[PFS2] 2-20 / 2-22 / 2-24 Breaking the Storm trilogy (GM Watery Soup)

Game Master Watery Soup

2-24 Slides
Hero Points: Cal 2, Crunch 2, Eliadyr 2, Herr Doktor 1, Isaku 2, Rhaegal 2
Challenge Points: 21
Old Slides: 2-20, 2-22


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Envoy's Alliance

Male Goblin Alchemist (Mutagenist) 8 | HP 86/86 | 2 Hero Points | Perception +11 (Darkvision) | AC 27/25 | Fort +15; Ref +15 (+16)/+13 (+14); Will +14 | Hands: Empty

If we have our reactions, I roll my Reactive Strike as chances are high it'll proc.

Reactive Strike: 1d20 + 17 ⇒ (4) + 17 = 21

Nevermind.

Vigilant Seal

CG male elf magus (starlit span) 9 | HP 42/96 | AC 27 |F +16 R +18 W +16 | Perc +13 | Stealth +20 | Focus Points 1/2 |Icons: ◆◇↺ | speed 40 | Exploration Activity: Avoid Notice | Conditions: Tailwind, Hasted

"Huh, just too far away. Coming through, excuse me." Eliadyr will mutter as he moves through the group to get in range.

"Let's see if this slows them down a bit" and he lines up the leading undead creature while carefully forming arcane words. As the arrow reaches its mark the ground around the monster erupts in spikes, impaling all four of the enemies and making the ground difficult to cross.

◆ Stride
◆◆ Spellstrike with >cave fangs< Composite Shortbow: 1d20 + 17 - 1 ⇒ (7) + 17 - 1 = 23 on yellow for 2d6 + 3 ⇒ (4, 2) + 3 = 9 piercing + 6d6 ⇒ (3, 6, 3, 2, 4, 3) = 21 piercing damage on all four (DC 23 basic reflex)

(Unless then attack is a crit failure the spell still goes off)


(he/him) | Troubles in Otari | 2-24 | 1-24 | Icons: ◆◇↺

Eliadyr fires an arrow, but it wobbles in the wind, and falls just short. Miss, not a Critical Miss.

Red and Yellow rush towards the intruders. Stride, Stride, Stride each - speed is only 20'.

--Round 1
Cal (116/116)
Isaku (96/96)

Green (-0 hp, Recall: Religion)
Blue (-0 hp, Recall: Religion)
Hazard (-0 hp, Recall: Arcana, Nature, Occultism, or Religion)
Herr Doktor (86/86, enlarged, resist fire 5)
Rhaegal (94/94, resist fire 10)
Crunch (123/123)
--Round 2
Eliadyr (86/86)
Red (-0 hp, Recall: Religion)
Yellow (-0 hp, Recall: Religion)

Environment: -1 to ranged attacks, Acrobatics check to Fly, Firestorm active

Radiant Oath

2396852-2001 | LG Male Human | Detective | Investigator Lvl 8 | Psychic Dedication | ◆◇↺ | HP 96/96 | AC 26 | F/R/W: 14/15/13 | Perc +15 (+16 Pursue a Lead/Detect Traps) | 25 feet | Class DC 24 | Exploration Activity: Search | Hero Points: 1/3 | Ammo: Regular: 50/50 | Throwing Knives: 2 | +1 SH: 14/14 | Spells: -/1/1/1 | Versatile Vials: 4/4 | Provision: Moderate Healing Potion 1/2 |

Isaku takes one look at the two ... monstrosities and tries to get an angle on Red.

Devise: 1d20 ⇒ 9

Not even sure the shot will hit from this close, he notices the steam and concentrates on Yellow and causes ice to form on its limbs.

Frotbite, 120' range, Cold; DC 24 Basic Fort: 5d4 ⇒ (1, 1, 1, 3, 4) = 10 Crit Fail: Double Damage, Weakness 4 Bludgeoning until the start of Isaku's next turn

◆ Devise
◇ RK - Religion +1 (hoping for a Nat 20!)
◆◆ Frostbite

Grand Archive

Male CN Gnome Rogue {Scoundrel} 9 HP 74 / 116 | AC 27| F +17 R +20 W +15 | Resist Fire 5 | Perc +16 (M) (Darkvision) Default Exploration = Avoid Notice w/ Trap Finder| Active conditions: Fly 60

"'Scuse yourself, boyo," Cal replies back to Eliadyr as the gnome carefully steps into the midst of the fray then wiggles between the undeads and stabs at the one in the rotting Yellow tunic.

Strike vs OG: 1d20 + 18 ⇒ (18) + 18 = 36
Damage, P, Sneak, magical: 2d6 + 3 + 2d6 ⇒ (1, 2) + 3 + (1, 3) = 10

He then quickly twirls the blade to take a slashing strike at the same one.

Strike vs OG, MAP, agile: 1d20 + 18 - 4 ⇒ (9) + 18 - 4 = 23
Damage, S, Sneak, magical: 2d6 + 3 + 2d6 ⇒ (6, 1) + 3 + (2, 5) = 17

◆ Step, ◆ Skirmish Strike, ◆ MAP Strike
◇ Debilitating Strike: If Cal hits an Off-Guard creature, it either takes a 10 foot speed penalty or is Enfeebled 1.


(he/him) | Troubles in Otari | 2-24 | 1-24 | Icons: ◆◇↺

Retconning:

Red Reflex: 1d20 + 17 ⇒ (4) + 17 = 21 vs DC 23
Yellow Reflex: 1d20 + 17 ⇒ (12) + 17 = 29 vs DC 23
Green Reflex: 1d20 + 15 ⇒ (18) + 15 = 33 vs DC 23
Blue Reflex: 1d20 + 15 ⇒ (18) + 15 = 33 vs DC 23

Due to the difficult terrain, Red and Yellow can't make it to melee range. I'm going to let Cal have an opportunity to revise actions if he wants to, although I'll revise to Stride-Skirmish Strike-MAP Strike.

Cal, should the Strikes have been vs OG? It's Round 1, but they've acted, you're not flanking, and I didn't see Gang Up on your feat list.

GM Screen:
Religion: 1d20 + 1 ⇒ (6) + 1 = 7

Isaku:
The creatures are ancient cyclops that were "elevated" to demon status by Urexhl. They have demon-like weaknesses, such as cold iron.

Fortitude: 1d20 + 14 ⇒ (9) + 14 = 23 vs DC 24

Isaku opts for a spell, and Yellow grimaces in pain.

--Round 1
Cal (116/116) Revise?
Isaku (96/96)
Green (-0 hp, Recall: Religion)
Blue (-0 hp, Recall: Religion)
Hazard (-0 hp, Recall: Arcana, Nature, Occultism, or Religion)
Herr Doktor (86/86, enlarged, resist fire 5)
Rhaegal (94/94, resist fire 10)
Crunch (123/123)
--Round 2
Eliadyr (86/86)
Red (-21 hp, Recall: Religion)
Yellow (-20 hp, Recall: Religion)

Environment: -1 to ranged attacks, Acrobatics check to Fly, Firestorm active

Radiant Oath

2396852-2001 | LG Male Human | Detective | Investigator Lvl 8 | Psychic Dedication | ◆◇↺ | HP 96/96 | AC 26 | F/R/W: 14/15/13 | Perc +15 (+16 Pursue a Lead/Detect Traps) | 25 feet | Class DC 24 | Exploration Activity: Search | Hero Points: 1/3 | Ammo: Regular: 50/50 | Throwing Knives: 2 | +1 SH: 14/14 | Spells: -/1/1/1 | Versatile Vials: 4/4 | Provision: Moderate Healing Potion 1/2 |

"They're weak to cold iron!" Isaku calls.

