GM Frost's S06-13 All That Glitters [PaizoCon Online 2025] (Inactive)

Game Master Frozen Frost

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Challenge Points: XX (XXXX Tier, Level XXXX)
Start Date: 27 May 2025
End Date: 22 July 2025


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Dot in and delete.


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The Pathfinders have been summoned to Macridi, where Ambrus Valsin awaits their arrival at the spartan townhouse of Marivit Kopje, a Kalistocrat with extensive mining operations in the area. Marivit is a tall, androgynous human, wearing the austere white that characterizes the followers of the Prophesies, and they have a perpetually sour look etched on their thin features.

Kindly introduce yourselves.

Vigilant Seal

M Ratfolk Rogue 2 | AC 19 HP 24/24 F5 R10 W6| Perc +6 Acro +8 Ath +4 Dec/Dip/Int +7 Stealth +8 Thv +8 Arcana/Occultism/Society+5 Nature/Survival +4 Tanning Lore +5 | DV, Nimble Dodge | Spells Guidance/Tel Projectile Attack +7 Occult DC 17

A ratfolk steps in, dressed in leather armor. "Oh.. I'm Nykor. Used to be in the depths and now come to the surface to do research and find out things! I can do various things and know a bit about mines!" You hear a squeak coming from somewhere, but he keeps the source hidden.

Verdant Wheel

Red-Faced Vanara | Magus 2 | HP 24 | AC 17 | DC 16| Fort +7, Ref +6, Will +6 | Perc +4 | Hero Points: 1/3 | Active Conditions: Mystic Armor

A grey-furred vanara with a rust colored face steps in carefully and eyes the Kalistocrat. He bears no obvious weapons, only a backpack and tightly cinched keiko'gi.

"My name is N'Aranav. I am Pathfinder magi." he states bluntly.

Mechanically, he is a laughing shadow magus, who bites and punches.

Radiant Oath

2396852-2021 | CG Male Versatile Human | Martial Disciple (Acrobatics) | Magus Lvl 2 | Hero Points: 1/3 | Focus Points: 1/1 | HP 28/28 | AC 19 (20 w/shield) | F/R/W 7/5/6 | Perc +6 | Spell Attack: +7 | 25 feet | Class DC 17 | Spells: -/2/ Athletics: +8, Arcana/Lore(PFS, Warfare)/Occultism/Society: +7, Acrobatics/Stealth/Thievery: +5 | Exploration Activity: Search | ◈◇↺ |

A tall man enters the room and nods to the assembled Pathfinders. In an apparent contrast to N'Aranav, he carries a halberd strapped to his back.

"Well met. Reji is what I am called." he says shortly.

Grand Archive

Male Dragonkin (Heartbroken) Animist (Shaman) 1 | LARGE | HP 13/19 | AC 17/18 | Fortitude +4, Reflex +5, Will +9 | Perception +7 | Speed 20 | Default Exploration: Detect Magic +7 | Apparition Spells 1st - 1/1 | Animist Spells 1st - 0/1 | Spirit's Protection 1/1 | Focus 1/1 | Hero Points 2 | Provisions: scroll of heal (1st rank) | Active Conditions: None | ◆◇↺

What appears to be a large, golden-scaled dragon squeezes into the townhouse, though on two legs most other Pathfinders. The others may have heard of this species - called dragonkin, they are said to hail from another planet entirely. This one at least has gear typical to Golarion, though - a breastplate, crossbow and adventurer's pack, all seeming a bit to small, adorn his frame.

However, while one might expect him to be majestic, he is more morose. "Good day," he begins with obviously forced cheer. "You can call me Zak. This is my first job after... well, after joining the Pathfinders, so I hope you'll all show me the ropes. My other half, Mark, will make an appearance when he sees fit, and not a moment before."

Vigilant Seal

Kitsune Barbarian 2 | AC 18 | F/R/W: 7/4/9 | Perc 9, LLV | Resist: None | Speed 25 | HP 34/34 | Exp: Search | Ath 8, Med/Nat/Surv 7, Lores 5 | Hero 2/2 | Conditions: None

You see a buff kitsune walk in.

Greetings everyone. My name is Kaida. I have come over all the way from Tian Xia and have only been a Pathfinder for a very short amount of time. Oh, don't be surprised if I turn into a bear on ocassion either. It's just Kaida doing Kaida things, you know.

She smiles at the rest of the group.


Bard 2 | Hero Points: 1/3 | Active Conditions: None | Speed: 25ft Human HP 24/24 | AC 18 | DC 18| Fort +4, Ref +7, Will +7 | Perc +7, Low-Light Vision |

A dirt-stained, but bright-eyed human walks into the room, followed closely by a lion cub.

"Oh hello friends. I am ever so excited to be here. I've never been to Druma before! I am Deosil and this is my companion Ruith"

Deosil points to the lion, beaming with pride.

"Before we joined the Pathfinders, we worked for a circus that burned down under mysterious circumstances. Lots of people said that we were cursed, so when you have nowhere else to go, the Pathfinders will always take you in, right?"

Deosil pauses for a moment, as if considering something for the first time.
"We aren't supposed to know things about mining to have signed up for this mission, were we?


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"Ha!" Venture-Captain Ambrus Valsin points at Deosil, clearly about to say something, but then forgets what it was. "How about everyone takes a seat first?"

He waits in the starkly furnished lower floor of the Macridi townhouse, standing next to an androgynous figure fully covered in crisp white. “I would like everyone to meet Marivit Kopje, our patron in this expedition. I’ll let them explain your mission, and if it involves mining."

Marivit perches at the edge of their chair, looking vaguely dismissive even as they assume control of the conversation. “In my research on optimizing our mining operations, I came across several mentions of a planar key connected to a rather specific demiplane. The logistics are unimportant to you but make a great deal of difference in efficiency with our mining concerns. I thought it was wishful thinking at best; this key seemed too good to be true. Especially since the extent of what I found mentioned Shimia Renveld.” Marivit’s characteristically sour look darkens. “Shimia. A disgrace to followers of the Prophesies even if she did meet the bare minimum of obligations. Nevertheless, I thought the rumors of her collection hidden away in a vault were merely that.” They brighten, becoming nearly animated as they talk about the discovery. “Shimia’s vault was a myth... until I heard what my miners found while they were excavating new exploratory tunnels, I would never have believed it existed, nor that the key was anything other than wishful thinking. Now I know—and naturally, my competition will know in short order, as well. Miners aren’t the best at keeping secrets.” Marivit’s expression once more hardens. “That’s why I’ve asked the Pathfinders to take care of this. You have a certain reputation.”

