | 0☘️ |
Yellow Demon (HP -) | Doom Aura (30-ft aura)
Orange Demon (HP -3) | Doom Aura (30-ft aura)
Purpl Demon (HP -) | Doom Aura (30-ft aura)
Tsuko-chin (AC 18) (HP 30/30) | 2☘️ |
Knuckles (AC 19) (HP 26/26) | 1☘️ |
Cirri Merryweather (AC 18) (HP 32/32) | 2☘️ |
EFFECTS & CONDITIONS REFERENCE
Button Bright
|
Button performs a few uplifting notes, but one is a little sour. The spell works, but it won't last long. Perhaps he's a little distracted by the threatening whispers.
"Don't just stand there!" he says to the main (or at least closest) offender, "Dance!" He casts another spell, one that will hopefully compel the demon to keep moving, even when it doesn't want to.
◇ Lingering Composition Performance: 1d20 + 7 ⇒ (1) + 7 = 8
◆ Courageous anthem
◆◆ Cast Agitate on white. DC 17 Will.
Will: 1d20 + 5 ⇒ (1) + 5 = 6
| GM Frost |
Button may have inspired allies but not that long for now. He then compels White to Dance to his a little sour tune.
DC 17 Will save: 1d20 + 4 ⇒ (1) + 4 = 5 vs Agitate (Crit Fail, 4 rounds)
It speaks something ancient but it looks from its response that it says 'much obliged' because it dances without hesitation! Button is too stunned by the enemies' presence. Frightened 2
Not sure how Agitate works. Does the spell takes effect on the target when it gets to its turn?
Yellow slowly advances and lashes out with its trailing dorsal fins, looping them around Tk'lali and sends a burst of telepathic information about all the possible ways she can be injured! DC 18 Reflex save vs 1d4 + 2 ⇒ (2) + 2 = 4 mental damage (and be Grabbed on a Failure; double damage and Restrained on Crit Failure)
Orange does the same to Tsuko-chin too! DC 18 Reflex save vs 1d4 + 2 ⇒ (4) + 2 = 6 mental damage (and be Grabbed on a Failure; double damage and Restrained on Crit Failure)
Purple also lashes out at Tk'lali! DC 18 Reflex save vs 1d4 + 2 ⇒ (1) + 2 = 3 mental damage (and be Grabbed on a Failure; double damage and Restrained on Crit Failure)
⬤ CHTONIC SEAL BREAKS! Round 1 ⬤
Party Condition(s): Roll a DC 18 Will save vs Doom Aura if you end your turn within 30-ft from any demon
Terrain Feature(s): The spaces filled with 2 feet of water or deeper are treated as difficult terrain. Areas with 5 feet or deeper floods require PCs to DC 15 Swim or find an alternative way of moving through the water (such as walking along the bottom while holding their breath).
Map Link: ENCOUNTER MAP
Note(s):
🚩 BEFORE YOUR TURN 🚩
❗ Tk'lalì: DC 18 Reflex save vs 4 mental damage (and be Grabbed on a Failure; double damage and Restrained on Crit Failure); DC 18 Reflex save vs 3 mental damage (and be Grabbed on a Failure; double damage and Restrained on Crit Failure) ❗
❗ Tsuko-chin: DC 18 Reflex save vs 5 mental damage (and be Grabbed on a Failure; double damage and Restrained on Crit Failure); DC 18 Reflex save vs 6 mental damage (and be Grabbed on a Failure; double damage and Restrained on Crit Failure) ❗
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Melenia Nightbreeze (AC 16) (HP 14/14) | Frightened 1 | 1☘️ |
Tk'lalì (AC 16) (HP 22/22) | 0☘️ |
White Demon (HP -3) | 4 rounds under Agitate | Doom Aura (30-ft aura)
Button Bright (AC 16) (HP 17/17) | Frightened 2 | 0☘️ |
Yellow Demon (HP -) | Doom Aura (30-ft aura)
Orange Demon (HP -3) | Doom Aura (30-ft aura)
Purpl Demon (HP -) | Doom Aura (30-ft aura)
➤ Tsuko-chin (AC 18) (HP 30/30) | 2☘️ |
➤ Knuckles (AC 19) (HP 26/26) | 1☘️ |
➤ Cirri Merryweather (AC 18) (HP 32/32) | 2☘️ |
Unwilling Sacrifice Condition Effect |
EFFECTS & CONDITIONS REFERENCE
Tsuko-chin
|
Reflex save: 1d20 + 9 ⇒ (7) + 9 = 16
Reflex save: 1d20 + 9 ⇒ (7) + 9 = 16
Tsuko-chin is grabbed by two demons and tries to escape. Their presence feels horrifying to him.