Envoy's Alliance

Male Goblin Alchemist (Mutagenist) 8 | HP 86/86 | 2 Hero Points | Perception +11 (Darkvision) | AC 27/25 | Fort +15; Ref +15 (+16)/+13 (+14); Will +14 | Hands: Empty
Isaku Beru wrote:
"They're weak to cold iron!" Isaku calls.

Are we aware Isaku doesn't know anything about Religion? Because at our level, a +1 is a near auto crit failure so it changes a lot how Herr Doktor would react to this information.

Envoy's Alliance

Male Goblin Alchemist (Mutagenist) 8 | HP 86/86 | 2 Hero Points | Perception +11 (Darkvision) | AC 27/25 | Fort +15; Ref +15 (+16)/+13 (+14); Will +14 | Hands: Empty

"And vat creatures vould zey be?", asks the Doktor, hardly convinced by Isaku's claim.


(he/him) | Troubles in Otari | 2-24 | 1-24 | Icons: ◆◇↺

Cal Delays, and Green and Blue slog forward through the difficult terrain.Stride, Stride, Stride

"Hurry!" yells Red and Yellow, Delaying when it's their turn, so everyone acts in a block.

The firestorm roars, sending bolts of fire at 2d6 ⇒ (6, 2) = 8 Isaku and Herr Doktor.

Corrupted Fire Bolt: 1d20 + 20 ⇒ (3) + 20 = 23 vs Isaku
Fire: 2d6 + 11 ⇒ (5, 3) + 11 = 19 plus Spirit: 1d6 ⇒ 1

Corrupted Fire Bolt, no MAP: 1d20 + 20 ⇒ (13) + 20 = 33 vs Herr Doktor
Fire: 2d6 + 11 ⇒ (4, 4) + 11 = 19 plus Spirit: 1d6 ⇒ 1
Resist 5.

--Round 1
Cal (116/116)
Herr Doktor (71/86, enlarged, resist fire 5)
Rhaegal (94/94, resist fire 10)
Crunch (123/123)

--Round 2
Eliadyr (86/86)
Isaku (96/96)

Red (-21 hp, Recall: Religion)
Yellow (-20 hp, Recall: Religion)
Green (-0 hp, Recall: Religion)
Blue (-0 hp, Recall: Religion)
Hazard (-0 hp, Recall: Arcana, Nature, Occultism, or Religion)

Environment: -1 to ranged attacks, Acrobatics check to Fly, Firestorm active

Envoy's Alliance

LG Goblin Champion 9 (they/them) | HP 123 | AC 30 (32 w/ Shield, +1 vs Evil) | F +19 R +15 (17 vs Dmg) W +15 (+1 vs Evil) | Perc +14 | Stealth +12 | Speed 35' | Explore: Defend | ◆◇↺ | Character Sheet

Crunch wades in amongst the creatures, shield and hammer at the ready, and clobbers one of them for good measure.

◆ Raise Shield
◆ Stride
◆ Strike yellow
Warwammer: 1d20 + 18 ⇒ (10) + 18 = 28 for 2d8 + 6 + 1d6 + 1d4 ⇒ (8, 4) + 6 + (3) + (4) = 25 cold iron bludgeoning, spirit, fire

Grand Archive

Male CN Gnome Rogue {Scoundrel} 9 HP 74 / 116 | AC 27| F +17 R +20 W +15 | Resist Fire 5 | Perc +16 (M) (Darkvision) Default Exploration = Avoid Notice w/ Trap Finder| Active conditions: Fly 60

Cal follows on Crunch's heels as the Champion wades into the fight. He gets close, takes a little juking step in case these beasties are faster than they look, and slices at the one that turned its attention to Crunch.

Skirmish Strike vs OG: 18 + 18 = 36
Damage, S, Sneak, Magical : 2d6 + 3 + 2d6 ⇒ (2, 6) + 3 + (5, 3) = 19

"You know, boyo," Cal calls back to Isaku, "I seem to recall cold iron workin' on fey. I've fought enough of 'em* - and got a bit of their blood meself - to know. Are you sure about that workin' on these 'ere beasties?"

◆ Step, ◆ Skirmish Strike, ◆ MAP Strike ◆ RK
◇ Debilitating Strike: If Cal hits an Off-Guard creature, it either takes a 10 foot speed penalty or is Enfeebled 1. 

Per Discussion, keeping his first 2 actions the same and keeping the Nat 18. Changing the last action to RK using Religion +12 after Isaku's questionable revelation.

*:
#2-00 King in Thorns. Soooo many fey. And I doubt we're gonna face any fey in this scenario to make this meta-knowledge game breaking.

Envoy's Alliance

Male Goblin Alchemist (Mutagenist) 8 | HP 86/86 | 2 Hero Points | Perception +11 (Darkvision) | AC 27/25 | Fort +15; Ref +15 (+16)/+13 (+14); Will +14 | Hands: Empty

"Am I attracting Fire?!!?", says Herr Doktor after taking another hit from the firestorm.

He then moves to flank an enemy with Crunch and strikes at it repeatedly.

First Attack: 1d20 + 18 ⇒ (3) + 18 = 21
Second Attack: 1d20 + 12 ⇒ (16) + 12 = 28

Piercing Cold Damage: 2d10 + 4 + 1d4 ⇒ (10, 6) + 4 + (3) = 23

Verdant Wheel

male Kobold Druid 8 | HP 94/94 | AC 26 (28 w/shield) | Resist Acid 5 | F +15 R +16 W +17 (S->CS for Fear effects)| Perception +16 (darkvision) | Battle Cry (Intimidate +17) | speed 35 | Focus Points: 2/2 | ◆ | ◇ | ↺

Rhaegal roars as the creatures approach. After Crunch moves behind some of them, he breathes lightning on two of the closest before trying to observe the bolts of fire raining down on them.

Electric Arc on Yellow and Red (Reflex DC26): 5d4 ⇒ (3, 4, 2, 4, 1) = 14
If Yellow is down, target Green

◆◆ Electric Arc
◆ RK on Hazard (Nature or Religion +14)

Radiant Oath

2396852-2001 | LG Male Human | Detective | Investigator Lvl 8 | Psychic Dedication | ◆◇↺ | HP 96/96 | AC 26 | F/R/W: 14/15/13 | Perc +15 (+16 Pursue a Lead/Detect Traps) | 25 feet | Class DC 24 | Exploration Activity: Search | Hero Points: 1/3 | Ammo: Regular: 50/50 | Throwing Knives: 2 | +1 SH: 14/14 | Spells: -/1/1/1 | Versatile Vials: 4/4 | Provision: Moderate Healing Potion 1/2 |

Isaku again attempts to get an angle on red.

Devise: 1d20 ⇒ 17 Hits AC 33

Liking the angle, Isaku draws his pistol and shoots Red.