Ambrus nods in acceptance and adds, “The Society will also benefit. There may be cultural artifacts and a great deal to be learned from a long dead Kalistocrat’s collection, and Marivit has accepted our offer to preserve this knowledge. You will be mapping the extents of the vault to aid in that work. You’ll also be cataloging the contents, particularly anything unusual or noteworthy. The more, the better. I know the Grand Archive wants things as extensively cataloged as possible, and those in the Envoy’s Alliance want to make sure any threats have been dealt with before our scholars enter.”

Marivit quickly adds, “Time is of the essence. I need to stake my claim on this vault and find the key or someone else will.” They eye Ambrus. “But prepare yourselves well. It’s no good if you cannot complete your mission.”

"Any questions?" the venture-captain asks.

Rolling something something...:
N'Aranav's Society (U): 1d20 + 2 ⇒ (18) + 2 = 20
Zaxykebronuanni's Society (U): 1d20 + 1 ⇒ (16) + 1 = 17
Nykor's Society (T): 1d20 + 5 ⇒ (5) + 5 = 10
Kaida Suki's Society (U): 1d20 + 1 ⇒ (4) + 1 = 5

N'Aranav:
You know rumors that Shimia's vault holds a diverse array of curiosities, but the key is most likely among similar gadgetry.

Nykor, Kaida Suki:
You heard rumors that there are quite a few items of real value buried within Shimia's vault; it is rumored that Shimia was shrewd enough to balance her desire to collect things with the demands of the Prophesies and to hide them behind items of lesser value.

Vigilant Seal

M Ratfolk Rogue 2 | AC 19 HP 24/24 F5 R10 W6| Perc +6 Acro +8 Ath +4 Dec/Dip/Int +7 Stealth +8 Thv +8 Arcana/Occultism/Society+5 Nature/Survival +4 Tanning Lore +5 | DV, Nimble Dodge | Spells Guidance/Tel Projectile Attack +7 Occult DC 17

"I hear there's some items really valuable inside..." Nykor says. "So... what do we get to keep? Anything in particular you're really looking for?"


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Nykor wrote:
"I hear there's some items really valuable inside..." Nykor says. "So... what do we get to keep? Anything in particular you're really looking for?"

"I want you to find the key." Marivit says. “I’m sure it’s there. Ambrus has assured me you will discover it, if it is there. My findings are crystal clear: if it isn’t in her vault, it doesn’t exist. As for where in the vault, I cannot say.” Ambrus adds, “Shimia seemed to have some kind of organization. It may be with other gadgets and similar curiosities. You’ll have to figure it out once you’re there.”

Marivit adds, “You can keep what other items you find. Such things are of no use to our operations. Ambrus has already arranged for the Pathfinder Society to catalog and house the excess. I’m sure he can tell you more.”

The stern venture-captain explains, “Most of what Shimia collected is of cultural interest to the scholars in the Society rather than helpful in your work as Pathfinders. However, the priority is to recover the key and map the vault. Whatever tools and items you find to be useful, take them. There’s no sense in tucking them away in a museum if they’re still practical. Take notes and map out the vault’s interior so we can send in the appropriate specialists.”

Grand Archive

Male Dragonkin (Heartbroken) Animist (Shaman) 1 | LARGE | HP 13/19 | AC 17/18 | Fortitude +4, Reflex +5, Will +9 | Perception +7 | Speed 20 | Default Exploration: Detect Magic +7 | Apparition Spells 1st - 1/1 | Animist Spells 1st - 0/1 | Spirit's Protection 1/1 | Focus 1/1 | Hero Points 2 | Provisions: scroll of heal (1st rank) | Active Conditions: None | ◆◇↺

"Do any of your stories indicate what dangers we may face either in locating or infiltrating the vault?"

Verdant Wheel

Red-Faced Vanara | Magus 2 | HP 24 | AC 17 | DC 16| Fort +7, Ref +6, Will +6 | Perc +4 | Hero Points: 1/3 | Active Conditions: Mystic Armor

N'Aranav nods along fervently when Ambrus notes...it may be with other gadgets and similar curiosities.


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Zaxykebronuanni wrote:
"Do any of your stories indicate what dangers we may face either in locating or infiltrating the vault?"

Marivit sniffs, “Oh, there’s the danger of excesses, of course. Too many frivolities in one place leads to disorder and instability. The miners like to spread rumors that it’s haunted, but I don’t believe that. Those who follow the Prophesies should leave no such thing behind.”

Everyone begins with two hero points each. If you wish to buy something, you have the chance before you leave. Also, don't forget to get your Pathfinder Provisions.

Ambrus produces a box that contains provisions. "Just get what you need and you can leave for the mission."

Moving on...

After preparations are completed, Marivit meets the party once more at their townhouse to start them on their journey. The guide, a gruff dwarf wearing a sour expression similar to Marivit’s, says just enough words to get her point across and only answers the most essential questions with anything more than a grunt.

The dwarven guide doesn’t introduce herself, nor does Marivit introduce her. She eyes the party skeptically. “Pathfinders? Let’s go.” Outside, a carriage waits, its dark curtains pulled shut. “Don’t open these. Strict orders.” The journey takes several days, possibly more time than is necessary due to the many twisting side roads. Breaks are monitored closely, and it seems like the guide wants to make sure the group isn’t being followed. When the carriage finally makes its last stop, the guide hurries to a nondescript mine entrance, barely waiting to catch a breath. “Don’t dawdle.”

The vault is deep within the mine, a few hundred feet down and well off the main shaft. It appears relatively disused, and the tunnel ends rather abruptly at a hole breaking into a hallway of worked stone. Thick, ominous webbing crosses the opening, making passage through even more difficult. Two miners guard the entrance. “Careful. There are definitely spiders in there—big ones, too. Glad they’ve got someone to clear this place out, so we can get back to actual work.”

The guide glares at the guard for chatting before handing off a lantern. “You’ll need this. Go on. Good luck.”

Who takes the lantern? And how others are handling the darkness inside before you enter?

Radiant Oath

2396852-2021 | CG Male Versatile Human | Martial Disciple (Acrobatics) | Magus Lvl 2 | Hero Points: 1/3 | Focus Points: 1/1 | HP 28/28 | AC 19 (20 w/shield) | F/R/W 7/5/6 | Perc +6 | Spell Attack: +7 | 25 feet | Class DC 17 | Spells: -/2/ Athletics: +8, Arcana/Lore(PFS, Warfare)/Occultism/Society: +7, Acrobatics/Stealth/Thievery: +5 | Exploration Activity: Search | ◈◇↺ |

"Spiders, you say? Best get ready then." Reji reaches around back and pulls the halberd off his back... He also lights his Wayfinder.

