[ACO] PF2e - Q22: Friends in Need (P3) (Inactive)

Game Master UncleFroggy

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Radiant Oath

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Please dot (add a post) in here and then delete your post to add yourself to this campaign.

1) I am based in Southeast Asia (UTC +8) so my posting hours may be unusual (especially for those in North America). I usually update at least one or twice per day. Just to keep the game moving, please post at least once every day and at least once during the weekend.

2) Please keep all posts and communication in all channels limited to a PG-13 level and be both positive and inclusive.

3) Please label all three of your actions. Even if you think what you are doing is obvious.

4) If I am unavailable for longer than 24 hours, I will let you know in the Discussion Tab. Out of respect for your fellow players and myself, I ask that you do the same. Real life happens, and real life will always take priority over the game, but out of fairness for your fellow players, please let us know if you will be unavailable for an extended period of time.

5) Please note that on the following days, my posting can get unpredictable:
Tuesday/Thursdays - all day, as they are the 2 busiest days of my work week

6) Please complete the Macros and the Slides linked at the top of the page.

7) Questions, concerns? Feel free to share them in the Discussion tab.

8) Let's have some fun and tell a great story together! After all, that's what we are here for.

Radiant Oath

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Your adventure begins in the Pathfinder encampment located near the Tskikha iruxi enclave. While waiting for the Venture Captain to arrive, you take the time to get to know your traveling companions.

Please introduce yourselves here

Envoy's Alliance

Anvil Dwarf Cloistered Cleric 4 (Heal) | AC 16 | HP 50/50 | Hero 1/3 | F +10 R +6 W +13 | Per +10 Medicine(E) +12 Religion +10 Occult/Diplo/Int/Soc +6 Religion/Nature/Survival +9 | DC 20 Attack +10

A dwarf with a mug and a shield that looks like it came from a wooden beer barrel waves.

"Name's Kargoth. Priest of the brew and here to look for spirits of different kinds. Pleased to meet you all. I'll keep you healed and inspired!" he says.

Horizon Hunters

Bard 4 | ♥️ 44 | AC 20 (+2 w/shield raised) | F +7 R +11 W +8 | Perc +8 | Thievery +12 | Deception 11 | Performance +10 | Acrobatics, Stealth +9 | Underworld Lore, Occultism, Society +7 | Medicine +6 | ◆ | Spell 1,1,1,2,2,2

A dwarven woman gets a puppet out. "I'm Ramona. And this is Banjo. Banjo is the deity of puppetry, performance, and laughter."

I've included a picture of Banjo on slide 2 of the Slides

Vigilant Seal

male suli-catfolk gunslinger 3 | HP 38/38 | AC 20 | F +9 R +11 W +7 | Perc +7 (darkvision) | Stealth +9 | speed 25 |◆ | ◇ | ↺

A catfolk enters and unslings a rifle from his shoulder. He takes a seat and begins to check it and then polish it. His voice is a soft purr when it comes out. "Pleasure to meet you both -- Banjo included, of course. I am Savan." He nods his head, barely looking at the rifle as his hands move in a quick and efficient manner. You watch as sparks dance in his eyes and then bloom into an sky blue.

Vigilant Seal

Female Kholo Magus 4 HP 50/50 Hero Points 1/1 AC 21 (22 Shield) Saves F+10 R+7 W+7 Perc +4 Exploration Investigate Active Conditions: n/a Reactions: n/a Focus Pool 1/1 Speed 30 feet

The Tskikha enclave is in a swamp, right?

The Kholo look around, not quite trusting her surroundings. On the way out from Cassomir, she blanched at thought of trudging through the swamp. "Its not that I'm afraid of getting dirty, but those waters can hide creatures. Swamps are the favorite stamping grounds of black dragons, cruel vicious beasts. Not that the deserts of of my native Katapesh are much better - blue dragons. You think you might be safe in the city, but no, the most powerful dragons can pose as a humanoid; I heard of a greengrocer in Nidal who turned out to be a golden dragon. Think of it, anyone we meet-- anyone of us-- could be an apex predator in disguise."

"What? My name? Stork-That-Towers is what they call me. Anyways, they're the most dangerous creatures on the planet. Only by mixing mystical might with physical prowess do you even have a chance." She continues to talk about dragons, and the dangers thereof, as they walk.

I don't really have a special voice for Stork, like some of my other characters, but their schtick is that they are very afraid of and paranoid about dragons. If the GM pauses while saying "You hear a noise--" I'll interject, "Ah! A dragon!" Obviously, her first skill feat was Additional Lore for Dragon lore.

Radiant Oath

[R] Male Dromaar Qi Monk 5 | Martial Disciple | HP 68/68 w Toughness (restoring 1 HP/min), AC 23 w Explorer’s Clothing (25 w Steel Shield raised), Fortitude** +10, Reflex** +13, Will** +13 (w ↺ Orc Superstition), Perception** +13 (low-light vision), Stealth* +11 | Speed 35 ft w Incredible Movement| Exploration Activity Defend | Active Conditions Void Resistance 1 | ◆◇↺

A hooded large dromaar quietly approaches the group and introduces himself as well to them. "I am Gilgamesh."

He silently retreats to where he is seated even before the arrival of others.

