[OP8] PF2e - 03-06: Struck by Shadows (P6) (Inactive)

Game Master UncleFroggy

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


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Verdant Wheel

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Male Human (Sylph) Magus 5 {Aloof Firmament} HP 63 / 63 | AC 22 (23 w/ shield) | F +11 R +11 W +10 | Perc +8 (low light) Focus Pool 1 / 1 | Active Conditions: Arcane Cascade (fire), Spellstrike NOT reset

Jhiang flicks his blade to clear the blood of his decapitated foe before sheathing it. He nods to Green for having made the smart decision before turning to Sorrina. "Westyr-sama, t'eza ..." he pauses to clear his throat and reset his accent. "These men were attempting to escape from where the explosion occurred. Few of t'em have been ... befriended ... by Quin and BK now. Only one was killed," he finishes with a glance at the headless figure of the one with one bloody white glove remaining. He bows out respectfully to Westyr-sama, turns over the debrief to the others, and begins moving about the room wary for any others hiding or approaching.

Radiant Oath

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

As Jhiang begins describing the encounter to Sorrina, another figure enters the room: a hobgoblin man clad in heavy armor, carrying a wicked looking halberd. As he enters, he’s tinkering with a humming wayfinder and, noting that things seem to have settled down for the moment.

"Ah! Toldrar! Glad you're here. These are the Pathfinders who responded to the initial alarm."

She turns back to you, saying "This is Toldrar. He's the new Head of Security for the Grand Lodge, but I'll let him tell you more about himself."

Still a bit preoccupied with his Wayfinder, Toldrar greets you and shakes your hands. The wayfinder's humming ends with a brief chirp, which causes Toldrar to become elated and sport a large grin. He pockets his wayfinder, lightly bobbing his head with excitement.

"Ah, Pathfinders, it’s been an exciting day, hasn’t it? I’ve been hard at work lately, working with your Spells and your Swords to improve defenses around the Grand Lodge. Gods know it was due for an overhaul. Well, I can say that the new defenses work! While it will take some time to reimplement all of the defenses that are getting used up or destroyed today, the fact of the matter is that they worked. Even the initial implementation of the wards and everything else seemed to have dealt a major blow to our attackers today, and I consider that a splendid success. From the looks of things, we’re under attack by the Onyx Alliance, a ruthless mercantile organization from Shadow Absalom!"

"We’ve had other recent run-ins with the Onyx Alliance, but now is not the time for a history lesson. We’re still under attack! But I think we can make quick work of these intruders. See, I know something they don’t: I can see where they are. Well, not directly. It’s more of a ‘fumbling about in the dark while someone holds a candle at the other end of the room’ situation, but we still know plenty that we can use to sort this all out. According to the wards and reports I’m receiving, the attackers are spread out inside Skyreach, and we have a general understanding of where they are. I think I can gather a group to clean up what’s left. Since you’re already here, though, I think I’ll let you take care of everything on this floor while Sorrina and I work through the rest of Skyreach." Toldrar gives a nod and another smile. "Let’s get to work, shall we?"

"Now then, there are two areas that need someone to address:"

Mission 1: Magical Trap:

"First, a defensive trap appears to be active in a nearby area, and you need to manually deactivate the trap before it’s safe to lift the seals and allow access into the halls again. The trap is a magical pillar of fire that runs on tracks and can be deactivated from a control panel in the room’s southwest corner. Reports state that there are a number of sizable creatures in the hall, and the area should be considered dangerous."

Mission 2: Archives:

"Second, reports note that several intruders have barricaded themselves in an archive on this floor. At the moment, these intruders haven’t done any damage to the archive’s contents, and I hope to keep it that way. Take things slow here and try to find a non-violent end to the matter, lest they risk damage to an important repository."

"You can do these tasks in any order you choose. Meet back here when you've dealt with both tasks. If you were able to defeat this bunch, you should be able to defeat the rest. Oh, before you go, I think you can use these."

Toldrar produces a small backpack containing several useful items. He offers each of you two of the following:

Beacon Shot
Sleep Arrow
Moderate Tanglefoot bag
Lesser Healing Potion

Please decide as a group where you're going next.

Verdant Wheel

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Male Human (Sylph) Magus 5 {Aloof Firmament} HP 63 / 63 | AC 22 (23 w/ shield) | F +11 R +11 W +10 | Perc +8 (low light) Focus Pool 1 / 1 | Active Conditions: Arcane Cascade (fire), Spellstrike NOT reset

"Asuumin' t'at t'e quote 'sizable creatures' not paht you upgraded defenses, lah? So if t'ey need killin, we go t'ere, lah?" he confirms with Toldrar.

Vote for Magical Trap, or at least voting to go kill some sizable creatures. And Jhiang would not take any of the offered items. 

Envoy's Alliance

M Ancient Elf Imperial Sorcerer/Alchemist 4 | Cook |Low-light vision| HP 34/34 | AC 18 | F +7 R +8 W +8 | Perc +6 +2 initiative | ◆◆◆◇↺| 30" | Hero 1/3 | focus 1/1 | spells 1 4/4 2 4/4| Reagents 4/4 | Ancestral Memories| Seasoned |

Quinthalas looks at the items offered and declines taking anything. He says "Let's do the first task he'd mentioned."

Horizon Hunters

N/N Male Gnome Bard/4 | Init (scouting) +8 | HP: 46/46 | AC: 20 (+1 if shield active) | F/R/W: +8/11/8 | Speed 20', imprecise senses (scent), low-light vision | Acrobatics +9, Deception +10, Diplomacy +10, Occultism +7, Perception +8, Performance +14/12, Stealth +9, Thievery +9 | Active Conditions: lingering courageous anthem, shield

"Okeydokie, the magical trap it is!"

BK nabs the moderate tanglefoot bag. Seems like a fun thing to have.