Grand Archive

Male Dragonkin (Heartbroken) Animist (Shaman) 1 | LARGE | HP 13/19 | AC 17/18 | Fortitude +4, Reflex +5, Will +9 | Perception +7 | Speed 20 | Default Exploration: Detect Magic +7 | Apparition Spells 1st - 1/1 | Animist Spells 1st - 0/1 | Spirit's Protection 1/1 | Focus 1/1 | Hero Points 2 | Provisions: scroll of heal (1st rank) | Active Conditions: None | ◆◇↺

Zak is willing to hold the lantern, since he hopes to not be fighting hand to hand, though it may be less helpful from his spot at the back of the line.

Verdant Wheel

Red-Faced Vanara | Magus 2 | HP 24 | AC 17 | DC 16| Fort +7, Ref +6, Will +6 | Perc +4 | Hero Points: 1/3 | Active Conditions: Mystic Armor

N'aranav will stick close to the other light sources.

He will pick up a minor healing potion as a provision and cast mystic armor upon himself.

Vigilant Seal

Kitsune Barbarian 2 | AC 18 | F/R/W: 7/4/9 | Perc 9, LLV | Resist: None | Speed 25 | HP 34/34 | Exp: Search | Ath 8, Med/Nat/Surv 7, Lores 5 | Hero 2/2 | Conditions: None

Kaida can take the lantern, since her primary weapon is....her mouth.

She will also take the usual healing potion as a provision.

Vigilant Seal

M Ratfolk Rogue 2 | AC 19 HP 24/24 F5 R10 W6| Perc +6 Acro +8 Ath +4 Dec/Dip/Int +7 Stealth +8 Thv +8 Arcana/Occultism/Society+5 Nature/Survival +4 Tanning Lore +5 | DV, Nimble Dodge | Spells Guidance/Tel Projectile Attack +7 Occult DC 17

Nykor is agreeable to Zaxy taking the lantern. He can see in the dark.


Bard 2 | Hero Points: 1/3 | Active Conditions: None | Speed: 25ft Human HP 24/24 | AC 18 | DC 18| Fort +4, Ref +7, Will +7 | Perc +7, Low-Light Vision |

Deosil will stick close to Zaxy, as he has no natural ability to see in the dark.

"I do have the ability to summon magical light if people would like a second source of vision"

He takes a scroll of runic weapon as his provision.

Vigilant Seal

Kitsune Barbarian 2 | AC 18 | F/R/W: 7/4/9 | Perc 9, LLV | Resist: None | Speed 25 | HP 34/34 | Exp: Search | Ath 8, Med/Nat/Surv 7, Lores 5 | Hero 2/2 | Conditions: None

Kaida will take the usual healing potion as a provision.


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Once the group has decided their preparations, the Pathfinders enter the vault through the entrance.

Thick strands of spider silk cover the walls and cross the opening of the hallway, obscuring the view inward and slowing down exploration. Past this veil, the carapaces of various insects, small animal bones, and molted spider husks litter the floor. It’s eerily quiet, with only an occasional skittering betraying the presence of large spiders within.

Rolling Initiatives:
Reji Petir-Pemanah's Initiative using Scout: 1d20 + 7 ⇒ (1) + 7 = 8
N'Aranav's Initiative using Scout: 1d20 + 5 ⇒ (2) + 5 = 7
Zaxykebronuanni's Initiative using Detect Magic: 1d20 + 8 ⇒ (6) + 8 = 14
Nykor's Initiative using Avoid Notice: 1d20 + 9 ⇒ (19) + 9 = 28 (Stealth)
Kaida Suki's Initiative using Search: 1d20 + 10 ⇒ (18) + 10 = 28
Deosil's Initiative using : 1d20 + 7 ⇒ (10) + 7 = 17

Red: 1d20 + 5 ⇒ (13) + 5 = 18
Blue: 1d20 + 5 ⇒ (8) + 5 = 13
White: 1d20 + 5 ⇒ (13) + 5 = 18
Black: 1d20 + 7 ⇒ (14) + 7 = 21
Yellow: 1d20 + 5 ⇒ (18) + 5 = 23
Purple: 1d20 + 5 ⇒ (9) + 5 = 14

Nykor and Kaida are the first to notice them!

⬤ SPIDER'S DEN! Round 1 ⬤
Terrain Feature(s): Area is dark. Squares withs stairs and fallen columns are Difficult Terrain.
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
➤ Nykor (AC 19) (HP 24/24) | 2☘️ |
➤ Kaida Suki (AC 18) (HP 34/34, +3 tHP) | 2☘️ |
Yellow Swarm (HP -) |
Black Hunter (HP -) |
Red Spider (HP -) |
White Spider (HP -) |
Deosil (AC 18) (HP 24/24) | 2☘️ |
⠀⠀⠀Ruith (AC 18) (HP 18/18) |
Purple Swarm (HP -) |
Zaxykebronuanni (AC 17) (HP 19/19) | 2☘️ |
⠀⠀⠀Markennerie (AC 15) (HP 5/5) |
Blue Spider (HP -) |
Reji Petir-Pemanah (AC 19) (HP 28/28) | 2☘️ |
N'Aranav (AC 16 (17)) (HP 24/24) | 2☘️ |

EFFECTS & CONDITIONS REFERENCE

◆ Recall Knowledge (concentrate, secret) :
You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. Suggest which skill you'd like to use and ask the GM one question. The GM determines the DC. You might need to collaborate with the GM to narrow down the question or skills, and you can decide not to Recall Knowledge before committing to the action if you don't like your options. Critical Success You recall the knowledge accurately. The GM answers your question truthfully and either tells you additional information or context, or answers one followup question. Success You recall the knowledge accurately. The GM answers your question truthfully. Critical Failure You recall incorrect information. The GM answers your question falsely (or decides to give you no information, as on a failure).

Vigilant Seal

M Ratfolk Rogue 2 | AC 19 HP 24/24 F5 R10 W6| Perc +6 Acro +8 Ath +4 Dec/Dip/Int +7 Stealth +8 Thv +8 Arcana/Occultism/Society+5 Nature/Survival +4 Tanning Lore +5 | DV, Nimble Dodge | Spells Guidance/Tel Projectile Attack +7 Occult DC 17

"Go into a spider's den... and you've got spiders.." Nykor says.

He looses two arrows at white before rushing left to spread out.

◆ Shortbow White Atk: 1d20 + 9 ⇒ (6) + 9 = 15 Piercing and Precision: 1d6 + 1d6 ⇒ (6) + (4) = 10
◆ Shortbow White Atk: 1d20 + 9 - 5 ⇒ (19) + 9 - 5 = 23 Piercing and Precision: 1d6 + 1d6 ⇒ (4) + (3) = 7
◆ Stride


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Nykor shoots White in the head and shoots another arrow to the one next to it, Black, after seeing White not moving. He then moves to spread out. White out

Kaida is up!


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Delaying Kaida...