Vigilant Seal

Azarketi (ancient scale) Kineticist 2 | HP 32/32 | AC 19 (20) | F +10 R +9 W +5 | Perc +5 (darkvision) | Stealth +7 | 20 ft (30 ft Swim ) | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: amphibious

"My name is Isurus," says a midnight skinned gillman. White spots flicker and fade in a pattern along the meridians of his body. "I am an azarketi explorer."

Vigilant Seal

male suli-catfolk gunslinger 3 | HP 38/38 | AC 20 | F +9 R +11 W +7 | Perc +7 (darkvision) | Stealth +9 | speed 25 |◆ | ◇ | ↺
Stork-That-Towers wrote:
"What? My name? Stork-That-Towers is what they call me. Anyways, they're the most dangerous creatures on the planet. Only by mixing mystical might with physical prowess do you even have a chance." She continues to talk about dragons, and the dangers thereof, as they walk.

Savan looks a bit surprised, though he gives a small nod. "I don't know about the most dangerous creatures on the planet. I've met a couple and they seem mostly friendly if a bit over-obsessed with being dragons. But my friend Gwen knows them better. She finds them quite cute."

LOL. GM and I have several "Dragonkin" kobold characters, who will very much tell you about being Dragons.

Radiant Oath

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GM Dice:

PFS/Soc
Stork-That-Toweres's Lore 1 (T): 1d20 + 9 ⇒ (19) + 9 = 28
Gilgamesh the Fistful's Pathfinder Society (T): 1d20 + 7 ⇒ (17) + 7 = 24
Savan Genieshot's PFS lore (T): 1d20 + 6 ⇒ (1) + 6 = 7
Isurus's Pathfinder (T): 1d20 + 4 ⇒ (12) + 4 = 16
Kargoth Thunderbrew's PFS (T): 1d20 + 7 ⇒ (20) + 7 = 27
Ramona's Lore 1 (T): 1d20 + 7 ⇒ (10) + 7 = 17

Arcana/Nature
Isurus's Nature (T): 1d20 + 5 ⇒ (13) + 5 = 18
Kargoth Thunderbrew's Nature (T): 1d20 + 10 ⇒ (5) + 10 = 15
Stork-That-Toweres's Arcana (T): 1d20 + 9 ⇒ (10) + 9 = 19
Savan Genieshot's Arcana (T): 1d20 + 6 ⇒ (11) + 6 = 17

Stork/Kargoth:
Though the fan has ensured the safety of the village, planar instabilities are still possible. The area is periodically plagued by planar incursions.
You get a +1 bonus to any check made against a planar hazard

Isurus/Gilgamesh/Ramona:
The Tskikha iruxi are a peaceful people and value their relationship with the Pathfinders and their neighbors in the swamp.

Savan:
The enclave is living in exile. Though few know it, they were driven from their original lands due their practice of grim rituals.

Isurus/Stork:
Scamps are small elementals that resemble bats and love a good prank. They are frequently summoned by beginning casters who find the creatures easy to control.

Radiant Oath

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If Gwen hasn't played this, you wanna switch to Gwen? ;)

Radiant Oath

[R] Male Dromaar Qi Monk 5 | Martial Disciple | HP 68/68 w Toughness (restoring 1 HP/min), AC 23 w Explorer’s Clothing (25 w Steel Shield raised), Fortitude** +10, Reflex** +13, Will** +13 (w ↺ Orc Superstition), Perception** +13 (low-light vision), Stealth* +11 | Speed 35 ft w Incredible Movement| Exploration Activity Defend | Active Conditions Void Resistance 1 | ◆◇↺

"I heard that the Tskikha iruxi are a peaceful people and value their relationship with the Pathfinders and their neighbors in the swamp." Gilgamesh shares with them and begins to look outside to the enclave.

Vigilant Seal

Female Kholo Magus 4 HP 50/50 Hero Points 1/1 AC 21 (22 Shield) Saves F+10 R+7 W+7 Perc +4 Exploration Investigate Active Conditions: n/a Reactions: n/a Focus Pool 1/1 Speed 30 feet

"This area is rife with planar incursions, which of course, raises the possibility of planar dragons... Be on the lookout. Havoc Dragons, Rift Dragons, Crypt dragons..."

Vigilant Seal

male suli-catfolk gunslinger 3 | HP 38/38 | AC 20 | F +9 R +11 W +7 | Perc +7 (darkvision) | Stealth +9 | speed 25 |◆ | ◇ | ↺

Nah, I was wanting to get Savan to level 3. This won't do it in full, but it's fine.

GM, I forgot Savan has Dubious Knowledge. Added to the Macros Sheet

"I think they were exiled to the swamp for some grim rituals."

Radiant Oath

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hmm... that's weird. I thought I posted the intro..

Venture-Captain Lolly Adafish leads the way from the Pathfinder encampment to the Tskikha iruxi enclave. The iruxi village takes advantage of any raised areas it can find, all structures built upon raised platforms. At the edge of town stands a pyramid with a fan placed atop that shimmers with energy. An iruxi stands guard at each side of the pyramid's base. Lolly leads the way through a town in chaos as groups of elemental scamps fly about. She stops when she arrives at Chief Thakik's hut. After politely announcing her arrival, she beckons to be followed as she enters.

