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

Game Master UncleFroggy

Macros | Slides | RPG Chronicles

CP: 28 22
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 (↺)


51 to 100 of 239 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
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

Same question as Arrus. Quinoline succeeded Round 1, does she need to make a new save on Round 2, and if so, what is the difference between Success and Failure? Just the Slowed?

Round 2 Will, if necessary: 1d20 + 20 ⇒ (8) + 20 = 28 vs DC 33

That would make Quinoline Slowed 1 on Round 2 if she needed to make the save.

---

Quinoline Steps out of the flank. If she's Slowed, she'll just Quick Bomb Red; if she's not Slowed, she'll Devise a Strategem first and throw at someone else on a low roll.

Devise a Strategem: 1d20 ⇒ 11

Greater Bottled Lightning: 11 + 21 = 32 vs Red or Pink (both 1st range increment)
Electricity: 3d6 ⇒ (5, 6, 4) = 15 plus 11 splash electricity plus off-guard (1 round) plus DC 31 Fortitude vs dazzled (1 round)

Reminder that Quinoline didn't Raise her Shield, so her AC is 31 for Round 3.

Radiant Oath

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

My interpretation is that if you succeeded the initial save, then you need to make a save at the start of your next turn or be slowed 1 for the current turn (1 action to cry your eyes out). If you failed the save, then you need to make the save on your next turn or be slowed 1 for 1 minute. If anyone has a different interpretation, I'd love to hear it. This scenario's turning out to be more complex than the other 9-12's I've run before.

Wave of Despair.

I think we can all agree that Wave of Despair is totally nasty

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)

I agree on how Wave of Despair works. Arrus succeeded on the initial save here and then lost an action on his turn here.
Quinoline made the initial save here and the 1 round of slow for their next round here
Now it's several rounds after that and the Tracker lists saves for Arrus and Quinoline again vs slow on Wave of Despair, but I don't see a new one cast. I am trying to figure out if the tracker has a copy paste error for needing those saves on the most recent post, or if that's a save for a new wave of despair that I'm not picking up out of the narrative or something else entirely.

Radiant Oath

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

Hmm... I misunderstood then. I thought it was for every turn for some reason. Disregard the requests for a save.

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)
GM Tiger wrote:
Hmm... I misunderstood then. I thought it was for every turn for some reason. Disregard the requests for a save.

On a failure, it's a save every round for a minute vs being slowed 1 each round. On a success it only happens for 1 round. (On a crit success it's no effect and a crit fail is auto slowed for the full minute). It's certainty a strangely worded spell and you're not the first to be tripped up by it.

Radiant Oath

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

The Crit effects I think are the clearest instructions -- I think we can all agree with that! :)

GM Dice:
Fort: 1d20 + 21 ⇒ (15) + 21 = 36

Quinoline chucks a sparking blue bottle at Red and hits it right in the chest, giving it a bad shock.

L,Q: 1d2 ⇒ 2

Red retaliates in kind.

Morphic Limb vs Quinoline AC 31: 1d20 + 21 ⇒ (3) + 21 = 24 for B: 2d10 + 12 ⇒ (5, 7) + 12 = 24
Morphic Limb vs Quinoline AC 31, MAP: 1d20 + 16 ⇒ (4) + 16 = 20 for B: 2d10 + 12 ⇒ (7, 7) + 12 = 26
Morphic Limb vs Quinoline AC 31, MAP 2+: 1d20 + 21 - 10 ⇒ (1) + 21 - 10 = 12 for B: 2d10 + 12 ⇒ (8, 9) + 12 = 29

Apparently the shock really scrambled its reflexes

Escape vs DC 34: 1d20 + 19 ⇒ (18) + 19 = 37

Blue manages to break free of Astrid's headlock. Hissing in fury, it takes a swipe at her.

Claw vs Astrid AC 36, Magical, MAP, Agile: 1d20 + 21 ⇒ (8) + 21 = 29 for Slashing: 2d10 + 11 ⇒ (8, 7) + 11 = 26
Claw vs Astrid AC 36, Magical, MAP 2+, Agile: 1d20 + 17 ⇒ (14) + 17 = 31 for Slashing: 2d10 + 11 ⇒ (10, 1) + 11 = 22

Radiant Oath

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

Pink moves in and goes after Lydia.

B, P, S: 1d3 ⇒ 3

Morphic Limb vs Lydia AC 30, OG: 1d20 + 21 ⇒ (6) + 21 = 27 for Slashing: 2d10 + 12 ⇒ (6, 1) + 12 = 19
Morphic Limb vs Lydia AC 30, OG, MAP: 1d20 + 21 - 5 ⇒ (7) + 21 - 5 = 23 for Slashing: 2d10 + 12 ⇒ (10, 8) + 12 = 30

Wow... The damage is terrible but they can't hit!

White heads towards Astrid.

