[GD13] PF2e - 04-15: In Glorious Battle (P2) (Inactive)

Game Master UncleFroggy

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


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Grand Archive

Male Human Inventor 10 | HP 128/128 | AC 29/31 | F+18 R+16 W+16, +2 circ to saves vs spells that target him while Shield Raised; slashing resist 5 cold and fire resist 5/7 Void resist 1| Perc +13 (Initiative +15) | Shield Hardness 9 HP 76/76 | Speed 30 ft | Hero Points 1 | Exploration: Defend| Active Conditions: None

Reflex (Bulwark): 1d20 + 17 ⇒ (14) + 17 = 31 8 damage

Why does everything always explode? This one wasn't even Liam's fault, mostly.

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Seeing everyone clustered together, Quinoline throws three bottles from her pouch at the center one. Yellow, I think. The color is a little ambiguous. Splash is 10' so everyone gets splashed.

Will reroll any missed flat checks and crit misses, because splash is going to be epic.

Concealed: 1d20 ⇒ 13 vs DC 5
Greater Ghost Charge: 1d20 + 21 ⇒ (13) + 21 = 34
Vitality: 3d8 ⇒ (5, 7, 8) = 20 plus 13 splash vitality plus enfeebled 2 (1 round)

Concealed: 1d20 ⇒ 13 vs DC 5
Greater Ghost Charge, MAP: 1d20 + 21 - 5 ⇒ (7) + 21 - 5 = 23
Vitality: 3d8 ⇒ (5, 3, 5) = 13 plus 13 splash vitality plus enfeebled 2 (1 round)

Concealed: 1d20 ⇒ 11 vs DC 5
Greater Ghost Charge, MAP: 1d20 + 21 - 10 ⇒ (3) + 21 - 10 = 14
Vitality: 3d8 ⇒ (7, 4, 3) = 14 plus 13 splash vitality plus enfeebled 2 (1 round)

Hero Point Reroll if that last attack was a CF: 1d20 + 21 - 10 ⇒ (6) + 21 - 10 = 17

Radiant Oath

Human Champion 10 | Exploration activity: Scout | Speed 30 | ♥️ 148 | AC 30 | F +20 R +19 W +17 | Perception +14 | Medicine +19 | Acrobatics, Diplomacy +18 | Athletics +16 | Religion +14 | Legal Lore, Society +13 | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

DC 25 Basic Reflex vs 16 Piercing Damage: 1d20 + 19 ⇒ (19) + 19 = 38

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Missed the Reflex save.

Reflex: 1d20 + 20 ⇒ (12) + 20 = 32 vs DC 25

Radiant Oath

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Othello manages to rise a few feet and avoid the bone shards entirely. Both Quinoline and Liam manage to duck and avoid the worst of the damage.

You do take the 2d6 fire damage at the end of your turn. But since it's going to increase next round I'll let this one slide (evil GM grin)

Quinoline chucks another Ghost Charge bottle at Yellow and it smashes on its head, splattering all of the other wights in a 10' radius with positive energy, causing them to smoke more than what the fire is doing to them.

Rd 3 Fire Damage: 4d6 ⇒ (1, 1, 3, 4) = 9

White moves through Yellow's space and attacks C,L,Q: 1d3 ⇒ 3 before raising his shield.

Flat: 1d20 ⇒ 19
Longsword vs Quinoline AC 30: 1d20 + 24 ⇒ (15) + 24 = 39 for Slashing Damage: 2d8 + 11 ⇒ (2, 4) + 11 = 17

Blue takes advantage of the flank set up by his captain and moves into position against Liam.

Flat: 2d20 ⇒ (15, 13) = 28
Claw vs Liam AC 29: 1d20 + 19 ⇒ (18) + 19 = 37 for Slashing Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Claw vs Liam AC 29, MAP, Agile: 1d20 + 15 ⇒ (8) + 15 = 23 for Slashing Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Sneak: 2d6 ⇒ (5, 2) = 7

You suddenly hear a flapping wings. From above, the drakes you took care of appear and strafe the wights with their fiery breaths!

Fire Damage: 6d6 ⇒ (6, 6, 3, 2, 3, 3) = 23

Green is incinerated by the fiery breath and is no longer a threat.

Red bellows something in common. "Remember your training, fools! We are trained warriors!" Its allies seem to remember something. What it is, you have no idea. Red meanwhile decides to attack C,Q: 1d2 ⇒ 1...

Longsword vs Crystal AC 31: 1d20 + 31 ⇒ (1) + 31 = 32 for Slashing Damage: 2d8 + 11 ⇒ (3, 5) + 11 = 19

... and overbalances, nearly falling over.

whew...

Radiant Oath

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

Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 14 Fire Damage
* Enter a square with fire: 14 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
* All creatures are concealed.
* The heat grows more intense, causing all creatures to take 4d6 fire damage at the end of each their turns.

Terrain:
* Trees are difficult terrain

Before your Turn:
DC 5 Flat Check vs concealed: Everyone not undead
DC 25 Basic Reflex vs 16 Piercing Damage: Crystal
DC 26 Fort Save vs Drain Life: Quinoline
DC 24 Fort Save vs Drain Life: Liam

After your Turn:
9 Fire Damage: everyone (both undead and alive)
------------------
Those with ** may go

Red (-121)
**Crystal Schattenauge - AC 29 (31 w/buckler) 143/151 (AC 31; Freedom Town Bonus: +1 Saves, +5 Speed)
**Othello Verese - AC 30 140/148 (Flying 10' up; Freedom Town Bonus: +1 Saves, +5 Speed)
Yellow (-98; Enfeebled 2)
Quinoline Silicate - AC 30 (32 w/shield) 107/140 (Freedom Town Bonus: +1 Saves, +5 Speed)
Liam Prentiss - AC 29 (31 w/shield) 110/129 (Freedom Town Bonus: +1 Saves, +5 Speed; Fire Resist 6)
White (-68; temp hp - 10/10; Shield up)
Blue (-68; temp hp - 7/7)

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

Freedom Town Bonuses:

Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves

Drain Life; DC 24/26 Fortitude Save:

F: Drained 1 (value increases by 1 on each subsequent save up to 4)

Grand Archive

Male Human Inventor 10 | HP 128/128 | AC 29/31 | F+18 R+16 W+16, +2 circ to saves vs spells that target him while Shield Raised; slashing resist 5 cold and fire resist 5/7 Void resist 1| Perc +13 (Initiative +15) | Shield Hardness 9 HP 76/76 | Speed 30 ft | Hero Points 1 | Exploration: Defend| Active Conditions: None

Liam's stats are a little lower, since I removed the level bump. Although that first attack was a crit either way since he was Off-Guard.

Fort: 1d20 + 16 ⇒ (20) + 16 = 36

"Ungh." A deep cut, but Liam doesn't even notice the life-draining properties.

Radiant Oath

Human Champion 10 | Exploration activity: Scout | Speed 30 | ♥️ 148 | AC 30 | F +20 R +19 W +17 | Perception +14 | Medicine +19 | Acrobatics, Diplomacy +18 | Athletics +16 | Religion +14 | Legal Lore, Society +13 | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Othello will respond with a Glimpse of Redemption to the longsword attack vs Quinoline making the attacker either do no damage or do 12 less damage and be enfeebled 2 until the end of its next turn.

Othello will attack red, then yellow if red drops.

Flat 5: 1d20 ⇒ 12
+2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 ⇒ (14) + 19 = 33
Holy damage: 2d10 + 5 ⇒ (8, 4) + 5 = 17 slashing plus: 1d6 ⇒ 2 positive to undead and 1d6 bleed.