Yellow crawls under some Pathfinder and bites their flesh! Two DC 14 basic Reflex save vs 2d4 ⇒ (4, 1) = 5 piercing damage

Black Hunter crawls close to Nykor and shoots web.
Web Attack: 1d20 + 7 ⇒ (16) + 7 = 23

The web sticks Nykor on the ground, immobilizing him. It approaches its webbed prey.

Red Spider launches web at N'Aranav.
Web Attack: 1d20 + 5 ⇒ (10) + 5 = 15

It misses that it tries again.
Web Attack: 1d20 + 5 - 5 ⇒ (11) + 5 - 5 = 11

And again.
Web Attack: 1d20 + 5 - 10 ⇒ (8) + 5 - 10 = 3

The spider misses hitting.

⬤ SPIDER'S DEN! Round 1 ⬤
Terrain Feature(s): Area is dark. Squares withs stairs and fallen columns are Difficult Terrain.
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Nykor (AC 19) (HP 24/24) | Immobilized (DC 15 to ◆ Escape) | 2☘️ |
Yellow Swarm (HP -) |
Black Hunter (HP -7) |
Red Spider (HP -) |
White Spider (HP -10) |
➤ Kaida Suki (AC 18) (HP 34/34, +3 tHP) | 2☘️ |
➤ Deosil (AC 18) (HP 24/24) | 2☘️ |
➤⠀⠀⠀Ruith (AC 18) (HP 18/18) |
Purple Swarm (HP -) |
Zaxykebronuanni (AC 17) (HP 19/19) | 2☘️ |
⠀⠀⠀Markennerie (AC 15) (HP 5/5) |
Blue Spider (HP -) |
Reji Petir-Pemanah (AC 19) (HP 28/28) | 2☘️ |
N'Aranav (AC 16) (HP 24/24) | 2☘️ |

EFFECTS & CONDITIONS REFERENCE

◆ Recall Knowledge (concentrate, secret) :
You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. Suggest which skill you'd like to use and ask the GM one question. The GM determines the DC. You might need to collaborate with the GM to narrow down the question or skills, and you can decide not to Recall Knowledge before committing to the action if you don't like your options. Critical Success You recall the knowledge accurately. The GM answers your question truthfully and either tells you additional information or context, or answers one followup question. Success You recall the knowledge accurately. The GM answers your question truthfully. Critical Failure You recall incorrect information. The GM answers your question falsely (or decides to give you no information, as on a failure).

Immobilized :
You are incapable of movement. You can't use any actions that have the move trait. If you're immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place.

◆ Escape (attack) :
You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait). Critical Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet. Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. Critical Failure You don't get free, and you can't attempt to Escape again until your next turn.


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Bumping this game. I hope everyone is okay. Could someone please bot them?


Bard 2 | Hero Points: 1/3 | Active Conditions: None | Speed: 25ft Human HP 24/24 | AC 18 | DC 18| Fort +4, Ref +7, Will +7 | Perc +7, Low-Light Vision |

Apologies, was very sick very suddenly yesterday

Deosil will begins by singing an Courageous Anthem And then will attempt to make it linger

Performance: 1d20 + 8 ⇒ (7) + 8 = 15. Failing to do that, he commands Ruith to move over to flank black and attack

Jaw: 1d20 + 8 ⇒ (13) + 8 = 21
Jaw damage: 1d6 + 1d4 + 3 ⇒ (3) + (3) + 3 = 9

And then releases an arrow toward Black as well
Shortbow: 1d20 + 8 ⇒ (3) + 8 = 11
Shortbow damage: 1d6 + 1 ⇒ (6) + 1 = 7


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I forgot to include in the combat tracker the saves from Yellow's Swarming Bites

Deosil sings but the effect to encourage will not linger that much. Ruith flanks and bites Black, tearing its head off its body. Black out Redirecting the arrow... to Red, he shoots but the arrow sticks to the crack of the stone column next to it.

Delaying Kaida...

Purple Swarm rushes toward those close to the entrance and bites their feet. Two DC 14 basic Reflex save vs 1d4 ⇒ 1 piercing damage (plus Venom on Failure)

⬤ SPIDER'S DEN! Round 1 ⬤
Terrain Feature(s): Area is dark. Squares withs stairs and fallen columns are Difficult Terrain.
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard

BEFORE YOUR TURN
❗ Deosil: Two DC 14 basic Reflex save vs 1 piercing damage (plus Venom on Failure) ❗
❗ Kaida Suki: Two DC 14 basic Reflex save vs 5 piercing damage (plus Venom on Failure) ❗
❗ Zaxykebronuanni: Two DC 14 basic Reflex save vs 1 piercing damage (plus Venom on Failure) ❗
❗ Markennerie: Two DC 14 basic Reflex save vs 1 piercing damage (plus Venom on Failure) ❗
❗ Reji Petir-Pemanah: Two DC 14 basic Reflex save vs 5 piercing damage (plus Venom on Failure) ❗
❗ N'Aranav: Two DC 14 basic Reflex save vs 5 piercing damage (plus Venom on Failure) ❗

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Nykor (AC 19) (HP 24/24) | Immobilized (DC 15 to ◆ Escape) | 2☘️ |
Yellow Swarm (AC 15) (HP 12/12) |
Black Hunter (AC 17) (HP 0/16) |
Red Spider (AC 15) (HP 6/6) |
White Spider (AC 15) (HP -4/6) |
Deosil (AC 18) (HP 24/24) | 2☘️ |
⠀⠀⠀Ruith (AC 18) (HP 18/18) |
Purple Swarm (AC 15) (HP 12/12) |
➤ Kaida Suki (AC 18) (HP 34/34, +3 tHP) | 2☘️ |
➤ Zaxykebronuanni (AC 17) (HP 19/19) | 2☘️ |
➤⠀⠀⠀Markennerie (AC 15) (HP 5/5) |
Blue Spider (AC 15) (HP 6/6) |
Reji Petir-Pemanah (AC 19) (HP 28/28) | 2☘️ |
N'Aranav (AC 17) (HP 24/24) | 2☘️ |

EFFECTS & CONDITIONS REFERENCE

◆ Recall Knowledge (concentrate, secret) :
You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. Suggest which skill you'd like to use and ask the GM one question. The GM determines the DC. You might need to collaborate with the GM to narrow down the question or skills, and you can decide not to Recall Knowledge before committing to the action if you don't like your options. Critical Success You recall the knowledge accurately. The GM answers your question truthfully and either tells you additional information or context, or answers one followup question. Success You recall the knowledge accurately. The GM answers your question truthfully. Critical Failure You recall incorrect information. The GM answers your question falsely (or decides to give you no information, as on a failure).

Immobilized :
You are incapable of movement. You can't use any actions that have the move trait. If you're immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place.