B, P, S: 1d3 ⇒ 1
Morphic Limb vs Astrid AC 36: 1d20 + 21 ⇒ (9) + 21 = 30 for Bludgeoning: 2d10 + 12 ⇒ (1, 7) + 12 = 20
Morphic Limb vs Astrid AC 36, MAP: 1d20 + 21 - 5 ⇒ (11) + 21 - 5 = 27 for Bludgeoning: 2d10 + 12 ⇒ (10, 4) + 12 = 26

------------------
COMBAT TRACKER
Round: 3
Tactical Map
Before your Turn:
DC 31 Will vs Wave of Despair (Slowed 1 for current round): Astrid, Rex, Lydia
------------------
Those with ** may go

Arrus Lionus - AC 33 150/176 (Red Prey) ** no reactions
Red (-121; AC 27, OG)
Blue (-11)
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)
Quinoline Silicate - AC 31 (33 w/shield) 94/140 (AC 31; 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.

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 ⇒ (19) + 19 = 38 success - so i'm not slowed this round?

Lydia slices her jagged sword at red and then having temporarily recovored from her sobbing, she makes some quick mental calculations before swinging her sword every which way.

Strike vs Red w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 ⇒ (3) + 22 = 25 hit, with off-guard!
S dmg: 2d6 + 2 ⇒ (5, 5) + 2 = 12 | +fire,cold: 1d6 + 1d6 ⇒ (4) + (5) = 9 | +sneak vs OG: 3d6 ⇒ (1, 6, 5) = 12 | +Debilitating strike: No reactions

If Red is still up, strike. If red is down, feint pink

2nd action, if red is up:

Strike vs Red w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 4 ⇒ (14) + 22 - 4 = 32
S dmg, twin: 2d6 + 2 + 2 ⇒ (4, 4) + 2 + 2 = 12 | +fire,cold: 1d6 + 1d6 ⇒ (4) + (3) = 7 | +sneak vs OG: 3d6 ⇒ (4, 3, 3) = 10 | +Debilitating strike: No reactions

2nd action, if red is down:

Feint vs Pink perception DC: 1d20 + 23 ⇒ (13) + 23 = 36
Feint spoiler below for degrees of success with scoundrel racket

3rd action- skirmish strike red if red is up. if red is down then skirmish strike pink
Strike vs Red or Pink w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 - 8 ⇒ (18) + 22 - 8 = 32
S dmg, twin: 2d6 + 2 + 2 ⇒ (3, 6) + 2 + 2 = 13 | +fire,cold: 1d6 + 1d6 ⇒ (5) + (5) = 10 | +sneak vs OG: 3d6 ⇒ (2, 2, 4) = 8 | (If vs OG) +Debilitating strike: No reactions
+5ft step NW to be above directly red

Actions: ◆Strike Red ◆Strike Red or Feint Pink ◆Skirmish Strike Red or Pink

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.
Feint, Scoundrel Racket:
Requirements You are within melee reach of the target you attempt to Feint. With a misleading flourish, you leave an opponent unprepared for your real attack. Attempt a Deception check against your target's Perception DC.

Critical Success The target is off-guard against all melee attacks until the end of your next turn. If wielding agile or finesse weapon, you can step immediately after the Feint as a free action.
Success The target is off-guard against your melee attacks until the end of your next turn. If wielding agile or finesse weapon, you can step immediately after the Feint as a free action.
Critical Failure Your feint backfires. You are off-guard against melee attacks the target attempts against you until the end of your next turn.

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 ⇒ (5) + 18 = 23

"You're a slippery bastard, I'll give you that. Looks like it's time to get mean." The ulfen focuses the sloth creature in her steely gaze and strikes.

intimidate, demoralize vs blue: 1d20 + 25 ⇒ (19) + 25 = 44

quick draw, Stormstriker vs blue: 1d20 + 25 ⇒ (19) + 25 = 44
damage, slashing, electrical: 3d8 + 8 + 1d6 ⇒ (3, 1, 1) + 8 + (5) = 18

◆ Demoralize, ◆ quick draw

If that attack was a crit then blue is off-guard until the start of Astrid's next turn and white takes 5 electrical damage. Astrid has intimidating glare.

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 ⇒ (20) + 19 = 39

Rex continues to fight back the emotions plaguing him.

Need to understand the state of the battlefield before I decide where to place Phantom Orchestra this round.

Radiant Oath

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

Lydia strikes Red twice and kills it. She then moves towards Pink and stabs it as well.

Astrid scares the heck out of Blue. She then slashes it with Stormstriker, leaving a jagged gash in Blue's body. Lightning arcs out and zaps White.

Rex waits until the battlefield is clearer...