Flat 5: 1d20 ⇒ 9
+2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 - 5 ⇒ (11) + 19 - 5 = 25
Holy damage: 2d10 + 5 ⇒ (5, 8) + 5 = 18 slashing plus: 1d6 ⇒ 1 positive to undead and 1d6 bleed.

Flat 5: 1d20 ⇒ 7
+2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 - 10 ⇒ (13) + 19 - 10 = 22
Holy damage: 2d10 + 5 ⇒ (8, 8) + 5 = 21 slashing plus: 1d6 ⇒ 3 positive to undead and 1d6 bleed.

Radiant Oath

Female Catfolk Swashie 12 | AC 29/31 | F/R/W: 20/24/20 | Perc 21, Low Light | Resist: cold 6, fire/elec/acid 10 | Speed 35 | HP 164/164 | Exp: AN | Acro 23, Ath 15, Dec 20, Diplo 23, Perf 22, Stealth 21, Thievery 19

Crystal will try to tumble through red.
acrobatics: 1d20 + 23 ⇒ (19) + 23 = 42

flat: 1d20 ⇒ 6
2 GS Flaming Corrosive Rapier: 1d20 + 23 ⇒ (2) + 23 = 25
piercing: 3d6 + 3 ⇒ (6, 6, 6) + 3 = 21
corrosive: 1d6 ⇒ 2
fire: 1d6 ⇒ 1

Will raise shield after this again.

Against piercing
reflex: 1d20 + 24 ⇒ (11) + 24 = 35

Crystal has fire resist 10.

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Fortitude: 1d20 + 21 ⇒ (16) + 21 = 37 vs DC 26

Radiant Oath

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Crystal easily avoids the bone shards and parkours off Red. She succeeds but her strike misses. Othello slashes at Red thrice but only his first strike hits.

Yellow moves up and goes after Liam.

Claw vs Liam AC 28: 1d20 + 17 ⇒ (8) + 17 = 25 for Slashing Damage: 1d8 + 4 ⇒ (3) + 4 = 7
Claw vs Liam AC 28, MAP, Agile: 1d20 + 13 ⇒ (18) + 13 = 31 for Slashing Damage: 1d8 + 4 ⇒ (6) + 4 = 10

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COMBAT TRACKER
Round: 3
Tactical Map

Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 14 Fire Damage
* Enter a square with fire: 14 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
* All creatures are concealed.
* The heat grows more intense, causing all creatures to take 4d6 fire damage at the end of each their turns.

Terrain:
* Trees are difficult terrain

Before your Turn:
DC 5 Flat Check vs concealed: Everyone not undead
DC 25 Basic Reflex vs 16 Piercing Damage:
DC 26 Fort Save vs Drain Life:
DC 24 Fort Save vs Drain Life:
DC 22 Fort Save vs Drain Life: Liam

After your Turn:
9 Fire Damage: everyone (both undead and alive)
------------------
Those with ** may go

Red (-140; 1d6 Persistent Bleed)
Crystal Schattenauge - AC 29 (31 w/buckler) 143/151 (AC 31; Freedom Town Bonus: +1 Saves, +5 Speed; Panache)
Othello Verese - AC 30 131/148 (Flying 10' up; Freedom Town Bonus: +1 Saves, +5 Speed)
Yellow (-107; temp hp - 7/7)
**Quinoline Silicate - AC 30 (32 w/shield) 107/140 (Freedom Town Bonus: +1 Saves, +5 Speed)
**Liam Prentiss - AC 28 (30 w/shield) 67/107 (Freedom Town Bonus: +1 Saves, +5 Speed; Fire Resist 6)
White (-68; temp hp - 10/10; Shield up)
Blue (-68; temp hp - 7/7)

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

Freedom Town Bonuses:

Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves

Drain Life; DC 24/26 Fortitude Save:

F: Drained 1 (value increases by 1 on each subsequent save up to 4)

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinoline raises her shield and throws her last two ghost charges at Yellow. If Yellow goes down, then White. Either way, all the enemies get splashed on a non-CF, and I'll use a Hero Point to reroll any CF or failed concealment checks.

GM, on my last turn, did the last throw initially CF? Did I consume a Hero Point? If so, I have the Radiant Oath Hero Point boon ...

Heroic Intervention wrote:
Your heroic moments grant others the will to keep fighting. When you spend a Hero Point, you and any allies within 30 feet who can see you regain 4d6 Hit Points. This healing also affects dying allies, even if they cannot see you due to being unconscious.

Healing: 4d6 ⇒ (3, 2, 4, 6) = 15

Concealed: 1d20 ⇒ 4
Greater Ghost Charge: 1d20 + 21 ⇒ (1) + 21 = 22
Vitality: 3d8 ⇒ (4, 4, 2) = 10 plus 13 splash vitality plus enfeebled 2 (1 round)

Concealed: 1d20 ⇒ 5
Greater Ghost Charge, MAP: 1d20 + 21 - 5 ⇒ (15) + 21 - 5 = 31
Vitality: 3d8 ⇒ (3, 6, 7) = 16 plus 13 splash vitality plus enfeebled 2 (1 round)

Ruh roh. I should have previewed in between each roll, now I'm in a meta-pickle. Ignoring all future rolls, I would have rerolled the first concealment check as soon as it came out, which means I definitely would have used a Hero Point.

Concealed, Hero Point Reroll: 1d20 ⇒ 5

Gah, now, having passed the Concealment check, I would have attempted to reroll the nat 1. I'm not sure I even had the Hero Point to do this, but here it is. I'm fine with however you rule to sort out this mess.

Greater Ghost Charge, Hero Point Reroll: 1d20 + 21 ⇒ (10) + 21 = 31

On the plus side, Heroic Intervention definitely triggers now if it didn't before.

Radiant Oath

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Yes, the last attack was a CF. HP did apply so everyone gets 15 hp back in healing. I should get that boon as well :)

Claw vs Liam AC 28: 1d20 + 17 ⇒ (15) + 17 = 32 for Slashing Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Flat: 1d20 ⇒ 14

Quinoline hurls a Ghost Charge at Yellow which breaks over its head, splattering it with positive goodness. It goes down but lashes out at Liam one last time and hits.

She chucks her last Ghost Charge at White, who blocks with its shield.

Unfortunately, her missile attack at Yellow and White leave an opening for Red and it also slashes at her.

Red Flat: 1d20 ⇒ 8
Longsword vs Quinoling AC 30, RS: 1d20 + 24 ⇒ (15) + 24 = 39 for Slashing Damage: 2d8 + 11 ⇒ (4, 8) + 11 = 23

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COMBAT TRACKER
Round: 3
Tactical Map

Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 14 Fire Damage
* Enter a square with fire: 14 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
* All creatures are concealed.
* The heat grows more intense, causing all creatures to take 4d6 fire damage at the end of each their turns.

