[ACO] PF2e - 06-09: The Power of Legends (P1)

Game Master UncleFroggy

Macros | Slides | RPG Chronicles

CP: 28
Subtier: 11-12

Hero Points:

Lydia - 2, CC
Rex Werzerial - 2, CC
Quinoline Silicate - 1
Astrid Gertasdottir - 2
Arrus - 2, CC

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


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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.

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Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 1/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: Paragon's guard
Arrus wrote:
Arrus laughs "Of course, sorry I was too busy trying to figure out why Urwal was hiding behind that rock, it;s not like we can't see him."

"What's that you say?" She looks around.

perception: 1d20 + 20 ⇒ (9) + 20 = 29

The ulfen sighs and mutters. "What is that ridiculous iruxi up to now?"

Radiant Oath

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

Quinoline can't see Urwal, but she can smell iruxi around.

Quinoline has imprecise scent from a bloodhound elixir.

Horizon Hunters

M Human | Ranger 12 | HP 176/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Arrus shrugs and barely manages to suppress a grin, "Hiding behind that rock."

Arrus will point out Urwal.

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2

first few posts of scenario, from other thread
---

Arrus wrote:


Arrus shakes his head to Lydia's question and then looks around. "I'm not even sure I know any of you."

"Don't think we've met, I'm Lydia" she responds, and then nods approvingly at Astrid's involvement in stealing the airship.

The crimson-clad rogue doesn't doesn't react to Urwal's hiding spot being pointed out, not wanting anyone to know that she failed to observe him in the first place.

Horizon Hunters

M Human | Ranger 12 | HP 176/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Arrus nods to Lydia.

Radiant Oath

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

A slightly disgruntled Urwal drops to where the other leaders are standing. He doesn't say anything, yet... but it's clear he's peeved that you spotted him before he got to drop into the middle of the briefing...

The humming and crackling of electricity echoes off the walls of the vaulted stone cavern, hidden far below the Pathfinder Society’s Grand Lodge. At the cavern’s center, a sturdy wooden ship hovers just above the rocky ground. The ship lacks oars or sails, but a pair of draconic wings sprouts from its port and starboard sides, matching its menacing figurehead. At the ship’s aft, a trio of metal towers dance with blue lightning.

Two figures stand beneath the ship; a robed, gray-skinned woman with white hair and a halo of floating stones, and an armored, pale-skinned man with brown hair and a full beard. The woman, Master of Spells Sorrina Westyr, speaks first, gesturing toward the ship. "This is the Gale’s Claw. A fascinating vessel with an equally fascinating history. You’ll have the chance to experience her capabilities firsthand shortly. We wouldn’t dispatch this ship casually, but today’s mission is vital, and time is of the essence."

If you have played 04-11: Prisoners of the Electric Castle and your Chronicle indicates that you escaped on the Gale’s Claw:
Sorrina thanks you for their efforts in recovering the ship from the night hag Aslynn’s clutches

Sorrina presents an oversized compass. The jagged shard of metal that serves as its needle spins erratically. "This wayfinder will serve as your guide. Its needle is a warshard, one of the pieces of armor that fell from the sky when Gorum died. The warshard’s magical potential is significant, and it could prove disastrous in the wrong hands, so be sure not to lose it."

If you've played 06-02 and/or 06-07 with your current PC:

Eando Kline acknowledges you as part of a group that recovered one of the Society’s few warshards, making this possible.

"Kreighton Shaine and I enchanted this wayfinder to use a small warshard as a needle to locate other warshards. Kreighton was supposed to be here today, but he seems to have wandered off. You know how he is." Sorrina sighs and shakes her head, but a slight smile graces her lips. "We were able to locate and retrieve a few non-magical fragments of armor, but then the wayfinder hit upon a far more consequential piece, and its needle started spinning, just like you see now. I eventually figured out the reason: the warshard’s in a different part of reality entirely, outside of the Universe. It’s in the Netherworld." Her expression darkens. "The Netherworld is dangerous enough at the best of times, but it’s not just anywhere in the Netherworld. It’s in the region tied to the Gravelands."

"Best case scenario, it’s gone unnoticed in a remote location, and retrieving it will only require getting past the perils that wander the umbral landscape. But we can’t count on a best-case scenario. If we can detect its magic all the way from the Universe, it’s much more likely that someone else has found it, too. It might be in the clutches of an undead servant of the Whispering Tyrant, in the treasure hoard of an umbral dragon, or any number of other possibilities. Worst case, whoever has it has already started to claim its divine power. And that’s a risk we simply can’t overlook."

Sorrina adds, "But thanks to Urwal here, we have some additional tools at our disposal."

Urwal muses, "Well tended, a garden’s fruits surprise even the bees. And when watered by the nectar of the gods, who knows what wonders may bear fruit?" Reaching into a leather pouch at his waist, he withdraws a handful of glowing silver berries. "A taste of this fruit is a taste of the divine, at least for a time. Once tasted, their power should last for a turning or two of the sun, then fade forever."

Eando Kline clears his throat, "What Urwal means to say is, these fruits can grant whoever eats them significant power for a day or two. We don’t have many of them, but this mission is dangerous enough to warrant their use. So the plan is this: take a few hours to get ready, then we’ll meet back here on the deck of the Gale’s Claw. You’ll each eat one of these silver berries. I’ll take the helm of the Gale’s Claw and sail us into the Netherworld. Once we’re there, the wayfinder will point the way. I’ll mind the ship and sail us to the destination, then we’ll land, and you’ll go in and confront whatever’s guarding the warshard. Once you’re done, you’ll get back on the ship, and we’ll sail on home. Any questions?"