Acrobatics: 1d20 + 7 ⇒ (13) + 7 = 20
Acrobatics: 1d20 + 7 - 5 ⇒ (12) + 7 - 5 = 14
Will save: 1d20 + 6 ⇒ (9) + 6 = 15
Cirri Merryweather, the Strix
|
All of these demons moving in and pinning her friends... Cirri hates it.
The water isn't helping much as Cirri moves in. She draws some of the water, holds it overhead like a stone and hurls it at the White-skinned demon.
Water Blast: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Bludgeoning Damage: 1d8 + 4 + 2 + 1 ⇒ (4) + 4 + 2 + 1 = 11
"Go away!" The forces of doom begin to fill her with doubt.
◆ Cirri Strides
>Weapon Infusion<: Cirri's ranged attack gains the Thrown 20ft trait.
◆◆ Use Elemental Blast (Water)
Will Save: 1d20 + 4 ⇒ (17) + 4 = 21
She squawks abruptly to clear her mind.
Button Bright
|
Not sure how Agitate works. Does the spell takes effect on the target when it gets to its turn?
It's compelled to spend actions moving, but not actually forced. Resisting hurts it, though, and if it doesn't take at least one Stride, Fly, Swim, or similar action on its turns it takes damage.
Tk'lalì
|
Reflex: 1d20 + 6 ⇒ (18) + 6 = 24
Reflex: 1d20 + 6 ⇒ (1) + 6 = 7
Tk'lalì racks her brain holding off the dangerous thoughts but unfortunately like any typical wizard she spirals right into over thinking it right after, thinking of every possible way she could be hurt and killed in this very moment.
No more hero points for me either so I guess I'll just be immobilized...
"Knuckles"
|
Knuckles seizes the advantage and attacks a demon.
◆ Stride
◆ Strike
Attack White OG: 1d20 + 9 ⇒ (9) + 9 = 18
Bludgeoning/Precision: 1d6 + 2 + 1d6 ⇒ (5) + 2 + (1) = 8
◆ Strike
Attack White OG: 1d20 + 9 - 4 ⇒ (5) + 9 - 4 = 10
Bludgeoning/Precision: 1d6 + 2 + 1d6 ⇒ (1) + 2 + (6) = 9
Will: 1d20 + 5 ⇒ (20) + 5 = 25
| GM Frost |
Tsuko tries to escape, slipping away from White's grasp but not Orange's. Their presence scares him too. Frightened 1
Cirri moves and slaps White with water! 11 B damage
Tk'lali is mentally ready for Yellow's assault but not Purple! 2 mental + 3*3 mental and Restrained
Knuckles moves and knocks out White! White out. You have one action left. He steels himself against their doomed features.
Water bursts forth from the raised altar, filling the chamber!
⬤ CHTONIC SEAL BREAKS! Round 1/2 ⬤
Party Condition(s): Roll a DC 18 Will save vs Doom Aura if you end your turn within 30-ft from any demon
Terrain Feature(s): The spaces filled with 2 feet of water or deeper are treated as difficult terrain. Areas with 5 feet or deeper floods require PCs to DC 15 Swim or find an alternative way of moving through the water (such as walking along the bottom while holding their breath).
Map Link: ENCOUNTER MAP
Note(s):
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Round 2
➤ Melenia Nightbreeze (AC 16) (HP 14/14) | Frightened 1 | 1☘️ |
➤ Tk'lalì (AC 16) (HP 14/22) | Restrained by Purple | 0☘️ |
White Demon (HP -22) |
➤ Button Bright (AC 16) (HP 17/17) | Frightened 2 | 0☘️ |
Yellow Demon (HP -) | Doom Aura (30-ft aura)
Orange Demon (HP -3) | Doom Aura (30-ft aura)
Purpl Demon (HP -) | Doom Aura (30-ft aura)
Tsuko-chin (AC 18) (HP 19/30) | Frightened 1; Grabbed by Orange | 2☘️ |
Round 1
➤ Knuckles (AC 19) (HP 26/26) | 1 action left | 1☘️ |
Cirri Merryweather (AC 18) (HP 32/32) | 2☘️ |
Unwilling Sacrifice Condition Effect |
EFFECTS & CONDITIONS REFERENCE
Melenia Nightbreeze.
|
Melenia sends another current of electricity at Orange and Purple. She then raises her shield in defense.