Vigilant Seal

M Dwarf Redeemer Champion 4 | AC22/24 HP 62/62 Shield 30/30 | F+11 R+7 W+9 Per+7 (T) | Speed: 20' (Unburdened Iron, Rock Runner) | Focus: 1/1 Hero: 1/3 | DC: 20 | Marshal Aura 10' | Ath (E)+12 Craft +6 Intim (E) +8 Mine Lore +6 Relg/Surv +7 | WH Atk +11

Ghardak nods. "Magical trap it is." He'll take the lesser healing potion and his pearly white spindle should heal him of the wound he took.

Envoy's Alliance

male half-orc medic 5 | HP 68/68 | AC 23 (25 w/shield (hardness 8, HP64, BT32)) | F +11 R +13 W +13 | Perc +13 (low-light) | Stealth +11 | speed 35 |◆ | ◇ | ↺

Desmond insists on taking a look at Ghardak wound, even as the dwarf indicates that his spindle stone will heal him. "I don't trust those things completely. What if your nose was broken and it made it heal back crooked!" He leans down closer. "Besides, if they don't see me tending to you, they could just cancel my contract."

He wraps his own cuts after tending to Ghardak.

Treat Wounds (DC20): 1d20 + 12 ⇒ (20) + 12 = 32
Healing: 4d8 + 10 ⇒ (2, 2, 2, 6) + 10 = 22
Heal Ghardak and Desmond to full

Afterwards, he repacks his backpack and then nods to the others. "Ok, I'll be right behind you."

Radiant Oath

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

Recap of Toldrar's briefing
"A defensive trap appears to be active in a nearby area, and you need to manually deactivate the trap before it’s safe to lift the seals and allow access into the halls again. The trap is a magical pillar of fire that runs on tracks and can be deactivated from a control panel in the room’s southwest corner. Reports state that there are a number of sizable creatures in the hall, and the area should be considered dangerous."

You get to the hallway. From where you're standing all you see is a glow emanating from the middle of the room.

I'll explain the layout as soon as you get to the room proper. But please position yourselves where you'll be

Verdant Wheel

Male Human (Sylph) Magus 5 {Aloof Firmament} HP 63 / 63 | AC 22 (23 w/ shield) | F +11 R +11 W +10 | Perc +8 (low light) Focus Pool 1 / 1 | Active Conditions: Arcane Cascade (fire), Spellstrike NOT reset

Jhinag takes a moment to cast the minor spell of shielding. He whips his sword across his body as he did earlier, extending one hand with fingers pointed skyward, then moves cautiously into the room.

◆ Cast shield (AC 23), ◆ Enter Arcane Cascade, ◆ Stride (This assumes we arrived to a fight with sizable creatures with weapons already drawn.)

Vigilant Seal

M Dwarf Redeemer Champion 4 | AC22/24 HP 62/62 Shield 30/30 | F+11 R+7 W+9 Per+7 (T) | Speed: 20' (Unburdened Iron, Rock Runner) | Focus: 1/1 Hero: 1/3 | DC: 20 | Marshal Aura 10' | Ath (E)+12 Craft +6 Intim (E) +8 Mine Lore +6 Relg/Surv +7 | WH Atk +11

Ghardak follows, his shield up and ready.

Envoy's Alliance

male half-orc medic 5 | HP 68/68 | AC 23 (25 w/shield (hardness 8, HP64, BT32)) | F +11 R +13 W +13 | Perc +13 (low-light) | Stealth +11 | speed 35 |◆ | ◇ | ↺

Desmond moves up, hefting his shield, but also preparing if there are other challenges more than a pillar.

◆ Wolf Stance
◆ Move
◆ Raise Shield

Radiant Oath

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

As Jhiang and Ghardak move up, they spot a pillar of flame in the middle of the room. Looking past the flame, they spot shadows moving in the opposite side of the room. Suddenly, the pillar begins moving...

Init:

Jhiang Jhones's Initiative using Avoid Notice: 1d20 + 10 ⇒ (7) + 10 = 17
Ghardak's Initiative using Defend: 1d20 + 8 ⇒ (1) + 8 = 9
Banterknell's Initiative using Scout: 1d20 + 8 ⇒ (20) + 8 = 28
Quinthalas Kirath's Initiative using Detect Magic: 1d20 + 10 ⇒ (15) + 10 = 25
Desmond Vilks's Initiative using Defend: 1d20 + 10 ⇒ (11) + 10 = 21
Pillar Init: 1d20 + 7 ⇒ (13) + 7 = 20
Red Init: 1d20 + 8 ⇒ (9) + 8 = 17
White Init: 1d20 + 8 ⇒ (9) + 8 = 17
Blue Init: 1d20 + 8 ⇒ (8) + 8 = 16
Green Init: 1d20 + 8 ⇒ (16) + 8 = 24

To explain the myriad collection of boxes on the map:
- The red boxes denote the track the pillar of fire moves along. You get to find out the hard way which direction it's moving in :)
- Anything left of the center of the room (red dot) is in dim light.
- Anything inside the yellow area will take fire damage.

Desmond/Jhiang - you can only be in a Stance during encounter mode, though it's moot at this point :)

I'm also going to assume BK will cast CA so I just left it there. If he doesn't then I'll remove it after his turn! :)

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: Courageous Anthem
------------------
Those with ** may go

**Banterknell - AC 19, 36/36
**Quinthalas Kirath - AC 18, 34/34
GM
Desmond Vilks - AC 22 (24 w/shield), 52/52
Pillar
Jhiang Jhones - AC 22 (23 w/shield), 63/63
GM
Ghardak - AC 22 (24 w/shield), 62/62

Horizon Hunters

N/N Male Gnome Bard/4 | Init (scouting) +8 | HP: 46/46 | AC: 20 (+1 if shield active) | F/R/W: +8/11/8 | Speed 20', imprecise senses (scent), low-light vision | Acrobatics +9, Deception +10, Diplomacy +10, Occultism +7, Perception +8, Performance +14/12, Stealth +9, Thievery +9 | Active Conditions: lingering courageous anthem, shield

BK whips up another Courageous Anthem. Are the shadows creatures of some wort or something we can d a recall knowledge on? BK also moves up so he can see what is going on and casts shield on himself.