Radiant Oath

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GM Dice:

RK 2 (Occultism/Religion/Lore)
Arrus Lionus's Occultism (T): 1d20 + 18 ⇒ (8) + 18 = 26
Rex's Bardic Lore(T): 1d20 + 18 ⇒ (14) + 18 = 32
Astrid Gertasdottir's Occultism (T): 1d20 + 17 ⇒ (17) + 17 = 34
Quinoline Silicate's Occultism (E): 1d20 + 22 ⇒ (17) + 22 = 39
Lydia's Religion (T): 1d20 + 16 ⇒ (3) + 16 = 19

RK 1 (Soc/Lore)
Rex's Bardic Lore(T): 1d20 + 18 ⇒ (12) + 18 = 30
Arrus Lionus's Society (T): 1d20 + 19 ⇒ (17) + 19 = 36
Astrid Gertasdottir's Society (T): 1d20 + 16 ⇒ (20) + 16 = 36
Lydia's Society (M): 1d20 + 17 ⇒ (19) + 17 = 36
Quinoline Silicate's Society (T): 1d20 + 19 ⇒ (8) + 19 = 27

Everyone:
The Gravelands are a war-scarred wasteland haunted by hordes of undead, a shattered realm from which few living beings can hope to return alive. They were once Lastwall, a nation known for its duty to prevent the Whispering Tyrant, history’s most notorious lich, from escaping his prison. When the Whispering Tyrant broke free, he and his armies destroyed Lastwall. Refugees from Lastwall have settled across the world, including a sizable contingent that have relocated to Absalom. Though the Whispering Tyrant has been driven back to his keep on the Isle of Terror for now, his agents roam the world in search of tools that they can use to further their status and assist their fell master. The Whispering Tyrant has already made several failed attempts to seize divinity, and it’s almost certain that he’d be interested in the warshard’s potential.

Rex/Astrid/Quinoline:
The Netherworld is wreathed in perpetual shadow. In general, people and creatures that are native to the Netherworld can see clearly in the dark, and they often have shadow-related abilities that are rarely seen in the Universe. Undead are more common in the Netherworld as well, thanks to the Netherworld’s proximity to the Void, the source of the void energy that fuels undead.. Outside of major settlements, the Netherworld’s most powerful denizens include the servitors of the sadistic god Zon-Kuthon, as well as nomadic groups of shadow giants. While Zon-Kuthon’s servitors are ruthless and cruel, shadow giants can occasionally be convinced to treat with those powerful enough to earn their respect.

Arrus:
The Netherworld is wreathed in perpetual shadow. In general, people and creatures that are native to the Netherworld can see clearly in the dark, and they often have shadow-related abilities that are rarely seen in the Universe. Undead are more common in the Netherworld as well, thanks to the Netherworld’s proximity to the Void, the source of the void energy that fuels undead.

Radiant Oath

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

Quinoline played 4-11, but did not escape on the Gale's Claw. She did not play 6-02 or 6-07.

"I know about the Netherworld! The Netherworld is wreathed in perpetual shadow. In general, people and creatures that are native to the Netherworld can see clearly in the dark, and they often have shadow-related abilities that are rarely seen in the Universe. Undead are more common in the Netherworld as well, thanks to the Netherworld’s proximity to the Void, the source of the void energy that fuels undead.. Outside of major settlements, the Netherworld’s most powerful denizens include the servitors of the sadistic god Zon-Kuthon, as well as nomadic groups of shadow giants. While Zon-Kuthon’s servitors are ruthless and cruel, shadow giants can occasionally be convinced to treat with those powerful enough to earn their respect."

Quote:
Any questions?

"Yes, do we know exactly what the shards look like, or how we're going to be able to identify them when we find them? Do they have magical aurae?"

Horizon Hunters

M Human | Ranger 12 | HP 176/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Arrus has 4-11 with escaping on the Gale's Claw. But not 6-02 or 6-07

Arrus nods acknowledging Sorrina's gratitude.

Radiant Oath

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"Warshards are essentially bits of Gorum's armor that fell to Golarion on the night he died. Pathfinder agents present in the mountains of Minkai on that dreadful night managed to collect the first set of shards." Sorrina shows you the warshard embedded in a wayfinder.

"In a manner of speaking, the warshard has caused some unusual phenomena in areas where they have fallen. It caused an ooze to become animated, giving it some form of sentience. It caused a planar incursion of sorts, drawing in extra planar creatures, as well as driving nearby creatures mad for no reason. (06-07 and -02 respectively). I wouldn't exactly call it an aura, but unnatural things happen when one is around." Sorrina continues.

"Now then, to aid in your journey, I have one of the following for you." Eando Kline says.

Provision - if you have darkvision:
Eando hands you a Greater Darkvision Elixir

Provision - if you do not have darkvision:
Eando hands you a Moderate Elixir of Life

"One must also consume one of these berries to have a chance where you're going." Urwal murmurs, handing each of you a berry.

After consuming Urwal's berries, please have a look at SLIDE 3 on becoming Temporarily Mythic. You each need to:
* Choose a Mystic Calling
* Choose a Mystic Casting or Strike

Radiant Oath

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Provisions above are backwards. Sorry about that

Provision - if you do not have darkvision:
Eando hands you a Greater Darkvision Elixir

Provision - if you have darkvision:
Eando hands you a Moderate Elixir of Life

Horizon Hunters

M Human | Ranger 12 | HP 176/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Arrus takes the Darkvision elixir along with a Scroll of Truesight for his Pathfinder Provisions.

Arrus then eats one of Urwal's berries and feels funny.

Arrus will take Echoes of the Scrolls and Mythic Strike

Radiant Oath

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

Quinoline will take a moderate Elixir of Life and a greater healing potion for her Pathfinder Provision.

She'll choose Echoes of the Scrolls and Mythic Strike.

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 1/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: Paragon's guard

Echoes of the Swords and Mythic Strike

Astrid eyes the berry suspiciously for a moment before shrugging and eating it.

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2

Lydia takes Greater darkvision Elixir and drinks it
Takes greater potion of healing from pathfinder provisions
Echoes of the Swords and Mythic Strike

Lydia studies the berry for a moment and watches everyone's reaction before eating hers reluctantly. After chewing, her eyes open ever so slightly larger for a moment before returning to normal

Vigilant Seal

male gnome (vivacious ☐) bard [alchemist/gunslinger] 12 | ♥️ 164| ⛨31 deathless ☐ | F+21 R+21 W+19* | Perc+18 low-light, darkvision | speed 25ft | focus ☐☐ | spells 1st ☐☐☐ 2nd ☐☑☐ 3rd ☐☐☐ 4th ☑☐☐ 5th ☑☑☐ 6th ☑☐☐| Diplomat's Badge ☐ |

Rex normally makes his own, but he will gladly take the offered elixir and use his reagents for other purposes.