+1 Dueling Pistol; Concussive Damage: 2d6 ⇒ (6, 1) = 7 with Strategic Strike: 2d6 ⇒ (4, 6) = 10

Crit?:

Concussive, Crit: 2d10 ⇒ (4, 5) = 9
Strategic Strike: 2d6 ⇒ (2, 1) = 3
Doubled to 24
Fatal: 1d10 ⇒ 8
Total Damage 32

"Eliadyr! I've weakened Red! Hit him where it hurts!"
Red is OG to Eliadyr before Isaku's next turn

◆ Devise
◆ Draw
◆ BANG!

Vigilant Seal

CG male elf magus (starlit span) 9 | HP 42/96 | AC 27 |F +16 R +18 W +16 | Perc +13 | Stealth +20 | Focus Points 1/2 |Icons: ◆◇↺ | speed 40 | Exploration Activity: Avoid Notice | Conditions: Tailwind, Hasted

"On it!" Eliadyr will cal back to Isaku, then line up Red for a shot

◆ Refresh spellstrike
◆◆ Spellstrike with gouging claw Composite Shortbow: 1d20 + 17 ⇒ (9) + 17 = 26 on Red for 2d6 + 3 + 5d6 ⇒ (1, 3) + 3 + (6, 5, 6, 4, 2) = 30 piercing + 5 persistent bleed

(If red is down, then he'll go for the next most damaged)


(he/him) | Troubles in Otari | 2-24 | 1-24 | Icons: ◆◇↺

Crunch wallops Yellow. It seems like it took extra damage from the hit, but from the spirit damage, and not the cold iron.

Cal's patience pays off as he's able to stab the creature in a critical spot.

GM Screen:
Religion: 1d20 + 12 ⇒ (20) + 12 = 32

Cal:
These creature are cyclopean bodaks, a variant of the bodak, a living, sentient humanoid exposed to an extreme expression of supernatural evil. The experience irrevocably damns the victim, crushing their mind and ripping out their soul in an appalling, unholy transformation that results in a creature that's anathema to life — the bodak.

These creatures are undead (negative healing) and are vulnerable to sunlight. Its lowest save is Fortitude (+12, +14 for the elites). It has a special ability called Flash of Insight, with which the bodak peers into an occluded spectrum of all possible futures. It gets a success (but not a critical success) on the roll instead of rolling. The team is about to find this out as the bodaks make their first attacks, but the valuable part of this information is that this ia a once per day ability, so you'll never see it again.

Herr Doktor lumbers up to the crowd, and begins swinging. The second Strike hits.

Yellow Reflex: 1d20 + 17 ⇒ (19) + 17 = 36
Red Reflex: 1d20 + 17 ⇒ (9) + 17 = 26

Rhaegal casts a spell.

GM Screen:
Religion: 1d20 + 14 ⇒ (20) + 14 = 34

Rhaegal:
URXEHL’S FIRESTORM HAZARD 8
Disable DC 31 Arcana, Nature, Occultism, or Religion (trained) twice or dispel magic (4th level; counteract DC 24) to cause a temporary, local disruption to the Disciple of Urxehl’s ritual.

Checks to disrupt the firestorm require two actions. Defeating the Disciple of Urxehl also disables the hazard.

Isaku's shot hits, but Eliadyr's misses.

Red steps back to flank with Green, and then stares at 1d5 ⇒ 4 Crunch. Its eyes dig at their soul. DC 27 Fortitude.

Critical Success:
The creature is unaffected.

Success:
The creature is drained 1.

Failure:
The creature is doomed 1 and drained 2.

Critical Failure:
The creature is doomed 1 and drained 4.

Yellow follows Red's lead, staring at 1d6 ⇒ 1 Cal. Then, they attack Crunch with a fist. They appear to flutter as they have a flash of insight, cycling through possible outcomes until they find one in which they automatically hit!

Bludgeoning: 2d6 + 6 ⇒ (2, 3) + 6 = 11 plus Void: 1d6 ⇒ 1

Green stares at 1d6 ⇒ 2 Herr Doktor before swinging at Crunch. Like its elite relatives, it receives a flash of insight before it swings, automatically hitting.

Bludgeoning: 2d6 + 4 ⇒ (6, 4) + 4 = 14 plus Void: 1d6 ⇒ 1

Finally, Blue stares at 1d4 ⇒ 4 Eliadyr Ooh, nicely spread out! and moves up to flank Crunch with Yellow.

Fire continues to rain down! 1d6 ⇒ 11d5 ⇒ 3

Corrupted Fire Bolt: 1d20 + 20 ⇒ (10) + 20 = 30 vs Cal
Fire: 2d6 + 11 ⇒ (1, 6) + 11 = 18 plus Spirit: 1d6 ⇒ 3

Corrupted Fire Bolt, no MAP: 1d20 + 20 ⇒ (2) + 20 = 22 vs Crunch
Fire: 2d6 + 11 ⇒ (2, 2) + 11 = 15 plus Spirit: 1d6 ⇒ 1

--Round 2
Cal (95/116, DC 27 Fort save first)
Herr Doktor (71/86, enlarged, resist fire 5, DC 25 Fort save first)
Rhaegal (94/94, resist fire 10)
Crunch (96/123, DC 27 Fort save first)

--Round 3
Eliadyr (86/86, DC 25 Fort save first)
Isaku (96/96)

Red (-90 hp, 26 < AC <= 28, Recall: Religion, weakness spirit x0)
Yellow (-68 hp, 26 < AC <= 28, Recall: Religion, weakness spirit x1, insight used)
Green (-0 hp, 24 < AC <= 26, Recall: Religion, weakness spirit x0, insight used)
Blue (-0 hp, 24 < AC <= 26, Recall: Religion, weakness spirit x0)
Hazard (2/2, DC 31 Arcana, Nature, Occultism, or Religion)

Environment: -1 to ranged attacks, Acrobatics check to Fly, Firestorm active

Vigilant Seal

CG male elf magus (starlit span) 9 | HP 42/96 | AC 27 |F +16 R +18 W +16 | Perc +13 | Stealth +20 | Focus Points 1/2 |Icons: ◆◇↺ | speed 40 | Exploration Activity: Avoid Notice | Conditions: Tailwind, Hasted

DC 25 Fort save: 1d20 + 15 ⇒ (3) + 15 = 18
(ouch going to hero point that one)
Heroic DC 25 Fort save: 1d20 + 15 ⇒ (13) + 15 = 28

With a sigh, Eliadyr lines up Red and tries to hit him again. This time the arrow hits its mark!

◆ Refresh spellstrike
◆◆ Spellstrike with gouging claw Composite Shortbow: 1d20 + 17 - 1 ⇒ (19) + 17 - 1 = 35 on Red for 2d6 + 3 + 5d6 ⇒ (4, 5) + 3 + (2, 5, 2, 6, 6) = 33 piercing + 5 persistent bleed

Grand Archive

Male CN Gnome Rogue {Scoundrel} 9 HP 74 / 116 | AC 27| F +17 R +20 W +15 | Resist Fire 5 | Perc +16 (M) (Darkvision) Default Exploration = Avoid Notice w/ Trap Finder| Active conditions: Fly 60

Fort Save : 1d20 + 17 ⇒ (1) + 17 = 18

Fort Save Hero Point : 1d20 + 17 ⇒ (2) + 17 = 19
Oh Dear. Well, not a crit fail. 

"These undeads are some kinda mutant bodak, don't'cha know. They canna stand the sunlight; and they got no weakness to cold iron, you idget," Cal starts on Isaku. "Sorry Isaku, yer no idget, I'm just feelin' ... really bad suddenly."