Terrain:
* Trees are difficult terrain

Before your Turn:
DC 5 Flat Check vs concealed: Everyone not undead
DC 25 Basic Reflex vs 16 Piercing Damage:
DC 26 Fort Save vs Drain Life: Quinoline
DC 24 Fort Save vs Drain Life:
DC 22 Fort Save vs Drain Life: Liam x2

After your Turn:
9 Fire Damage: everyone (both undead and alive)
------------------
Those with ** may go

Red (-140; temp hp - 10/10; 1d6 Persistent Bleed)
Crystal Schattenauge - AC 29 (31 w/buckler) 151/151 (AC 31; Freedom Town Bonus: +1 Saves, +5 Speed; Panache)
Othello Verese - AC 30 146/148 (Flying 10' up; Freedom Town Bonus: +1 Saves, +5 Speed)
Quinoline Silicate - AC 30 (32 w/shield) 90/140 (Freedom Town Bonus: +1 Saves, +5 Speed)
**Liam Prentiss - AC 28 (30 w/shield) 75/107 (Freedom Town Bonus: +1 Saves, +5 Speed; Fire Resist 6)
White (-77; Shield up; Enfeebled 2)
Blue (-68; temp hp - 7/7)

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

Freedom Town Bonuses:

Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves

Drain Life; DC 22/24/26 Fortitude Save:

F: Drained 1 (value increases by 1 on each subsequent save up to 4)

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinoline will Shield Block the hit. 13 damage to both her and the shield

Fortitude: 1d20 + 21 ⇒ (8) + 21 = 29 vs DC 26

Grand Archive

Male Human Inventor 10 | HP 128/128 | AC 29/31 | F+18 R+16 W+16, +2 circ to saves vs spells that target him while Shield Raised; slashing resist 5 cold and fire resist 5/7 Void resist 1| Perc +13 (Initiative +15) | Shield Hardness 9 HP 76/76 | Speed 30 ft | Hero Points 1 | Exploration: Defend| Active Conditions: None

Fortitude: 1d20 + 16 ⇒ (5) + 16 = 21
Fortitude: 1d20 + 16 - 1 ⇒ (12) + 16 - 1 = 27
Is it worth rerolling that? Hm. Okay. Hero Point: 1d20 + 16 ⇒ (5) + 16 = 21. Yeah, okay.

Liam's thoughts return to defense, and this time he keeps his shield up. He slips out from between the undead creatures flanking him, and returns the favor.

◆ Raise Shield
◆ Step
◆ Strike White (flanked) borrowed battleaxe: 1d20 + 19 ⇒ (2) + 19 = 21 for slashing: 2d8 + 10 ⇒ (7, 1) + 10 = 18, fire: 1d6 ⇒ 5, and vitality damage: 1d6 ⇒ 6

Radiant Oath

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Liam feels the cold touch of the grave and feels weaker. He raises his shield and swings at White but the axe only bounces off White's shield.

Fixed Quinoline's hp -- I forgot to apply Othello's GoR for the first attack

White swings his sword at C,L,Q: 1d3 ⇒ 2 before raising his shield.

Longsword vs Liam AC 32: 1d20 + 24 ⇒ (2) + 24 = 26 for Slashing Damage: 2d8 + 11 ⇒ (6, 2) + 11 = 19
Longsword vs Liam AC 32, MAP: 1d20 + 19 ⇒ (7) + 19 = 26 for Slashing Damage: 2d8 + 11 ⇒ (7, 1) + 11 = 19

Fortunately neither strike connects.

Blue continues to claw at Liam.

Flat: 3d20 ⇒ (12, 12, 18) = 42
Claw vs Liam AC 32: 1d20 + 19 ⇒ (10) + 19 = 29 for Slashing Damage: 1d8 + 6 ⇒ (8) + 6 = 14
Claw vs Liam AC 32, MAP, Agile: 1d20 + 15 ⇒ (2) + 15 = 17 for Slashing Damage: 1d8 + 6 ⇒ (6) + 6 = 12
Claw vs Liam AC 32, MAP 2+, Agile: 1d20 + 11 ⇒ (6) + 11 = 17 for Slashing Damage: 1d8 + 6 ⇒ (5) + 6 = 11

The first comes close, but still does not connect.

Red grins at C,Q: 1d2 ⇒ 2 and swings its sword at her before raising their shield.

Longsword vs Quinoline AC 32: 1d20 + 24 ⇒ (12) + 24 = 36 for Slashing Damage: 2d8 + 11 ⇒ (8, 7) + 11 = 26
Longsword vs Quinoline AC 32, MAP: 1d20 + 19 ⇒ (1) + 19 = 20 for Slashing Damage: 2d8 + 11 ⇒ (5, 8) + 11 = 24

Flat: 1d20 ⇒ 3

Red strikes at Quinoline but struck at where she was instead of where she is. You see Red take the fire damage but for some reason, it's taking less damage now.

Radiant Oath

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COMBAT TRACKER
Round: 4
Tactical Map

Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 14 Fire Damage
* Enter a square with fire: 14 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
* All creatures are concealed.
* The heat grows more intense, causing all creatures to take 4d6 fire damage at the end of each their turns.
* The smoke grows thicker, causing anyone who breathes it to become sickened 1, creatures can hold their breath to avoid being sickened.

Terrain:
* Trees are difficult terrain

Before your Turn:
DC 5 Flat Check vs concealed: Everyone not undead
DC 25 Basic Reflex vs 16 Piercing Damage:
DC 26 Fort Save vs Drain Life:
DC 24 Fort Save vs Drain Life:

After your Turn:
9 Fire Damage: everyone (both undead and alive)
------------------
Those with ** may go

Red (-140; temp hp - 6/10; 1d6 Persistent Bleed; Sickened 1; Shield up)
**Crystal Schattenauge - AC 29 (31 w/buckler) 151/151 (AC 31; Freedom Town Bonus: +1 Saves, +5 Speed; Panache; Fire Resist 10)
**Othello Verese - AC 30 146/148 (Flying 10' up; Freedom Town Bonus: +1 Saves, +5 Speed)
**Quinoline Silicate - AC 30 (32 w/shield) 99/140 (AC 32; Freedom Town Bonus: +1 Saves, +5 Speed; Shield - H10, hp - 67/80, BT40)
**Liam Prentiss - AC 28 (30 w/shield) 61/98 (AC 30; Drained 1; Freedom Town Bonus: +1 Saves, +5 Speed; Fire Resist 6)
White (-87; Shield up; Enfeebled 2; Sickened 1)
Blue (-66; Sickened 1)

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

[spoiler=Freedom Town Bonuses]
Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)

Radiant Oath

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Bleed; Flat Check: 1d6 ⇒ 31d20 ⇒ 19

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COMBAT TRACKER
Round: 4
Tactical Map

Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 14 Fire Damage
* Enter a square with fire: 14 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
* All creatures are concealed.
* The heat grows more intense, causing all creatures to take 4d6 fire damage at the end of each their turns.
* The smoke grows thicker, causing anyone who breathes it to become sickened 1, creatures can hold their breath to avoid being sickened.

Terrain:
* Trees are difficult terrain

Before your Turn:
DC 5 Flat Check vs concealed: Everyone not undead
DC 25 Basic Reflex vs 16 Piercing Damage:
DC 26 Fort Save vs Drain Life:
DC 24 Fort Save vs Drain Life:

After your Turn:
9 Fire Damage: everyone (both undead and alive)
------------------
Those with ** may go

Red (-140; temp hp - 3/10; Sickened 1; Shield up)
**Crystal Schattenauge - AC 29 (31 w/buckler) 151/151 (AC 31; Freedom Town Bonus: +1 Saves, +5 Speed; Panache; Fire Resist 10)
**Othello Verese - AC 30 146/148 (Flying 10' up; Freedom Town Bonus: +1 Saves, +5 Speed)
**Quinoline Silicate - AC 30 (32 w/shield) 99/140 (AC 32; Freedom Town Bonus: +1 Saves, +5 Speed; Shield - H10, hp - 67/80, BT40)
**Liam Prentiss - AC 28 (30 w/shield) 61/98 (AC 30; Drained 1; Freedom Town Bonus: +1 Saves, +5 Speed; Fire Resist 6)
White (-87; Shield up; Enfeebled 2; Sickened 1)
Blue (-66; Sickened 1)

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

Freedom Town Bonuses:

Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves

Radiant Oath

Human Champion 10 | Exploration activity: Scout | Speed 30 | ♥️ 148 | AC 30 | F +20 R +19 W +17 | Perception +14 | Medicine +19 | Acrobatics, Diplomacy +18 | Athletics +16 | Religion +14 | Legal Lore, Society +13 | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Othello will begin holding his breath. 8 rounds available

Othello will strike at Red, then if Red is down, White.