He comes back with some extra healing elixirs for the group.

Rex crafts 8 moderate elixirs of life and hands 2 to each of the other PCs.

Echoes of the Scrolls and Mythic Casting

Vigilant Seal

male gnome (vivacious ☐) bard [alchemist/gunslinger] 12 | ♥️ 164| ⛨31 deathless ☐ | F+21 R+21 W+19* | Perc+18 low-light, darkvision | speed 25ft | focus ☐☐ | spells 1st ☐☐☐ 2nd ☐☑☐ 3rd ☐☐☐ 4th ☑☐☐ 5th ☑☑☐ 6th ☑☐☐| Diplomat's Badge ☐ |

Rex will also purchase 3 oil of swiftness. (150 gp)

Radiant Oath

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After boarding the Gale’s Claw, you have a chance to check out the ship. Important features include the giant Stasian coils at the aft and a set of 10 shadow cannons mounted around the deck. When you come within 10' of a shadow cannon, the cannon reacts strongly to your mythic power, flaring up with an aura of shadowy magic. You have time to take a closer look at both of these features to get a sense of how they might be able to use them if trouble arises on your journey. You can access the lower decks which contain a storage area, a kitchen, a bathroom, and more than enough beds for everyone on the journey.

Access to the lower decks is from the 15' pagoda in the middle of the hull Apologies, I was unable to find a suitable picture

Stasian Coils:
Electrified Stasian coils are positioned on the deck (they're the tesla coils). Eando Kline warns you to stay away from them as they supply powere to the Gale's Claw and can cause a nasty electric shock

As you explore, Eando mounts the special wayfinder with the warshard to the bow and performs a final check of the ship’s steering mechanisms.

Radiant Oath

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If you have any final prep to make, go ahead and do so.

Once everything is ready, Eando activates the transwarp dr---... I mean interplanar portal function.

Crackling arcs of electricity dance through the coils at the rear of the Gale’s Claw, surging in ethereal blue waves. Eando’s voice rises above the din, "Brace yourselves!" The air tingles and hums, carrying with it a sharp smell of metal and flame, before falling suddenly still. At the ship’s bow, the draconic figurehead opens its mouth wide. It exhales, filling the sky ahead with a cloud of frigid and inky darkness. The airship tumbles ahead into the sightless cloud in a motion that feels more like plummeting to the ground than any sort of controlled flight.

Moments later, the ship stabilizes. The impenetrable void gives way to a sea of deep-blue fog. Images flash in the fog of people and places both familiar and unknowable. At the helm, Eando frowns, "Stay sharp. We’re not to the Netherworld just yet."

NETHERWORLD INFO:

* Radius of all light from light sources and the areas of light spells are halved.
* Penumbra’s power affects the area within a mile of her castle, enhancing shadow magic while impeding light magic for the rest of the encounters you face in this adventure.
* Spells with the shadow trait gain a +1 circumstance bonus to their spell DC or spell attack roll with that spell.
* Spells with a Light trait need to succeed at a DC 6 flat check or the spell or activation is disrupted.

Access to the lower decks:

Access to the lower decks is not possible due to interference from this unusual dimension. The entrance is locked behind a solid barrier of blue fog.

Dreamstuff:
The ship is flying through a deep-blue fog of intangible dreams. Bright images occasionally appear in the fog, displaying scenes from the unpleasant dreams of unknown individuals from myriad worlds. The fog is not thick enough to obscure vision at long distances, but it does make it hard to see where the ship is headed.

What's everyone doing at this time?

Horizon Hunters

M Human | Ranger 12 | HP 176/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Trick Magic Item DC 20: 1d20 + 22 ⇒ (7) + 22 = 29

Arrus makes use of his wand of longstrider(2) for faster speed today.

Arrus looks around, worried about missing important details in the mist.

Radiant Oath

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

Quinoline's default exploration mode is Investigate, so I guess she would be trying to Recall Knowledge about everything she's seeing.

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 1/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: Paragon's guard

Astrid pulls out a mug and pours herself some ale. She steels herself before quickly drinking her elixir of darkvision. She promptly washes out the foul taste with a swig of ale.

"Ugh! That was awful. Almost makes me nostalgic for one of your worst, Quin. Remind me about that the next time I complain about one of your brews."

The shield maiden makes her way to the bridge, occasionally sipping on her ale, careful not to over indulge on this trip. She examines a spot on the bow and runs her hand along the wood. She smiles as she finds and reads her signature that she carved there all those months ago.

"I still think we should have named her Aslynn's Lament. Or maybe Hag's Nightmare."

She carefully double checks the equipment she purchased for this mission then turns to watch the landscape pass by.

2 scrolls of Ghostly Weapon and one Phantasmal Doorknob
Astrid will Search as her exploration activity.

Radiant Oath

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You've only been traveling in this "transitional plane" when you catch the attention of some unsavory creatures...

Init:

Arrus Lionus's Initiative using Search: 1d20 + 24 ⇒ (19) + 24 = 43
Rex's Initiative using Search: 1d20 + 18 ⇒ (14) + 18 = 32
Astrid Gertasdottir's Initiative using Defend: 1d20 + 21 ⇒ (9) + 21 = 30
Lydia's Initiative using Avoid Notice: 1d20 + 23 ⇒ (6) + 23 = 29
Quinoline Silicate's Initiative using : 1d20 + 18 ⇒ (2) + 18 = 20
Red: 1d20 + 21 ⇒ (15) + 21 = 36
White: 1d20 + 21 ⇒ (13) + 21 = 34
Blue: 1d20 + 21 ⇒ (14) + 21 = 35
Yellow: 1d20 + 21 ⇒ (6) + 21 = 27
Pink: 1d20 + 21 ⇒ (14) + 21 = 35
Green: 1d20 + 21 ⇒ (16) + 21 = 37

Something amorphous appears beside each of you and attacks!

EDIT - the images are not of the actual creatures. The scenario conveniently didn't provide any image (or any description for that matter).

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
------------------
Those with ** may go

**Arrus Lionus - AC 33 176/176
Green
Red
Pink
White
Rex - AC 31 164/164
Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo)
Lydia - AC 30 (32 Nimble Dodge) 129/129
Yellow
Quinoline Silicate - AC 30 (32 w/shield) 140/140 (Shield - H10, 80/80)

Horizon Hunters

M Human | Ranger 12 | HP 176/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Shocked at the sudden appearance of adjacent creatures Arrus looks at green, trying to learn more.