He pauses to catch his breath, the feeling of dread and death having overwhelmed him. "Whatever that time-whimey thing they're doin' is, they con only do it once. So now's our chance..." he finishes, but the haunted look in his eyes says he's not so sure of their chances.

Intimidation vs Red: 1d20 + 20 ⇒ (3) + 20 = 23
He glares at Red as he spins past and around that one to move in behind Blue.

Strike vs Blue OG: 1d20 + 18 ⇒ (7) + 18 = 25
Damage, S, magic, Sneak: 2d6 + 3 + 2d6 ⇒ (5, 2) + 3 + (2, 2) = 14
Debilitating Strike (enfeebled 1) if it hits

◆ Demoralize (and likely fail), ◆ Stride 10 past Red, ◆ Skirmish Strike the last 5' into Flank in case Blue has a Reaction. Wow, that was some baaaad rolls.

Envoy's Alliance

Male Goblin Alchemist (Mutagenist) 8 | HP 86/86 | 2 Hero Points | Perception +11 (Darkvision) | AC 27/25 | Fort +15; Ref +15 (+16)/+13 (+14); Will +14 | Hands: Empty

Fortitude: 1d20 + 15 ⇒ (9) + 15 = 24

Herr Doktor feels bad because of the creature's gaze. He decides to solve the problem through violence.

First attack against yellow: 1d20 + 18 ⇒ (7) + 18 = 25
Piercing and Cold Damage: 2d10 + 4 + 1d4 ⇒ (4, 4) + 4 + (1) = 13

Second attack against yellow: 1d20 + 12 ⇒ (16) + 12 = 28
Piercing Damage: 2d10 + 4 ⇒ (4, 8) + 4 = 16

Third attack against yellow: 1d20 + 7 ⇒ (7) + 7 = 14

Radiant Oath

2396852-2001 | LG Male Human | Detective | Investigator Lvl 8 | Psychic Dedication | ◆◇↺ | HP 96/96 | AC 26 | F/R/W: 14/15/13 | Perc +15 (+16 Pursue a Lead/Detect Traps) | 25 feet | Class DC 24 | Exploration Activity: Search | Hero Points: 1/3 | Ammo: Regular: 50/50 | Throwing Knives: 2 | +1 SH: 14/14 | Spells: -/1/1/1 | Versatile Vials: 4/4 | Provision: Moderate Healing Potion 1/2 |

Isaku tries to get another angle on Red.

Devise: 1d20 ⇒ 4

Frustrated, he instead concentrates and shoots a fireball at Yellow.

Ignition, Ranged: 1d20 + 14 ⇒ (8) + 14 = 22 for Fire Damage: 5d4 ⇒ (2, 3, 3, 1, 2) = 11 Crit: Double + 4d4 Persistent Fire

◆ Devise
◆◆ Whiff

Verdant Wheel

male Kobold Druid 8 | HP 94/94 | AC 26 (28 w/shield) | Resist Acid 5 | F +15 R +16 W +17 (S->CS for Fear effects)| Perception +16 (darkvision) | Battle Cry (Intimidate +17) | speed 35 | Focus Points: 2/2 | ◆ | ◇ | ↺

Rhaegal moves around Eliadyr and lifts his hand to the sky. "I am The Dragon! Even the skies above add to my power!" A massive bolt of lightning crashes down on him and he roars, breathing the lighting onto one of the lead undead.

Draw the Lightning vs Red (Reflex DC26): 5d12 ⇒ (1, 1, 6, 11, 8) = 27
An extra 2d12 due the cloudy skies

◆ Move
◆◆ Draw the Lightning

Envoy's Alliance

LG Goblin Champion 9 (they/them) | HP 123 | AC 30 (32 w/ Shield, +1 vs Evil) | F +19 R +15 (17 vs Dmg) W +15 (+1 vs Evil) | Perc +14 | Stealth +12 | Speed 35' | Explore: Defend | ◆◇↺ | Character Sheet

Pearly White Spindle resists one negative void, so minor HP adjustment there.

Fort Save: 1d20 + 19 ⇒ (12) + 19 = 31 Upgrade success to crit
↺ Shield Block the first hit reducing it from 11 to 1. So 108 HP, I think

Crunch notices the actions of the creatures, but is not overly affected by them. Cracking their neck, they take two mighty swings at the one flanked by the Doktor.

◆ Raise Shield
◆ Strike Yellow (blue if it's toast)
Warwammer: 1d20 + 18 ⇒ (7) + 18 = 25 for 2d8 + 6 + 1d6 + 1d4 ⇒ (7, 6) + 6 + (6) + (4) = 29 cold iron bludgeoning, spirit, fire
◆ Strike (ditto)
Warwammer: 1d20 + 18 - 6 ⇒ (18) + 18 - 6 = 30 for 2d8 + 6 + 1d6 + 1d4 ⇒ (6, 6) + 6 + (3) + (3) = 24 cold iron bludgeoning, spirit, fire


(he/him) | Troubles in Otari | 2-24 | 1-24 | Icons: ◆◇↺

Eliadyr resists the worst effects of the gaze, but feels drained. He shoots Red, striking its chest but not critically. Red should have been marked at <50% at -90 hp, FYI.

Cal feels his soul being sucked into the creature's gaze and feels both drained and doomed. I guess somehow my party avoided being Doomed when I played this - I had no idea that this scenario had Doomed potential when I made the remark about never having seen Doomed!

Cal puts himself together and manages to strike Blue.

Herr Doktor also feels drained and doomed. He strikes at Yellow, hitting it just as Crunch draws its attention. Hit due to flanking.

Isaku tries to come up with a battle plan, but settles for shooting fire into a crowded theater.

Rhaegal calls down lightning.

Red Reflex: 1d20 + 17 ⇒ (13) + 17 = 30 vs DC 26
Red is now <10%

Crunch completely resists the gaze. Perhaps it is their visor, or perhaps they are just used to uncomfortable stares. Either way, they feel unaffected.

With two mighty swings, they smash Yellow to bits.

Red retaliates, using its insight to bypass Crunch's defenses. Automatic success on its first attack.

Bludgeoning: 2d6 + 6 ⇒ (1, 1) + 6 = 8 plus Void: 1d6 ⇒ 3
Resist 1 void.

Fist, agile: 1d20 + 18 - 4 ⇒ (10) + 18 - 4 = 24 vs flanking
Bludgeoning: 2d6 + 6 ⇒ (3, 1) + 6 = 10 plus Void: 1d6 ⇒ 2

Fist, agile: 1d20 + 18 - 8 ⇒ (9) + 18 - 8 = 19 vs flanking
Bludgeoning: 2d6 + 6 ⇒ (4, 4) + 6 = 14 plus Void: 1d6 ⇒ 6

The find the goblin is a lot harder to hit when they're not perusing the multiverse.

Green also attacks Crunch.

Fist: 1d20 + 16 ⇒ (3) + 16 = 19 vs flanking
Bludgeoning: 2d6 + 6 ⇒ (5, 2) + 6 = 13 plus Void: 1d6 ⇒ 4

Fist, agile: 1d20 + 16 - 4 ⇒ (2) + 16 - 4 = 14 vs flanking
Bludgeoning: 2d6 + 6 ⇒ (1, 2) + 6 = 9 plus Void: 1d6 ⇒ 1

Fist, agile: 1d20 + 16 - 8 ⇒ (10) + 16 - 8 = 18 vs flanking
Bludgeoning: 2d6 + 6 ⇒ (6, 1) + 6 = 13 plus Void: 1d6 ⇒ 2

It's like a gentle massage.

