[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 - 2
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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GM Dice:

Nature: 1d20 + 22 ⇒ (15) + 22 = 37

Arrus:
Gruasha is a shadow giant (or a variant of one). What specifically did you want to know?

Arrus learns a bit of info about Gruasha, but his crossbow attack doesn't hit (even with the +1 for the RK and +1 for CA)

Lydia steps up and attacks Gruasha with twin swords and connects with her second attack. Gruasha cries out from the fire and ice, as well as the slash.

Astrid moves up and lets Stormstriker do the talking. Her attack hits and Gruasha gets a shock. She also appears nervous, having never faced such opposition before.

Lydia Bleed; Flat: 1d6 ⇒ 51d20 ⇒ 12

Speed, Enfeebled: 1d2 ⇒ 2

Gruasha roars in pain and hurls her spiked chain at Lydia, before trying to punch Astrid.

Spiked Chain vs Lydia AC 32 (Nimble Dodge), F1, E1, 10' Reach: 1d20 + 27 - 2 ⇒ (17) + 27 - 2 = 42 for Slashing: 3d8 + 18 - 1 ⇒ (7, 4, 6) + 18 - 1 = 34

Fist vs Astrid AC 36, F1, E1, 10' reach, NL, MAP, Agile: 1d20 + 22 - 2 ⇒ (8) + 22 - 2 = 28 for Bludgeoning: 3d8 + 18 - 1 ⇒ (8, 8, 1) + 18 - 1 = 34

She then takes a step back.

Dazzled vs Lydia: 1d20 ⇒ 15

Radiant Oath

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------------------
COMBAT TRACKER
Round: 5-6
Tactical Map
Active Conditions: Courageous Anthem (1 rd; ends at the start of Rex's turn)

Before your Turn:

After your Turn:
DC 15 Flat Check vs Persistent Bleed: Rex, Lydia
DC 30 Fortitude vs Pall of Shadow: Lydia
------------------
Those with ** may go

-6-
**Arrus Lionus - AC 33 176/176
Black Gruasha (-30; 32 < AC <= 34; F1; E1; Dazzled Rd 1/2)

-5-
**Lydia - AC 30 (32 Nimble Dodge) 41/129 (1d6 Persistent Bleed)
**Astrid Gertasdottir - AC 34 (36 w/shield) 164/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
**Quinoline Silicate - AC 30 (32 w/shield) 105/140 (AC 32; Shield - H10, 58/80)
**Rex - AC 31 126/164 (1d6 Persistent Bleed)

--------------------------------
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.

Pall of Shadow; DC 30 Fort:

CS/S: unaffected
F: Drained 1; -1 penalty to Perc involving sight as long as they are drained.
CF: as F but Drained can only be removed with magic

Horizon Hunters

M Human | Ranger 12 | HP 149/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Curious about lowest save.

Arrus darts back down as he reloads, taking a shot at the giant.

Courageous Shot: 1d20 + 23 + 1 ⇒ (17) + 23 + 1 = 41
Piercing+Precision+Fire+Force: 3d10 + 2 + 1 + 2d8 + 1d6 + 1d6 ⇒ (7, 3, 4) + 2 + 1 + (1, 4) + (1) + (2) = 25

There Arrus takes a hand off his crossbow to patch up Lydia.

Battle Medicine DC 20: 1d20 + 20 ⇒ (12) + 20 = 32

Healing for Lydia: 4d8 + 10 ⇒ (8, 5, 2, 7) + 10 = 32

Running Reload, strike, battle medicine.

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

I'm going to bot the saves for Lydia first, just so we're all informed of the situation as we process our turns, but I won't bot her actions just yet.

Lydia Recover: 1d20 ⇒ 6 vs DC 15
Lydia Fortitude: 1d20 + 19 ⇒ (4) + 19 = 23 vs DC 30
Drained 1, and a -1 penalty to Perception involving sight as long as they are drained.

So, instead of being 41/129 when we started, Lydia would have been 30/118, 62/118 after Arrus's Battle Medicine.

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 thinks.

Devise a Strategem: 1d20 ⇒ 11

Fortunately, she can still think over Astrid's heavy breathing.