Inside the hut are the village leader and another iruxi. Chief Thakik greets the new Pathfinders, introducing herself and her trusted advisor Kazuuk. She then lays out the problem. "Pathfinders, I apologize that we must ask for your help again, but we are at our wit's end with these scamps. At first, it was just a few, but it's as if the elemental fan draws these creatures to it. Each day, more arrive. They seem to be competing with each other to both be closest to the fan and to be in a position to protect it." She sighs, rubbing her temple as if fighting a headache. "These scamps are causing such a ruckus, and even if their intentions are good, the chaos they bring to my village is not! I have asked Kazuuk to guide you through town and pinpoint areas where your assistance would be appreciated."

"Please, take care; do not just attack these creatures. They can be reasoned with. We'd rather have them around than some larger, less-friendly threat. It's only their inclination towards mischief that's a problem."

You enter the village and witness groups of scamps chasing each other. The scamps are oblivious to the chaos they leave in their wake.

Kazuuk says, "It's as if this lot is trying to out-prank each other. They seem to respect the cleverest among them. Perhaps you could join them in their game? Maybe winning this game of silliness will get them to follow you and listen to reason?"

You easily find the rambunctious scamps. One group is barely hiding behind some support columns as another comes flying down the walkway. The hiding scamps jump out and throw brightly colored dust on the flying scamps, and all the scamps start laughing. They notice the you watching them and invite them to join in their games.

"Come join us! See who can play the best pranks!"

Each PC may attempt two Acrobatics, Athletics, Performance, or Thievery check to prove their cleverness. Other skills ok if you can make it fit.

Go ahead and make both checks.

Radiant Oath

[R] Male Dromaar Qi Monk 5 | Martial Disciple | HP 68/68 w Toughness (restoring 1 HP/min), AC 23 w Explorer’s Clothing (25 w Steel Shield raised), Fortitude** +10, Reflex** +13, Will** +13 (w ↺ Orc Superstition), Perception** +13 (low-light vision), Stealth* +11 | Speed 35 ft w Incredible Movement| Exploration Activity Defend | Active Conditions Void Resistance 1 | ◆◇↺

Gilgamesh silently listens to the instructions and proceeds immediately to deal with the unruly scamps. He follows one of them and shows off his acrobatic prowess, moving from one place to another and landing on both feet.
Acrobatics: 1d20 + 10 ⇒ (11) + 10 = 21
Acrobatics: 1d20 + 10 ⇒ (17) + 10 = 27

Radiant Oath

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DC 18 for all checks with this challenge

Gilgamesh awes the scamps with his agility. 2 successes

Need 6 total

Vigilant Seal

male suli-catfolk gunslinger 3 | HP 38/38 | AC 20 | F +9 R +11 W +7 | Perc +7 (darkvision) | Stealth +9 | speed 25 |◆ | ◇ | ↺

Acrobatics: 1d20 + 8 ⇒ (7) + 8 = 15
Acrobatics: 1d20 + 8 ⇒ (7) + 8 = 15

Savan tries to catch some of the dust and blow it back onto the scamps, but can't quite land it on them.

Vigilant Seal

Azarketi (ancient scale) Kineticist 2 | HP 32/32 | AC 19 (20) | F +10 R +9 W +5 | Perc +5 (darkvision) | Stealth +7 | 20 ft (30 ft Swim ) | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: amphibious

"Pranks?" Isurus says, wrinkling his nose. "Fine."

The azarketi's bioluminescent spots dim before he heads out into the ruin. He hides himself and waits for an opportunity to drop a conjured sphere of water on top of the mischievous creatures.

Stealth is the same modifier as Acrobatics, and it seemed more on-theme for the challenge.

Stealth (T): 1d20 + 7 ⇒ (14) + 7 = 21
Stealth (T): 1d20 + 7 ⇒ (3) + 7 = 10

Horizon Hunters

Bard 4 | ♥️ 44 | AC 20 (+2 w/shield raised) | F +7 R +11 W +8 | Perc +8 | Thievery +12 | Deception 11 | Performance +10 | Acrobatics, Stealth +9 | Underworld Lore, Occultism, Society +7 | Medicine +6 | ◆ | Spell 1,1,1,2,2,2

Thievery: 1d20 + 12 ⇒ (7) + 12 = 19

Thievery: 1d20 + 12 ⇒ (1) + 12 = 13

Hero Point Thievery: 1d20 + 12 ⇒ (13) + 12 = 25

Envoy's Alliance

Anvil Dwarf Cloistered Cleric 4 (Heal) | AC 16 | HP 50/50 | Hero 1/3 | F +10 R +6 W +13 | Per +10 Medicine(E) +12 Religion +10 Occult/Diplo/Int/Soc +6 Religion/Nature/Survival +9 | DC 20 Attack +10

"Well.. spirits, let me tell you about the best ale I've ever had..." Kargoth says.

Performance: 1d20 + 10 ⇒ (13) + 10 = 23
Performance: 1d20 + 10 ⇒ (11) + 10 = 21

Vigilant Seal

Female Kholo Magus 4 HP 50/50 Hero Points 1/1 AC 21 (22 Shield) Saves F+10 R+7 W+7 Perc +4 Exploration Investigate Active Conditions: n/a Reactions: n/a Focus Pool 1/1 Speed 30 feet

"Hmmph, a lot of wasted energy, these pranks. Not a good idea, no, no. But you stand a slighter greater chance against a dragon with allies. They might use their breath weapon on your allies and not you, so..." Kholos, especially Katapeshi Kholos, didn't like mischief.