Hunt Prey Green, free RK w/ Nature at +22. If that learns nothing, reroll with Pathfinder society lore at +22
If its on my list I get +4 to RK it

If RK is at least a success. Each of us gains a +1 circumstance to our next attack against red and a +2 circumstance bonus to each of our first AC or saving throw vs Red.

---

Assuming he doesn't learn anything that makes this a bad idea...

Arrus then casts gravity weapon and fires at green.

Probably add 1 to attack roll from Monster Hunter above
crossbow at Green: 1d20 + 23 ⇒ (15) + 23 = 38
piercing+fire+force+precision: 3d10 + 2 + 6 + 1d6 + 1d6 + 2d8 ⇒ (5, 4, 6) + 2 + 6 + (3) + (2) + (8, 1) = 37
Crit is double damage, and 1d10 persistent fire and if the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort. {Will not push with impactful here}

Radiant Oath

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6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent
Astrid Gertasdottir wrote:
"Ugh! That was awful. Almost makes me nostalgic for one of your worst, Quin. Remind me about that the next time I complain about one of your brews."

"That's the problem with these Society-provided brews. They're mass-produced, assembly-line style, bottled by the hundreds. Cold brew is the way to go. It's more labor-intensive, but produces a smoother flavor profile ..."

Quinoline launches into an extended discussion of kinetic dissolution rates and thermodynamic equilibria, not noticing that Astrid's rate of alcohol consumption increases proportionally to the number of multisyllabic words.

She's deep into a discussion about the Arrhenius Equation when the party is attacked. She doesn't even notice the creatures approaching until Astrid draws her sword(s).

That's why she's last in initiative.

Radiant Oath

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GM Dice:

Arrus Lionus's Occultism (T): 1d20 + 18 ⇒ (14) + 18 = 32

Arrus:

You recognize it from an obscure text that Green is a Deep Manifestation of a Nightmare. Not many texts talk about it (actually there's no description in the scenario text so I'm free-wheeling a bit here) but it seems to like making mental and/or emotion based attacks.

Arrus marks Green as prey. He manages to recall some information about it before shooting it with his crossbow at point-blank range. The bolt pins its leg to the deck and sets it on fire.

Morphic Limb
A deep manifestation of nightmare can form up to 8 morphic limbs at the same time. These limbs are constantly shifting their features according to the manifestation’s whims, becoming fists, claws, pincers, blades, and anything else that it can imagine.

Red's limb forms into a claw and it slashes it across Quinoline.

Morphic Limb vs Quinoline AC 30: 1d20 + 21 ⇒ (3) + 21 = 24
Morphic Limb vs Quinoline AC 30, MAP: 1d20 + 16 ⇒ (5) + 16 = 21
Morphic Limb vs Quinoline AC 30, MAP 2+: 1d20 + 11 ⇒ (13) + 11 = 24

Suddenly, another creature pops into view as it unleashes despair on everyone on the deck. The manifestations of nightmare don't appear to be affected.

You hear a shout from Eando Kline. "PATHFINDERS! Use the ship's cannons!! YOU CAN FIRE THOSE!!"

White's limb manifests as a large club and it tries to clobber Arrus.

Morphic Limb vs Arrus AC 33: 1d20 + 21 ⇒ (11) + 21 = 32
Morphic Limb vs Arrus AC 33, MAP: 1d20 + 21 - 5 ⇒ (19) + 21 - 5 = 35 for B: 2d10 + 12 ⇒ (9, 5) + 12 = 26

The limb then tries to close onto the ranger.

Grapple vs Fort DC 32: 1d20 + 20 ⇒ (8) + 20 = 28 Improved Grab

It tries to hit him again.

Morphic Limb vs Arrus AC 33, MAP 2+: 1d20 + 11 ⇒ (17) + 11 = 28

Radiant Oath

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

Green morphs a limb into a point and it tries to poke Astrid with it.

Morphic Limb vs Astrid AC 36: 1d20 + 21 ⇒ (12) + 21 = 33 for Piercing: 2d10 + 12 ⇒ (6, 9) + 12 = 27
Morphic Limb vs Astrid AC 36, MAP: 1d20 + 16 ⇒ (18) + 16 = 34 for Piercing: 2d10 + 12 ⇒ (8, 1) + 12 = 21
Morphic Limb vs Astrid AC 36, MAP 2+: 1d20 + 11 ⇒ (14) + 11 = 25 for Piercing: 2d10 + 12 ⇒ (8, 1) + 12 = 21

Pink's limb morphs into a claw and it tries to slash Lydia.

Morphic Limb vs Lydia AC 32, Nimble Dodge: 1d20 + 21 ⇒ (10) + 21 = 31 for Slashing: 2d10 + 12 ⇒ (7, 4) + 12 = 23
Morphic Limb vs Lydia AC 30, MAP: 1d20 + 16 ⇒ (5) + 16 = 21 for Slashing: 2d10 + 12 ⇒ (9, 7) + 12 = 28
Morphic Limb vs Lydia AC 30, MAP 2+: 1d20 + 11 ⇒ (14) + 11 = 25 for Slashing: 2d10 + 12 ⇒ (6, 6) + 12 = 24

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Before your Turn:
DC 31 Will vs Wave of Despair: Arrus, Rex, Astrid, Lydia, Quinoline
------------------
Those with ** may go

Arrus Lionus - AC 33 150/176 (Green Prey)
Green (-80; 1d10 Persistent Fire; Immobilized)
Red
Blue (SHIELD UP)
Pink
White
**Rex - AC 31 164/164
**Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo)
**Lydia - AC 30 (32 Nimble Dodge) 129/129 ** Reaction used
Yellow
Quinoline Silicate - AC 30 (32 w/shield) 140/140 (Shield - H10, 80/80)

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

NETHERWORLD INFO:

* Radius of all light from light sources and the areas of light spells are halved.
* Penumbra’s power affects the area within a mile of her castle, enhancing shadow magic while impeding light magic for the rest of the encounters you face in this adventure.
* Spells with the shadow trait gain a +1 circumstance bonus to their spell DC or spell attack roll with that spell.
* Spells with a Light trait need to succeed at a DC 6 flat check or the spell or activation is disrupted.