Blue circles around to the other side of Cal. They will not be able to flank due to Deny Advantage, but they don't know that. First hit will auto-hit due to flash of insight.

Bludgeoning, enfeebled 1: 2d6 + 6 - 1 ⇒ (1, 5) + 6 - 1 = 11 plus Void: 1d6 ⇒ 4

Fist, agile: 1d20 + 16 - 4 ⇒ (3) + 16 - 4 = 15
Bludgeoning, enfeebled 1: 2d6 + 6 - 1 ⇒ (2, 1) + 6 - 1 = 8 plus Void: 1d6 ⇒ 5

Flames continue to rain down from the sky. 1d6 ⇒ 41d5 ⇒ 5 Crunch, Isaku

Corrupted Fire Bolt: 1d20 + 20 ⇒ (20) + 20 = 40 vs Crunch
Fire: 2d6 + 11 ⇒ (2, 3) + 11 = 16 plus Spirit: 1d6 ⇒ 1
32 fire plus 2 spirit

Corrupted Fire Bolt: 1d20 + 20 ⇒ (12) + 20 = 32 vs Isaku
Fire: 2d6 + 11 ⇒ (2, 3) + 11 = 16 plus Spirit: 1d6 ⇒ 4

I forgot to make the bleed check for Red.

Recovery: 1d20 ⇒ 16 vs DC 15

--Round 3
Cal (80/116[98], drained 2, doomed 1)
Herr Doktor (70/86[70], enlarged, resist fire 5, drained 2, doomed 1)
Rhaegal (94/94, resist fire 10)
Crunch (42/123)

--Round 4
Eliadyr (78/86[78], drained 1)
Isaku (76/96)

Red (-151 hp, 5 bleed, AC 27, Recall: Religion, weakness spirit x0, insight used) <10%
Yellow (-150 hp, weakness spirit x3
Green (-0 hp, AC 25, Recall: Religion, weakness spirit x0, insight used)
Blue (-14 hp, enfeebled 1, AC 25, Recall: Religion, weakness spirit x0, insight used)
Hazard (2/2, DC 31 Arcana, Nature, Occultism, or Religion)

Environment: -1 to ranged attacks, Acrobatics check to Fly, Firestorm active

GM note: I expect that Red will go down with the next hit, but the combat will not end. Green and Blue are still up, and the hazard is still active. As a matter of fact, even when Green and Blue go down, we will remain in initiative until you reach the double doors at the northeast corner of the map (making Climb checks as fire continues to rain down) or the hazard is Disabled.

Envoy's Alliance

LG Goblin Champion 9 (they/them) | HP 123 | AC 30 (32 w/ Shield, +1 vs Evil) | F +19 R +15 (17 vs Dmg) W +15 (+1 vs Evil) | Perc +14 | Stealth +12 | Speed 35' | Explore: Defend | ◆◇↺ | Character Sheet

↺ Shield Block the automatic hit from red

↺ Reactive Strike on blue when it tries to walk out of flank
Warwammer: 1d20 + 18 ⇒ (6) + 18 = 24 for 2d8 + 6 + 1d6 ⇒ (6, 1) + 6 + (6) = 19 cold iron bludgeoning, spirit

Verdant Wheel

male Kobold Druid 8 | HP 94/94 | AC 26 (28 w/shield) | Resist Acid 5 | F +15 R +16 W +17 (S->CS for Fear effects)| Perception +16 (darkvision) | Battle Cry (Intimidate +17) | speed 35 | Focus Points: 2/2 | ◆ | ◇ | ↺

"I am a Dragon!" Rhaegal roars as he begins to transform. The little kobold gets a lot beefier, but he must be concentrating too much on that because his wings never fill out. At the end, it's a bit more of a scaly dragon-bear. He tries to chomp on the undead and lightning crackles across his mouth.

Attack vs Red, OG: 1d20 + 16 ⇒ (4) + 16 = 20
Damage (lightning): 2d8 + 9 + 1d12 ⇒ (4, 3) + 9 + (8) = 24

◆◆ Untamed Form
◆ Strike

On my phone, so I'll forgo the other profile for now. But Rhaegal get 15 temp up.

Radiant Oath

2396852-2001 | LG Male Human | Detective | Investigator Lvl 8 | Psychic Dedication | ◆◇↺ | HP 96/96 | AC 26 | F/R/W: 14/15/13 | Perc +15 (+16 Pursue a Lead/Detect Traps) | 25 feet | Class DC 24 | Exploration Activity: Search | Hero Points: 1/3 | Ammo: Regular: 50/50 | Throwing Knives: 2 | +1 SH: 14/14 | Spells: -/1/1/1 | Versatile Vials: 4/4 | Provision: Moderate Healing Potion 1/2 |

Isaku moves up causes ice to form on Red (Or Green if Red goes down)

Frotbite, 120' range, Cold; DC 24 Basic Fort: 5d4 ⇒ (3, 2, 3, 1, 4) = 13 Crit Fail: Double Damage, Weakness 4 Bludgeoning until the start of Isaku's next turn

◆ Stride
◆◆ Frostbite

Grand Archive

Male CN Gnome Rogue {Scoundrel} 9 HP 74 / 116 | AC 27| F +17 R +20 W +15 | Resist Fire 5 | Perc +16 (M) (Darkvision) Default Exploration = Avoid Notice w/ Trap Finder| Active conditions: Fly 60

Cal gives Blue the stink-eye and then sidles away from Red (just in case Red manages to survive being Crunch'ed, becoming a Dragon Snack(tm), and getting frostbitten.)

Demoralize Blue: 1d20 + 20 ⇒ (14) + 20 = 34

Skirmish Strike vs OG & Frightened: 1d20 + 18 ⇒ (4) + 18 = 22
Damage, S, Sneak: 2d6 + 3 + 2d6 ⇒ (1, 1) + 3 + (6, 5) = 16

MAP Strike, Agile vs OG & Frightened: 1d20 + 18 - 4 ⇒ (18) + 18 - 4 = 32
Damage, S, Sneak: 2d6 + 3 + 2d6 ⇒ (4, 3) + 3 + (6, 4) = 20

Assuming that Demoralize is a success for purposes of Off Guard and Debilitating Strike. Blue is again Enfeebled 1.

◆ Demoralize, ◆ Skirmish Strike, ◆ MAP Strike. Blue needs to make a DC 20 Will save to lose the Frightened condition at the end of its turn.

Envoy's Alliance

Male Goblin Alchemist (Mutagenist) 8 | HP 86/86 | 2 Hero Points | Perception +11 (Darkvision) | AC 27/25 | Fort +15; Ref +15 (+16)/+13 (+14); Will +14 | Hands: Empty

Now that one is down, Herr Doktor will concentrate on the other one at range.

First attack: 1d20 + 18 ⇒ (19) + 18 = 37
Second attack: 1d20 + 12 ⇒ (19) + 12 = 31
Third attack: 1d20 + 7 ⇒ (10) + 7 = 17

His first attack is especially deadly, the second one also hits but the last one is a miss.