Radiant Oath

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

From where you're standing, you can't really see anything across the room. Apart from the pillar of fire that has started moving...

BK starts inspiring courage. He moves up and casts shield.

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: Courageous Anthem
------------------
Those with ** may go

Banterknell - AC 19, 36/36 (AC 20)
**Quinthalas Kirath - AC 18, 34/34
GM
Desmond Vilks - AC 22 (24 w/shield), 52/52
Pillar
Jhiang Jhones - AC 22 (23 w/shield), 63/63
GM
Ghardak - AC 22 (24 w/shield), 62/62

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

Legend of markings in the room:

- The red boxes denote the track the pillar of fire moves along. You get to find out the hard way which direction it's moving in :)
- Anything left of the center of the room (red dot) is in dim light.
- Anything inside the yellow area will take fire damage.

Envoy's Alliance

M Ancient Elf Imperial Sorcerer/Alchemist 4 | Cook |Low-light vision| HP 34/34 | AC 18 | F +7 R +8 W +8 | Perc +6 +2 initiative | ◆◆◆◇↺| 30" | Hero 1/3 | focus 1/1 | spells 1 4/4 2 4/4| Reagents 4/4 | Ancestral Memories| Seasoned |

Quinthalas will delay his action until he sees what the threat is

◇Delay Action

Radiant Oath

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

Nothing seems to happen...

argh. I thought I was at the Pillar phase but it appears I forgot to post it. Sorry about that. Got sidetracked late last week

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: Courageous Anthem
------------------
Those with ** may go

Banterknell - AC 19, 36/36 (AC 20)
Quinthalas Kirath - AC 18, 34/34 (Delaying)
GM
**Desmond Vilks - AC 22 (24 w/shield), 52/52
Pillar
Jhiang Jhones - AC 22 (23 w/shield), 63/63
GM
Ghardak - AC 22 (24 w/shield), 62/62

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

Legend of markings in the room:

- The red boxes denote the track the pillar of fire moves along. You get to find out the hard way which direction it's moving in :)
- Anything left of the center of the room (red dot) is in dim light.
- Anything inside the yellow area will take fire damage.

Envoy's Alliance

male half-orc medic 5 | HP 68/68 | AC 23 (25 w/shield (hardness 8, HP64, BT32)) | F +11 R +13 W +13 | Perc +13 (low-light) | Stealth +11 | speed 35 |◆ | ◇ | ↺

"I shouldn't have to tell you to stay away from the flames. Burns are very painful." Desmond drops into a ready stance and then darts out for one of the alcoves to hopefully stay safe. He raises his shield to try and contain the heat.

◆ Wolf Stance
◆ Move
◆ Raise Shield

Radiant Oath

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

Desmond moves into cover and drops into a combat stance before raising his shield. The pillar begins moving...

I'm assuming Desmond is going to call out to the rest of the party what the pillar is doing

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Active Conditions: Courageous Anthem

Special Conditions:
* Disable the hazard (see spoiler below)
* The pillar radiates bright light to 20'

------------------
Those with ** may go

Banterknell - AC 19, 36/36 (AC 20)
Quinthalas Kirath - AC 18, 34/34 (Delaying)
GM
Desmond Vilks - AC 22 (24 w/shield), 52/52
Pillar
**Jhiang Jhones - AC 22 (23 w/shield), 63/63
GM
Ghardak - AC 22 (24 w/shield), 62/62

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

Legend of markings in the room:

- The red boxes denote the track the pillar of fire moves along. You get to find out the hard way which direction it's moving in :)
- Anything left of the center of the room (red dot) is in dim light.
- Anything inside the yellow area will take fire damage.

Disable the Hazard/Pillar:

* via the control panel in the southwestern corner of the room between the 2 pillars (Trained Arcana/Thievery once you find the control panel)
* destroy the track (it will move until it reaches the broken track, of course!)
* breaking the track slows it down
* disable the track prevents the pillar from moving (Trained Thievery twice on the track)

Verdant Wheel

Male Human (Sylph) Magus 5 {Aloof Firmament} HP 63 / 63 | AC 22 (23 w/ shield) | F +11 R +11 W +10 | Perc +8 (low light) Focus Pool 1 / 1 | Active Conditions: Arcane Cascade (fire), Spellstrike NOT reset

Jhiang nods to Desmond in agreement then races into the central corridor. From there he turns southwest hoping to find someplace with some space to stay out of the way of the flame track.

Knowing better than to voice his question lest he bring bad luck on himself, he nevertheless wonders silently where the "sizable creatures" are.

◆ Stride West and then SW. ◆ Stride SW towards the corner. ◆ See below:

Is spotting the control panel automatic? Does he need to Seek/Search to find it? If so, he'll do that, if not he'll cast shield

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen |
Jhiang Jhones wrote:

Jhiang nods to Desmond in agreement then races into the central corridor. From there he turns southwest hoping to find someplace with some space to stay out of the way of the flame track.

Knowing better than to voice his question lest he bring bad luck on himself, he nevertheless wonders silently where the "sizable creatures" are.

◆ Stride West and then SW. ◆ Stride SW towards the corner. ◆ See below:

Is spotting the control panel automatic? Does he need to Seek/Search to find it? If so, he'll do that, if not he'll cast shield

Perception to search for it.

Radiant Oath

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

Jhiang makes a beeline for the area Torvald said the control panel was located and searches for it.