Wave of Despair; DC 31 Will:

CS: Unaffected
S: Can't use reactions, must attempt another save at the start of its turn. (F: Slowed 1 for that turn as it sobs uncontrollably)
F: As Success, but 1 minute
CF: As Failure, Slowed 1 for 1 minute

Vigilant Seal

male gnome (vivacious ☐) bard [alchemist/gunslinger] 12 | ♥️ 164| ⛨31 deathless ☐ | F+21 R+21 W+19* | Perc+18 low-light, darkvision | speed 25ft | focus ☐☐ | spells 1st ☐☐☐ 2nd ☐☑☐ 3rd ☐☐☐ 4th ☑☐☐ 5th ☑☑☐ 6th ☑☐☐| Diplomat's Badge ☐ |

Will: 1d20 + 19 ⇒ (1) + 19 = 20 Hero Point
Will: 1d20 + 19 ⇒ (8) + 19 = 27

Start of Turn: 1d20 + 19 ⇒ (9) + 19 = 28

Feeling a sense of despair, Rex stands frozen for a moment. "If this is what is to become of use perhaps I should just fade away now... Fade away, yes that is precisely what I shall do!

◆◆ Cast a Spell (Invisibility Rank 4)

Horizon Hunters

M Human | Ranger 12 | HP 176/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Will vs Despair: 1d20 + 21 ⇒ (17) + 21 = 38

A few tears build up behind Arrus's eyes, but he mostly holds them back.

Radiant Oath

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

Will: 1d20 + 19 ⇒ (14) + 19 = 33 vs DC 31

A few tears builds up in Quinoline's eyes, but only because she accidentally said "Arrus" instead of "Arrhenius" when describing the equation.

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 1/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: Paragon's guard

will save DC31: 1d20 + 18 ⇒ (4) + 18 = 22

Astrid frowns as an unfamiliar emotion washes over her. She glares at the creature that caused it. "Whatever you did to me, I don't like it. Looks like I need to introduce you to Stormsóknarmaður." She turns to the creature in front of her. "Get out of my way."

She gives the greenish creature a mighty shove before raising her shield and lashing out with her sword.

athletics, shove vs green: 1d20 + 24 ⇒ (7) + 24 = 31

quick draw Stormstriker: 1d20 + 25 - 5 ⇒ (2) + 25 - 5 = 22
damage, slashing, electrical: 3d8 + 8 + 1d6 ⇒ (3, 2, 5) + 8 + (1) = 19

will save DC31: 1d20 + 18 ⇒ (5) + 18 = 23

◆ Shove, ◆ enter stance, ◆ quick draw

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2

Will(E), DC 31: 1d20 + 19 ⇒ (9) + 19 = 28 fail

start of turn
Will(E), DC 31: 1d20 + 19 ⇒ (3) + 19 = 22 slowed 1

Lydia tries to contain her emotions but feels a wave of despair rush over her. She then takes her two swords and tries to slice the foe in front of Astrid. Gang Up-> Green/pink off-guard

Strike vs Green w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 ⇒ (10) + 22 = 32 Vs offguard
S dmg: 2d6 + 2 ⇒ (1, 6) + 2 = 9 | +fire,cold: 1d6 + 1d6 ⇒ (3) + (1) = 4 | +sneak vs OG: 3d6 ⇒ (2, 1, 3) = 6 | +Debilitating strike: No reactions

Strike vs Green w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 4 ⇒ (2) + 22 - 4 = 20 Vs offguard
S dmg, twin: 2d6 + 2 + 2 ⇒ (3, 3) + 2 + 2 = 10 | +fire,cold: 1d6 + 1d6 ⇒ (1) + (6) = 7 | +sneak vs OG: 3d6 ⇒ (2, 2, 4) = 8 | +Debilitating strike: No reactions

Actions: ◆Strike ◆Strike ◆n/a (slowed1)
Reaction ↺ n/a (despair)

Debilitating Strike / Tactical Debilitations:
Trigger: Your Strike hits an off-guard creature and deals damage.
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends.
- Debilitation The target takes a –10-foot status penalty to its Speeds.
- Debilitation The target becomes enfeebled 1.
- Debilitation The target can’t use reactions.
- Debilitation The target can’t flank or contribute to allies’ flanking.
Gang Up:
You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 1/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: Paragon's guard

Oops I misread the description for wave of despair. I thought I had to do the second roll at the end of my turn not at the start. Ignore the quick draw attack that Astrid made since she would be slowed for her whole turn.

Radiant Oath

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

Rex feels he's not wanted and fades from view. However, Yellow and Green both take advantage of the opening and lash out at him.

Yellow Morphic Limb vs Rex AC 31: 1d20 + 21 ⇒ (15) + 21 = 36 for S: 2d10 + 12 ⇒ (7, 2) + 12 = 21

Green Morphic Limb vs Rex AC 31: 1d20 + 21 ⇒ (1) + 21 = 22 for S: 2d10 + 12 ⇒ (7, 6) + 12 = 25

Yellow connects but Green whiffs badly.

Arrus and Quinoline feel sad for some reason...

Astrid and Lydia both feel an unfamiliar emotion. Astrid manages to shove Green away before trying to strike at it. Unfortunately, her emotions get the best of her and she doesn't connect.

Lydia feels the same way and she manages to strike Pink with one sword while missing with the other.