Athletics: 1d20 + 12 ⇒ (20) + 12 = 32
Athletics: 1d20 + 12 ⇒ (2) + 12 = 14

Her first attempt at pranking, her first attempt ever, seems to go well. Tripping someone was a practical use, as far as pranks went. She didn't quite master the table top prank, it was just her shoving someone without having someone kneel behind the target so they fall down.

Radiant Oath

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Ramona, keep the hero point. I'll use Stork's Natural 20.

Savan attempts to match Gilgamesh but doesn't quite impress the scamps.

Kargoth regales the scamps with tales of the ale barrel, to which they are impressed. 1 success

Issus sneaks up behind Lolly and jumps out with a loud "BOO!" causing the Venture-Captain to jump into the air. The scamps laugh uproariously at the kobold's reaction. 2 successes

Stork walks up behind Savan and casually trips him, sending him sprawling onto the dirt. The scamps roar with laughter.

"Ok! You play the best pranks! We'll follow you!"

Heading back into the center of the village, you notice Chief Thakik is attempting to convince the scamps of her plans of cooperation, and participating if they choose, when some of the younger scamps begin to get into a heated argument. They begin pushing and shoving each other, causing the iruxis and elemental creatures present to move away. The argument seems to be getting worse when Lolly gets your attention.

"Well, don’t just stand there," she exclaims, "Do something! Try to get them to stop!"

You have enough time to make 2 checks to try to stop the fight. A critical success counts as two successes, while a critical failure removes one success.
Skills:
DC 20 Diplomacy to calm tensions
DC 21 Athletics/Intimidation to cow the scamps, making a fight less likely
Successes Needed: 6+

Vigilant Seal

male suli-catfolk gunslinger 3 | HP 38/38 | AC 20 | F +9 R +11 W +7 | Perc +7 (darkvision) | Stealth +9 | speed 25 |◆ | ◇ | ↺

Diplomacy: 1d20 + 5 ⇒ (17) + 5 = 22
Diplomacy: 1d20 + 5 ⇒ (12) + 5 = 17

Savan jumps between two of the scamps. "Hey! Hey! Why don't you take it away from here! Show me which of you is faster. First one to the edge of town wins! Now go!"

Envoy's Alliance

Anvil Dwarf Cloistered Cleric 4 (Heal) | AC 16 | HP 50/50 | Hero 1/3 | F +10 R +6 W +13 | Per +10 Medicine(E) +12 Religion +10 Occult/Diplo/Int/Soc +6 Religion/Nature/Survival +9 | DC 20 Attack +10

"Come now. Let's just have a drink. Am sure the local liquor will have surprises!"

Diplomacy: 1d20 + 6 ⇒ (16) + 6 = 22
Diplomacy: 1d20 + 6 ⇒ (19) + 6 = 25

Vigilant Seal

Azarketi (ancient scale) Kineticist 2 | HP 32/32 | AC 19 (20) | F +10 R +9 W +5 | Perc +5 (darkvision) | Stealth +7 | 20 ft (30 ft Swim ) | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: amphibious

Isurus' bioluminescent markings begin to flicker erratically with blue and violet light. Finding no response from these elements, he intensifies the flickering of his lights. Fiercely flickering white and red, Isurus interposes himself between two quarreling scamps, manifests a disc of water in the air, and shouts, "Stop!"

Isurus's Athletics (T): 1d20 + 5 ⇒ (7) + 5 = 12
Isurus's Athletics (T): 1d20 + 5 ⇒ (1) + 5 = 6
Hero Point: Isurus's Athletics (T), Vestments: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24

Radiant Oath

[R] Male Dromaar Qi Monk 5 | Martial Disciple | HP 68/68 w Toughness (restoring 1 HP/min), AC 23 w Explorer’s Clothing (25 w Steel Shield raised), Fortitude** +10, Reflex** +13, Will** +13 (w ↺ Orc Superstition), Perception** +13 (low-light vision), Stealth* +11 | Speed 35 ft w Incredible Movement| Exploration Activity Defend | Active Conditions Void Resistance 1 | ◆◇↺

DC 20 Diplomacy to calm tensions
DC 21 Athletics/Intimidation to cow the scamps, making a fight less likely

Gilgamesh carefully separates the two scamps that are about to fight, each from the other. "You keep distance from one another."
DC 21 Athletics: 1d20 + 7 ⇒ (3) + 7 = 10
Hero Point! DC 21 Athletics: 1d20 + 7 ⇒ (1) + 7 = 8 Ooops! Not so heroic.
DC 21 Athletics: 1d20 + 7 ⇒ (14) + 7 = 21

Horizon Hunters

Bard 4 | ♥️ 44 | AC 20 (+2 w/shield raised) | F +7 R +11 W +8 | Perc +8 | Thievery +12 | Deception 11 | Performance +10 | Acrobatics, Stealth +9 | Underworld Lore, Occultism, Society +7 | Medicine +6 | ◆ | Spell 1,1,1,2,2,2

Ramona, not skilled like the others, was waiting to see if she could avoid even trying.

Diplomacy: 1d20 + 4 ⇒ (9) + 4 = 13

Intimidation: 1d20 + 4 ⇒ (9) + 4 = 13

Radiant Oath

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Isurus has one more check available.
Stork has 2 checks available.
Savan and Ramona - you can HP your failures if you like.
You need 2 successes to avoid combat.