◆ Escape (attack) :
You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait). Critical Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet. Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. Critical Failure You don't get free, and you can't attempt to Escape again until your next turn.

Venom (poison) :
Saving Throw DC 14 Fortitude; Maximum Duration 4 rounds; Stage 1 1 poison damage and enfeebled 1 (1 round); Stage 2 1d4 poison damage and enfeebled 1 (1 round)

Grand Archive

Male Dragonkin (Heartbroken) Animist (Shaman) 1 | LARGE | HP 13/19 | AC 17/18 | Fortitude +4, Reflex +5, Will +9 | Perception +7 | Speed 20 | Default Exploration: Detect Magic +7 | Apparition Spells 1st - 1/1 | Animist Spells 1st - 0/1 | Spirit's Protection 1/1 | Focus 1/1 | Hero Points 2 | Provisions: scroll of heal (1st rank) | Active Conditions: None | ◆◇↺

No reason to track Mark - he's a noncombatant and not necessarily there all the time anyway. Should I remove him from the macros?

Reflex Save: 1d20 + 5 ⇒ (16) + 5 = 21
Reflex Save: 1d20 + 5 ⇒ (15) + 5 = 20

Zak deftly avoids the biting creatures. He extracts himself from the swarms before conjuring a small burst of acid into them.

◆ Stride

◆◆ Cast a Spell (Caustic Blast)

Acid Damage: 1d8 ⇒ 1
Basic DC 17 Reflex; 1 persistent acid on critical failure

A very small burst of acid.

Radiant Oath

2396852-2021 | CG Male Versatile Human | Martial Disciple (Acrobatics) | Magus Lvl 2 | Hero Points: 1/3 | Focus Points: 1/1 | HP 28/28 | AC 19 (20 w/shield) | F/R/W 7/5/6 | Perc +6 | Spell Attack: +7 | 25 feet | Class DC 17 | Spells: -/2/ Athletics: +8, Arcana/Lore(PFS, Warfare)/Occultism/Society: +7, Acrobatics/Stealth/Thievery: +5 | Exploration Activity: Search | ◈◇↺ |

Reflex: 1d20 + 5 ⇒ (2) + 5 = 7
Reflex: 1d20 + 5 ⇒ (14) + 5 = 19

7 damage total + venom

Vigilant Seal

Kitsune Barbarian 2 | AC 18 | F/R/W: 7/4/9 | Perc 9, LLV | Resist: None | Speed 25 | HP 34/34 | Exp: Search | Ath 8, Med/Nat/Surv 7, Lores 5 | Hero 2/2 | Conditions: None

ref: 1d20 + 4 ⇒ (16) + 4 = 20
ref: 1d20 + 4 ⇒ (15) + 4 = 19

Kaida will move and chomp red and raise shield (+2 AC).
bite: 1d20 + 8 ⇒ (14) + 8 = 22
percing: 1d10 + 4 ⇒ (10) + 4 = 14

Major oof, sorry for the delay.


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Zaxykebronuanni wrote:

No reason to track Mark - he's a noncombatant and not necessarily there all the time anyway. Should I remove him from the macros?

I see. Yes, please.

Zax retreats then blasts the swarm with something corrosive.
Purple Swarm: DC 17 basic Reflex save: 1d20 + 7 ⇒ (17) + 7 = 24 vs CB (Success, no damage)
Yellow Swarm: DC 17 basic Reflex save: 1d20 + 7 ⇒ (3) + 7 = 10 vs CB (Failure, 1 damage)

The spiders in the Purple swarm skitter away before they get burned, but half are acid-burned (or caustic-burned?) from Yellow Swarm, which is effective. 1 acid + weakness area 5

Kaida goes to Red Spider with a bite that easily rips its head from the body before raising shield. Red out

Blue Spider shoots webs at Kaida.
Web Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Web Attack: 1d20 + 5 - 5 ⇒ (1) + 5 - 5 = 1
Web Attack: 1d20 + 5 - 10 ⇒ (2) + 5 - 10 = -3

But none hit home.

⬤ SPIDER'S DEN! Round 1 and 2 ⬤
Terrain Feature(s): Area is dark. Squares withs stairs and fallen columns are Difficult Terrain.
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard

BEFORE YOUR TURN
❗ Deosil: Two DC 14 basic Reflex save vs 1 piercing damage (plus Venom on Failure) ❗
❗ Reji Petir-Pemanah: DC 14 Fortitude save vs Venom ❗
❗ N'Aranav: Two DC 14 basic Reflex save vs 5 piercing damage (plus Venom on Failure) ❗

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
➤ Nykor (AC 19) (HP 24/24) | Immobilized (DC 15 to ◆ Escape) | 2☘️ |
Yellow Swarm (AC 15) (HP 6/12) |
Black Hunter (AC 17) (HP 0/16) |
Red Spider (AC 15) (HP -8/6) |
White Spider (AC 15) (HP -4/6) |
Deosil (AC 18) (HP 24/24) | 2☘️ |
⠀⠀⠀Ruith (AC 18) (HP 18/18) |
Purple Swarm (AC 15) (HP 12/12) |
Kaida Suki (AC 18) (HP 33/34) | 2☘️ |
Zaxykebronuanni (AC 17) (HP 19/19) | 2☘️ |
⠀⠀⠀Markennerie (AC 15) (HP 5/5) |
Blue Spider (AC 15) (HP 6/6) |
➤ Reji Petir-Pemanah (AC 19) (HP 21/28) | 2☘️ |
➤ N'Aranav (AC 17) (HP 24/24) | 2☘️ |

EFFECTS & CONDITIONS REFERENCE

◆ Recall Knowledge (concentrate, secret) :
You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. Suggest which skill you'd like to use and ask the GM one question. The GM determines the DC. You might need to collaborate with the GM to narrow down the question or skills, and you can decide not to Recall Knowledge before committing to the action if you don't like your options. Critical Success You recall the knowledge accurately. The GM answers your question truthfully and either tells you additional information or context, or answers one followup question. Success You recall the knowledge accurately. The GM answers your question truthfully. Critical Failure You recall incorrect information. The GM answers your question falsely (or decides to give you no information, as on a failure).

Immobilized :
You are incapable of movement. You can't use any actions that have the move trait. If you're immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place.

◆ Escape (attack) :
You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait). Critical Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet. Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. Critical Failure You don't get free, and you can't attempt to Escape again until your next turn.