Yellow steps forward and slashes at Astrid,Lydia: 1d2 ⇒ 1

Yellow Morphic Limb vs Astrid AC 34: 1d20 + 21 ⇒ (4) + 21 = 25 for S: 2d10 + 12 ⇒ (9, 4) + 12 = 25

Yellow Morphic Limb vs Astrid AC 34, MAP, Agile: 1d20 + 17 ⇒ (12) + 17 = 29 for S: 2d10 + 12 ⇒ (3, 2) + 12 = 17

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Before your Turn:
DC 31 Will vs Wave of Despair: Arrus, Quinoline
------------------
Those with ** may go

-2-
**Arrus Lionus - AC 33 150/176 (Green Prey) ** no reactions
Green (-80; 22 < AC <= 32; 1d10 Persistent Fire; Immobilized)
Red (22 < AC <= 32)
Blue (SHIELD UP)
Pink (-19; 22 < AC <= 32)
White (22 < AC <= 32)
Rex - AC 31 143/164 (Invisible; Slowed 1) ** no reactions
Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Slowed 1) ** no reactions
Lydia - AC 30 (32 Nimble Dodge) 129/129 (Slowed 1) ** no reactions
Yellow (22 < AC <= 32)

-1-
**Quinoline Silicate - AC 30 (32 w/shield) 140/140 (Shield - H10, 80/80) ** no reactions

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

NETHERWORLD INFO:

* Radius of all light from light sources and the areas of light spells are halved.
* Penumbra’s power affects the area within a mile of her castle, enhancing shadow magic while impeding light magic for the rest of the encounters you face in this adventure.
* Spells with the shadow trait gain a +1 circumstance bonus to their spell DC or spell attack roll with that spell.
* Spells with a Light trait need to succeed at a DC 6 flat check or the spell or activation is disrupted.

Wave of Despair; DC 31 Will:

CS: Unaffected
S: Can't use reactions, must attempt another save at the start of its turn. (F: Slowed 1 for that turn as it sobs uncontrollably)
F: As Success, but 1 minute
CF: As Failure, Automatically Slowed 1 for 1 minute

Wave of Despair Results:

Succeeded 1st check: Arrus, Quinoline
Failed 1st check: Rex, Astrid, Lydia
Slowed 1; No reactions (1 minute): Rex, Astrid, Lydia
Slowed 1 (current round): TBD

Radiant Oath

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

Will: 1d20 + 19 ⇒ (15) + 19 = 34

"I regret nothing! YOLO!"

---

Quinoline walks over to the closest cannon and discharges it.

Sorry, I just realized that Quinoline is untrained in martial weapons. Alchemical bombs are martial weapons, but she's not trained in all martial weapons, just bombs. So I'm moving my icon back.

Quinoline raises her shield and considers her options against White.

Devise a Strategem: 1d20 ⇒ 2

It's too close. She crafts a bottled lightning and throws it at Green instead.

Bottled Lightning: 1d20 + 23 ⇒ (12) + 23 = 35 probably vs cover
Electricity: 3d6 ⇒ (4, 1, 2) = 7 plus 11 splash electricity plus off-guard plus DC 31 Fortitude save vs dazzled (1 round)

Horizon Hunters

M Human | Ranger 12 | HP 176/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Will vs Slowed 1 DC 31: 1d20 + 21 ⇒ (9) + 21 = 30

It's close by Arrus takes a moment to wipe the tears from his eyes.

I'm assuming the Balistas on the map are the cannons.

Arrus makes for a cannon as he reloads, firing another shot at green.

1d20 + 23 ⇒ (12) + 23 = 35
piercing+fire+force+precision: 3d10 + 2 + 6 + 1d6 + 1d6 + 2d8 ⇒ (6, 1, 6) + 2 + 6 + (4) + (6) + (4, 4) = 39

Crit is double damage, and 1d10 persistent fire and if the target of the critical hit is adjacent to a surface, it gets stuck to that surface by the missile. The target is immobilized and must spend an Interact action to attempt a DC 10 Athletics check to pull the missile free; it can't move from its space until it succeeds. The creature doesn't become stuck if it is incorporeal, is liquid (like a water elemental or some oozes), or could otherwise escape without effort. {Will not push with impactful here}

(Running Reload(Stride/Reload)/Strike/Slowed 1)

Radiant Oath

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

Yes. The ballistas are cannons

Arrus sobs uncontrollably for a few seconds. He then gets his tears under control and jumps into action. Arrus makes for one of the cannons and shoots Green. The shot hits it right in the leg and pins it to the deck. (Though it's already immobilized). Crit while OG, therefore AC 27

Quinoline, who manages to keep her emotions under control, finishes it off with a sparking bottle of zap juice.

Red moves to flank Quinoline and strikes at her.

Morphic Limb vs Quinoline AC 31, OG: 1d20 + 21 ⇒ (20) + 21 = 41 for Bludgeoning: 2d10 + 12 ⇒ (10, 3) + 12 = 25
Morphic Limb vs Quinoline AC 31, OG, MAP: 1d20 + 16 ⇒ (20) + 16 = 36 for Bludgeoning: 2d10 + 12 ⇒ (7, 4) + 12 = 23

White tries to Grab hold of Quinoline.

Grapple vs Fort DC 32: 1d20 + 20 ⇒ (6) + 20 = 26

Failing that, it tries to clobber her anyway.

Morphic Limb vs Quinoline AC 31, OG, MAP: 1d20 + 16 ⇒ (15) + 16 = 31 for Bludgeoning: 2d10 + 12 ⇒ (7, 8) + 12 = 27 its limb closes on Quinoline, trying to hold on.

Grapple vs Fort DC 32: 1d20 + 10 ⇒ (19) + 10 = 29

It then shoots some sort of Nightmare Vision at Arrus.

Nightmare Vision vs Arrus AC 33, MAP 2+: 1d20 + 9 ⇒ (17) + 9 = 26

Radiant Oath

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

Pink goes after Astrid, Lydia: 1d2 ⇒ 2

Morphic Limb vs Lydia AC 30: 1d20 + 21 ⇒ (12) + 21 = 33 for Bludgeoning: 2d10 + 12 ⇒ (8, 5) + 12 = 25 plus Grapple vs Fort DC 29: 1d20 + 20 ⇒ (7) + 20 = 27

It tries again...

Morphic Limb vs Lydia AC 30: 1d20 + 16 ⇒ (16) + 16 = 32 for Bludgeoning: 2d10 + 12 ⇒ (2, 6) + 12 = 20 plus Grapple vs Fort DC 29: 1d20 + 20 ⇒ (9) + 20 = 29

Holding onto Lydia, it then blasts her mind with nightmarish images.

Mental; DC 28 Basic Will: 2d6 + 9 ⇒ (2, 1) + 9 = 12

Radiant Oath

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

Blue stares balefully at Astrid and attempts to blast confusing thoughts into her mind. Astrid feels a really bad migraine coming on and she's got so many conflicting thoughts in her head.