Electric Arc: 2d4 ⇒ (1, 1) = 2 DC 16 Reflex due to frightened
◈◈Electric Arc, ◈Raise Shield
Will Save: 1d20 + 8 ⇒ (9) + 8 = 17
| GM Frost |
Orange: DC 16 basic Reflex save: 1d20 + 7 ⇒ (9) + 7 = 16 vs EA (Success, 1 E damage)
Purple: DC 16 basic Reflex save: 1d20 + 7 ⇒ (17) + 7 = 24 vs EA (Success, 1 E damage)
Melenia gives Orange and Purple a tingling sensation before raising her shield. Seh continues to be frightened by their presence.
⬤ CHTONIC SEAL BREAKS! Round 1/2 ⬤
Party Condition(s): Roll a DC 18 Will save vs Doom Aura if you end your turn within 30-ft from any demon
Terrain Feature(s): The spaces filled with 2 feet of water or deeper are treated as difficult terrain. Areas with 5 feet or deeper floods require PCs to DC 15 Swim or find an alternative way of moving through the water (such as walking along the bottom while holding their breath).
Map Link: ENCOUNTER MAP
Note(s):
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Round 2
Melenia Nightbreeze (AC 16) (HP 14/14) | Frightened 1 | 1☘️ |
➤ Tk'lalì (AC 16) (HP 14/22) | Restrained by Purple | 0☘️ |
White Demon (HP -22) |
➤ Button Bright (AC 16) (HP 17/17) | Frightened 2 | 0☘️ |
Yellow Demon (HP -) | Doom Aura (30-ft aura)
Orange Demon (HP -4) | Doom Aura (30-ft aura)
Purpl Demon (HP -1) | Doom Aura (30-ft aura)
Tsuko-chin (AC 18) (HP 19/30) | Frightened 1; Grabbed by Orange | 2☘️ |
Round 1
➤ Knuckles (AC 19) (HP 26/26) | 1 action left | 1☘️ |
Cirri Merryweather (AC 18) (HP 32/32) | 2☘️ |
Unwilling Sacrifice Condition Effect |
EFFECTS & CONDITIONS REFERENCE
Tk'lalì
|
Tk'lalì tries desperately to shake herself out of her thought paralyzes by trying move and get her head back in the game.
Acrobatics to escape: 1d20 + 6 ⇒ (15) + 6 = 21
She steels her mind, happy she took all those sessions with the counselor on mental control before going out adventuring.
Then without another moment's thought she opens her mouth, syncing with her inner flames and lets out a gouge of fire on both Purple and Yellow.
Breathe Fire, Fire Damage: 2d6 ⇒ (5, 6) = 11 DC 18 basic reflex save from P and Y.
She shakes frustratedly in place and lets out a soft whistle asking her little turtle Artemisia for some help and it spends two actions putting a soft flipper on her shoulder.
Restorative Famliar HP back: 1d8 ⇒ 8
And given that she can't move her body she just concentrates on the stone of the temple, summoning up a very flimsy layer of fired glass to try and offset her broken defenses.
Escape attempt, Command Familiar who uses its 2 actions on Restorative Familiar, then Glass shield which is thankfully concentrate only because I can't manipulate.
Button Bright
|
"Oh." It's a little disappointing that his spell seems to have worked, but the monster died before it mattered!
He hums his encouraging song, but he's still a little off-balance and it isn't coming out quite right. Both Tk'lalì and Tsuko-Chin are hurt, but he can only heal one and he isn't sure yet which is best.
Instead, Button Bright moves a little closer, casting a defensive spell over himself.
◇ Lingering Composition Performance: 1d20 + 7 - 2 ⇒ (7) + 7 - 2 = 12 Failure, CA only lasts one round again.
◆ Courageous anthem
◆ Stride
◆ Cast shield
| Gayel Nord |
Orange: DC 18 basic Reflex save: 1d20 + 7 ⇒ (12) + 7 = 19(Success, 6 fire damage)
Yellow: DC 18 basic Reflex save: 1d20 + 7 ⇒ (10) + 7 = 17(failure, 12 F damage)
Tk'kali is able wiggle herself of the mental conscript. She blows fire as a retailation. Skin burns but they are still alive.