Rex and Lydia are not slowed. Astrid unfortunately had to dry her tears... ;)

------------------
COMBAT TRACKER
Round: 3
Tactical Map
Before your Turn:
DC 31 Will vs Wave of Despair (Slowed 1 for current round): Astrid, Rex, Lydia
------------------
Those with ** may go

Arrus Lionus - AC 33 150/176 (Red Prey) ** no reactions
Blue (-47; F2; AC <= 34)
Pink (-53; AC 27)
White (-5; AC 27)
**Rex - AC 31 143/164 (Invisible) ** 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 ** no reactions
Yellow (-11; AC 27)
Quinoline Silicate - AC 31 (33 w/shield) 94/140 (AC 31; 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.

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 causes another burst of sound to affect the same area.

◆ Sustain Phantom Orchestra
Sonic: 8d6 ⇒ (3, 6, 1, 1, 4, 3, 5, 4) = 27 Basic Fortitude DC 31.

Rex then regales the group with an encouraging anecdote before using a magic rune to help ease the loading of his crossbow.

◇ Lingering Composition Performance DC 30: 1d20 + 19 ⇒ (19) + 19 = 38 3 rounds
◆ Cast a Spell (Courageous Anthem)

◆ Coating Rune (Oil of Swiftness) Quickened 1 for strikes with weapon.

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 was originally flanked between red and pink. so for her third action skirmish strike was Strike THEN step away from pink. Where i put her on the map was where I intended her to be regardless of whether or not red was still up since it would move her out of the flank or away from pink. I've moved her back to where she should be on the map.

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 has a moderate dread rune on her armor. Blue will need to make a DC29 will save in order to reduce their frightened below 2

Radiant Oath

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

GM Dice:

Fort: 1d20 + 19 ⇒ (16) + 19 = 35
W Fort: 1d20 + 21 ⇒ (14) + 21 = 35

Both White and Blue manage to cover their ears (assuming they even have ears) against Rex's overture. Rex tells a tale of encouragement while spreading some oil on his crossbow.

Who: 1d5 ⇒ 5

Nightmare Vision vs Arrus AC 33: 1d20 + 19 ⇒ (15) + 19 = 34 for Mental: 4d6 + 7 ⇒ (5, 4, 3, 2) + 7 = 21
Nightmare Vision vs Arrus AC 33, MAP: 1d20 + 4 ⇒ (10) + 4 = 14 for Mental: 4d6 + 7 ⇒ (6, 6, 6, 5) + 7 = 30
Nightmare Vision vs Arrus AC 33, MAP 2+: 1d20 + 9 ⇒ (15) + 9 = 24 for Mental: 4d6 + 7 ⇒ (1, 2, 2, 1) + 7 = 13

Yellow projects some nightmarish images and gives Arrus a splitting headache.

------------------
COMBAT TRACKER
Round: 3
Tactical Map
Active Conditions: Courageous Anthem (1/3)

Before your Turn:
DC 31 Will vs Wave of Despair (Slowed 1 for current round): Astrid, Rex, Lydia
------------------
Those with ** may go

-4-
**Arrus Lionus - AC 33 129/176 ** no reactions
Blue (-60; F2; AC <= 34)
Pink (-53; AC 27)
White (-18; AC 27)
Rex - AC 31 143/164 (Invisible; Q1 strikes) ** no reactions
Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard) ** no reactions
Lydia - AC 30 (32 Nimble Dodge) 84/129 ** no reactions
Yellow (-11; AC 27)

-3-
**Quinoline Silicate - AC 31 (33 w/shield) 94/140 (AC 31; 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.

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 considers the trajectories involved in attacking Blue.

Devise a Strategem: 1d20 ⇒ 20

She discovers an uncanny combination of angle, velocity, and angular momentum.

Greater Bottled Lightning, Uncanny Bombs (60', cover -1), Courageous Anthem: 20 + 21 + 1 = 42
Electricity: 3d6 ⇒ (5, 2, 1) = 8 plus 11 splash electricity plus off-guard (1 round) plus DC 31 Fortitude vs dazzled (1 round)

The splash is not doubled on a critical hit.

Pushing her luck, she'll throw a second bomb. (A persistent acid flask at Blue, if still up, or a debilitating bottled lightning at Pink, if Blue goes down.)

Bomb, MAP: 1d20 + 21 + 1 - 5 ⇒ (17) + 21 + 1 - 5 = 34
Acid: 3 = 3 plus 11 splash acid plus 3d6+11 persistent acid; OR
Electricity: 3d6 ⇒ (2, 4, 6) = 12 plus 11 splash electricity plus off-guard (1 round) plus DC 31 Fortitude 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)

Arrus moves down to the next cannon and fires at pink.

Cannon vs Pink: 1d20 + 23 ⇒ (18) + 23 = 41
cannon damage: 15d6 ⇒ (2, 3, 3, 4, 1, 3, 5, 4, 4, 2, 5, 3, 1, 5, 6) = 51

Radiant Oath

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

Arrus moves up to the next cannon, fires, and does devastating damage to Pink.