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Before your Turn:
DC 28 Will vs 12 Mental: Lydia
DC 31 Will vs Confusion: Astrid
------------------
Those with ** may go

Arrus Lionus - AC 33 150/176 (Green Prey) ** no reactions
Red (AC 27)
Blue (SHIELD UP)
Pink (-19; AC 27)
White (AC 27)
**Rex - AC 31 143/164 (Invisible; Slowed 1) ** no reactions
**Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Slowed 1) ** no reactions
**Lydia - AC 30 (32 Nimble Dodge) 84/129 (Slowed 1; Grabbed; Immobilized; OG) ** no reactions
Yellow (AC 27)
Quinoline Silicate - AC 30 (32 w/shield) 67/140 (Shield - H10, 80/80) ** no reactions

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

NETHERWORLD INFO:

* Radius of all light from light sources and the areas of light spells are halved.
* Penumbra’s power affects the area within a mile of her castle, enhancing shadow magic while impeding light magic for the rest of the encounters you face in this adventure.
* Spells with the shadow trait gain a +1 circumstance bonus to their spell DC or spell attack roll with that spell.
* Spells with a Light trait need to succeed at a DC 6 flat check or the spell or activation is disrupted.

Constrict Mind; DC 28 Basic Will (additional effects):

F: Frightened 1
CF: Frightened 2

DC 31 Will vs Confusion:

CS: unaffected
S: Stunned 1 (babbling incoherently)
F: Confused (1 minute), new save end of each turn
CF: Confused (1 minute), no save

Vigilant Seal

male gnome (vivacious ☐) bard [alchemist/gunslinger] 12 | ♥️ 164| ⛨31 deathless ☐ | F+21 R+21 W+19* | Perc+18 low-light, darkvision | speed 25ft | focus ☐☐ | spells 1st ☐☐☐ 2nd ☐☑☐ 3rd ☐☐☐ 4th ☑☐☐ 5th ☑☑☐ 6th ☑☐☐| Diplomat's Badge ☐ |

Will: 1d20 + 19 ⇒ (12) + 19 = 31

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2

Will(E) vs nightmarish images, DC 28 : 1d20 + 19 ⇒ (19) + 19 = 38 crit success -> no damage

Will(E) vs Wave of Despair, DC 31 : 1d20 + 19 ⇒ (5) + 19 = 24 continue to be slowed 1

Escape (Acrobatics) vS Athletics DC ??: 1d20 + 22 ⇒ (10) + 22 = 32

rest of turn pending result of escape

Lydia appears to be sluggish and gets grabbed. She instictively tries to flip out of the morphic limb's grasp.

Vigilant Seal

male gnome (vivacious ☐) bard [alchemist/gunslinger] 12 | ♥️ 164| ⛨31 deathless ☐ | F+21 R+21 W+19* | Perc+18 low-light, darkvision | speed 25ft | focus ☐☐ | spells 1st ☐☐☐ 2nd ☐☑☐ 3rd ☐☐☐ 4th ☑☐☐ 5th ☑☑☐ 6th ☑☐☐| Diplomat's Badge ☐ |

Rex moves away from the melee and suddenly there is a crack followed by thunderous fanfare.

◆ Stride
◆◆ Cast a Spell (Phantom Orchestra) Sonic: 8d6 ⇒ (5, 1, 4, 2, 1, 2, 3, 4) = 22 DC 31 basic Fortitude (pink, yellow, blue)

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 1/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: Paragon's guard

will save DC31: 1d20 + 18 ⇒ (14) + 18 = 32

Astrid blubbers for a bit but soon recovers and heads for the spellcaster. "That's enough of that." She tries for a headlock.

grapple vs blue: 1d20 + 24 ⇒ (18) + 24 = 42

◆ Stride, ◆ grapple

Stunned overrides slow so Astrid still gets two actions this turn.

Also since Astrid entered her Paragon's Guard stance she has her shield up at all times giving her a 36 AC

Radiant Oath

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

Quinoline should have had her shield raised, so her AC should have been 33, and the third attack not a hit. Her AC without the shield should be 31.

Envoy's Alliance

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2

to keep things moving, will just cover both outcomes of my Escape action.

If Escape Successful
Lydia will skirmish strike, taking a step towards red and striking the now ganged up foe. off guard

Strike vs Red w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 4 ⇒ (11) + 22 - 4 = 29
S dmg, twin: 2d6 + 2 + 2 ⇒ (5, 2) + 2 + 2 = 11 | +fire,cold: 1d6 + 1d6 ⇒ (4) + (6) = 10 | +sneak vs OG: 3d6 ⇒ (5, 3, 2) = 10 | +Debilitating strike: No reactions

If Escape was unsuccessful, then strike Pink
Strike vs Pink w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 4 ⇒ (11) + 22 - 4 = 29
S dmg, twin: 2d6 + 2 + 2 ⇒ (1, 4) + 2 + 2 = 9 | +fire,cold: 1d6 + 1d6 ⇒ (6) + (4) = 10

Moved lydia 5' NW assuming escape was successful. if it was unsuccesful, move back next to pink.

Actions: ◆Escape -> (if success, ◆skirmish strike Red, otherwise ◆Strike Pink)
Reaction ↺ Nimble Dodge first atk vs Lydia each round (+2 AC)

Debilitating Strike / Tactical Debilitations:
Trigger: Your Strike hits an off-guard creature and deals damage.
Effect: You apply one of the following debilitations, which lasts until the end of your next turn. When the creature is affected by a new debilitation, any previous one it was affected by ends.
- Debilitation The target takes a –10-foot status penalty to its Speeds.
- Debilitation The target becomes enfeebled 1.
- Debilitation The target can’t use reactions.
- Debilitation The target can’t flank or contribute to allies’ flanking.
Gang Up:
You and your allies harry an opponent in concert. You can flank an enemy if it’s within reach of both of you and an ally—you and your ally don’t have to be on opposite sides. This benefits your allies as well as you, but only if they’re flanking with you, not each other. The other requirements for flanking must still be met.