+2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 ⇒ (20) + 19 = 39
Holy damage: 2d10 + 5 ⇒ (6, 5) + 5 = 16 slashing plus: 1d6 ⇒ 4 positive to undead and 1d6 bleed.
Because it is critical, Othello will force Red five feet southeast.

+2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 - 5 ⇒ (7) + 19 - 5 = 21
Holy damage: 2d10 + 5 ⇒ (10, 9) + 5 = 24 slashing plus: 1d6 ⇒ 4 positive to undead and 1d6 bleed.

+2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 - 10 ⇒ (14) + 19 - 10 = 23
Holy damage: 2d10 + 5 ⇒ (6, 5) + 5 = 16 slashing plus: 1d6 ⇒ 6 positive to undead and 1d6 bleed.

Radiant Oath

Female Catfolk Swashie 12 | AC 29/31 | F/R/W: 20/24/20 | Perc 21, Low Light | Resist: cold 6, fire/elec/acid 10 | Speed 35 | HP 164/164 | Exp: AN | Acro 23, Ath 15, Dec 20, Diplo 23, Perf 22, Stealth 21, Thievery 19

Crystal will also hold her breath for now, at least.

She'll tumble through red first and if its down, then white.

acrobatics: 1d20 + 23 ⇒ (15) + 23 = 38

flat: 1d20 ⇒ 9
2 GS Flaming Corrosive Rapier: 1d20 + 23 ⇒ (8) + 23 = 31
piercing: 3d6 + 3 ⇒ (5, 1, 3) + 3 = 12
corrosive: 1d6 ⇒ 4
fire: 1d6 ⇒ 2

Will raise shield after this again.

Against piercing
reflex: 1d20 + 24 ⇒ (9) + 24 = 33

Crystal has fire resist 10.

Radiant Oath

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Red blocks Othello's strike with his shield but still takes a mighty blow. Red's shield shatters as Othello strikes it.

Crystal strikes Red with her rapier and pokes it right in the eye. As Red starts to disintegrate, he has enough time to blow on a battered old horn.

Bad things: 1d4 ⇒ 3

To your horror, three neighboring corpses suddenly rise and come to the undead soldiers' aid!

Crystal parkours through White and raises her shield.

Init:

Cyan Perception: 1d20 + 10 ⇒ (6) + 10 = 16
Pink Perception: 1d20 + 10 ⇒ (5) + 10 = 15
Green Perception: 1d20 + 10 ⇒ (16) + 10 = 26

A wight in a tattered green surcoat walks up to Quinoline and tries to slash her with its claws

Flat: 2d20 ⇒ (9, 4) = 13

Claw vs Quinoline AC 32: 1d20 + 12 ⇒ (15) + 12 = 27 for Slashing Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Claw vs Quinoline AC 32, MAP: 1d20 + 7 ⇒ (7) + 7 = 14 for Slashing Damage: 1d6 + 4 ⇒ (3) + 4 = 7 Irrelevant as Flat check misses

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

Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 14 Fire Damage
* Enter a square with fire: 14 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
* All creatures are concealed.
* The heat grows more intense, causing all creatures to take 4d6 fire damage at the end of each their turns.
* The smoke grows thicker, causing anyone who breathes it to become sickened 1, creatures can hold their breath to avoid being sickened.

Terrain:
* Trees are difficult terrain

Before your Turn:
DC 5 Flat Check vs concealed: Everyone not undead
DC 26 Fort Save vs Drain Life:
DC 24 Fort Save vs Drain Life:

After your Turn:
9 Fire Damage: everyone (both undead and alive)
------------------
Those with ** may go

Crystal Schattenauge - AC 29 (31 w/buckler) 151/151 (AC 31; Freedom Town Bonus: +1 Saves, +5 Speed; Panache; Fire Resist 10)
Othello Verese - AC 30 146/148 (Flying 10' up; Freedom Town Bonus: +1 Saves, +5 Speed)
Green (-4; Sickened 1)
**Quinoline Silicate - AC 30 (32 w/shield) 99/140 (AC 32; Freedom Town Bonus: +1 Saves, +5 Speed; Shield - H10, hp - 67/80, BT40)
**Liam Prentiss - AC 28 (30 w/shield) 61/98 (AC 30; Drained 1; Freedom Town Bonus: +1 Saves, +5 Speed; Fire Resist 6)
White (-87; Shield up; Enfeebled 2; Sickened 1)
Blue (-66; Sickened 1)
Cyan
Pink

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

Freedom Town Bonuses:

Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinoline will raise a shield and then throw a Bottled Lightning at White - splashing only White. Then, she'll throw a Ghost Charge at White, splashing Green and Blue (and the party).

Concealment: 1d20 ⇒ 15 vs DC 5
Greater Bottled Lightning: 1d20 + 21 ⇒ (10) + 21 = 31
Electricity: 3d6 ⇒ (1, 5, 3) = 9 plus 13 splash electricity plus off-guard (1 round)

Concealment: 1d20 ⇒ 7 vs DC 5
Greater Ghost Charge, MAP: 1d20 + 21 - 5 ⇒ (10) + 21 - 5 = 26 vs off-guard if the lightning hit
Vitality: 3d8 ⇒ (6, 5, 7) = 18 plus 13 splash vitality plus enfeebled 2 (1 round) plus dazzled (1 round)

Radiant Oath

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Quinoline/Liam - You gonna take the sickened 1 or are you holding your breath?

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinoline will hold her breath. She has +3 CON, so 8 units, and I think she spends 2 units because she attacked.

Radiant Oath

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Quinoline holds her breath and hurls a bottled lightning at White. He blocks it with his shield but is still shocked. His hair (what's left of it) stands on end. She follows up with another Ghost charge. But unfortunately this one misses, though White gets splashed with the liquid of goodness.

Correct, you spend 2 "breaths" if you attack

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

Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 14 Fire Damage
* Enter a square with fire: 14 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
* All creatures are concealed.
* The heat grows more intense, causing all creatures to take 4d6 fire damage at the end of each their turns.
* The smoke grows thicker, causing anyone who breathes it to become sickened 1, creatures can hold their breath to avoid being sickened.

Before your Turn:
DC 5 Flat Check vs concealed: Everyone not undead
DC 26 Fort Save vs Drain Life:
DC 24 Fort Save vs Drain Life:
DC 17 Fort Save vs Drain Life:

After your Turn:
9 Fire Damage: everyone (both undead and alive)
------------------
Those with ** may go

Crystal Schattenauge - AC 29 (31 w/buckler) 151/151 (AC 31; Freedom Town Bonus: +1 Saves, +5 Speed; Panache; Fire Resist 10; Breath - 2/8)
Othello Verese - AC 30 146/148 (Flying 10' up; Freedom Town Bonus: +1 Saves, +5 Speed; Breath - 2/8)
Green (-17; Sickened 1)
Quinoline Silicate - AC 30 (32 w/shield) 90/140 (AC 32; Freedom Town Bonus: +1 Saves, +5 Speed; Shield - H10, hp - 67/80, BT40; Breath - 2/8)
**Liam Prentiss - AC 28 (30 w/shield) 61/98 (AC 30; Drained 1; Freedom Town Bonus: +1 Saves, +5 Speed; Fire Resist 6)
White (-112; Shield up; Enfeebled 2; Sickened 1; OG)
Blue (-89; Sickened 1)
Cyan
Pink

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

Freedom Town Bonuses:

Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves

Drain Life; DC 17/24/26 Fortitude Save:

F: Drained 1 (value increases by 1 on each subsequent save up to 4)

Drowning / Suffocating

Grand Archive

Male Human Inventor 10 | HP 128/128 | AC 29/31 | F+18 R+16 W+16, +2 circ to saves vs spells that target him while Shield Raised; slashing resist 5 cold and fire resist 5/7 Void resist 1| Perc +13 (Initiative +15) | Shield Hardness 9 HP 76/76 | Speed 30 ft | Hero Points 1 | Exploration: Defend| Active Conditions: None

Wordlessly (since he's trying to hold his breath against the smoke), Liam presses his arm against some of his wounds. His armor heats up and releases a burst of steam. Momentarily unpleasant, but the heat cauterizes and the steam contains vaporized medicinal herbs. His words might be silent, but the loud BANG! isn't. The pressure of the steam overloads a valve, and a necessary component rockets off into the distance. Blast. Well, Liam's armor is still mostly working.