Venom (poison) :
Saving Throw DC 14 Fortitude; Maximum Duration 4 rounds; Stage 1 1 poison damage and enfeebled 1 (1 round); Stage 2 1d4 poison damage and enfeebled 1 (1 round)

Radiant Oath

2396852-2021 | CG Male Versatile Human | Martial Disciple (Acrobatics) | Magus Lvl 2 | Hero Points: 1/3 | Focus Points: 1/1 | HP 28/28 | AC 19 (20 w/shield) | F/R/W 7/5/6 | Perc +6 | Spell Attack: +7 | 25 feet | Class DC 17 | Spells: -/2/ Athletics: +8, Arcana/Lore(PFS, Warfare)/Occultism/Society: +7, Acrobatics/Stealth/Thievery: +5 | Exploration Activity: Search | ◈◇↺ |

Fort: 1d20 + 7 ⇒ (18) + 7 = 25

Reji manages to beat the venom. He focuses and the glow of fire appears on the blade of his halberd. He swings it at the Red spider.

+1 Halberd: 1d20 + 9 ⇒ (11) + 9 = 20 for Slashing Damage: 1d10 + 4 ⇒ (8) + 4 = 12 plus Fire: 2d6 ⇒ (2, 6) = 8
Crit: Double Damage + 1d4 Persistent Fire

He then drops into a combat stance, ready for the next strike.

◈◈ Spellstrike (Ignition)
◈ Arcane Cascade Stance

Radiant Oath

2396852-2021 | CG Male Versatile Human | Martial Disciple (Acrobatics) | Magus Lvl 2 | Hero Points: 1/3 | Focus Points: 1/1 | HP 28/28 | AC 19 (20 w/shield) | F/R/W 7/5/6 | Perc +6 | Spell Attack: +7 | 25 feet | Class DC 17 | Spells: -/2/ Athletics: +8, Arcana/Lore(PFS, Warfare)/Occultism/Society: +7, Acrobatics/Stealth/Thievery: +5 | Exploration Activity: Search | ◈◇↺ |

If the red spider is dead, then Reji swings at Blue instead. He has reach 10' due to the halberd.

Verdant Wheel

Red-Faced Vanara | Magus 2 | HP 24 | AC 17 | DC 16| Fort +7, Ref +6, Will +6 | Perc +4 | Hero Points: 1/3 | Active Conditions: Mystic Armor

reflex save: 1d20 + 6 ⇒ (16) + 6 = 22
reflex save: 1d20 + 6 ⇒ (5) + 6 = 11
fort save vs venom: 1d20 + 7 ⇒ (6) + 7 = 13 enfeebled

Suffering through the stinging pain, N'Aranav slides forward and lands a vicious bite on the nearest spider.

spellstrike jaws on blue with Gouging Claw: 1d20 + 8 ⇒ (18) + 8 = 26
piercing damage on blue with jaw + Gouging Claw: 1d6 + 3 + 2d6 ⇒ (6) + 3 + (1, 2) = 12 plus 2 persistent bleed damage

◆ Step
◆◆ Spellstrike


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The poison does not seep through Reji's blood to do its job. He slashes Blue Spider into half and burning it to crisp simultaneously. Blue out

Redirecting your attack to Yellow Swarm. N'Aranav bites all the available spiders from Yellow Swarm. Crit, Yellow Swarm out

⬤ SPIDER'S DEN! Round 2 ⬤
Terrain Feature(s): Area is dark. Squares withs stairs and fallen columns are Difficult Terrain.
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard

BEFORE YOUR TURN
❗ Deosil: Two DC 14 basic Reflex save vs 1 piercing damage (plus Venom on Failure) ❗
❗ N'Aranav: Venom Stage 1 (DC 14 for Round 2) ❗

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
➤ Nykor (AC 19) (HP 24/24) | Immobilized (DC 15 to ◆ Escape) | 2☘️ |
Yellow Swarm (AC 15) (HP -18/12) |
Black Hunter (AC 17) (HP 0/16) |
Red Spider (AC 15) (HP -8/6) |
White Spider (AC 15) (HP -4/6) |
➤ Deosil (AC 18) (HP 24/24) | 2☘️ |
➤⠀⠀⠀Ruith (AC 18) (HP 18/18) |
Purple Swarm (AC 15) (HP 12/12) |
Kaida Suki (AC 18) (HP 33/34) | 2☘️ |
Zaxykebronuanni (AC 17) (HP 19/19) | 2☘️ |
Blue Spider (AC 15) (HP -14/6) |
Reji Petir-Pemanah (AC 19) (HP 21/28) | 2☘️ |
N'Aranav (AC 17) (HP 20/24) | Enfeebled 1 (1 rd) | 2☘️ |

EFFECTS & CONDITIONS REFERENCE

◆ Recall Knowledge (concentrate, secret) :
You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. Suggest which skill you'd like to use and ask the GM one question. The GM determines the DC. You might need to collaborate with the GM to narrow down the question or skills, and you can decide not to Recall Knowledge before committing to the action if you don't like your options. Critical Success You recall the knowledge accurately. The GM answers your question truthfully and either tells you additional information or context, or answers one followup question. Success You recall the knowledge accurately. The GM answers your question truthfully. Critical Failure You recall incorrect information. The GM answers your question falsely (or decides to give you no information, as on a failure).

Immobilized :
You are incapable of movement. You can't use any actions that have the move trait. If you're immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place.

◆ Escape (attack) :
You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait). Critical Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet. Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. Critical Failure You don't get free, and you can't attempt to Escape again until your next turn.

Venom (poison) :
Saving Throw DC 14 Fortitude; Maximum Duration 4 rounds; Stage 1 1 poison damage and enfeebled 1 (1 round); Stage 2 1d4 poison damage and enfeebled 1 (1 round)

Vigilant Seal

M Ratfolk Rogue 2 | AC 19 HP 24/24 F5 R10 W6| Perc +6 Acro +8 Ath +4 Dec/Dip/Int +7 Stealth +8 Thv +8 Arcana/Occultism/Society+5 Nature/Survival +4 Tanning Lore +5 | DV, Nimble Dodge | Spells Guidance/Tel Projectile Attack +7 Occult DC 17

Nykor tries to escape. "Ugh.. webs.."

◆ Escape Escape: 1d20 + 8 ⇒ (19) + 8 = 27

The ratfolk gets out.

He moves and then looses an arrow at the purple swarm.

◆ Stride
◆ Shortbow Shortbow: 1d20 + 9 - 5 ⇒ (15) + 9 - 5 = 19 Piercing: 1d6 ⇒ 2


Bard 2 | Hero Points: 1/3 | Active Conditions: None | Speed: 25ft Human HP 24/24 | AC 18 | DC 18| Fort +4, Ref +7, Will +7 | Perc +7, Low-Light Vision |

Reflex Save: 1d20 + 7 ⇒ (8) + 7 = 15
Reflex Save: 1d20 + 7 ⇒ (3) + 7 = 10
Fort Save: 1d20 + 4 ⇒ (4) + 4 = 8

Deosil, knowing that his song didn't last, casts another Courageous Anthem

"Be inspired my allies! Help me kill this last foe before it hurts me further. I'm actually quite delicate!"