Piercing damage: 2d10 + 4 ⇒ (8, 5) + 4 = 17 for the critical hit.
Piercing damage: 2d10 + 4 ⇒ (10, 2) + 4 = 16

Vigilant Seal

CG male elf magus (starlit span) 9 | HP 42/96 | AC 27 |F +16 R +18 W +16 | Perc +13 | Stealth +20 | Focus Points 1/2 |Icons: ◆◇↺ | speed 40 | Exploration Activity: Avoid Notice | Conditions: Tailwind, Hasted

Eliadyr will try to work out what is happening with the hazard (+16 arcana, +17 demon lore)

He'll then send an arrow somewhere close to Green and recall his spellstrike

This wind - it is just the worst!

◆ Recall knowledge on the hazard
◆ Strike Composite Shortbow: 1d20 + 17 - 1 ⇒ (5) + 17 - 1 = 21 on green for 2d6 + 3 ⇒ (5, 2) + 3 = 10 piercing
◆ Refresh spellstrike


(he/him) | Troubles in Otari | 2-24 | 1-24 | Icons: ◆◇↺

Rhaegal tries to chomp Red, but can't quite finish him off. Isaku tries.

Fortitude: 1d20 + 14 ⇒ (7) + 14 = 21 vs DC 24

Isaku's frost finishes off Red.

Cal demoralizes Blue, then stabs twice, the second time critically.

Eliadyr refreshes Spellstrike and sends an arrow into the maelstrom.

GM Screen:

Eliadyr:
URXEHL’S FIRESTORM HAZARD 8
Disable DC 31 Arcana, Nature, Occultism, or Religion (trained) twice or dispel magic (4th level; counteract DC 24) to cause a temporary, local disruption to the Disciple of Urxehl’s ritual.

Checks to disrupt the firestorm require two actions.

--Round 3
Cal (80/116[98], drained 2, doomed 1)
Herr Doktor (70/86[70], enlarged, resist fire 5, drained 2, doomed 1)
Rhaegal (94/94, 15 temp, resist fire 10)
Crunch (76/123)
--Round 4
Eliadyr (78/86[78], drained 1)
Isaku (76/96)
Red (-164 hp, weakness spirit x0)
Yellow (-150 hp, weakness spirit x3

Green (-50 hp, AC 25, Recall: Religion, weakness spirit x0, insight used)
Blue (-70 hp, frightened 1, AC 25, Recall: Religion, weakness spirit x0, insight used)
Hazard (2/2, DC 31 Arcana, Nature, Occultism, or Religion)

Environment: -1 to ranged attacks, Acrobatics check to Fly, Firestorm active

Envoy's Alliance

LG Goblin Champion 9 (they/them) | HP 123 | AC 30 (32 w/ Shield, +1 vs Evil) | F +19 R +15 (17 vs Dmg) W +15 (+1 vs Evil) | Perc +14 | Stealth +12 | Speed 35' | Explore: Defend | ◆◇↺ | Character Sheet

Crunch considers both foes for a second before smashing their hammer into the adjacent one a couple times.

◆ Raise Shield
◆ Strike
Warwammer: 1d20 + 18 ⇒ (16) + 18 = 34 for 2d8 + 6 + 1d6 ⇒ (1, 1) + 6 + (4) = 12 cold iron bludgeoning, spirit
◆ Strike
Warwammer: 1d20 + 18 - 6 ⇒ (14) + 18 - 6 = 26 for 2d8 + 6 + 1d6 ⇒ (1, 2) + 6 + (2) = 11 cold iron bludgeoning, spirit


(he/him) | Troubles in Otari | 2-24 | 1-24 | Icons: ◆◇↺

Crunch swings his warhammer back and forth, hitting in both directions.

Green and Blue are not mindless, they're not going to be able to hit Crunch, and they can't flank Cal. They're both going to flank the next most prominent target, Rhaegal. Green provokes from both Crunch and Herr Doktor.

Green vs Rhaegal: 1d20 + 16 ⇒ (1) + 16 = 17 vs normal AC
Bludgeoning: 2d6 + 4 ⇒ (1, 1) + 4 = 6 plus Void: 1d6 ⇒ 2

Green vs Rhaegal, MAP: 1d20 + 16 - 4 ⇒ (20) + 16 - 4 = 32 vs normal AC
Bludgeoning: 2d6 + 4 ⇒ (1, 5) + 4 = 10 plus Void: 1d6 ⇒ 6

Blue, frightened 1 vs Rhaegal: 1d20 + 16 - 1 ⇒ (1) + 16 - 1 = 16 vs flanking
Bludgeoning, enfeebled 1: 2d6 + 4 - 1 ⇒ (5, 5) + 4 - 1 = 13 plus Void: 1d6 ⇒ 2

Blue, frightened 1 vs Rhaegal, MAP: 1d20 + 16 - 1 - 4 ⇒ (1) + 16 - 1 - 4 = 12 vs flanking
Bludgeoning, enfeebled 1: 2d6 + 4 - 1 ⇒ (4, 2) + 4 - 1 = 9 plus Void: 1d6 ⇒ 1

lol

Blue Will: 1d20 + 18 ⇒ (16) + 18 = 34 vs DC 20

Fire rains down at 1d6 ⇒ 11d5 ⇒ 3 Cal and Rhaegal.

Corrupted Fire Bolt: 1d20 + 20 ⇒ (5) + 20 = 25 vs Cal
Fire: 2d6 + 11 ⇒ (6, 5) + 11 = 22 plus Spirit: 1d6 ⇒ 6

Corrupted Fire Bolt, no MAP: 1d20 + 20 ⇒ (7) + 20 = 27 vs Rhaegal
Fire: 2d6 + 11 ⇒ (2, 3) + 11 = 16 plus Spirit: 1d6 ⇒ 2

-Round 4
Cal (80/116[98], drained 2, doomed 1)
Herr Doktor (70/86[70], enlarged, resist fire 5, drained 2, doomed 1)
Rhaegal (77/94, 0 temp, resist fire 10)
Crunch (76/123)

--Round 5
Eliadyr (78/86[78], drained 1)
Isaku (76/96)

Red (-164 hp, weakness spirit x0)
Yellow (-150 hp, weakness spirit x3

Green (-73 hp, AC 25, Recall: Religion, weakness spirit x2, insight used)
Blue (-70 hp, frightened 1, enfeebled 1, off-guard, AC 25, Recall: Religion, weakness spirit x0, insight used)
Hazard (2/2, DC 31 Arcana, Nature, Occultism, or Religion)

Environment: -1 to ranged attacks, Acrobatics check to Fly, Firestorm active

Verdant Wheel

Medium Animal Battleform HP 99/94 | AC 26 | F +15 R +16 W +17 (S->CS for Fear effects)| Perception +16 (low-light vision, imprecise scent 30') | Focus Points: 1/2 | land speed 30, fly speed 40

Rhaegal takes full fire damage, as he can't cast the cantrip while wildshaped.

The dragon-bear roars and tears into the Green creature, since clearly the Blue one is inept. Electricity crackles across his teeth and claws.