Isurus puts himself between two scamps and roars STOP!! Both scamps stop and stare at him.
Success

Kargoth invites everyone to just have a drink.
Success x2

Savan manages to talk two scamps into racing each other. However, the other two ignore him and keep quarreling.
Success, Failure

Gilgamesh manages to forcibly separate a pair of scamps, only to have another pair bowl him over from behind.
Crit Fail, Success; Net effect = 0

Vigilant Seal

Female Kholo Magus 4 HP 50/50 Hero Points 1/1 AC 21 (22 Shield) Saves F+10 R+7 W+7 Perc +4 Exploration Investigate Active Conditions: n/a Reactions: n/a Focus Pool 1/1 Speed 30 feet

"Stop, stop, you fools!" Stork shouts, using her glaive as a bar to separate the scamps.

Athletics: 1d20 + 12 ⇒ (12) + 12 = 24
Athletics: 1d20 + 12 ⇒ (2) + 12 = 14

Hero point the second one
Athletics: 1d20 + 12 ⇒ (2) + 12 = 14

it was fated

Horizon Hunters

Bard 4 | ♥️ 44 | AC 20 (+2 w/shield raised) | F +7 R +11 W +8 | Perc +8 | Thievery +12 | Deception 11 | Performance +10 | Acrobatics, Stealth +9 | Underworld Lore, Occultism, Society +7 | Medicine +6 | ◆ | Spell 1,1,1,2,2,2

Ramona does not feel heroic at this point. "I just can't see a way I can help with this one.

Vigilant Seal

male suli-catfolk gunslinger 3 | HP 38/38 | AC 20 | F +9 R +11 W +7 | Perc +7 (darkvision) | Stealth +9 | speed 25 |◆ | ◇ | ↺

No Hero Point at a +5

Savan throws up his hands in frustration.

Vigilant Seal

Azarketi (ancient scale) Kineticist 2 | HP 32/32 | AC 19 (20) | F +10 R +9 W +5 | Perc +5 (darkvision) | Stealth +7 | 20 ft (30 ft Swim ) | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: amphibious

Sadly, I made two attempts: F, S

Radiant Oath

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Alas, the Pathfinders are unable to calm things down. The scamps lose their temper and begin brawling with each other. A pair of wood scamps think some sort of party is going on and join the chaos. Because the concentration of elemental energies, some sort of planar rift opens nearby. You have no idea what may emerge from the rift.

Lolly and Chief Thakik hurriedly back away as you move in to stop the fighting...

Init:

Stork-That-Toweres's Initiative using Investigate: 1d20 + 12 ⇒ (14) + 12 = 26
Gilgamesh the Fistful's Initiative using Defend: 1d20 + 10 ⇒ (15) + 10 = 25
Savan Genieshot's Initiative using Search: 1d20 + 7 ⇒ (7) + 7 = 14
Isurus's Initiative using Scout: 1d20 + 6 ⇒ (5) + 6 = 11
Kargoth Thunderbrew's Initiative using Search: 1d20 + 11 ⇒ (14) + 11 = 25
Ramona's Initiative using Detect Magic: 1d20 + 15 ⇒ (16) + 15 = 31
Red Init: 1d20 + 3 ⇒ (17) + 3 = 20
Blue Init: 1d20 + 3 ⇒ (3) + 3 = 6
Scamp Swarm: 1d20 + 8 ⇒ (18) + 8 = 26
Instability: 1d20 + 8 ⇒ (19) + 8 = 27

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
* The scamps are small. Tokens are enlarged for visibility

Disable the Planar Rift (2 actions; skills below): 0/3 successes
------------------
Those with ** may go

**Ramona Stonesplitter - AC 20 (22 w/shield) 44/44
Planar Rift
Red Swarm
Stork-That-Toweres - AC 21 (22 w/shield) 50/50
Gilgamesh - AC 22 (24 w/shield) 52/52
Kargoth - AC 16 (18 w/shield) 50/50
Red Scamp
Savan Genieshot - AC 19 28/28
Isurus - AC 19 (20 w/Hydraulic Deflection) 32/32
Blue Scamp

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

Disable Planar Instability:

At least Trained
DC 18 Arcana/Nature/Thievery
2 actions per attempt

Horizon Hunters

Bard 4 | ♥️ 44 | AC 20 (+2 w/shield raised) | F +7 R +11 W +8 | Perc +8 | Thievery +12 | Deception 11 | Performance +10 | Acrobatics, Stealth +9 | Underworld Lore, Occultism, Society +7 | Medicine +6 | ◆ | Spell 1,1,1,2,2,2

◆ Begin puppeteering with Banjo (Courageous Anthem: +1 att/dam & saves vs fear)

◆◆ Disable Planar Instability: Thievery: 1d20 + 12 ⇒ (9) + 12 = 21

Radiant Oath

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

Ramona starts puppeteering with Banjo and inspires the party. She tries to disable the planar instability and succeeds in weakening it.

However, as she approached the strange looking cloud, a strong gusting wind blows in from the N,NE,E,SE,S,SW,W,NW: 1d8 ⇒ 2 northeast tries to push her away. The gust catches everyone within 20' of the planar rift.

Another gusting wind blows in, this time from the N,NE,E,SE,S,SW,W,NW: 1d8 ⇒ 6 Southwest and this time it tries to blow everyone away!

The red swarm moves in. They swarm all over Gilgamesh and Stork and beat them with their wings.