Hoping to take advantage of the swarm's apparent weakness to area damage, Deosil casts Haunting Hymn on the purple swarm.

Fort Save DC 18
Hymn Damage: 1d8 + 1 ⇒ (3) + 1 = 4


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Nykor easily frees from the web, but his arrow can't pin even one of the spider from the swarm. Damage negated with P resistance

Deosil is poisoned by the venom. Nonetheless, he inspires allies, and echoes despair to the target swarm.
DC 18 basic Fortitude save: 1d20 + 4 ⇒ (14) + 4 = 18 vs Haunting Hymn (Success, 2 sonic damage + area damage 5)

More or less half of the spiders from the swarm remain.

The swarm moves to cove more ground with Pathfinders and bites them as usual, affecting Reji, Zaxy and Deosil. (Two DC 14 basic Reflex saves vs 2d4 ⇒ (3, 4) = 7 P damage, Venom on Failure)

⬤ SPIDER'S DEN! Round 2 ⬤
Terrain Feature(s): Area is dark. Squares withs stairs and fallen columns are Difficult Terrain.
Map Link: ENCOUNTER MAP
Note(s): ☘️: Hero Point, OG: Off-Guard

BEFORE YOUR TURN
❗ Deosil: Venom Stage 1 (DC 14 for Round 3); Two DC 14 basic Reflex saves vs 7 P damage, Venom on Failure ❗
❗ Zaxykebronuanni: Two DC 14 basic Reflex saves vs 7 P damage, Venom on Failure ❗
❗ Reji Petir-Pemanah: Two DC 14 basic Reflex saves vs 7 P damage, Venom on Failure ❗
❗ N'Aranav: Venom Stage 1 (DC 14 for Round 2) ❗

CHARACTER IN ➤ BOLD TYPEFACE CAN ACT! STRIKETHROUGH NAMES ARE ELIMINATED.
Nykor (AC 19) (HP 24/24) | 2☘️ |
Yellow Swarm (AC 15) (HP -18/12) |
Black Hunter (AC 17) (HP 0/16) |
Red Spider (AC 15) (HP -8/6) |
White Spider (AC 15) (HP -4/6) |
Deosil (AC 18) (HP 23/24) | Enfeebled 1 (1 rd) | 2☘️ |
⠀⠀⠀Ruith (AC 18) (HP 18/18) |
Purple Swarm (AC 15) (HP 5/12) |
➤ Kaida Suki (AC 18) (HP 33/34) | 2☘️ |
➤ Zaxykebronuanni (AC 17) (HP 19/19) | 2☘️ |
Blue Spider (AC 15) (HP -14/6) |
➤ Reji Petir-Pemanah (AC 19) (HP 21/28) | 2☘️ |
➤ N'Aranav (AC 17) (HP 20/24) | Enfeebled 1 (1 rd) | 2☘️ |

EFFECTS & CONDITIONS REFERENCE

◆ Recall Knowledge (concentrate, secret) :
You attempt a skill check to try to remember a bit of knowledge regarding a topic related to that skill. Suggest which skill you'd like to use and ask the GM one question. The GM determines the DC. You might need to collaborate with the GM to narrow down the question or skills, and you can decide not to Recall Knowledge before committing to the action if you don't like your options. Critical Success You recall the knowledge accurately. The GM answers your question truthfully and either tells you additional information or context, or answers one followup question. Success You recall the knowledge accurately. The GM answers your question truthfully. Critical Failure You recall incorrect information. The GM answers your question falsely (or decides to give you no information, as on a failure).

Immobilized :
You are incapable of movement. You can't use any actions that have the move trait. If you're immobilized by something holding you in place and an external force would move you out of your space, the force must succeed at a check against either the DC of the effect holding you in place or the relevant defense (usually Fortitude DC) of the monster holding you in place.

◆ Escape (attack) :
You attempt to escape from being grabbed, immobilized, or restrained. Choose one creature, object, spell effect, hazard, or other impediment imposing any of those conditions on you. Attempt a check using your unarmed attack modifier against the DC of the effect. This is typically the Athletics DC of a creature grabbing you, the Thievery DC of a creature who tied you up, the spell DC for a spell effect, or the listed Escape DC of an object, hazard, or other impediment. You can attempt an Acrobatics or Athletics check instead of using your attack modifier if you choose (but this action still has the attack trait). Critical Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. You can then Stride up to 5 feet. Success You get free and remove the grabbed, immobilized, and restrained conditions imposed by your chosen target. Critical Failure You don't get free, and you can't attempt to Escape again until your next turn.

Venom (poison) :
Saving Throw DC 14 Fortitude; Maximum Duration 4 rounds; Stage 1 1 poison damage and enfeebled 1 (1 round); Stage 2 1d4 poison damage and enfeebled 1 (1 round)

Grand Archive

Male Dragonkin (Heartbroken) Animist (Shaman) 1 | LARGE | HP 13/19 | AC 17/18 | Fortitude +4, Reflex +5, Will +9 | Perception +7 | Speed 20 | Default Exploration: Detect Magic +7 | Apparition Spells 1st - 1/1 | Animist Spells 1st - 0/1 | Spirit's Protection 1/1 | Focus 1/1 | Hero Points 2 | Provisions: scroll of heal (1st rank) | Active Conditions: None | ◆◇↺

Reflex Save: 1d20 + 5 ⇒ (15) + 5 = 20
Reflex Save: 1d20 + 5 ⇒ (13) + 5 = 18

Okay, now it is starting to hurt. Zak decides that spreading out is the better part of valor and tries his spell once more.

◆ Stride

◆◆ Cast a Spell (Caustic Blast)

Acid Damage: 1d8 ⇒ 6
Basic DC 17 Reflex; 1 persistent acid on critical failure

Better.

Radiant Oath

2396852-2021 | CG Male Versatile Human | Martial Disciple (Acrobatics) | Magus Lvl 2 | Hero Points: 1/3 | Focus Points: 1/1 | HP 28/28 | AC 19 (20 w/shield) | F/R/W 7/5/6 | Perc +6 | Spell Attack: +7 | 25 feet | Class DC 17 | Spells: -/2/ Athletics: +8, Arcana/Lore(PFS, Warfare)/Occultism/Society: +7, Acrobatics/Stealth/Thievery: +5 | Exploration Activity: Search | ◈◇↺ |

Reflex: 1d20 + 5 ⇒ (7) + 5 = 12
Reflex: 1d20 + 5 ⇒ (11) + 5 = 16
Fort: 1d20 + 7 ⇒ (8) + 7 = 15

Reji grimaces in pain and takes a step back. He recharges his spellstrike then slams his halberd down on the spider swarm.