Button bright continues his brilliant inspiration for all.
⬤ CHTONIC SEAL BREAKS! Round 2 ⬤
Party Condition(s): Roll a DC 18 Will save vs Doom Aura if you end your turn within 30-ft from any demon
Terrain Feature(s): The spaces filled with 2 feet of water or deeper are treated as difficult terrain. Areas with 5 feet or deeper floods require PCs to DC 15 Swim or find an alternative way of moving through the water (such as walking along the bottom while holding their breath).
Map Link: ENCOUNTER MAP
Note(s):
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Melenia Nightbreeze (AC 16) (HP 14/14) | Frightened 1 | 1☘️ |
Tk'lalì (AC 16) (HP 14/22) | [/i][/b] | 0☘️ |
White Demon (HP -22) |
Button Bright (AC 16) (HP 17/17) | [i]Frightened 1 | 0☘️ |
➤ Yellow Demon (HP -) | Doom Aura (30-ft aura)
➤ Orange Demon (HP -4) | Doom Aura (30-ft aura)
➤ Purpl Demon (HP -1) | Doom Aura (30-ft aura)
Tsuko-chin (AC 18) (HP 19/30) | Frightened 1; Grabbed by Orange | 2☘️ |
Knuckles (AC 19) (HP 26/26) | [i][/b] | 1☘️ |
Cirri Merryweather (AC 18) (HP 32/32) | 2☘️ |
Unwilling Sacrifice Condition Effect |
EFFECTS & CONDITIONS REFERENCE
| Gayel Nord |
Orange:
◆ Strike Tsuko-chin attack ac 15, grabbed frightened: 1d20 + 8 ⇒ (1) + 8 = 9damage: 1d6 + 2 ⇒ (1) + 2 = 3
◆ Strike Tsuko-chin attack 2 ac 15, grabbed frightened: 1d20 + 8 - 5 ⇒ (12) + 8 - 5 = 15damage: 1d6 + 2 ⇒ (4) + 2 = 6
◆ Stride to move
Purple:
◆ Stride to move
◆ Strike Cirri attack ac 16, Flat-footed: 1d20 + 8 ⇒ (11) + 8 = 19damage: 1d6 + 2 ⇒ (5) + 2 = 7
◆ Strike cirri attack 2 ac 16, flat-footed: 1d20 + 8 - 5 ⇒ (11) + 8 - 5 = 14damage: 1d6 + 2 ⇒ (3) + 2 = 5
Yellow:
◆ Stride to move
◆ Strike Knuckle attack ac 17, flat-footed: 1d20 + 8 ⇒ (11) + 8 = 19damage: 1d6 + 2 ⇒ (1) + 2 = 3
◆ Strike Knuckle attack 2 ac 17, Flat-footed: 1d20 + 8 - 5 ⇒ (15) + 8 - 5 = 18damage: 1d6 + 2 ⇒ (5) + 2 = 7
The demons goes into attack knowing that everything they does is doomed to fail. They swing their tail with a few success.
⬤ CHTONIC SEAL BREAKS! Round 2 ⬤
Party Condition(s): Roll a DC 18 Will save vs Doom Aura if you end your turn within 30-ft from any demon
Terrain Feature(s): The spaces filled with 2 feet of water or deeper are treated as difficult terrain. Areas with 5 feet or deeper floods require PCs to DC 15 Swim or find an alternative way of moving through the water (such as walking along the bottom while holding their breath).
Map Link: ENCOUNTER MAP
Note(s):
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Melenia Nightbreeze (AC 16) (HP 14/14) | Frightened 1 | 1☘️ |
Tk'lalì (AC 16) (HP 14/22) | 0☘️ |
White Demon (HP -22) |
Button Bright (AC 16) (HP 17/17) | Frightened 1 | 0☘️ |
Yellow Demon (HP -12) | Doom Aura (30-ft aura)
Orange Demon (HP -10) | Doom Aura (30-ft aura)
Purpl Demon (HP -1) | Doom Aura (30-ft aura)
➤ Tsuko-chin (AC 18) (HP 13/30) | Frightened 1; | 2☘️ |
➤ Knuckles (AC 19) (HP 19/26) | 1☘️ |
➤ Cirri Merryweather (AC 18) (HP 22/32) | 2☘️ |
Unwilling Sacrifice Condition Effect |
EFFECTS & CONDITIONS REFERENCE