He then slashes at the damaged creature, trying to finish it off so the party can focus on the newcomers.

Hold breath. 7 rounds.
◆ Raise Shield
◆ Searing Restoration (manipulate) on self. Healing: 5d10 ⇒ (1, 6, 8, 9, 7) = 31 Stability: 1d20 ⇒ 7
◆ Strike White Concealment: 1d20 ⇒ 17 borrowed battleaxe: 1d20 + 19 ⇒ (11) + 19 = 30 for slashing damage: 2d8 + 11 ⇒ (1, 7) + 11 = 19, fire: 1d6 ⇒ 5 and spirit damage: 1d6 ⇒ 6
7-2 = 5 rounds of breath

Radiant Oath

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Liam heals himself before striking White and raising his shield. The axe causes severe damage to White, who is barely hanging on.

White strikes at Liam before raising his own shield.

Longsword vs Liam AC 30, E2: 1d20 + 24 - 2 ⇒ (8) + 24 - 2 = 30 for Slashing Damage: 2d8 + 11 - 2 ⇒ (4, 3) + 11 - 2 = 16
Longsword vs Liam AC 30, E2, MAP: 1d20 + 19 - 2 ⇒ (9) + 19 - 2 = 26 for Slashing Damage: 2d8 + 11 - 2 ⇒ (7, 6) + 11 - 2 = 22

Flat: 3d20 ⇒ (2, 14, 3) = 19

Claw vs Liam AC 30, S1: 1d20 + 19 ⇒ (17) + 19 = 36 for Slashing Damage: 1d8 + 6 ⇒ (3) + 6 = 9 Irrelevant
Claw vs Liam AC 30, S1, MAP, Agile: 1d20 + 15 - 1 ⇒ (15) + 15 - 1 = 29 for Slashing Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Claw vs Liam AC 30, S1, MAP 2+, Agile: 1d20 + 11 ⇒ (7) + 11 = 18 for Slashing Damage: 1d8 + 6 ⇒ (7) + 6 = 13 Irrelevant

White Flat: 1d20 ⇒ 6

Othello again rebukes White, weakening it and reduces the damage done to Liam. Net 4 damage before Shield Block
Liam, if you shield block White, it will be 0 damage

Liam manages to duck behind his shield and shudders at the 'nails(or claws)-on-a-chalkboard sound'.

Cyan and Pink totter up to the party, both looking greener than normal as they are enveloped by the smoke.

Cyan slashes at Quinoline while Pink goes after Crystal.

Cyan Flat: 2d20 ⇒ (2, 1) = 3
Pink Flat: 2d20 ⇒ (19, 19) = 38

Cyan waves at the air and does nothing but fan Quinoline, relieving some of the heat.

Pink goes after Crystal and...

Claw vs Crystal AC 31, S1: 1d20 + 12 ⇒ (6) + 12 = 18 for Slashing Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Claw vs Crystal AC 31, S1, MAP: 1d20 + 7 ⇒ (2) + 7 = 9 for Slashing Damage: 1d6 + 4 ⇒ (6) + 4 = 10

... overbalances, giving Crystal a wonderful opportunity to get even.

Crystal Flat: 1d20 ⇒ 19
2 GS Flaming Corrosive Rapier: 1d20 + 23 ⇒ (3) + 23 = 26
piercing: 3d6 + 3 ⇒ (5, 1, 6) + 3 = 15
corrosive: 1d6 ⇒ 2
fire: 1d6 ⇒ 3
precision if applied: 4d6 ⇒ (6, 3, 5, 3) = 17

If I'm understanding this correctly, the opportune riposte should give Crystal panache?

Radiant Oath

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Fire damage: 8d6 ⇒ (3, 1, 5, 1, 3, 4, 6, 4) = 27

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

Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 14 Fire Damage
* Enter a square with fire: 14 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
* All creatures are concealed.
* The heat is nearly unbearable, dealing 8d6 fire damage to all creatures at the end of each of their turns for the remainder of the combat.
* The smoke grows thicker, causing anyone who breathes it to become sickened 1, creatures can hold their breath to avoid being sickened.

Before your Turn:
DC 5 Flat Check vs concealed: Everyone not undead
DC 26 Fort Save vs Drain Life:
DC 24 Fort Save vs Drain Life:
DC 17 Fort Save vs Drain Life:

After your Turn:
27 Fire Damage: everyone (both undead and alive)
------------------
Those with ** may go

**Crystal Schattenauge - AC 29 (31 w/buckler) 151/151 (AC 31; Freedom Town Bonus: +1 Saves, +5 Speed; Panache; Fire Resist 10; Breath - 2/8)
**Othello Verese - AC 30 146/148 (Flying 10' up; Freedom Town Bonus: +1 Saves, +5 Speed; Breath - 2/8)
Green (-17; Sickened 1)
Quinoline Silicate - AC 30 (32 w/shield) 90/140 (AC 32; Freedom Town Bonus: +1 Saves, +5 Speed; Shield - H10, hp - 67/80, BT40; Breath - 2/8)
Liam Prentiss - AC 28 (30 w/shield) 89/98 (AC 30; Drained 1; Freedom Town Bonus: +1 Saves, +5 Speed; Fire Resist 6; Breath - 5/7)
White (-141; Shield up; Enfeebled 2; Sickened 1; OG) < 25%
Blue (-93; Sickened 1) < 35%
Cyan (-4; S1)
Pink (-38; S1) < 25%

Radiant Oath

Human Champion 10 | Exploration activity: Scout | Speed 30 | ♥️ 148 | AC 30 | F +20 R +19 W +17 | Perception +14 | Medicine +19 | Acrobatics, Diplomacy +18 | Athletics +16 | Religion +14 | Legal Lore, Society +13 | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Othello will attack White first, then, if White drops, attack Pink.

Flat 5: 1d20 ⇒ 12
+2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 ⇒ (15) + 19 = 34
Holy damage: 2d10 + 5 ⇒ (7, 6) + 5 = 18 slashing plus: 1d6 ⇒ 4 positive to undead and 1d6 bleed.

Flat 5: 1d20 ⇒ 5
+2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 - 5 ⇒ (3) + 19 - 5 = 17
Holy damage: 2d10 + 5 ⇒ (7, 2) + 5 = 14 slashing plus: 1d6 ⇒ 6 positive to undead and 1d6 bleed.

Flat 5: 1d20 ⇒ 5
+2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 - 10 ⇒ (20) + 19 - 10 = 29
Holy damage: 2d10 + 5 ⇒ (10, 6) + 5 = 21 slashing plus: 1d6 ⇒ 1 positive to undead and 1d6 bleed.