Sorry, I thought I indicated the check needed to find the thing. It's in the spoiler now -- Perception to look for it

Meanwhile, something tiny flies at Desmond and savagely attacks him with tooth and tail.

Jaws vs Desmond AC 24: 1d20 + 11 ⇒ (12) + 11 = 23 for Piercing: 1d10 + 3 ⇒ (2) + 3 = 5
Tail vs Desmond AC 24, MAP, Agile: 1d20 + 7 ⇒ (17) + 7 = 24 for Bludgeoning: 1d8 + 3 ⇒ (7) + 3 = 10
Tail vs Desmond AC 24, MAP 2+, Agile: 1d20 + 3 ⇒ (8) + 3 = 11 for Bludgeoning: 1d8 + 3 ⇒ (6) + 3 = 9

The teeth miss but the tail doesn't...

------------------
COMBAT TRACKER
Round: 1-2
Tactical Map
Active Conditions: Courageous Anthem

Special Conditions:
* Disable the hazard (see spoiler below)
* The pillar radiates bright light to 20'
------------------
Those with ** may go

-2-
**Banterknell - AC 19, 36/36 (AC 20)
**Quinthalas Kirath - AC 18, 34/34 .
GM
Desmond Vilks - AC 22 (24 w/shield), 42/52 (AC 24)
Pillar
Jhiang Jhones - AC 22 (23 w/shield), 63/63
Blue

-1-
**Ghardak - AC 22 (24 w/shield), 62/62

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

Legend of markings in the room:

- The red boxes denote the track the pillar of fire moves along. You get to find out the hard way which direction it's moving in :)
- Anything left of the center of the room (red dot) is in dim light.
- Anything inside the yellow area will take fire damage.

Disable the Hazard/Pillar:

* via the control panel in the southwestern corner of the room between the 2 pillars (Trained Arcana/Thievery once you find the control panel)
* Perception to search for the Control Panel
* destroy the track (it will move until it reaches the broken track, of course!)
* breaking the track slows it down
* disable the track prevents the pillar from moving (Trained Thievery twice on the track)

Verdant Wheel

Male Human (Sylph) Magus 5 {Aloof Firmament} HP 63 / 63 | AC 22 (23 w/ shield) | F +11 R +11 W +10 | Perc +8 (low light) Focus Pool 1 / 1 | Active Conditions: Arcane Cascade (fire), Spellstrike NOT reset

Jhiang spends a few seconds looking around the room trying to find some way to turn off the fire trap.

◆ Perception to Seek: 1d20 + 8 ⇒ (6) + 8 = 14

Radiant Oath

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

Jhiang searches the alcove but can't seem to spot the panel.

Vigilant Seal

M Dwarf Redeemer Champion 4 | AC22/24 HP 62/62 Shield 30/30 | F+11 R+7 W+9 Per+7 (T) | Speed: 20' (Unburdened Iron, Rock Runner) | Focus: 1/1 Hero: 1/3 | DC: 20 | Marshal Aura 10' | Ath (E)+12 Craft +6 Intim (E) +8 Mine Lore +6 Relg/Surv +7 | WH Atk +11

Ghardak trudges over to where Jhlang is.

"What we've got here..." he says.

◆◆◆ Stride (x3)

Envoy's Alliance

male half-orc medic 5 | HP 68/68 | AC 23 (25 w/shield (hardness 8, HP64, BT32)) | F +11 R +13 W +13 | Perc +13 (low-light) | Stealth +11 | speed 35 |◆ | ◇ | ↺

Might not actually matter given the geometry, but what was the direction of travel of the pillar? Can we get an arrow on the red path?

Radiant Oath

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

Well, Desmond was present when the pillar started moving... Jhiang and Ghardak I'm sure will be calling out where the pillar is... you're free to predict where it's going next :)

Desmond saw that it went South and turned the corner.

Horizon Hunters

N/N Male Gnome Bard/4 | Init (scouting) +8 | HP: 46/46 | AC: 20 (+1 if shield active) | F/R/W: +8/11/8 | Speed 20', imprecise senses (scent), low-light vision | Acrobatics +9, Deception +10, Diplomacy +10, Occultism +7, Perception +8, Performance +14/12, Stealth +9, Thievery +9 | Active Conditions: lingering courageous anthem, shield

BK moves into a corner of the room where he is relatively save and continues his anthem while casting shield.

Radiant Oath

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

BK and Ghardak move to separate corners of the room. Ghardak heads over to the southwestern part to help Jhiang while BK positions himself in the center of the room.

------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions: Courageous Anthem

Special Conditions:
* Disable the hazard (see spoiler below)
* The pillar radiates bright light to 20'
------------------
Those with ** may go

Banterknell - AC 19, 36/36 (AC 20)
**Quinthalas Kirath - AC 18, 34/34
GM
Desmond Vilks - AC 22 (24 w/shield), 42/52 (AC 24)
Pillar
Jhiang Jhones - AC 22 (23 w/shield), 63/63
Blue
Ghardak - AC 22 (24 w/shield), 62/62

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

Legend of markings in the room:

- The red boxes denote the track the pillar of fire moves along. You get to find out the hard way which direction it's moving in :)
- Anything left of the center of the room (red dot) is in dim light.
- Anything inside the yellow area will take fire damage.

Disable the Hazard/Pillar:

* via the control panel in the southwestern corner of the room between the 2 pillars (Trained Arcana/Thievery once you find the control panel)
* destroy the track (it will move until it reaches the broken track, of course!)
* breaking the track slows it down
* disable the track prevents the pillar from moving (Trained Thievery twice on the track)

Envoy's Alliance

M Ancient Elf Imperial Sorcerer/Alchemist 4 | Cook |Low-light vision| HP 34/34 | AC 18 | F +7 R +8 W +8 | Perc +6 +2 initiative | ◆◆◆◇↺| 30" | Hero 1/3 | focus 1/1 | spells 1 4/4 2 4/4| Reagents 4/4 | Ancestral Memories| Seasoned |

Quinthalas casts Warp Step and runs as fast as his feet can take him. He heads for the rest of the group.