Greater Bottled Lightning: 11 + 21 = 32
Electricity: 3d6 ⇒ (3, 2, 5) = 10 plus 11 splash electricity plus off-guard (1 round) plus 11 persistent electricity.

Quinoline will take out an elixir of life ◆ in case Lydia needs it 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

Astrid steps forward and grins a feral grin as she issues an ominous warning.

"Okay this has been fun and all but we have things to do. It's about time we finish this. Brace yourself. This is gonna hurt. A lot."

intimidate, demoralize: 1d20 + 25 ⇒ (4) + 25 = 29

Astrid's rather likes the giant, causing her words to lose their sting.

Stormstriker, CA: 1d20 + 25 + 1 ⇒ (16) + 25 + 1 = 42
damage, slashing, electrical: 3d8 + 8 + 1 + 1d6 ⇒ (2, 1, 5) + 8 + 1 + (6) = 23

◆ step, ◆ demoralize, ◆ 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

It looks like Quinoline might have forgotten to add +1 to hit and damage for CA

Radiant Oath

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Arrus:
She's not very agile

Lydia Bleed: 1d6 ⇒ 4

Arrus reloads on the run, moving up to Lydia. He shoots Gruasha and slaps a battle dressing on Lydia. The bolt slams into Gruasha's shoulder, causing her to wince.

Quin gets an angle on Gruasha and shocks her silly with a lightning bomb.
Hit only because of Frightened, so AC 33 Gruasha's hair stands on end and her moves become jerky. Astrid forewarns Gruasha, then steps and carves into the giant with Stormstriker, doing massive damage.

------------------
COMBAT TRACKER
Round: 5-6
Tactical Map
Active Conditions: Courageous Anthem (1 rd; ends at the start of Rex's turn)

Before your Turn:

After your Turn:
DC 15 Flat Check vs Persistent Bleed: Rex, Lydia
------------------
Those with ** may go

-6-
Arrus Lionus - AC 33 176/176
Black Gruasha (-140; AC 33; F1; E1; OG; Dazzled Rd 1/2)

-5-
**Lydia - AC 30 (32 Nimble Dodge) 58/129[118] (1d6 Persistent Bleed; Drained 1; -1 Perc[Sight])
Astrid Gertasdottir - AC 34 (36 w/shield) 164/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
Quinoline Silicate - AC 30 (32 w/shield) 105/140 (AC 32; Shield - H10, 58/80)
**Rex - AC 31 126/164 (1d6 Persistent Bleed)

--------------------------------
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 continues to encourage his party

◇ Lingering Composition Performance: 1d20 + 19 ⇒ (3) + 19 = 22 1 round
◆ Courageous Anthem.

◆ Reload
◆ Strike Attack: 1d20 + 22 + 1 - 2 ⇒ (10) + 22 + 1 - 2 = 31
Piercing: 3d8 + 3 + 1 ⇒ (2, 5, 6) + 3 + 1 = 17

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

Botting Lydia.

"Don't worry, Astrid will take a few hits for you!" Quinoline shouts.

Lydia sees why they call Quinoline the Brainiac. She Strides forward, attacks once, and then Steps back.

+2 striking flaming frost sawtooth, CA: 1d20 + 22 + 1 ⇒ (6) + 22 + 1 = 29
Slashing, CA: 2d6 + 2 + 1 ⇒ (2, 6) + 2 + 1 = 11 plus Fire: 1d6 ⇒ 2 plus Cold: 1d6 ⇒ 3 plus Precision: 3d6 ⇒ (4, 1, 1) = 6 plus Debilitating Strike

Radiant Oath

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Rex encourages the party again and shoots Gruasha in her meaty thigh with his crossbow. "You will regret that, small one!" she snarls. Lydia moves in, takes a futile swipe at Gruasha before stepping back out of reach.

Rex Bleed; Flat: 1d6 ⇒ 31d20 ⇒ 11

With Astrid in her face and within reach, Gruasha strikes at the shieldmaiden.