4 left for holding breath

If White died from the first strike, then the third strike (a Nat 20) will, on the critical, shove Pink to where White was.

Radiant Oath

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More bad things: 1d4 ⇒ 3

From his perch 10' above the fray, Othello slashes White twice, his second slash cutting the its corpse in half. White manages a BLAT on his old battered horn before crumbling to dust. Unfortunately, more wights rise to join the fray.

Init:

Red Perception: 1d20 + 10 ⇒ (2) + 10 = 12
White Perception: 1d20 + 10 ⇒ (2) + 10 = 12
Blue Perception: 1d20 + 10 ⇒ (9) + 10 = 19

White is a regular wight. I'm just out of tokens for the regular ones

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

Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 14 Fire Damage
* Enter a square with fire: 14 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
* All creatures are concealed.
* The heat is nearly unbearable, dealing 8d6 fire damage to all creatures at the end of each of their turns for the remainder of the combat.
* The smoke grows thicker, causing anyone who breathes it to become sickened 1, creatures can hold their breath to avoid being sickened.

Before your Turn:
DC 5 Flat Check vs concealed: Everyone not undead
DC 24 Fort Save vs Drain Life:
DC 17 Fort Save vs Drain Life:

After your Turn:
27 Fire Damage: everyone (both undead and alive)
------------------
Those with ** may go

**Crystal Schattenauge - AC 29 (31 w/buckler) 151/151 (AC 31; Freedom Town Bonus: +1 Saves, +5 Speed; Panache; Fire Resist 10; Breath - 2/8)
Othello Verese - AC 30 119/148 (Flying 10' up; Freedom Town Bonus: +1 Saves, +5 Speed; Breath - 4/8)
Green (-17; Sickened 1)
Quinoline Silicate - AC 30 (32 w/shield) 90/140 (AC 32; Freedom Town Bonus: +1 Saves, +5 Speed; Shield - H10, hp - 67/80, BT40; Breath - 2/8)
Liam Prentiss - AC 28 (30 w/shield) 89/98 (AC 30; Drained 1; Freedom Town Bonus: +1 Saves, +5 Speed; Fire Resist 6; Breath - 5/7)
Blue2 (S1)
Blue (-93; Sickened 1) < 35%
Cyan (-4; S1)
Pink (-38; S1) < 25%
Red (S1)
White (S1)

Radiant Oath

Female Catfolk Swashie 12 | AC 29/31 | F/R/W: 20/24/20 | Perc 21, Low Light | Resist: cold 6, fire/elec/acid 10 | Speed 35 | HP 164/164 | Exp: AN | Acro 23, Ath 15, Dec 20, Diplo 23, Perf 22, Stealth 21, Thievery 19

Crystal will attack pink again with panache, assuming the OR gave her it, aim for panache (position depends on whether pink is still up) and place a buckler.

Crystal Flat: 1d20 ⇒ 4
2 GS Flaming Corrosive Rapier: 1d20 + 23 ⇒ (13) + 23 = 36
piercing: 3d6 + 3 ⇒ (2, 4, 5) + 3 = 14
corrosive: 1d6 ⇒ 1
fire: 1d6 ⇒ 4
precision if applied: 4d6 ⇒ (1, 3, 6, 4) = 14

acro: 1d20 + 23 ⇒ (13) + 23 = 36

In the event Opportune Riposte applies before my next turn - refer to this:

Spoiler:

Crystal Flat: 1d20 ⇒ 7
2 GS Flaming Corrosive Rapier: 1d20 + 23 ⇒ (4) + 23 = 27
piercing: 3d6 + 3 ⇒ (5, 1, 2) + 3 = 11
corrosive: 1d6 ⇒ 3
fire: 1d6 ⇒ 3
precision if applied: 4d6 ⇒ (4, 5, 1, 3) = 13

I don't believe precision applies here, but...

Using a hero point for first flat
reroll flat not in spoiler: 1d20 ⇒ 14 (see above)

Radiant Oath

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Pink Flat: 1d20 ⇒ 12
Claw vs Crystal AC 31: 1d20 + 12 ⇒ (3) + 12 = 15 for Slashing Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Crystal stabs Pink deep into its chest. With the remnants of its undeath, it tries to grab Crystal but fails.

Green tries to grab onto to Quinoline...

Flat: 3d20 ⇒ (3, 10, 9) = 22
Claw vs Quinoline AC 32, S1: 1d20 + 12 ⇒ (10) + 12 = 22 for Slashing Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Claw vs Quinoline AC 32, S1, MAP: 1d20 + 7 ⇒ (3) + 7 = 10 for Slashing Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Claw vs Quinoline AC 32, S1, MAP 2+: 1d20 + 2 ⇒ (18) + 2 = 20 for Slashing Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Not surprisingly, all three attacks miss...

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

Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 14 Fire Damage
* Enter a square with fire: 14 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
* All creatures are concealed.
* The heat is nearly unbearable, dealing 8d6 fire damage to all creatures at the end of each of their turns for the remainder of the combat.
* The smoke grows thicker, causing anyone who breathes it to become sickened 1, creatures can hold their breath to avoid being sickened.

Before your Turn:
DC 5 Flat Check vs concealed: Everyone not undead
DC 24 Fort Save vs Drain Life:
DC 17 Fort Save vs Drain Life:

After your Turn:
27 Fire Damage: everyone (both undead and alive)
------------------
Those with ** may go

Crystal Schattenauge - AC 29 (31 w/buckler) 134/151 (AC 31; Freedom Town Bonus: +1 Saves, +5 Speed; Panache; Fire Resist 10; Breath - 4/8)
Othello Verese - AC 30 119/148 (Flying 10' up; Freedom Town Bonus: +1 Saves, +5 Speed; Breath - 4/8)
Green (-39; Sickened 1)
**Quinoline Silicate - AC 30 (32 w/shield) 90/140 (AC 32; Freedom Town Bonus: +1 Saves, +5 Speed; Shield - H10, hp - 67/80, BT40; Breath - 2/8)
**Liam Prentiss - AC 28 (30 w/shield) 89/98 (AC 30; Drained 1; Freedom Town Bonus: +1 Saves, +5 Speed; Fire Resist 6; Breath - 5/7)
Blue2 (S1)
Blue (-93; Sickened 1) < 35%
Cyan (-4; S1)
Red (S1)
White (S1)

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

Freedom Town Bonuses:

Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves

Grand Archive

Male Human Inventor 10 | HP 128/128 | AC 29/31 | F+18 R+16 W+16, +2 circ to saves vs spells that target him while Shield Raised; slashing resist 5 cold and fire resist 5/7 Void resist 1| Perc +13 (Initiative +15) | Shield Hardness 9 HP 76/76 | Speed 30 ft | Hero Points 1 | Exploration: Defend| Active Conditions: None

Yes, Shield Block.

The fire was getting to be an issue, even for Liam. Though he couldn't articulate that at the moment while holding his breath against the smoke. Maybe it will help finish off the undead, though?

He pushes his shield forward, while slicing into the undead creature with the sword.

◆ Raise Shield
◆ Strike Blue Concealment: 1d20 ⇒ 9 and borrowed battleaxe: 1d20 + 19 ⇒ (13) + 19 = 32 for slashing: 2d8 + 10 ⇒ (3, 8) + 10 = 21, fire: 1d6 ⇒ 1, and vitality damage: 1d6 ⇒ 6
◆ Strike Blue Concealment: 1d20 ⇒ 16 and borrowed battleaxe: 1d20 + 19 - 5 ⇒ (11) + 19 - 5 = 25 for slashing: 2d8 + 10 ⇒ (1, 8) + 10 = 19, fire: 1d6 ⇒ 2, and spirit damage: 1d6 ⇒ 2
27-6 = 21 fire damage
-2 rounds' breath

Radiant Oath

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Liam raises his shield and slashes Blue with his sword (that turns into an axe on impact :) ). Blue is hanging by a thread but is still fighting.