◆◆ Warp Step
◆ Stride

Radiant Oath

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

Quinthalas bends time and space and walks through a wormhole, suddenly appearing beside Jhiang and Ghardak. Through the shadows you can see indistinct shapes in the foggy area by the wall. But nothing much else happens.

------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions: Courageous Anthem

Special Conditions:
* Disable the hazard (see spoiler below)
* The pillar radiates bright light to 20'
------------------
Those with ** may go

Banterknell - AC 19, 36/36 (AC 20)
Quinthalas Kirath - AC 18, 34/34
GM
**Desmond Vilks - AC 22 (24 w/shield), 42/52 (AC 24)
Pillar
Jhiang Jhones - AC 22 (23 w/shield), 63/63
Blue
Ghardak - AC 22 (24 w/shield), 62/62

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

Legend of markings in the room:

- The red boxes denote the track the pillar of fire moves along. You get to find out the hard way which direction it's moving in :)
- Anything left of the center of the room (red dot) is in dim light.
- Anything inside the yellow area will take fire damage.

Disable the Hazard/Pillar:

* via the control panel in the southwestern corner of the room between the 2 pillars (Trained Arcana/Thievery once you find the control panel)
* destroy the track (it will move until it reaches the broken track, of course!)
* breaking the track slows it down
* disable the track prevents the pillar from moving (Trained Thievery twice on the track)

Envoy's Alliance

male half-orc medic 5 | HP 68/68 | AC 23 (25 w/shield (hardness 8, HP64, BT32)) | F +11 R +13 W +13 | Perc +13 (low-light) | Stealth +11 | speed 35 |◆ | ◇ | ↺

Desmond winces at the tail smack, but then uses his shield to push the tiny creature towards the pillar track. Then he moves to the opposite corner and raises his shield again.

Reposition: 1d20 + 7 ⇒ (4) + 7 = 11 Oh come on, it'll be fun!
Hero Point: 1d20 + 7 ⇒ (18) + 7 = 25

◆ Reposition (move the tiny creature to the star marker)
◆ Move
◆ Raise Shield

Radiant Oath

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

Fire: 2d6 + 6 ⇒ (3, 3) + 6 = 12

GM Dice:

Perc vs DC 20: 1d20 + 6 ⇒ (15) + 6 = 21
oops got ahead of myself here. reminder that I already took 1 action

Desmond pushes blue into the path of the pillar before moving out of the way and raising his shield. Sure enough as the pillar turns the corner, it catches the tiny creature. The creature screams in agony. Desmond notices that it took more damage than normal, indicating a possible weakness to fire!

------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions: Courageous Anthem

Special Conditions:
* Disable the hazard (see spoiler below)
* The pillar radiates bright light to 20'

Before your Turn:

------------------
Those with ** may go

Banterknell - AC 19, 36/36 (AC 20)
Quinthalas Kirath - AC 18, 34/34
GM
Desmond Vilks - AC 22 (24 w/shield), 42/52 (AC 24)
Pillar
**Jhiang Jhones - AC 22 (23 w/shield), 63/63
Blue (-22)
Ghardak - AC 22 (24 w/shield), 62/62

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

Legend of markings in the room:

- The red boxes denote the track the pillar of fire moves along. You get to find out the hard way which direction it's moving in :)
- Anything left of the center of the room (red dot) is in dim light.
- Anything inside the yellow area will take fire damage.

Disable the Hazard/Pillar:

* via the control panel in the southwestern corner of the room between the 2 pillars (Trained Arcana/Thievery once you find the control panel)
* destroy the track (it will move until it reaches the broken track, of course!)
* breaking the track slows it down
* disable the track prevents the pillar from moving (Trained Thievery twice on the track)
* Perception to search for the control panel.

Verdant Wheel

Male Human (Sylph) Magus 5 {Aloof Firmament} HP 63 / 63 | AC 22 (23 w/ shield) | F +11 R +11 W +10 | Perc +8 (low light) Focus Pool 1 / 1 | Active Conditions: Arcane Cascade (fire), Spellstrike NOT reset

Jhiang nods to each of his companions as the arrive, but quickly turns his attention to finding the hidden control panel.

Seek: 1d20 + 8 ⇒ (1) + 8 = 9
Nope, we gotta find this thing. Hero Point
Seek : 1d20 + 8 ⇒ (16) + 8 = 24

If that finds it:
"Ah ha! T'ere it's. Now, how to..."

Arcana (E) : 1d20 + 12 ⇒ (1) + 12 = 13
"Oh 为了爱!!!!!""
====end spoiler====

If that was not enough to find it, he'll keep seaching: 

Seek: 1d20 + 8 ⇒ (7) + 8 = 15
Seek: 1d20 + 8 ⇒ (4) + 8 = 12

Wow, just wow. With all those garbage rolls, maybe he at least found it on the reroll.

Radiant Oath

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

Jhiang searches for the control panel and finds it. However, while trying to disarm the hazard, he accidentally presses a button that starts a countdown that will cause the Grand Lodge to self destruct... :)

Blue appears to be severely disoriented but it sniffs around and detects a potential hostile. It then spits a ball of black liquid that explodes into a cloud of frigid black shadow.