Quinoline catches the perfect angle on Blue and zaps it.

GM Dice:
Fort: 1d20 + 19 ⇒ (6) + 19 = 25

She follows up with an acid bomb and hits, doing more damage to it...

Quinoline, do you have the +1 from CA in your damage?

Astrid, Lydia, Quinoline: 1d3 ⇒ 1

Concealed: 1d20 ⇒ 15
Blue concentrates and bombards Astrid's mind with confusing ideas.

It then tries to slash at her with a claw.

Concealed: 1d20 ⇒ 1

But it can't see past the floaties in front of its eyes.

GM Dice:
Fort; F2: 1d20 + 19 - 2 ⇒ (12) + 19 - 2 = 29

Persistent Acid; Flat: 3d6 + 11 ⇒ (6, 3, 3) + 11 = 231d20 ⇒ 12

Lydia, Quinoline: 1d2 ⇒ 2

Nightmare Vision vs Quinoline AC 31: 1d20 + 19 ⇒ (4) + 19 = 23 for Mental: 4d6 + 7 ⇒ (1, 2, 6, 6) + 7 = 22
Nightmare Vision vs Quinoline AC 31, MAP: 1d20 + 4 ⇒ (7) + 4 = 11 for Mental: 4d6 + 7 ⇒ (5, 3, 4, 3) + 7 = 22

Pink tries to project nightmares into Quinoline's head but is unable to focus.

B, P, S: 1d3 ⇒ 2

White's limb morphs into a large pointy object and it tries to poke Astrid with it.

Morphic Limb vs Astrid AC 36: 1d20 + 21 ⇒ (18) + 21 = 39 for Piercing: 2d10 + 12 ⇒ (9, 5) + 12 = 26

Grapple vs Fort DC 32: 1d20 + 20 - 5 ⇒ (16) + 20 - 5 = 31 Improved Grab

It tries to poke her twice more.

Morphic Limb vs Astrid AC 36, MAP 2+: 1d20 + 11 ⇒ (13) + 11 = 24 for B/P/S: 2d10 + 12 ⇒ (6, 6) + 12 = 24

Morphic Limb vs Astrid AC 36, MAP 2+: 1d20 + 11 ⇒ (5) + 11 = 16 for B/P/S: 2d10 + 12 ⇒ (6, 6) + 12 = 24

Radiant Oath

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

------------------
COMBAT TRACKER
Round: 4
Tactical Map
Active Conditions: Courageous Anthem (1/3)

Before your Turn:
DC 30 Will vs Wave of Despair (Slowed 1 for current round): Astrid, Rex, Lydia
DC 30 Will Save vs Confusion: Astrid
------------------
Those with ** may go

Arrus Lionus - AC 33 129/176 ** no reactions
Blue (-124; F1; AC <= 34; Dazzled; OG; 3d6+11 Persistent Acid)
Pink (-155; AC 27)
White (-18; AC 27)
**Rex - AC 31 143/164 (Invisible; Q1 strikes) ** no reactions
**Astrid Gertasdottir - AC 34 (36 w/shield) 150/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard) ** no reactions
**Lydia - AC 30 (32 Nimble Dodge) 84/129 ** no reactions
Yellow (-11; AC 27)
Quinoline Silicate - AC 31 (33 w/shield) 94/140 (AC 31; 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.

Confusion; DC 30 Will:

CS: unaffected
S: Babbles incoherently, Stunned 1
F: Confused 1 minute; Will Save end of turn to end the spell early
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 ⇒ (7) + 19 = 26

Rex feels the stinging in his eyes again.

The fanfare repeats again over the same area.

◆ Sustain Phantom Orchestra

Sonic: 8d6 ⇒ (4, 4, 1, 4, 6, 5, 6, 1) = 31 DC 31 basic Fortitude (white, blue)

He then moves towards the cannons.

◆ Stride
◆ Stride

Gaining and Losing Actions

When both Quickened and Slowed, you can opt to lost the more restrictive action gained from the quickened condition.

Radiant Oath

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

GM Dice:

Blue Fort: 1d20 + 19 ⇒ (13) + 19 = 32
W Fort: 1d20 + 21 ⇒ (13) + 21 = 34

Rex tears up again for some reason. But he dashes the tears away and drops another fanfare on top of White and Blue. They manage to plug their ears while Rex moves towards the cannons.

------------------
COMBAT TRACKER
Round: 4
Tactical Map
Active Conditions: Courageous Anthem (1/3)

Before your Turn:
DC 30 Will vs Wave of Despair (Slowed 1 for current round): Astrid, Rex, Lydia
DC 30 Will Save vs Confusion: Astrid
------------------
Those with ** may go

Arrus Lionus - AC 33 129/176 ** no reactions
Blue (-139; F1; AC <= 34; Dazzled; OG; 3d6+11 Persistent Acid)
Pink (-155; AC 27)
White (-33; AC 27)
Rex - AC 31 143/164 (Invisible; Q1 strikes) ** no reactions
**Astrid Gertasdottir - AC 34 (36 w/shield) 150/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard) ** no reactions
**Lydia - AC 30 (32 Nimble Dodge) 84/129 ** no reactions
Yellow (-11; AC 27)
Quinoline Silicate - AC 31 (33 w/shield) 94/140 (AC 31; 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.