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

Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 14 Fire Damage
* Enter a square with fire: 14 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
* All creatures are concealed.
* The heat is nearly unbearable, dealing 8d6 fire damage to all creatures at the end of each of their turns for the remainder of the combat.
* The smoke grows thicker, causing anyone who breathes it to become sickened 1, creatures can hold their breath to avoid being sickened.

Before your Turn:
DC 5 Flat Check vs concealed: Everyone not undead
DC 24 Fort Save vs Drain Life:
DC 17 Fort Save vs Drain Life:

After your Turn:
27 Fire Damage: everyone (both undead and alive)
------------------
Those with ** may go

Crystal Schattenauge - AC 29 (31 w/buckler) 134/151 (AC 31; Freedom Town Bonus: +1 Saves, +5 Speed; Panache; Fire Resist 10; Breath - 4/8)
Othello Verese - AC 30 119/148 (Flying 10' up; Freedom Town Bonus: +1 Saves, +5 Speed; Breath - 4/8)
Green (-39; Sickened 1)
**Quinoline Silicate - AC 30 (32 w/shield) 90/140 (AC 32; Freedom Town Bonus: +1 Saves, +5 Speed; Shield - H10, hp - 67/80, BT40; Breath - 2/8)
Liam Prentiss - AC 28 (30 w/shield) 68/98 (AC 30; Drained 1; Freedom Town Bonus: +1 Saves, +5 Speed; Fire Resist 6; Breath - 4/7)
Blue2 (S1)
Blue (-120; Sickened 1) < 15%
Cyan (-4; S1)
Red (S1)
White (S1)

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

Freedom Town Bonuses:

Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves

Drowning / Suffocating

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Quinoline raises her shield and aims at the most damaged Blue, which I believe is the one to the NE.

She'll use the ghost charge first against them, since the party gets splashed.

Concealment: 1d20 ⇒ 17
Greater Ghost Charge: 1d20 + 21 ⇒ (18) + 21 = 39
Vitality: 3d8 ⇒ (6, 3, 4) = 13 plus 13 splash vitality (10') plus enfeebled 2 (1 round) plus dazzled (1 round)

That deals more than 18 damage, so I'll assume the most damaged Blue goes down.

Quinoline will whirl and lob her last bomb at the clustered enemies to the south. Blue will be the primary target.

Concealment: 1d20 ⇒ 17
Greater Bottled Lightning, MAP: 1d20 + 21 - 5 ⇒ (13) + 21 - 5 = 29
Electricity: 3d6 ⇒ (3, 3, 1) = 7 plus 13 splash electricity (10') plus off-guard (1 round)

4/8 breath remaining

Radiant Oath

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Quinoline chucks a ghost charge at Blue and hits it, coating it with positive goodness. The liquid also splatters Green and Cyan. As both Green and Blue begin dissolving, they reach out and try to touch the closest living being as a final act.

Blue Flat: 1d20 ⇒ 19
Claw vs Liam AC 30, S1: 1d20 + 19 - 1 ⇒ (9) + 19 - 1 = 27 for Slashing Damage: 1d8 + 6 ⇒ (6) + 6 = 12

Green Flat: 1d20 ⇒ 3

Blue misses and Green fans the air.

Quinoline then hurls her last bomb at the other Blue and catches it right in the face, causing what's left of its hair to stand on end and making the wight twitch for several seconds. The liquid also spatters the other wights.

Blue moves up to Crystal and takes a swipe at her.

Concealment: 2d20 ⇒ (7, 17) = 24
Claw vs Crystal AC 31, S1: 1d20 + 12 - 1 ⇒ (9) + 12 - 1 = 20 for Slashing Damage: 1d6 + 4 ⇒ (5) + 4 = 9

Its first strike misses and leaves itself open to Crystal's retaliation.

Crystal's rapier punches through its chest and it tries to grab her before sliding off her blade.

Claw vs Crystal AC 31, S1: 1d20 + 7 - 1 ⇒ (16) + 7 - 1 = 22 for Slashing Damage: 1d6 + 4 ⇒ (5) + 4 = 9

White comes forward and attempts to claw at C,L,Q: 1d3 ⇒ 2

Claw vs Liam AC 30, S1: 1d20 + 12 - 1 ⇒ (11) + 12 - 1 = 22 for Slashing Damage: 1d6 + 4 ⇒ (4) + 4 = 8
Claw vs Liam AC 30, S1, MAP: 1d20 + 7 - 1 ⇒ (6) + 7 - 1 = 12 for Slashing Damage: 1d6 + 4 ⇒ (2) + 4 = 6

More nails-on-chalkboard screeches.

Cyan tries to slice Quinoline.

Flat: 3d20 ⇒ (1, 2, 16) = 19
Claw vs Quinoline AC 32, MAP 2+, S1: 1d20 + 2 - 1 ⇒ (10) + 2 - 1 = 11 for Slashing Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Red joins the fray and attempts to slice Crystal.

Flat: 2d20 ⇒ (3, 9) = 12
Claw vs Crystal AC 31, MAP, S1: 1d20 + 7 - 1 ⇒ (10) + 7 - 1 = 16 for Slashing Damage: 1d6 + 4 ⇒ (1) + 4 = 5

Radiant Oath

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If need be you can all take one breath. You'll get the sickened 1 but your breath count should reset, though I don't think you're going to need it with these creatures' ACs!

------------------
COMBAT TRACKER
Round: 6
Tactical Map

Special Conditions:
* Bonuses from Freedom Town Defenses (See below)
* End your turn beside a burning tree: 14 Fire Damage
* Enter a square with fire: 14 Fire Damage, DC 25 Basic Reflex to avoid Persistent Damage
* All creatures are concealed.
* The heat is nearly unbearable, dealing 8d6 fire damage to all creatures at the end of each of their turns for the remainder of the combat.
* The smoke is so thick that it’s nearly impossible to breathe. Creatures must hold their breath or begin suffocating

Before your Turn:
DC 5 Flat Check vs concealed: Everyone not undead
DC 24 Fort Save vs Drain Life:
DC 17 Fort Save vs Drain Life:

After your Turn:
27 Fire Damage: everyone (both undead and alive)
------------------
Those with ** may go

**Crystal Schattenauge - AC 29 (31 w/buckler) 134/151 (AC 31; Freedom Town Bonus: +1 Saves, +5 Speed; Panache; Fire Resist 10; Breath - 4/8)
**Othello Verese - AC 30 119/148 (Flying 10' up; Freedom Town Bonus: +1 Saves, +5 Speed; Breath - 4/8)
**Quinoline Silicate - AC 30 (32 w/shield) 63/140 (AC 32; Freedom Town Bonus: +1 Saves, +5 Speed; Shield - H10, hp - 67/80, BT40; Breath - 4/8)
**Liam Prentiss - AC 28 (30 w/shield) 68/98 (AC 30; Drained 1; Freedom Town Bonus: +1 Saves, +5 Speed; Fire Resist 6; Breath - 4/7)
Cyan (-39; S1)
Red (-35; S1)
White (-35; S1)

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

Freedom Town Bonuses:

Scouting - +5 Speed, Ignore Natural Difficult Terrain (e.g. Trees)
Wards - +1 to all Saves

Drowning / Suffocating

Radiant Oath

Human Champion 10 | Exploration activity: Scout | Speed 30 | ♥️ 148 | AC 30 | F +20 R +19 W +17 | Perception +14 | Medicine +19 | Acrobatics, Diplomacy +18 | Athletics +16 | Religion +14 | Legal Lore, Society +13 | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ |

Othello takes a breath, and is sickened by the smell and taste.