Wing Buffets; Energy; DC 17 Basic Reflex: 3d4 ⇒ (1, 3, 2) = 6
Wing Buffets; Energy; DC 17 Basic Reflex: 3d4 ⇒ (3, 3, 4) = 10

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
* The scamps are small. Tokens are enlarged for visibility

Active Conditions: Courageous Anthem (1/1)

Disable the Planar Rift (2 actions; skills below): 1/3 successes

Before your Turn:
DC 18 Reflex vs Wind from NE: Ramona, Isurus, Gilgamesh, Stork
DC 18 Reflex vs Wind from SW: Ramona, Isurus, Gilgamesh, Stork, Savan, Kargoth
DC 17 Basic Reflex vs Energy 6 Damage: Gilgamesh, Stork
DC 17 Basic Reflex vs Energy 10 Damage: Gilgamesh, Stork
------------------
Those with ** may go

Ramona Stonesplitter - AC 20 (22 w/shield) 44/44
Planar Rift
Red Swarm
**Stork-That-Toweres - AC 21 (22 w/shield) 50/50
**Gilgamesh - AC 22 (24 w/shield) 52/52
**Kargoth - AC 16 (18 w/shield) 50/50
Red Scamp
Savan Genieshot - AC 19 28/28
Isurus - AC 19 (20 w/Hydraulic Deflection) 32/32
Blue Scamp

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

Disable Planar Instability:

At least Trained
DC 18 Arcana/Nature/Thievery
2 actions per attempt

DC 18 Reflex vs Wind:

CS: Unaffected
S: Moved 5' in the direction the wind is blowing
F: Moved 10' in the direction the wind is blowing; Knocked Prone
CF: As F plus Stunned 1

Horizon Hunters

Bard 4 | ♥️ 44 | AC 20 (+2 w/shield raised) | F +7 R +11 W +8 | Perc +8 | Thievery +12 | Deception 11 | Performance +10 | Acrobatics, Stealth +9 | Underworld Lore, Occultism, Society +7 | Medicine +6 | ◆ | Spell 1,1,1,2,2,2

Reflex vs NE: 1d20 + 11 ⇒ (5) + 11 = 16
Reflex vs SW: 1d20 + 11 ⇒ (11) + 11 = 22

Vigilant Seal

male suli-catfolk gunslinger 3 | HP 38/38 | AC 20 | F +9 R +11 W +7 | Perc +7 (darkvision) | Stealth +9 | speed 25 |◆ | ◇ | ↺

Reflex Save vs SW (DC18): 1d20 + 10 ⇒ (8) + 10 = 18

Vigilant Seal

Azarketi (ancient scale) Kineticist 2 | HP 32/32 | AC 19 (20) | F +10 R +9 W +5 | Perc +5 (darkvision) | Stealth +7 | 20 ft (30 ft Swim ) | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: amphibious

Reflex vs. DC18 NE: 1d20 + 9 ⇒ (11) + 9 = 20
Reflex vs. DC18 SW: 1d20 + 9 ⇒ (12) + 9 = 21

Net no change.

The gillman is jostled back and forth by the winds. "If only to be in the waters," he laments.

Envoy's Alliance

Anvil Dwarf Cloistered Cleric 4 (Heal) | AC 16 | HP 50/50 | Hero 1/3 | F +10 R +6 W +13 | Per +10 Medicine(E) +12 Religion +10 Occult/Diplo/Int/Soc +6 Religion/Nature/Survival +9 | DC 20 Attack +10

"Oh my.."

Reflex: 1d20 + 6 ⇒ (4) + 6 = 10

Kargoth is knocked back and prone. He stands up, irritated.
+Stand up
++ Disable Nature: 1d20 + 9 ⇒ (17) + 9 = 26

Am I able to disable from a distance or have to be next to it?

Radiant Oath

[R] Male Dromaar Qi Monk 5 | Martial Disciple | HP 68/68 w Toughness (restoring 1 HP/min), AC 23 w Explorer’s Clothing (25 w Steel Shield raised), Fortitude** +10, Reflex** +13, Will** +13 (w ↺ Orc Superstition), Perception** +13 (low-light vision), Stealth* +11 | Speed 35 ft w Incredible Movement| Exploration Activity Defend | Active Conditions Void Resistance 1 | ◆◇↺

DC 18 Reflex: 1d20 + 12 ⇒ (16) + 12 = 28 vs Wind from NE Crit Success
DC 18 Reflex: 1d20 + 12 ⇒ (17) + 12 = 29 vs Wind from SW Crit Success
DC 17 Basic Reflex: 1d20 + 12 ⇒ (4) + 12 = 16 vs Energy 6 Damage Fail, 6 damage
DC 17 Basic Reflex: 1d20 + 12 ⇒ (2) + 12 = 14 vs Energy 10 Damage Fail, 6 damage

Gilgamesh is immovable, but the attacks are not what he anticipates.

"Let us not hurt them," he reminds his allies before launching some nonlethal punches to Red Swarm.
Flurry of Blows Attack: 1d20 + 11 ⇒ (14) + 11 = 25 vs Red Swarm
Damage: 2d6 + 1 ⇒ (5, 2) + 1 = 8 nonlethal B damage

Flurry of Blows Attack, Agile, MAP: 1d20 + 11 - 4 ⇒ (16) + 11 - 4 = 23 vs Red Swarm
Damage: 2d6 + 1 ⇒ (5, 3) + 1 = 9 nonlethal B damage

He carefully retreats and then raises his shield.