Confusion; DC 29 Will:

CS: unaffected
S: Babbles incoherently, Stunned 1
F: Confused 1 minute; Will Save end of turn to end the spell early
CF: Confused 1 minute; no save

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 vs slowed DC30: 1d20 + 18 ⇒ (9) + 18 = 27
will save vs confusion DC30: 1d20 + 18 ⇒ (7) + 18 = 25
Stunned overrides slowed, still 2 actions for Astrid

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 reels momentarily under the sloth-creature's mental assault but quickly recovers and grins a feral grin.

"Ha! You'll have to do better than that."

Stormstriker vs blue: 1d20 + 25 ⇒ (9) + 25 = 34
damage, slashing, electrical: 3d8 + 8 + 1d6 ⇒ (8, 5, 6) + 8 + (2) = 29

Stormstriker vs blue: 1d20 + 25 - 5 ⇒ (19) + 25 - 5 = 39
damage, slashing, electrical: 3d8 + 8 + 1d6 ⇒ (4, 1, 4) + 8 + (2) = 19

◆ Strike, ◆ strike

Radiant Oath

◆◇↺ | Spell Templates | Provisions | GM Screen | Basecamp
Astrid Gertasdottir wrote:

[dice=will save vs slowed DC30]1d20+18

[dice=will save vs confusion DC30]1d20+18
Stunned overrides slowed, still 2 actions for Astrid

Astrid, you failed the confusion check. Hero point? Or are you ok with being Confused for 1 minute?

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. Looked at the wrong line. Yeah HP reroll

will save DC29: 1d20 + 18 ⇒ (15) + 18 = 33

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 30 : 1d20 + 19 ⇒ (3) + 19 = 22 slowed

Lydia feels the wave of despair rush over her again, but manages to take a step towards Pink and try to finish it off.

Strike vs Pink w/ Exposition (+2 striking flaming frost sawtooth), inspire: 1d20 + 22 + 1 ⇒ (17) + 22 + 1 = 40 crit
S dmg: 2d6 + 2 + 1 ⇒ (4, 4) + 2 + 1 = 11 | +fire,cold: 1d6 + 1d6 ⇒ (1) + (5) = 6 x2 = 34 dmg

2nd action - strike pink, or step. If pink is down, Lydia will take a step 5' S instead of a 2nd strike. she would then be 10'North of Yellow.

Strike vs Pink w/ Catastrophe (+2 striking flaming frost sawtooth), inspire: 1d20 + 22 - 4 + 1 ⇒ (2) + 22 - 4 + 1 = 21
S dmg, twin: 2d6 + 2 + 2 + 1 ⇒ (1, 1) + 2 + 2 + 1 = 7 | +fire,cold: 1d6 + 1d6 ⇒ (2) + (3) = 5

Actions: ◆Skirmish Strike (step+strike) ◆Strike or step

Radiant Oath

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

Astrid and Lydia feel the despair wash over them and they spend some time sobbing uncontrollably. However, they recover with deadly precision. Astrid's two swings cleave Blue in half while Lydia finishes Pink before stepping towards Yellow.

B, P, S: 1d3 ⇒ 1

Yellow forms its arm into a hammer and attempts to clobber Quinoline with it.

Morphic Limb vs Quinoline AC 31: 1d20 + 21 ⇒ (4) + 21 = 25 for B/P/S: 2d10 + 12 ⇒ (1, 3) + 12 = 16
Morphic Limb vs Quinoline AC 31, MAP: 1d20 + 16 ⇒ (13) + 16 = 29 for B/P/S: 2d10 + 12 ⇒ (5, 8) + 12 = 25

Quinoline effortlessly avoids both strikes.

------------------
COMBAT TRACKER
Round: 4-5
Tactical Map
Active Conditions: Courageous Anthem (2/3)

Before your Turn:
DC 30 Will vs Wave of Despair (Slowed 1 for current round): Astrid, Rex, Lydia
------------------
Those with ** may go

-5-
**Arrus Lionus - AC 33 129/176 ** no reactions
White (-33; AC 27)
Rex - AC 31 143/164 (Invisible; Q1 strikes) ** no reactions
Astrid Gertasdottir - AC 34 (36 w/shield) 150/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard) ** no reactions
Lydia - AC 30 (32 Nimble Dodge) 84/129 ** no reactions
Yellow (-11; AC 27)

-4-
**Quinoline Silicate - AC 31 (33 w/shield) 94/140 (AC 31; 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 continues down to the 3rd cannon and fires at white.