Breath Weapon, Cold, DC 18 Basic Reflex: 3d6 ⇒ (4, 1, 2) = 7
Breath Cooldown: 1d6 ⇒ 1

------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Active Conditions: Courageous Anthem

Special Conditions:
* Disable the hazard (see spoiler below)
* The pillar radiates bright light to 20'

Before your Turn:
DC 18 Reflex vs 7 Cold: Desmond
------------------
Those with ** may go

-3-
**Banterknell - AC 19, 36/36 (AC 20)
**Quinthalas Kirath - AC 18, 34/34
GM
Desmond Vilks - AC 22 (24 w/shield), 42/52 (AC 24)
Pillar
Jhiang Jhones - AC 22 (23 w/shield), 63/63
Blue (-22; Cooldown 1 rd)

-2-
**Ghardak - AC 22 (24 w/shield), 62/62

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

Legend of markings in the room:

- The red boxes denote the track the pillar of fire moves along. You get to find out the hard way which direction it's moving in :)
- Anything left of the center of the room (red dot) is in dim light.
- Anything inside the yellow area will take fire damage.

Disable the Hazard/Pillar:

* via the control panel in the southwestern corner of the room between the 2 pillars (Trained Arcana/Thievery once you find the control panel)
* destroy the track (it will move until it reaches the broken track, of course!)
* breaking the track slows it down
* disable the track prevents the pillar from moving (Trained Thievery twice on the track)
* Perception to search for the control panel.

Horizon Hunters

N/N Male Gnome Bard/4 | Init (scouting) +8 | HP: 46/46 | AC: 20 (+1 if shield active) | F/R/W: +8/11/8 | Speed 20', imprecise senses (scent), low-light vision | Acrobatics +9, Deception +10, Diplomacy +10, Occultism +7, Perception +8, Performance +14/12, Stealth +9, Thievery +9 | Active Conditions: lingering courageous anthem, shield

BK steps next to the track and attempts to disable it

thievery to disable track: 1d20 + 8 ⇒ (19) + 8 = 27
thievery to disable track: 1d20 + 8 ⇒ (1) + 8 = 9
reroll!
thievery to disable track: 1d20 + 8 ⇒ (8) + 8 = 16

Note: no courageous anthem this turn

Radiant Oath

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

BK steps next to the track and begins stuffing it with loose debris in an attempt to immobilize the pillar. Disable is 2 actions unless you have a feat that allows you to do it with one.

This scenario is pretty quick at low tier... High tier it's just nuts...

------------------
COMBAT TRACKER
Round: 2
Tactical Map
Active Conditions: Courageous Anthem

Special Conditions:
* Disable the hazard (see spoiler below)
* The pillar radiates bright light to 20'
* Track Disable: 1/2

Before your Turn:
DC 18 Reflex vs 7 Cold: Desmond
------------------
Those with ** may go

-3-
Banterknell - AC 19, 36/36 (AC 20)
**Quinthalas Kirath - AC 18, 34/34
GM
Desmond Vilks - AC 22 (24 w/shield), 42/52 (AC 24)
Pillar
Jhiang Jhones - AC 22 (23 w/shield), 63/63
Blue (-22; Cooldown 1 rd)

-2-
**Ghardak - AC 22 (24 w/shield), 62/62

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

Legend of markings in the room:

- The red boxes denote the track the pillar of fire moves along. You get to find out the hard way which direction it's moving in :)
- Anything left of the center of the room (red dot) is in dim light.
- Anything inside the yellow area will take fire damage.

Disable the Hazard/Pillar:

* via the control panel in the southwestern corner of the room between the 2 pillars (Trained Arcana/Thievery once you find the control panel)
* destroy the track (it will move until it reaches the broken track, of course!)
* breaking the track slows it down
* disable the track prevents the pillar from moving (Trained Thievery twice on the track)
* Perception to search for the control panel.

Envoy's Alliance

M Ancient Elf Imperial Sorcerer/Alchemist 4 | Cook |Low-light vision| HP 34/34 | AC 18 | F +7 R +8 W +8 | Perc +6 +2 initiative | ◆◆◆◇↺| 30" | Hero 1/3 | focus 1/1 | spells 1 4/4 2 4/4| Reagents 4/4 | Ancestral Memories| Seasoned |

Quinthalas will help look for the 2nd control panel.

◆move
◆move
seek: 1d20 + 6 ⇒ (16) + 6 = 22

Verdant Wheel

Male Human (Sylph) Magus 5 {Aloof Firmament} HP 63 / 63 | AC 22 (23 w/ shield) | F +11 R +11 W +10 | Perc +8 (low light) Focus Pool 1 / 1 | Active Conditions: Arcane Cascade (fire), Spellstrike NOT reset

Jhiang found the control panel. He just Crit Failed his attempt to disable it, which was in the spoiler. But it's been found. 

Vigilant Seal

M Dwarf Redeemer Champion 4 | AC22/24 HP 62/62 Shield 30/30 | F+11 R+7 W+9 Per+7 (T) | Speed: 20' (Unburdened Iron, Rock Runner) | Focus: 1/1 Hero: 1/3 | DC: 20 | Marshal Aura 10' | Ath (E)+12 Craft +6 Intim (E) +8 Mine Lore +6 Relg/Surv +7 | WH Atk +11

Not skilled in either skill to disable the device, Ghardak heads towards blue and raises his shield.

"Go take care of it!" the dwarf says.

◆ Stride
◆ Stride
◆ Raise Shield

Radiant Oath

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

Ghardak moves to engage Blue and raises his shield.

Quinthalas - there is no second panel. Jhiang found it. The panel just needs to be disabled.

It could be a trick of the room but you all think you can hear Ambrus Valsin bellowing about some countdown timer suddenly appearing on his wall...

------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions: Courageous Anthem

Special Conditions:
* Disable the hazard (see spoiler below)
* The pillar radiates bright light to 20'
* Track Disable: 1/2
* Panel Found
* Panel Disable: 0/1

Before your Turn:
DC 18 Reflex vs 7 Cold: Desmond
------------------
Those with ** may go

Banterknell - AC 19, 36/36 (AC 20)
**Quinthalas Kirath - AC 18, 34/34
GM
Desmond Vilks - AC 22 (24 w/shield), 42/52 (AC 24)
Pillar
Jhiang Jhones - AC 22 (23 w/shield), 63/63
Blue (-22; Cooldown 1 rd)
Ghardak - AC 22 (24 w/shield), 62/62

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

Legend of markings in the room:

- The red boxes denote the track the pillar of fire moves along. You get to find out the hard way which direction it's moving in :)
- Anything left of the center of the room (red dot) is in dim light.
- Anything inside the yellow area will take fire damage.