◆ Flurry of Blows
◆ Step
◆ Raise a Steel Shield (+2 to AC)
↺ Orc Superstition - +1 circumstance bonus to your saving throw against the triggering spell or magical effect.

Vigilant Seal

Female Kholo Magus 4 HP 50/50 Hero Points 1/1 AC 21 (22 Shield) Saves F+10 R+7 W+7 Perc +4 Exploration Investigate Active Conditions: n/a Reactions: n/a Focus Pool 1/1 Speed 30 feet

First Reflex Save vs NE: 1d20 + 7 ⇒ (4) + 7 = 11
Second Reflex Save vs SW: 1d20 + 7 ⇒ (19) + 7 = 26
Third Reflex save vs 6 Damage: 1d20 + 7 ⇒ (13) + 7 = 20
4th Reflex save vs 10 damage: 1d20 + 7 ⇒ (3) + 7 = 10

Stork-That-Towers gets battered around by the winds I think the square I would end up in is currently occupied by Isurus, so I placed myself next to him

She stands up, and start to analyze the situation, throwing around bits of arcane magic as she does so.

Arcana: 1d20 + 9 ⇒ (10) + 9 = 19

Radiant Oath

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

Ramona gets knocked over and pushed 10' from the Instability. However, another strong wind blows her back 5' Net movement: 5'

Savan gets pushed back 5' but he keeps his balance and doesn't move further. Net movement: 5'

Isurus rides the wind. He gets blown 5' Southwest but the next gust blows him right back! No change

Kargoth gets knocked down as the wind blows him to the Northeast. He gets up, irritated. Net movement: 5' NE

There's nothing in the text about having to be right next to it to disable. However, it's also kinda hard to use Thievery unless you're right next to it. Therefore, I'll rule that you have to be right next to it if you plan to use Thievery to disable it.

Gilgamesh is unable to get clear of the swarm's attack. However, he makes like a mountain and is unmoved by the wind. He strikes the swarm and hits both times. However, it appears that they are resistant to some of his damage as they don't appear as hurt as they should be.

Stork manages to avoid some of the damage from the Swarm. However, she also gets knocked down and pushed away by the wind, landing in a heap beside Isurus. Net movement: 5' SW Growling she gets up and tries to disable the planar rift using magic.

Ramona, Stork and Kargoth manage to disable the planar rift. It disappears with a loud POP!

A scamp that appears to be made of some redwood flies to Ramona and takes a pair of swipes at her.

Claw vs Ramona AC 20, OG: 1d20 + 8 ⇒ (16) + 8 = 24 for Piercing: 1d6 ⇒ 4
Claw vs Ramona AC 20, OG, MAP: 1d20 + 3 ⇒ (3) + 3 = 6 for Piercing: 1d6 ⇒ 6

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
* The scamps are small. Tokens are enlarged for visibility

Active Conditions: Courageous Anthem (1/1)

Disable the Planar Rift (2 actions; skills below): DISABLED!
------------------
Those with ** may go

Ramona Stonesplitter - AC 20 (22 w/shield) 40/44 (Prone; OG; Thorn Puncture)
Planar Rift
Red Swarm (-7; AC <= 23)
Stork-That-Toweres - AC 21 (22 w/shield) 33/50
Gilgamesh - AC 22 (24 w/shield) 36/52 (AC 24)
Kargoth - AC 16 (18 w/shield) 50/50
Red Scamp
**Savan Genieshot - AC 19 28/28
**Isurus - AC 19 (20 w/Hydraulic Deflection) 32/32
Blue Scamp

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

Thorn Puncture:

The wood scamp breaks off one of its thornlike claws in the target's skin, dealing 1 persistent bleed damage until the thorn is removed via 1 interact action

Vigilant Seal

Azarketi (ancient scale) Kineticist 2 | HP 32/32 | AC 19 (20) | F +10 R +9 W +5 | Perc +5 (darkvision) | Stealth +7 | 20 ft (30 ft Swim ) | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: amphibious

Isurus spreads his hands, and swirling threads of water orbit his body. He presses a wave of water into the swarm with his hand. Then a hammer of water forms in his hand. He slams it toward the skittering scamps.

◆ Channel Elements: 1-action Elemental Blast vs. Swarm: 1d20 + 7 ⇒ (20) + 7 = 27 (Natural 20)
Bludgeoning: 1d8 + 1 ⇒ (1) + 1 = 2 ...wow
◇ Weapon Infusion
◆◆ Elemental Blast (agile): 1d20 + 7 - 4 ⇒ (19) + 7 - 4 = 22
Bludgeoning: 1d8 + 1 + 4 ⇒ (1) + 1 + 4 = 6

Radiant Oath

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

ouch...

Isurus slams the swarm with water but neither attack does much damage.