Fist vs AC, 10' reach, NL: 1d20 + 26 - 2 ⇒ (6) + 26 - 2 = 30 for Bludgeoning: 3d8 + 18 ⇒ (8, 7, 7) + 18 = 40 plus Pall of Shadow
Fist vs AC, 10' reach, NL, MAP, Agile: 1d20 + 22 - 2 ⇒ (3) + 22 - 2 = 23 for Bludgeoning: 3d8 + 18 ⇒ (8, 6, 2) + 18 = 34 plus Pall of Shadow
Fist vs AC, 10' reach, NL, MAP 2+, Agile: 1d20 + 18 - 2 ⇒ (7) + 18 - 2 = 23 for Bludgeoning: 3d8 + 18 ⇒ (7, 7, 3) + 18 = 35 plus Pall of Shadow

Her fists make Astrid's shield ring like a bell...

Strikes adjusted for Frightened and Enfeebled. Totally forgot about Dazzled but it didn't matter

GM Dice:
Will: 1d20 + 23 ⇒ (17) + 23 = 40

With her expenditure of nervous energy, Gruasha feels calmer.
(though I have a feeling Astrid will change that)

------------------
COMBAT TRACKER
Round: 6-7
Tactical Map
Active Conditions: Courageous Anthem (1 rd; ends at the start of Rex's turn)

Before your Turn:

After your Turn:
DC 15 Flat Check vs Persistent Bleed: Rex, Lydia
------------------
Those with ** may go

-7-
**Arrus Lionus - AC 33 176/176
Black Gruasha (-140; AC 33; E1; OG; Dazzled Rd 2/2)

-6-
**Lydia - AC 30 (32 Nimble Dodge) 58/129[118] (1d6 Persistent Bleed; Drained 1; -1 Perc[Sight])
**Astrid Gertasdottir - AC 34 (36 w/shield) 164/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
**Quinoline Silicate - AC 30 (32 w/shield) 105/140 (AC 32; Shield - H10, 58/80)
**Rex - AC 31 123/164 (1d6 Persistent Bleed)

--------------------------------
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

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 sighs. "Really? That's the best you can do?"

Stormstriker, intimidating strike: 1d20 + 25 + 1 ⇒ (7) + 25 + 1 = 33
damage, slashing, electrical: 3d8 + 8 + 1 + 1d6 ⇒ (7, 5, 2) + 8 + 1 + (4) = 27

Stormstriker: 1d20 + 25 + 1 - 5 ⇒ (11) + 25 + 1 - 5 = 32
damage, slashing, electrical: 3d8 + 8 + 1 + 1d6 ⇒ (8, 8, 2) + 8 + 1 + (2) = 29

◆◆ Intimidating strike, ◆ strike

Horizon Hunters

M Human | Ranger 12 | HP 149/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Arrus circles around to help Astrid out, as they reload/regrip their crossbow before firing point blank.

Inspired Crossbow: 1d20 + 23 + 1 ⇒ (5) + 23 + 1 = 29
Inspired Piercing+Precision+fire+force: 3d10 + 2 + 1 + 2d8 + 1d6 + 1d6 ⇒ (1, 10, 1) + 2 + 1 + (2, 4) + (5) + (5) = 31

Arrus then reloads again but holds his ground.

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 throw one bomb, a dazzling lightning flask, then move up and put a bandage on Lydia.

Bottled Lightning, CA: 1d20 + 23 + 1 ⇒ (7) + 23 + 1 = 31
Electricity: 3d6 ⇒ (5, 6, 3) = 14 plus 11 splash electricity plus off-guard (1 round) plus DC 31 Fortitude vs dazzled (1 round)

Expert Battle Medicine (Assurance 26): 2d8 + 10 ⇒ (6, 4) + 10 = 20

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 a step and then strikes three times in rapid succession.