He will attack Red until it falls. (If it falls, then attack White)

Flat 5: 1d20 ⇒ 101d20 ⇒ 61d20 ⇒ 12

+2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 - 1 ⇒ (6) + 19 - 1 = 24
Holy damage: 2d10 + 5 ⇒ (5, 5) + 5 = 15 slashing plus: 1d6 ⇒ 5 positive to undead and 1d6 bleed.

+2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 - 1 - 5 ⇒ (12) + 19 - 1 - 5 = 25
Holy damage: 2d10 + 5 ⇒ (10, 6) + 5 = 21 slashing plus: 1d6 ⇒ 3 positive to undead and 1d6 bleed.

+2 Holy Striking Disrupting Wounding Halberd: 1d20 + 19 - 1 - 10 ⇒ (20) + 19 - 1 - 10 = 28
Holy damage: 2d10 + 5 ⇒ (3, 2) + 5 = 10 slashing plus: 1d6 ⇒ 5 positive to undead and 1d6 bleed.

That is the second time in a row I've gotten a natural 20 on the third strike!

Grand Archive

Male Human Inventor 10 | HP 128/128 | AC 29/31 | F+18 R+16 W+16, +2 circ to saves vs spells that target him while Shield Raised; slashing resist 5 cold and fire resist 5/7 Void resist 1| Perc +13 (Initiative +15) | Shield Hardness 9 HP 76/76 | Speed 30 ft | Hero Points 1 | Exploration: Defend| Active Conditions: None

"...while slicing into [the undead creature with the sword]."

As Othello destroys two of the remaining undead, Liam doesn't approach the last one. Instead his hand brushes a rune etched into his armor--not one of his gadgets, this is magic.

The armor (and the rest of him) increases in size until he can easily reach the last enemy, which he does.
He then stows the axe so he can pull out a healing potion, and takes a breath while he can.

◆ Activate size-changing armor to enlarge
◆ Strike Cyan borrowed battleaxe: 1d20 + 19 ⇒ (12) + 19 = 31 for slashing: 2d8 + 12 ⇒ (7, 4) + 12 = 23, fire: 1d6 ⇒ 2, and vitality damage: 1d6 ⇒ 3
◆ Swap axe for healing potion
Take 27-6=21 fire damage. Breathe and become Sickened 1.

Radiant Oath

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I totally read the comment a different way! :)

Othello and Liam take down the remaining three wights with well placed slashes. Seeing that your opponents have been eliminated, you quickly evacuate the burning forest and get clear.

COMBAT OVER! CONGRATULATIONS!!

We can handwave the Fortitude saves to clear the sickened
Once you're out in the open, you see that the undead army has been nearly wiped out. A combination of Freedom Town’s forces, your defenses, superior tactics, and the wildfire made quick work of most of the undead. Mahja finds you shortly after the battle, wounded but generally well. She carries a joyful look on her face and the head of one of the powerful wights in her hand—a trophy to take back to Urgir. She rushes to you with excitement, eager to trade tales of the day’s battles.

"So, my friends! How was your battle? Do you have tales of your heroic combat with the undead forces?"

We're effectively done except for the cleanup. Feel free to RP a bit while I get chronicles ready. I'll close it out tomorrow.

Radiant Oath

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent

Dang it, Quinoline didn't get to use her dagger. It would have been the first time since level 1! (she doesn't even have a +1 rune on it)

Radiant Oath

Female Catfolk Swashie 12 | AC 29/31 | F/R/W: 20/24/20 | Perc 21, Low Light | Resist: cold 6, fire/elec/acid 10 | Speed 35 | HP 164/164 | Exp: AN | Acro 23, Ath 15, Dec 20, Diplo 23, Perf 22, Stealth 21, Thievery 19

The last one wasn't so bad, some of the ones before were a bit questionable. I just know I was able to dance around....a lot.

Grand Archive

Male Human Inventor 10 | HP 128/128 | AC 29/31 | F+18 R+16 W+16, +2 circ to saves vs spells that target him while Shield Raised; slashing resist 5 cold and fire resist 5/7 Void resist 1| Perc +13 (Initiative +15) | Shield Hardness 9 HP 76/76 | Speed 30 ft | Hero Points 1 | Exploration: Defend| Active Conditions: None

"It was certainly... exciting. Although I think the fire was more dangerous than the monsters themselves."

Radiant Oath

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Mahja Firehair unleashes a bellowing laugh. It almost sounds like a howl as it echoes throughout the valley. "Well, I think we managed to stop the undead. If there are more, I’m sure we could take them, but I think we’ve earned a bit of rest for the moment." She holds up the wight’s head, its eye sockets filled with a jet-black emptiness and thick, dark ichor dripping from its torn neck. "I think this one will fit well among the nine broken skulls in Urgir. I’m sure Ardax will be pleased to—"

The head’s eyes flare to life with the all-too-familiar red glow typical of wights. Almost instantaneously, the light shifts to a dark purple hue and a loud hissing begins to emanate from the head. The symbol of Sarenrae pinned in Mahja’s hair glows bright and a horrified realization flashes across her face. Quicker than a flame burns dried grass at the height of summer, Mahja pulls the head in to her chest and turns away while yelling "Get back!" As she throws herself to the ground to cover the head, the hiss becomes a deafening pop and Mahja becomes enveloped in a pitch-black light. The light is gone in an instant, leaving Mahja’s unresponsive body thrown about on the ground.

Rushing to her side, you find that she is dead, killed by the massive influx of negative energy. Healers arrive but attempts to heal her are ineffective and even a quick breath of life fails to help her, as the bomb is a death effect. There is nothing you can do to bring Mahja back to life.

Eventually, the rest of Freedom Town’s forces learn of Mahja’s fate. Regardless of how the Burning Sun learns of the death of its leader, there is immense grief. The Burning Sun orcs believe your explanation of the events surrounding Mahja’s death and bear no ill will toward you or the Pathfinders.

Before you leave, Uirch finds you and thanks you for your help. He seems in high spirits, even after the death of Mahja. He explains that while the losses today were tragic, there is also hope among the Burning Sun hold. First, the undead forces were defeated and Belkzen will remain safe for the time being. The other reason for hope is that Mahja’s body bears a Vow Mark.

"Orcs believe that they can challenge a god in the afterlife in a process referred to as the Crucible. An orc can declare a vow shortly before their death. Upon dying, the orc can challenge a god directly for godhood. If the orc wins, the god is slain, and the orc can claim divinity to become a god themselves. If the orc loses, their soul is destroyed, and they can’t be resurrected or move elsewhere in the afterlife. An orc undergoing the Crucible always manifests a symbol, like a glowing scar, known as a Vow Mark. I saw a Vow Mark on Mahja's neck! She's now undergoing the Crucible. I can’t explain much more about the Crucible, as it’s a mysterious phenomenon. However, disturbing a body bearing a Vow Mark risks drawing bad luck or a curse. We'll be leaving Mahja’s body here, with some members of the Burning Sun to guard her, while she completes the Crucible. This could take days or even months, but it is an exciting time for the Burning Sun hold.[/b]"

There’s a party in Freedom Town that night as people celebrate the destruction of the undead army, the saving of the town, and Mahja’s undertaking of the Crucible. The mood is one of joy and hope, even with the death of Mahja. You, along with the rest of the Pathfinders, are celebrated as heroes of the Battle of the Burning River and earn fame and respect among the Burning Sun hold.

FIN

Thanks for playing everyone!

Radiant Oath

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