Attack vs Green: 1d20 + 16 ⇒ (1) + 16 = 17
Hero Point reroll: 1d20 + 16 ⇒ (12) + 16 = 28
Damage: 2d8 + 1d12 ⇒ (4, 5) + (11) = 20

Rip & Tear vs Green: 1d20 + 16 - 4 ⇒ (20) + 16 - 4 = 32
Damage: 1d8 + 1d12 ⇒ (4) + (5) = 9
Persistent bleed: 1d6 ⇒ 5

Rip & Tear: 1d20 + 16 - 8 ⇒ (13) + 16 - 8 = 21
Damage: 1d8 + 1d12 ⇒ (5) + (8) = 13
Persistent bleed: 1d6 ⇒ 3

Grand Archive

Male CN Gnome Rogue {Scoundrel} 9 HP 74 / 116 | AC 27| F +17 R +20 W +15 | Resist Fire 5 | Perc +16 (M) (Darkvision) Default Exploration = Avoid Notice w/ Trap Finder| Active conditions: Fly 60

Cal dodges out of the way of the fire raining from the sky just as his opponent slips around him. He gives chase and sets up the flank with the Mighty Dragon-bear-man-thing....

Using Rhaegal as a distraction, he stabs twice.

Strike vs OG : 1d20 + 18 ⇒ (12) + 18 = 30
Damage, S, Magic, Sneak: 2d6 + 3 + 2d6 ⇒ (6, 6) + 3 + (3, 2) = 20

Strike vs OG, MAP : 1d20 + 18 - 4 ⇒ (17) + 18 - 4 = 31
Damage, S, Magic, Sneak: 2d6 + 3 + 2d6 ⇒ (5, 5) + 3 + (3, 6) = 22

He puts a little extra twist on the blade to weaken the undead thing.

◆ Stride, ◆ Strike, ◆ Strike. Blue is Enfeebled 1 again.

Radiant Oath

2396852-2001 | LG Male Human | Detective | Investigator Lvl 8 | Psychic Dedication | ◆◇↺ | HP 96/96 | AC 26 | F/R/W: 14/15/13 | Perc +15 (+16 Pursue a Lead/Detect Traps) | 25 feet | Class DC 24 | Exploration Activity: Search | Hero Points: 1/3 | Ammo: Regular: 50/50 | Throwing Knives: 2 | +1 SH: 14/14 | Spells: -/1/1/1 | Versatile Vials: 4/4 | Provision: Moderate Healing Potion 1/2 |

Isaku tries to get an angle on Cyan.

Devise: 1d20 ⇒ 1

"Hmm... if I bounced my shot off Rhaegal's head and let it ricochet onto... wait... what the heck am I thinking?!"

Moving into the flank with Green, he simply jabs his bayonet into the creature.

+1 Bayonet, OG: 1d20 + 16 ⇒ (15) + 16 = 31 for Piercing Damage: 1d4 + 2 ⇒ (1) + 2 = 3 Critical Hit: Double Damage

I really should start using something other than a dueling pistol...

◆ Devise
◆ Stride
◆ Poke


(he/him) | Troubles in Otari | 2-24 | 1-24 | Icons: ◆◇↺

Rhaegal tears into Green, bringing it to the verge of (re)death. <10%

Cal follows Blue, harrying it the whole way.

Isaku stabs Green, but Green barely notices.

I'm going to bot the OA from Crunch and Herr Doktor, as one of them is likely going to hit, and that will likely have killed Green.

Warwammer: 1d20 + 18 ⇒ (3) + 18 = 21
Bludgeoning, Cold Iron: 2d8 + 6 ⇒ (8, 3) + 6 = 17 plus Spirit: 1d6 ⇒ 3

Herr Doktor: 1d20 + 18 ⇒ (3) + 18 = 21
Piercing: 2d10 + 4 ⇒ (5, 4) + 4 = 13

lol sorry

--Round 4
Cal (80/116[98], drained 2, doomed 1)
Herr Doktor (70/86[70], enlarged, resist fire 5, drained 2, doomed 1) OA botted, sorry
Rhaegal (77/94, 0 temp, wildshaped)
Crunch (76/123) OA botted, sorry
--Round 5
Eliadyr (78/86[78], drained 1)
Isaku (76/96)
Red (-164 hp, weakness spirit x0)
Yellow (-150 hp, weakness spirit x3

Green (-114 hp, 1d6 bleed, AC 25, Recall: Religion, weakness spirit x2, insight used)
Blue (-112 hp, enfeebled 1, AC 25, Recall: Religion, weakness spirit x0, insight used)
Hazard (2/2, DC 31 Arcana, Nature, Occultism, or Religion)

Environment: -1 to ranged attacks, Acrobatics check to Fly, Firestorm active

Vigilant Seal

CG male elf magus (starlit span) 9 | HP 42/96 | AC 27 |F +16 R +18 W +16 | Perc +13 | Stealth +20 | Focus Points 1/2 |Icons: ◆◇↺ | speed 40 | Exploration Activity: Avoid Notice | Conditions: Tailwind, Hasted

"I think I have a chance to calm this storm down around us for a bit. I'm not a fan of climbing through this rain of fireballs."

and Eliadyr will pull a scroll of dispel magic R4 from his pocket, break the seal of the open road upon it as he unrolls it, and then reads out the spell in a loud clear voice and directing it to the hazard.

Counteract DC 24 with Arcana: 1d20 + 16 ⇒ (15) + 16 = 31

◆ Interact to draw the scroll
◆◆ Cast dispel magic on Urxehl's firestorm

Envoy's Alliance

LG Goblin Champion 9 (they/them) | HP 123 | AC 30 (32 w/ Shield, +1 vs Evil) | F +19 R +15 (17 vs Dmg) W +15 (+1 vs Evil) | Perc +14 | Stealth +12 | Speed 35' | Explore: Defend | ◆◇↺ | Character Sheet

Crunch pursues one of the nimble enemies and smacks it down before repositioning to threaten the other one.

◆ Stride
◆ Strike green
Warwammer: 1d20 + 18 ⇒ (11) + 18 = 29 for2d8 + 6 ⇒ (4, 3) + 6 = 13 cold iron bludgeoning and1d6 ⇒ 5 spirit
◆ Stride
One assumes that if the OA was going to do it, that will too. If not, swing again and whiff
1d20 + 18 - 6 ⇒ (7) + 18 - 6 = 19

Envoy's Alliance

Male Goblin Alchemist (Mutagenist) 8 | HP 86/86 | 2 Hero Points | Perception +11 (Darkvision) | AC 27/25 | Fort +15; Ref +15 (+16)/+13 (+14); Will +14 | Hands: Empty

Herr Doktor attacks the surviving creatures reluctantly.

First Attack: 1d20 + 18 ⇒ (15) + 18 = 33
Second Attack: 1d20 + 12 ⇒ (18) + 12 = 30

First Damage: 2d10 + 4 ⇒ (9, 9) + 4 = 22
Second Damage: 2d10 + 4 ⇒ (1, 3) + 4 = 8

It should be enough to finish them


(he/him) | Troubles in Otari | 2-24 | 1-24 | Icons: ◆◇↺

Crunch and Herr Doktor finish off Green, and Blue, respectively.

Meanwhile, Eliadyr reads words from his scroll, and the wind whips into a frenzy as the firestorm desperately resists the magic. But Eliadyr is unfazed, and his voice is steady.

The firestorm calms - not everywhere, and not forever, but there is now enough time to climb the colossus.

End of combat!

Cal (80/116[98], drained 2, doomed 1)
Herr Doktor (70/86[70], resist fire 5, drained 2, doomed 1)
Rhaegal (77/94)
Crunch (76/123)
Eliadyr (78/86[78], drained 1)
Isaku (76/96)

I will waive hit point healing, but not the conditions. I'm going to pause here to see if you want to spend time / use items to remove those conditions.