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
* The scamps are small. Tokens are enlarged for visibility

Active Conditions: Courageous Anthem (1/1)

Disable the Planar Rift (2 actions; skills below): DISABLED!
------------------
Those with ** may go

Ramona Stonesplitter - AC 20 (22 w/shield) 40/44 (Prone; OG; Thorn Puncture)
Planar Rift
Red Swarm (-8; AC <= 22)
Stork-That-Toweres - AC 21 (22 w/shield) 33/50
Gilgamesh - AC 22 (24 w/shield) 36/52 (AC 24)
Kargoth - AC 16 (18 w/shield) 50/50
Red Scamp
**Savan Genieshot - AC 19 28/28
Isurus - AC 19 (20 w/Hydraulic Deflection) 32/32
Blue Scamp

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

Thorn Puncture:

The wood scamp breaks off one of its thornlike claws in the target's skin, dealing 1 persistent bleed damage until the thorn is removed via 1 interact action

Vigilant Seal

male suli-catfolk gunslinger 3 | HP 38/38 | AC 20 | F +9 R +11 W +7 | Perc +7 (darkvision) | Stealth +9 | speed 25 |◆ | ◇ | ↺

Savan moves to the side of the hut, using some of it for cover. He tries to wing one of the scamps to see if he can scare it off.

Attack vs Blue (nonlethal): 1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 12
Damage: 1d8 + 1d4 ⇒ (5) + (3) = 8 +1 lightning

◇ Energy Shot
◆ Move
◆ Strike
◆ Thoughtful Reload (RK arcana +6, nature +0)

Radiant Oath

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

GM Dice:

Arcana: 1d20 + 6 ⇒ (7) + 6 = 13

Savan fires a shot at Blue but doesn't hit. He also can't remember anything about it before reloading.

Blue moves up to Savan and tries to poke him with a claw.

Claw vs Savan AC 19: 1d20 + 8 ⇒ (12) + 8 = 20 for Piercing: 1d6 ⇒ 6
Claw vs Savan AC 19, MAP: 1d20 + 3 ⇒ (4) + 3 = 7 for Piercing: 1d6 ⇒ 4

Blue lands a claw and breaks it off in Savan's fur.

------------------
COMBAT TRACKER
Round: 2
Tactical Map
Special Conditions:
* The scamps are small. Tokens are enlarged for visibility

Active Conditions: Courageous Anthem (1/1)

Disable the Planar Rift (2 actions; skills below): DISABLED!
------------------
Those with ** may go

**Ramona Stonesplitter - AC 20 (22 w/shield) 40/44 (Prone; OG; 1 persistent bleed from Thorn Puncture)
Red Swarm (-8; AC <= 22)
Stork-That-Toweres - AC 21 (22 w/shield) 33/50
Gilgamesh - AC 22 (24 w/shield) 36/52 (AC 24)
Kargoth - AC 16 (18 w/shield) 50/50
Red Scamp
Savan Genieshot - AC 19 22/28 (1 persistent bleed from Thorn Puncture)
Isurus - AC 19 (20 w/Hydraulic Deflection) 32/32
Blue Scamp

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

Thorn Puncture:

The wood scamp breaks off one of its thornlike claws in the target's skin, dealing 1 persistent bleed damage until the thorn is removed via 1 interact action.
multiple thorns are possible

Horizon Hunters

Bard 4 | ♥️ 44 | AC 20 (+2 w/shield raised) | F +7 R +11 W +8 | Perc +8 | Thievery +12 | Deception 11 | Performance +10 | Acrobatics, Stealth +9 | Underworld Lore, Occultism, Society +7 | Medicine +6 | ◆ | Spell 1,1,1,2,2,2

* Continue Courageous Anthem

* Stand

* Raise shield

Recovery from persistent bleed: 1d20 ⇒ 6

Radiant Oath

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

Ramona, recovering from the bleed damage is only possible if you remove the thorn (1 interact action)

The swarm immediately, well, swarms Isurus and Stork buffeting them with their wings.

Wing Buffets; Energy; DC 17 Basic Reflex: 3d4 ⇒ (3, 1, 3) = 7

At the same time, the young scamps also try to help Stork and Isurus. "We're trying to help you!" they holler.

------------------
COMBAT TRACKER
Round: 2
Tactical Map
Special Conditions:
* The scamps are small. Tokens are enlarged for visibility

Active Conditions: Courageous Anthem (1/1)

Disable the Planar Rift (2 actions; skills below): DISABLED!

Before your Turn:
DC 17 Basic Reflex vs 7 energy: Isurus, Stork
DC 17 Basic Will: Isurus, Stork
------------------
Those with ** may go

Ramona Stonesplitter - AC 20 (22 w/shield) 40/44 (AC 22; 1 persistent bleed from Thorn Puncture)
Red Swarm (-8; AC <= 22)
**Stork-That-Toweres - AC 21 (22 w/shield) 33/50
**Gilgamesh - AC 22 (24 w/shield) 36/52 (AC 24)
**Kargoth - AC 16 (18 w/shield) 50/50
Red Scamp
Savan Genieshot - AC 19 22/28 (1 persistent bleed from Thorn Puncture)
Isurus - AC 19 (20 w/Hydraulic Deflection) 32/32
Blue Scamp

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

Thorn Puncture:

The wood scamp breaks off one of its thornlike claws in the target's skin, dealing 1 persistent bleed damage until the thorn is removed via 1 interact action.
multiple thorns are possible

We're Helping!; DC 17 Will:

CS: The creature is affected as if guidance had been cast on them.
S: Unaffected
F/CF: The creature is fascinated until the end of their next turn.

Vigilant Seal

Azarketi (ancient scale) Kineticist 2 | HP 32/32 | AC 19 (20) | F +10 R +9 W +5 | Perc +5 (darkvision) | Stealth +7 | 20 ft (30 ft Swim ) | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: amphibious

Is that "energy" damage a specific energy? It may trigger a reaction.

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