+1 Halberd: 1d20 + 9 ⇒ (15) + 9 = 24 for Piercing Damage: 1d10 + 4 ⇒ (10) + 4 = 14 plus 1 force
Doubled on Crit

◈ Step
◈ Recharge spellstrike
◈ Strike

Verdant Wheel

Red-Faced Vanara | Magus 2 | HP 24 | AC 17 | DC 16| Fort +7, Ref +6, Will +6 | Perc +4 | Hero Points: 1/3 | Active Conditions: Mystic Armor

fort save vs venom: 1d20 + 7 ⇒ (6) + 7 = 13

The poison still gurgling in his veins, N'Aranav snaps at the last swarm of arachnids.

spellstrike jaws on blue with Gouging Claw: 1d20 + 8 ⇒ (6) + 8 = 14
piercing damage on blue with jaw + Gouging Claw: 1d6 + 3 + 2d6 ⇒ (1) + 3 + (5, 5) = 14 plus 2 persistent bleed damage

◆ Recharge Spellstrike
◆◆ Spellstrike


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Zaxy keeps getting away from the swarm before sending another corrosive blast at it.
DC 17 basic Reflex save: 1d20 + 7 ⇒ (15) + 7 = 22 vs CB (Success, 6 acid damage + area damage weakness 5

The acid is enough to take out the remaining spiders!

Venom, Venom:
Reji: Venom Stage 1 and 1 poison damage (Duration 1)
Round 3: DC 14 Fort: 1d20 + 7 ⇒ (7) + 7 = 14 vs Venom Success

N'Aranav: Failure, Stage 2, 1d4 ⇒ 4 poison damage + Enfeebled 1 (Duration 2)
Round 3: DC 14 Fort: 1d20 + 7 ⇒ (10) + 7 = 17 vs Venom Success, Stage 1, 1 poison damage + Enfeebled 1, Duration 3
Round 4: DC 14 Fort: 1d20 + 7 ⇒ (7) + 7 = 14 vs Venom [ooc]Success

COMBAT OVER! WELL DONE!

Party Health:
Nykor (24/24 HP) [2☘️]
Deosil (23/24 HP) [2☘️] | Enfeebled 1 (1 rd)
Ruith (18/18 HP)
Kaida Suki (33/34 HP) [2☘️]
Zaxykebronuanni (16/19 HP) [2☘️]
Reji Petir-Pemanah (15/28 HP) [2☘️]
N'Aranav (15/24 HP) [2☘️]

Once cleared, this room enables access to the rest of the vault. They can see a juncture ahead of them. This juncture is the center of the vault, from which paths branched off in the four cardinal directions: the entrance to the east, where the Pathfinders first entered, perhaps more rooms to the north, another behind some doors to the west, and the south is now blocked off by rubble after about 15 feet. A bronze statue of a male human points north; the hall is otherwise unadorned. It’s very quiet, with only a few faint sounds coming from portions of the inner rooms.

You will have enough time to heal/refocus before you continue. While you are doing that, where would you like to go next: North to check more rooms, or West to check what is behind the door? Two votes to go. See MAP.

Vigilant Seal

M Ratfolk Rogue 2 | AC 19 HP 24/24 F5 R10 W6| Perc +6 Acro +8 Ath +4 Dec/Dip/Int +7 Stealth +8 Thv +8 Arcana/Occultism/Society+5 Nature/Survival +4 Tanning Lore +5 | DV, Nimble Dodge | Spells Guidance/Tel Projectile Attack +7 Occult DC 17

Nykor is glad to be rid of spiders. He tries to find rats to speak to using his ratspeak so they can give him a clue as to what's about.

Verdant Wheel

Red-Faced Vanara | Magus 2 | HP 24 | AC 17 | DC 16| Fort +7, Ref +6, Will +6 | Perc +4 | Hero Points: 1/3 | Active Conditions: Mystic Armor

"I'd rather find out what's behind this door than how many doors are down the hall..." N'Aranav mutters as he waits for the healing to kick in.

Down 9 hp


Bard 2 | Hero Points: 1/3 | Active Conditions: None | Speed: 25ft Human HP 24/24 | AC 18 | DC 18| Fort +4, Ref +7, Will +7 | Perc +7, Low-Light Vision |

Deosil looks anxiously at the door in front of them, and then peers down the hall.

"I don't like how that door is looking at me, we should open it, but quietly"


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As they walk in the eastern hallway approaching the central hub to reach the door, a figure appears after with a shout.

“Thieves! Leave this place!” echoes thunderously within the stone halls. The figure seems to be not attacking the Pathfinders but his weapon is ready.

You must convince him otherwise with some options below:
DC 17 Diplomacy check to Make an Impression to convince him that you are here to save and protect Shimia’s collection
DC 15 Deception check to Lie to make a convincing case that you are somehow related to Shimia or otherwise legally entitled to the spoils within
DC 19 Intimidation check to Coerce to shock him out of his assumptions
Other skills are allowed as long as appropriate to the situation at DC 17, or DC 15 if you are creative.

You may attempt any check more than once, but you cannot critically fail, and must succeed at 3 such checks before failing 5 for him to be completely convinced. A critical success counts as two successes for these purposes. Everyone is up!

Grand Archive

Male Dragonkin (Heartbroken) Animist (Shaman) 1 | LARGE | HP 13/19 | AC 17/18 | Fortitude +4, Reflex +5, Will +9 | Perception +7 | Speed 20 | Default Exploration: Detect Magic +7 | Apparition Spells 1st - 1/1 | Animist Spells 1st - 0/1 | Spirit's Protection 1/1 | Focus 1/1 | Hero Points 2 | Provisions: scroll of heal (1st rank) | Active Conditions: None | ◆◇↺

All my related skills are the old knowledges. Is there some way to determine who or what he is (i.e. would Nature, Occultism or Religion be more likely to sway him?).


GM Screen | AoN PF2e GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

I will allow you to roll other skills like Religion or Society, and perhaps he might tell something about himself even to what he thinks as thieves.

Radiant Oath

2396852-2021 | CG Male Versatile Human | Martial Disciple (Acrobatics) | Magus Lvl 2 | Hero Points: 1/3 | Focus Points: 1/1 | HP 28/28 | AC 19 (20 w/shield) | F/R/W 7/5/6 | Perc +6 | Spell Attack: +7 | 25 feet | Class DC 17 | Spells: -/2/ Athletics: +8, Arcana/Lore(PFS, Warfare)/Occultism/Society: +7, Acrobatics/Stealth/Thievery: +5 | Exploration Activity: Search | ◈◇↺ |

Ditto... No soft skills whatsoever... I'm thinking Society if I can make it fit... :)

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