I'm also going to pause so you can discuss how you want to get to the access point. The access is 30' off of the ground, so to reach it, there will be a single DC 22 Athletics check to reach the light purple area, a single DC 25 Athletics check to reach the dark purple area, and a single DC 30 Athletics check to reach the door. You are welcome to climb straight for the area, but you'll need to make the DC 30 Athletics check all the way up (normal Climb rules). Flying is an option, but carrying someone while flying will face rules about Bulk of Creatures. I also want to remind y'all about Follow the Expert, which received a nice update in the Remaster.

Descriptions:

Foot (light purple, DC 22 Athletics check): The Colossus’s right foot remains here, largely intact despite the earthquake and centuries of neglect.

Shin (dark purple, DC 25 Athletics check): Most of the Colossus’s shin toppled here, propped up on the eastern side by additional rubble.

Thigh (DC 30 Athletics check): When the right leg crumbled, the Colossus’s thigh fell straight down and settled here, ripping a hole in the lower abdomen that provides access to the statue’s interior above the collapsed entryway in the left knee.

Envoy's Alliance

Male Goblin Alchemist (Mutagenist) 8 | HP 86/86 | 2 Hero Points | Perception +11 (Darkvision) | AC 27/25 | Fort +15; Ref +15 (+16)/+13 (+14); Will +14 | Hands: Empty

"Ich bin ein bißchen off." says the Doktor, "und ich kann do nothing about it. Aber..."

He shows the hole in the statue and explains the party that he can get everyone up there with a little bit of coordination.

I have one last Versatile Vials and I can produce Spiderfoot Brew to get a 15ft. climb speed for a minute. With enough coordination, I think the Doktor can carry the party to the top (one round to get up, one round to get down, 5 characters to carry, considering the Doktor has 18 Strength and large size).

Vigilant Seal

CG male elf magus (starlit span) 9 | HP 42/96 | AC 27 |F +16 R +18 W +16 | Perc +13 | Stealth +20 | Focus Points 1/2 |Icons: ◆◇↺ | speed 40 | Exploration Activity: Avoid Notice | Conditions: Tailwind, Hasted

Eliadyr looks back from eyeing off the climb and mentally mapping out handholds. With an expression of surprise and relief, he replies "Herr Doctor, if you are willing to carry us up that would be much safer, thank-you"

Radiant Oath

2396852-2001 | LG Male Human | Detective | Investigator Lvl 8 | Psychic Dedication | ◆◇↺ | HP 96/96 | AC 26 | F/R/W: 14/15/13 | Perc +15 (+16 Pursue a Lead/Detect Traps) | 25 feet | Class DC 24 | Exploration Activity: Search | Hero Points: 1/3 | Ammo: Regular: 50/50 | Throwing Knives: 2 | +1 SH: 14/14 | Spells: -/1/1/1 | Versatile Vials: 4/4 | Provision: Moderate Healing Potion 1/2 |

FtE for Acrobatics is available. And you can get versatile vials back at the rate of 2 every 10 minutes IIRC.

Verdant Wheel

male Kobold Druid 8 | HP 94/94 | AC 26 (28 w/shield) | Resist Acid 5 | F +15 R +16 W +17 (S->CS for Fear effects)| Perception +16 (darkvision) | Battle Cry (Intimidate +17) | speed 35 | Focus Points: 2/2 | ◆ | ◇ | ↺

Rhaegal looks up at the opening. "Easy enough. Dragons can fly and climb." He stretches out his wings to prepare to take off, even with the gusting winds.

No need to factor Rhaegal into the math. He can fly or climb depending on his form.

Envoy's Alliance

Male Goblin Alchemist (Mutagenist) 8 | HP 86/86 | 2 Hero Points | Perception +11 (Darkvision) | AC 27/25 | Fort +15; Ref +15 (+16)/+13 (+14); Will +14 | Hands: Empty
Isaku Beru wrote:
And you can get versatile vials back at the rate of 2 every 10 minutes IIRC.

But I'm constantly using 2 of them on you and I. So I don't get new ones unless I choose to take a break. Also, Crunch has both a climb speed and high strength, so the Doktor will not need to use his last Versatile Vial. Unless the GM says otherwise :)


(he/him) | Troubles in Otari | 2-24 | 1-24 | Icons: ◆◇↺

Did not realize Crunch had a Climb speed.

One by one, Crunch shuttles the team to the entrance to the colossus.

The Colossus’s interior reveals the marvels of cyclops engineering. The interior of the Colossus centers on a structural support column, with ramps spiraling up the sides of the immense edifice. Crossbeams connect to the pillar from the base of the ramp, providing stability to the structure. Sections of rocks have collapsed throughout the hollow interior, blocking off the ramp in certain spots. Similar wreckage lines the bottom of the Colossus’s interior, with stone and metal fragments strewn about on the floor. A massive collapse from the right leg of the Colossus opens the interior to the outside world, while eighty feet up from damaged entry point is a set of stone doors at the top of the spiral ramp.

The ramp spirals up the perimeter, ascending roughly 10 feet for every 20 feet of lateral movement. I tried putting some colors on the map, but it was too visually distracting. You'll all about +30-35' off the ground, and the set of doors you need to reach is -80' off the ground. The ramp is uniform slope all the way around counterclockwise.

You've got a few options here. You can walk the ramp, figuring out how to delicately cross the rubble-y part when you get there. Alternatively, you can Balance to the center pole and Climb (presumably riding on Crunch). Alternatively, Crunch can scale the wall directly.

Oh, and I'm not sure if Herr Doktor would rather be Large or Medium.

Verdant Wheel

male Kobold Druid 8 | HP 94/94 | AC 26 (28 w/shield) | Resist Acid 5 | F +15 R +16 W +17 (S->CS for Fear effects)| Perception +16 (darkvision) | Battle Cry (Intimidate +17) | speed 35 | Focus Points: 2/2 | ◆ | ◇ | ↺

Rhaegal takes form of a scaly-bat and flies up to meet the others inside the statue. Seeing the double doors, he continues to soaring up and lands just outside them. "Come on! Crunch should be able to get you across the broken bits!"

Grand Archive

Male CN Gnome Rogue {Scoundrel} 9 HP 74 / 116 | AC 27| F +17 R +20 W +15 | Resist Fire 5 | Perc +16 (M) (Darkvision) Default Exploration = Avoid Notice w/ Trap Finder| Active conditions: Fly 60

Always preferring to do things the easier and smarter way, Cal is more than satisfied to ride on Crunch's shoulders as the goblin clambers his way across the rubble and up the walls. He waves to the friendly scaled bat as Rhaegal swoops by with encouragement.

Envoy's Alliance

Male Goblin Alchemist (Mutagenist) 8 | HP 86/86 | 2 Hero Points | Perception +11 (Darkvision) | AC 27/25 | Fort +15; Ref +15 (+16)/+13 (+14); Will +14 | Hands: Empty
GM Watery Soup wrote:
Oh, and I'm not sure if Herr Doktor would rather be Large or Medium.

Small ;)

As long as we are climbing, Herr Doktor doesn't use his Mutagen so Crunch can lift him. Also, considering the tight spaces, he'll stay Small for a while.

While Crunch lifts him, Herr Doktor admires the goblin's musculature: "Du bist ein nice specimen, Crunch!"

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