Cannon vs White: 1d20 + 23 ⇒ (9) + 23 = 32
cannon damage: 15d6 ⇒ (3, 3, 6, 1, 4, 2, 2, 3, 2, 2, 4, 4, 3, 6, 4) = 49

Radiant Oath

2 people marked this as a favorite.
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 Devises at White (not the one right in front of her).

Devise a Strategem: 1d20 ⇒ 20

Quinoline knows how to deal with this - she's going to hide behind her shield, and ricochet a flask off of Astrid's face!

◆ Raise Shield

"Bank shot!"

◆ Quick Bomber
Greater Bottled Lightning: 20 + 21 = 41
Electricity: 3d6 ⇒ (2, 5, 5) = 12 plus 11 splash electricity (not doubled on crit) plus off-guard (1 round) plus DC 31 Fortitude vs dazzled (1 round)

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

"Ow! Hey! Watch it Quin! You almost..." Astrid begins to reprimand her friend but stops after noting the effectiveness of Quinoline's attack. The shield maiden shakes her head and grins. "Nevermind."

Radiant Oath

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

GM Dice:
Fort: 1d20 + 21 ⇒ (17) + 21 = 38

Quin grins and bounces a flask right off Astrid's forehead and onto White. White freezes for a brief second, limbs going rigid.

Arrus, meanwhile, gets to another cannon and fires another shot into White.

Please don't forget CA! :)

B, P, S: 1d3 ⇒ 1

Morphing its limb into a large club, White tries to brain Astrid.

Morphic Limb vs Astrid AC 31: 1d20 + 21 ⇒ (4) + 21 = 25 for B/P/S: 2d10 + 12 ⇒ (9, 6) + 12 = 27
Morphic Limb vs Astrid AC 31, MAP: 1d20 + 16 ⇒ (11) + 16 = 27 for B/P/S: 2d10 + 12 ⇒ (7, 9) + 12 = 28
Morphic Limb vs Astrid AC 31, MAP 2+: 1d20 + 11 ⇒ (16) + 11 = 27 for B/P/S: 2d10 + 12 ⇒ (2, 10) + 12 = 24

------------------
COMBAT TRACKER
Round: 4-5
Tactical Map
Active Conditions: Courageous Anthem (2/3)

Before your Turn:
DC 30 Will vs Wave of Despair (Slowed 1 for current round): Astrid, Rex, Lydia
------------------
Those with ** may go

Arrus Lionus - AC 33 129/176 ** no reactions
White (-120; AC 27; OG 1 rd)
**Rex - AC 31 143/164 (Invisible; Q1 strikes) ** no reactions
**Astrid Gertasdottir - AC 34 (36 w/shield) 150/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard) ** no reactions
**Lydia - AC 30 (32 Nimble Dodge) 84/129 ** no reactions
Yellow (-11; AC 27)
Quinoline Silicate - AC 31 (33 w/shield) 94/140 (AC 31; 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.

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 Wave of Despair DC 30 : 1d20 + 19 ⇒ (18) + 19 = 37 not slowed this turn

Lydia takes a skirmish strike by stepping towards yellow and then slicing with her jagged sword. She then follows up with two more rapid strikes

gang up makes yellow off-guard to lydia and to others within reach

Strike vs Yellow w/ Exposition (+2 striking flaming frost sawtooth), CA: 1d20 + 22 + 1 ⇒ (18) + 22 + 1 = 41 crit
S dmg: 2d6 + 2 + 1 ⇒ (1, 1) + 2 + 1 = 5 | +fire,cold: 1d6 + 1d6 ⇒ (4) + (2) = 6 | +sneak vs OG: 3d6 ⇒ (1, 2, 1) = 4 | x2 = 30 dmg | +Debilitating strike: No reactions

Strike vs Yellow w/ Catastrophe (+2 striking flaming frost sawtooth), CA: 1d20 + 22 - 4 + 1 ⇒ (5) + 22 - 4 + 1 = 24 Miss by 1 vs offguard AC

Strike vs Yellow w/ Exposition (+2 striking flaming frost sawtooth), CA: 1d20 + 22 - 8 + 1 ⇒ (20) + 22 - 8 + 1 = 35 crit
S dmg, twin: 2d6 + 2 + 2 + 1 ⇒ (2, 2) + 2 + 2 + 1 = 9 | +fire,cold: 1d6 + 1d6 ⇒ (5) + (4) = 9 | +sneak vs OG: 3d6 ⇒ (6, 6, 6) = 18 | x2 = 72 dmg | +Debilitating strike: No reactions

Actions: ◆Skirmish Strike (step+strike) ◆Strike ◆Strike
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.

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 DC30: 1d20 + 18 ⇒ (7) + 18 = 25

"You didn't care for Quinn's lightning in a bottle. Let's see how you like Stormstriker."