Radiant Oath

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

GM Dice:

Blue Fort: 1d20 + 19 ⇒ (14) + 19 = 33
Pink Fort: 1d20 + 21 ⇒ (14) + 21 = 35
Yellow Fort: 1d20 + 21 ⇒ (9) + 21 = 30

Astrid easily shrugs off the confusion. She then grabs Blue and puts it into a tight headlock, totally immobilizing the creature. (Crit on the Grapple).

Rex drops an entire brass band on top of Blue, Pink and Yellow, though they manage to tough out the sonic onslaught.

Lydia breaks free of Pink. She moves towards Red and slices it.

Lydia, you have no reactions available.

Astrid, Lydia, Quinoline: 1d3 ⇒ 3

Yellow moves towards Quinoline and attacks her.

Morphic Limb vs Quinoline AC 33: 1d20 + 21 ⇒ (6) + 21 = 27 for B: 2d10 + 12 ⇒ (6, 1) + 12 = 19

Morphic Limb vs Quinoline AC 33, MAP: 1d20 + 16 ⇒ (15) + 16 = 31 for B: 2d10 + 12 ⇒ (10, 7) + 12 = 29

The first limb misses while the second bounces off her shield.

------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Before your Turn:
------------------
Those with ** may go

-3-
**Arrus Lionus - AC 33 150/176 (Green Prey) ** no reactions
Red (-31; AC 27)
Blue (-11; Restrained; SHIELD UP)
Pink (-30; AC 27)
White (AC 27)
Rex - AC 31 143/164 (Invisible; Slowed 1) ** no reactions
Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Slowed 1; Paragon's Guard) ** no reactions
Lydia - AC 30 (32 Nimble Dodge) 84/129 (Slowed 1) ** no reactions
Yellow (-11; AC 27)

-2-
**Quinoline Silicate - AC 31 (33 w/shield) 94/140 (AC 33; Shield - H10, 80/80) ** no reactions

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

NETHERWORLD INFO:

* Radius of all light from light sources and the areas of light spells are halved.
* Penumbra’s power affects the area within a mile of her castle, enhancing shadow magic while impeding light magic for the rest of the encounters you face in this adventure.
* Spells with the shadow trait gain a +1 circumstance bonus to their spell DC or spell attack roll with that spell.
* Spells with a Light trait need to succeed at a DC 6 flat check or the spell or activation is disrupted.

Horizon Hunters

M Human | Ranger 12 | HP 176/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Arrus hunts red and fires a cannon.

cannoning vs Red: 1d20 + 23 ⇒ (10) + 23 = 33
damage+Precision: 15d6 + 2d8 ⇒ (2, 1, 6, 1, 2, 2, 6, 1, 6, 5, 2, 3, 5, 5, 5) + (7, 5) = 64

Radiant Oath

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

Arrus designates Red as prey and fires the cannon at it. He hits Red, causing grievous damage.

------------------
COMBAT TRACKER
Round: 2-3
Tactical Map
Before your Turn:
DC 31 Will vs Wave of Despair (Slowed 1): Arrus, Quinoline
------------------
Those with ** may go

-3-
Arrus Lionus - AC 33 150/176 (Red Prey) ** no reactions
Red (-95; AC 27)
Blue (-11; Restrained; SHIELD UP)
Pink (-30; AC 27)
White (AC 27)
Rex - AC 31 143/164 (Invisible; Slowed 1) ** no reactions
Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Slowed 1; Paragon's Guard) ** no reactions
Lydia - AC 30 (32 Nimble Dodge) 84/129 (Slowed 1) ** no reactions
Yellow (-11; AC 27)

-2-
**Quinoline Silicate - AC 31 (33 w/shield) 94/140 (AC 33; Shield - H10, 80/80) ** no reactions

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

NETHERWORLD INFO:

* Radius of all light from light sources and the areas of light spells are halved.
* Penumbra’s power affects the area within a mile of her castle, enhancing shadow magic while impeding light magic for the rest of the encounters you face in this adventure.
* Spells with the shadow trait gain a +1 circumstance bonus to their spell DC or spell attack roll with that spell.
* Spells with a Light trait need to succeed at a DC 6 flat check or the spell or activation is disrupted.

Wave of Despair; DC 31 Will:

CS: Unaffected
S: Can't use reactions, must attempt another save at the start of its turn. (F: Slowed 1 for that turn as it sobs uncontrollably)
F: As Success, but 1 minute
CF: As Failure, Automatically Slowed 1 for 1 minute

Horizon Hunters

M Human | Ranger 12 | HP 176/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Is this a new Wave of Despair, or a copy/paste issue?

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Halgur


Linnorm-Slayer
Horizon Hunters Astrid Gertasdottir

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 1/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions: Paragon's guard
(1,163 posts)

Michael Hallet


Yimni
Vigilant Seal Rextangalin Werzerial

male gnome (vivacious ☐) bard [alchemist/gunslinger] 12 | ♥️ 164| ⛨31 deathless ☐ | F+21 R+21 W+19* | Perc+18 low-light, darkvision | speed 25ft | focus ☐☐ | spells 1st ☐☐☐ 2nd ☐☑☐ 3rd ☐☐☐ 4th ☑☐☐ 5th ☑☑☐ 6th ☑☐☐| Diplomat's Badge ☐ |
(337 posts)

Pirate Rob


Abra Lopati
Horizon Hunters Arrus

M Human | Ranger 12 | HP 176/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)
(162 posts)

redeux


Red Mantis Assassin
Envoy's Alliance Lydia by redeux

LN (she/her) Human scoundrel rogue 11 | HP 129/129 | AC 32/30 | F +19 (Resilience) R +23 (Evasion) W +19 | Perc +20 low-light (Trapfinding+2) | Stealth +23 | 30ft | Hero 3*/3 | Active Conditions: Doomed 2
(168 posts)

Watery Soup


Laurel
Radiant Oath Quinoline Silicate

6-09 | female (she/her) skilled human (Thuvian) alchemist (bomber) 12 | ◆◇↺ | AC 31 (33) | HP 152/152, shield 80/80 | P+19, F+22^, R+21, W+20 | Explore: Investigate| DV, 30' | A: 2/2, L: 2/2, MF: 1/1, EoL: 2/2, BH: 0/1, DV: 0/1, VV: 7/7 | Hero: 1/3 | Active conditions: darkvision, imprecise scent
(1,004 posts)