Disable the Hazard/Pillar:

* via the control panel in the southwestern corner of the room between the 2 pillars (Trained Arcana/Thievery once you find the control panel)
* destroy the track (it will move until it reaches the broken track, of course!)
* breaking the track slows it down
* disable the track prevents the pillar from moving (Trained Thievery twice on the track)
* Perception to search for the control panel.

Horizon Hunters

N/N Male Gnome Bard/4 | Init (scouting) +8 | HP: 46/46 | AC: 20 (+1 if shield active) | F/R/W: +8/11/8 | Speed 20', imprecise senses (scent), low-light vision | Acrobatics +9, Deception +10, Diplomacy +10, Occultism +7, Perception +8, Performance +14/12, Stealth +9, Thievery +9 | Active Conditions: lingering courageous anthem, shield
GM Tiger wrote:
BK steps next to the track and begins stuffing it with loose debris in an attempt to immobilize the pillar. Disable is 2 actions unless you have a feat that allows you to do it with one.

No, I read the post saying you could take 2 actions to attempt to disable to mean two separate attempts. My mistake. One attempt/2 actions it is.

Envoy's Alliance

male half-orc medic 5 | HP 68/68 | AC 23 (25 w/shield (hardness 8, HP64, BT32)) | F +11 R +13 W +13 | Perc +13 (low-light) | Stealth +11 | speed 35 |◆ | ◇ | ↺

Reflex Save: 1d20 + 12 ⇒ (6) + 12 = 18

Desmond smirks at the tiny creature getting roasted by the fire and quickly brings up the shield to help him avoid the worse of the cold.

Radiant Oath

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

Desmond manages to avoid the cold breath.

------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions: Courageous Anthem

Special Conditions:
* Disable the hazard (see spoiler below)
* The pillar radiates bright light to 20'
* Track Disable: 1/2
* Panel Found!
* Panel Disable: 0/1

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

Banterknell - AC 19, 36/36 (AC 20)
**Quinthalas Kirath - AC 18, 34/34
GM
Desmond Vilks - AC 22 (24 w/shield), 39/52 (AC 24)
Pillar
Jhiang Jhones - AC 22 (23 w/shield), 63/63
Blue (-22; Cooldown 1 rd)
Ghardak - AC 22 (24 w/shield), 62/62

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

Legend of markings in the room:

- The red boxes denote the track the pillar of fire moves along. You get to find out the hard way which direction it's moving in :)
- Anything left of the center of the room (red dot) is in dim light.
- Anything inside the yellow area will take fire damage.

Disable the Hazard/Pillar:

* via the control panel in the southwestern corner of the room between the 2 pillars (Trained Arcana/Thievery once you find the control panel)
* destroy the track (it will move until it reaches the broken track, of course!)
* breaking the track slows it down
* disable the track prevents the pillar from moving (Trained Thievery twice on the track)
* Perception to search for the control panel.

Grand Archive

Halfelf M Thaumaturge 3 | Charlatan | HP 35/35 | AC 19 | F +8 R +8 W +7 | Perc +7+2 Incredible Initiative | Esoteric Lore +11 |Diverse Lore | 25" | Hero 1/3 | Weapon Implement | Search |◆◆◆◇↺|

Quinthalas will move to the panel and will try to disable pillar.

arcana: 1d20 + 8 ⇒ (10) + 8 = 18

Radiant Oath

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

Quinthalas hurries back to the panel and attempts to disarm the pillar but doesn't quite enter the correct PIN code.

Suddenly, what appears to be more of the creatures emerges from a fog bank on the western wall. One stops and spits another ball of liquid darkness at Desmond and Ghardak. A second creature flies at Quinthalas and Jhiang and does the same. A third creature spots BK and sends another cold ball at him.

Breath Weapon, Cold, DC 18 Basic Reflex vs Desmond/Ghardak: 3d6 ⇒ (5, 3, 1) = 9 White Cooldown: 1d6 ⇒ 1

Breath Weapon, Cold, DC 18 Basic Reflex vs Quinthalas/Jhiang: 3d6 ⇒ (4, 3, 6) = 13 Red Cooldown: 1d6 ⇒ 2

Breath Weapon, Cold, DC 18 Basic Reflex: 3d6 ⇒ (6, 2, 3) = 11 Green Cooldown: 1d6 ⇒ 2

------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions: Courageous Anthem

Special Conditions:
* Disable the hazard (see spoiler below)
* The pillar radiates bright light to 20'
* Track Disable: 1/2
* Panel Found!
* Panel Disable: 0/1

Before your Turn:
DC 18 Reflex vs 9 Cold: Desmond, Ghardak
DC 18 Reflex vs 13 Cold: Jhiang, Quinthalas
DC 18 Reflex vs 11 Cold: BK
------------------
Those with ** may go

Banterknell - AC 19, 36/36
Quinthalas Kirath - AC 18, 34/34
Red (Cooldown - 2 rds)
White (Cooldown - 1 rds)
Green (Cooldown - 2 rds)
**Desmond Vilks - AC 22 (24 w/shield), 39/52 (AC 24)
Pillar
Jhiang Jhones - AC 22 (23 w/shield), 63/63
Blue (-22; Cooldown 1 rd)
Ghardak - AC 22 (24 w/shield), 62/62

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

Legend of markings in the room:

- The red boxes denote the track the pillar of fire moves along. You get to find out the hard way which direction it's moving in :)
- Anything left of the center of the room (red dot) is in dim light.
- Anything inside the yellow area will take fire damage.