Astrid tries to finish off the creature before her.

Stormstriker vs white, CA, OG: 1d20 + 25 + 1 ⇒ (6) + 25 + 1 = 32
damage, slashing, electrical: 3d8 + 8 + 1 + 1d6 ⇒ (2, 5, 2) + 8 + 1 + (1) = 19

Stormstriker vs white, CA, OG: 1d20 + 25 + 1 - 5 ⇒ (5) + 25 + 1 - 5 = 26
damage, slashing, electrical: 3d8 + 8 + 1 + 1d6 ⇒ (6, 8, 1) + 8 + 1 + (4) = 28

◆ Strike, ◆ strike

Radiant Oath

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

Astrid capitalizes on White's temporary disability to finish him off. Lydia moves in and strikes Yellow twice, weakening it terribly.

------------------
COMBAT TRACKER
Round: 4-5
Tactical Map
Active Conditions: Courageous Anthem (2/3)

Before your Turn:
DC 30 Will vs Wave of Despair (Slowed 1 for current round): Astrid, Rex, Lydia
------------------
Those with ** may go

Arrus Lionus - AC 33 129/176 ** no reactions
**Rex - AC 31 143/164 (Invisible; Q1 strikes) ** no reactions
Astrid Gertasdottir - AC 34 (36 w/shield) 150/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard) ** no reactions
Lydia - AC 30 (32 Nimble Dodge) 84/129 ** no reactions
Yellow (-113; AC 27)
Quinoline Silicate - AC 31 (33 w/shield) 94/140 (AC 31; 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.

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 ⇒ (6) + 19 = 25

Letting the fanfare go, Rex moves into position and fires the cannon.

◆ Stride
◆◆ Fire Cannon
Attack OG: 1d20 + 22 + 1 ⇒ (6) + 22 + 1 = 29
Damage: 15d6 + 1 ⇒ (4, 6, 2, 6, 4, 3, 2, 3, 2, 2, 5, 1, 2, 1, 6) + 1 = 50

Radiant Oath

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

Rex shoots Yellow and ends its existence.

COMBAT OVER

whew

The effects of the Wave of Despair fade and you recover. Eando steers the ship out of the transitory dimension and into the Netherworld proper. He apologizes on behalf of the venture-captains for not noticing that the ship would travel through another extradimensional space on its way to the Netherworld, and he promises that the Society will investigate what happened once they’ve returned to the Grand Lodge.

"The group that first recovered the Gale’s Claw from the Netherworld did not experience any planar anomalies. I hope we don't have to go through that again!"

Radiant Oath

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

The blue fog parts, revealing a vast sea of dust below. In the distance, a metropolis looms, surrounded by black walls. Tall spires puncture its skyline. While most are made of stone, others are more akin to towering termite mounds decorated with glowing patterns of light. The wayfinder’s compass points away from the umbral city. The compass points north-northwest toward the Netherworld’s equivalent of the Gravelands. As you soar through the skies, the landscape beneath them shifts. Often, it blurs into an indistinguishable shroud, punctuated by moments of stability. Standout features include a boiling black lake, a mountain that looks like its summit has been bitten off by some apocalyptically large beast, and a forest whose branches reach up into the sky toward the airship, but are not fast enough to catch it.

Eventually, you reach your destination. Here, the wayfinder’s needle points toward an inky black dome, a barrier that completely obscures the top of a rocky hill. The hill is surrounded by sheer cliffs. At the bottom of the cliffs, you see a camp that belongs to a band of nomadic shadow giants and their herd of domesticated dinosaurs. This herd includes both stegosauruses and tyrannosauruses, but the dinosaurs exhibit some unusual features that reflect their ties to the Netherworld. Their bodies are primarily in grayscale, incorporating wisps of shadow. Additionally, the shadow giants have decorated the dinosaurs with jagged iron adornments that evoke the giant’s favored spiked chain weaponry. These include iron caps on the tyrannosauruses’ teeth and rows of iron spikes along the stegosauruses’ tails.

You can either drop down out of the airship and try to get through the barrier yourselves or talk to the Giants.

In either case, Eando Kline hands you the Wayfinder and tells you to let him know when to pick you up. "It's my duty to guard the ship"

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)

Any time to treat wounds/refocus etc?

Arrus looks around "I think dropping down is a better bet for us, but I'm open to opinions."

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 grins at the ranger. "What? You don't want to go and have high tea with the giants, Arrus?" Astrid turns and punches Quinoline lightly on the arm. "Look Quin! They have dinosaurs. I haven't ridden one of those since that crazy iruxi game in Ekkeshikaar, remember that? Ha! That was fun, wasn't it? I wonder how Stinky is doing? He was a good dino. I say we go down there and pay our respects."

Radiant Oath

1 person marked this as a favorite.
◆◇↺ | Spell Templates | Provisions | GM Screen | Basecamp

We can handwave healing since it's just damage.

Radiant Oath

1 person marked this as a favorite.
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, despite her now-broken arm, agrees with Astrid. "I'm sure there will be plenty of opportunities to sneak around later, but only one opportunity to knock politely."

This is presuming Rex and Lydia are CHA-based and have a full set of social skills between them. (Lydia, the link to your character sheet is broken.) If we don't, then Quinoline will break free of her Stockholm Syndrome and defy Astrid, siding with Arrus instead.

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 ponders what he knows about these giants...

Recall Knowledge

He then calls out to them, hoping that the tongue of giants back on Golarion is similar enough to whatever they might speak here.

Speaking Jotun

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
Quinoline Silicate wrote:
This is presuming Rex and Lydia are CHA-based and have a full set of social skills between them. (Lydia, the link to your character sheet is broken.) If we don't, then Quinoline will break free of her Stockholm Syndrome and defy Astrid, siding with Arrus instead.

Thanks, the one in lydia's tagline was working but i forgot to update the other one in her profile. Lydia is CHA based and is trained in all the CHa skills, master in Deception. Dont forget we have the macros sheet which gives a party overview

Lydia takes a minute before her battle with despair fades and she acts as though nothing happened. "If it were just me I'd prefer sneaking but.." She pauses and looks at Arrus, "perhaps we might find more success with 'diplomacy'"

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)

I don't have an especially strong opinion, just a minor preference and a desire to keep the game going.

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
Lydia by redeux wrote:

Lydia takes a minute before her battle with despair fades and she acts as though nothing happened. "If it were just me I'd prefer sneaking but.." She pauses and looks at Arrus, "perhaps we might find more success with 'diplomacy'"

"Heh, 'Diplomacy,' sure." She shouts down to the giants. "Hello down there. I'm sure you've heard of me. I'm Astrid Gertasdottir, shield maiden and famed adventurer, stealthier than moonlight and fiercer than a thunderstorm. I've killed more men than winter and drunk enough ale to sink an armada. I've frightened a demon lord back into hell and ridden dinosaurs into battle."

She frowns a bit and reconsiders her words. "Actually my dino had thick armor plates and wasn't quite as shadowy but you get the idea. We're taking our new airship for a shakedown cruise and seem to have gotten a bit lost. Do you mind giving us the lay of the land so to speak?"

performance, make an impression: 1d20 + 21 ⇒ (6) + 21 = 27

Astrid has impressive performance

Radiant Oath

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

Spits coffee all over desk... "I'm sure you've heard of me?!" :) I'll move us along in a few hours...

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

Astrid's speech should take a -1 circumstance penalty because Quinoline is rolling her eyes in the background.

Radiant Oath

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

You decide to head down to talk to the giants. As you approach their camp, the giants send a representative ahead to speak with you, accompanied by a small guard of several other giants and dinosaurs. Based on you gear and bearing, she’s determined that you may be strong enough to be worth her time.

A shadow giant woman dressed in dinosaur hide and wielding a barbed spiked chain steps forward. "Halt!" she barks, in Shadowtongue-accented Common. "State your business here. If you come for war, we will slay you to the last and feed your bodies to the tyrannosaurs. If you come for peace, then show me your valor. After, we talk." She reaches into a pouch at her belt, offering a clay vessel filled with a black salve. "First, apply this. Then, we fight."

DC 28 Arcana/Religion/Occultism/Nature to Identify Magic:

You determine that when the salve is applied, it creates a thin, shadowy shroud around its wearer’s body. For the next 10 minutes, when the wearer takes damage from someone who doesn’t have lethal intent toward them, the damage they take is nonlethal.

You can either try to earn her respect by going into combat or trying to do it diplomatically. You choose :)

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

Arcana: 1d20 + 25 ⇒ (3) + 25 = 28 vs DC 28
Well, that was cutting it close.

Item ID wrote:
You determine that when the salve is applied, it creates a thin, shadowy shroud around its wearer’s body. For the next 10 minutes, when the wearer takes damage from someone who doesn’t have lethal intent toward them, the damage they take is nonlethal.

Quinoline will vote for diplomacy, but she'll not shy away from a fight, especially since it sounds like it would be non-lethal.

If we go the Diplomatic route, Quinoline will Aid by translating euphemisms into Shadowtongue.

Aid Diplomacy: 1d20 + 18 ⇒ (5) + 18 = 23 vs DC 15 (?)

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)

Nature: 1d20 + 22 ⇒ (9) + 22 = 31

Arrus looks at the salve and speaks quietly to his fellow Pathfinders "Applying it allows for nonlethal fights if we go that direction."

51 to 100 of 239 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [ACO] PF2e - 06-09: The Power of Legends (P1) All Messageboards

Want to post a reply? Sign in.