Disable the Hazard/Pillar:

* via the control panel in the southwestern corner of the room between the 2 pillars (Trained Arcana/Thievery once you find the control panel)
* destroy the track (it will move until it reaches the broken track, of course!)
* breaking the track slows it down
* disable the track prevents the pillar from moving (Trained Thievery twice on the track)
* Perception to search for the control panel.

Horizon Hunters

N/N Male Gnome Bard/4 | Init (scouting) +8 | HP: 46/46 | AC: 20 (+1 if shield active) | F/R/W: +8/11/8 | Speed 20', imprecise senses (scent), low-light vision | Acrobatics +9, Deception +10, Diplomacy +10, Occultism +7, Perception +8, Performance +14/12, Stealth +9, Thievery +9 | Active Conditions: lingering courageous anthem, shield

DC 18 Reflex vs 11 Cold: 1d20 + 10 ⇒ (13) + 10 = 23

Envoy's Alliance

male half-orc medic 5 | HP 68/68 | AC 23 (25 w/shield (hardness 8, HP64, BT32)) | F +11 R +13 W +13 | Perc +13 (low-light) | Stealth +11 | speed 35 |◆ | ◇ | ↺

Did Blue not move? Is he going to be hit by the pillar again?

Reflex Save (DC18): 1d20 + 12 ⇒ (19) + 12 = 31

"They don't like the fire!" Desmond yells. He darts through the creatures and then tries to shove one of them farther into the track area before raising his shield up again.

Shove vs White Fort DC: 1d20 + 7 ⇒ (9) + 7 = 16

◆ Move
◆ Shove White (if successful, he'll follow)
◆ Raise Shield

Radiant Oath

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

Blue acts after Jhiang. Those 3 were part of the 'GM' block :)

Desmond dodges the liquid cold completely. He tries to shove White into the pillar but doesn't succeed this time. The pillar begins to move again... BK also manages to dodge the liquid cold but still takes a bit of damage.

------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions: Courageous Anthem

Special Conditions:
* Disable the hazard (see spoiler below)
* The pillar radiates bright light to 20'
* Track Disable: 1/2
* Panel Found!
* Panel Disable: 0/1

Before your Turn:
DC 18 Reflex vs 9 Cold: Ghardak
DC 18 Reflex vs 13 Cold: Jhiang, Quinthalas
------------------
Those with ** may go

Banterknell - AC 19, 31/36
Quinthalas Kirath - AC 18, 34/34
Red (Cooldown - 2 rds)
White (Cooldown - 1 rds)
Green (Cooldown - 2 rds)
Desmond Vilks - AC 22 (24 w/shield), 39/52 (AC 24)
Pillar
**Jhiang Jhones - AC 22 (23 w/shield), 63/63
Blue (-22; Cooldown 1 rd)
Ghardak - AC 22 (24 w/shield), 62/62

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

Legend of markings in the room:

- The red boxes denote the track the pillar of fire moves along. You get to find out the hard way which direction it's moving in :)
- Anything left of the center of the room (red dot) is in dim light.
- Anything inside the yellow area will take fire damage.

Disable the Hazard/Pillar:

* via the control panel in the southwestern corner of the room between the 2 pillars (Trained Arcana/Thievery once you find the control panel)
* destroy the track (it will move until it reaches the broken track, of course!)
* breaking the track slows it down
* disable the track prevents the pillar from moving (Trained Thievery twice on the track)
* Perception to search for the control panel.

Verdant Wheel

Male Human (Sylph) Magus 5 {Aloof Firmament} HP 63 / 63 | AC 22 (23 w/ shield) | F +11 R +11 W +10 | Perc +8 (low light) Focus Pool 1 / 1 | Active Conditions: Arcane Cascade (fire), Spellstrike NOT reset

Reflex DC 18 : 1d20 + 11 ⇒ (12) + 11 = 23

The magus turns his shoulder just in time to avoid the worst of the blast. Thankfully, too, the lingering energies of the Spurned Tempest protect him a little bit more. He hears Valsin yelling from afar, but pretends to ignore it and focuses on the panel.

Arcana (E): 1d20 + 12 ⇒ (11) + 12 = 23

"T'ink t'at worked?" he asks Quin.

Finally registering the screeching and sounds of combat from behind him, he turns his head to see what the others are fighting.

◆◆ Disable, ◆ RK re: the critters

Resist Cold (and Electricity) 1 from a Chronicle boon.

Radiant Oath

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

Jhiang avoids the liquid cold. Focusing, he enters another random deactivation sequence and hits the red button. IT WORKS!! With a pop, the pillar of flame winks out.

GM Dice:

Perc: 1d20 + 6 ⇒ (12) + 6 = 18
Hidden: 1d20 ⇒ 20

Blue still appears disoriented, as if it has problems with its vision. It heads towards BK and tries to bite him.

Jaws vs BK AC 19: 1d20 + 11 ⇒ (18) + 11 = 29 for Piercing: 1d10 + 3 ⇒ (5) + 3 = 8
Doubled to 16

------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions: Courageous Anthem

Special Conditions:
* Lighting - anything West of the red dot is in dim light

Before your Turn:
DC 18 Reflex vs 9 Cold: Ghardak
DC 18 Reflex vs 13 Cold: Quinthalas
------------------
Those with ** may go

-4-
**Banterknell - AC 19, 15/36
**Quinthalas Kirath - AC 18, 34/34
Red (Cooldown - 2 rds)
White (Cooldown - 1 rds)
Green (Cooldown - 2 rds)
Desmond Vilks - AC 22 (24 w/shield), 39/52 (AC 24)
Jhiang Jhones - AC 22 (23 w/shield), 58/63

-3-
Blue (-22)
**Ghardak - AC 22 (24 w/shield), 62/62

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