Strike vs Red w/ Exposition (+2 striking flaming frost sawtooth), CA: 1d20 + 22 + 1 ⇒ (10) + 22 + 1 = 33
S dmg, CA: 2d6 + 2 + 1 ⇒ (2, 5) + 2 + 1 = 10 | +fire,cold: 1d6 + 1d6 ⇒ (3) + (2) = 5 | +sneak vs OG: 3d6 ⇒ (3, 1, 5) = 9 | (If vs OG) +Debilitating strike: No reactions

Strike vs Red w/ Catastrophe (+2 striking flaming frost sawtooth),CA: 1d20 + 22 - 4 + 1 ⇒ (1) + 22 - 4 + 1 = 20

Strike vs Red w/ Exposition (+2 striking flaming frost sawtooth), CA: 1d20 + 22 - 8 + 1 ⇒ (15) + 22 - 8 + 1 = 30
S dmg, twin,CA: 2d6 + 2 + 2 + 1 ⇒ (4, 6) + 2 + 2 + 1 = 15 | +fire,cold: 1d6 + 1d6 ⇒ (5) + (4) = 9 | +sneak vs OG: 3d6 ⇒ (2, 6, 5) = 13 | (If vs OG) +Debilitating strike: No reactions

End of turn
persist bleed recovery check: 1d20 ⇒ 4

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.

Radiant Oath

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GM Dice:
Fort: 1d20 + 25 ⇒ (11) + 25 = 36

After attacks from various Pathfinders, Gruasha ends up in a dirt nap.

COMBAT OVER

The giants all close in and treat your wounds and revive those who were knocked out. Before heading back to the herd Barney takes the time to give you the stink-eye ;)

Gruasha goes up to each of you. "You all fight well. You have earned my respect" she says admirably.

"My clan and I are are nomadic dinosaur herders familiar with this region. A fortress has existed up at the top of the hill for as long as their stories can remember—at least several centuries. Up until a few years ago, it was the home of a group of kayal scavengers, who hid in the fortress behind a group of domesticated giant spiders that served as their guards. A few years ago, something terrible happened in the Universe, and undead started coming through to this region in much greater numbers. Around that time, a band of humans and other Universe-dwelling ancestries crossed over and joined the kayals in the fortress. Together, these newcomers and the scavengers sent out raiding parties to hunt undead. When we last came this way, around a year ago, the fortress’s inhabitants seemed to be surviving well enough."

"Recently, however, we came across an unusual undead—a shadow with its own separate shadow. They had no trouble defeating the undead, but when they did, its unusual shadow flew off. Pursuing the shadow led them back here, we found the fortress hidden behind a shadow barrier. Our initial search of the barrier found it to be made of powerful arcane magic with ties to the Void. Our efforts to break it down failed, as it regenerated faster than they could damage it and proved highly resistant to our magic. If you decide you want to cross the barrier, I would caution you against it, but I will help you take the barrier down."

Radiant Oath

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At the top of the barren hill, a deep chasm encircles a roiling dome of shadows. Along the chasm’s edge, conical structures made of fine white threads rise from the ground, each around 10 feet tall. A single stone bridge crosses the rift, its end disappearing into the black void.

MAP

Anything past the bridge is inside the barrier.

DC 20 Perception to seek while inspecting the webs:

Most of the webs contain dead giant insects or other animals, but a few were used to store larger prey. In particular, the spiders here once hunted undead on behalf of the kayal who claimed the fortress until recently, though they saved their rotten flesh for when other food sources weren’t abundant.

You notice that several of them contain the tattered remains of corpses.

If you reach into one of the webs to pull out its contents

Spoiler:
DC 30 Reflex or get stuck; same DC to escape

DC 15 Religion to examine one of the bodies

Spoiler:
You determine that these remains belonged to a zombie, which was turned into an undead before being torn apart.

DC 22 Medicine

Spoiler:
You determine that the body was torn apart by enormous fangs.

DC 22 Nature

Spoiler:
You realize that the zombie was torn apart by goliath spiders

DC 24 Engineering Lore/DC 26 Crafting:
The bridge’s stability suggests that the barrier passing through it hasn’t damaged its structural integrity in any way.

Radiant Oath

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The barrier appears to be a hemisphere, but its true shape is a full sphere, extending beneath the ground to prevent burrowing creatures from breaching the fortress. To anyone who touches it, it feels smooth and unyielding, as if made from polished stone. The barrier blocks mundane senses like sight and hearing, in addition to magical senses like effects with the scrying trait. It also blocks teleportation effects from crossing from one side to the other.

Disabling the Barrier:
* Each PC can make 3 skill checks
* DC 28 (26 for Lore)
* Example skills (be creative)
-- Arcana/Nature/Occultism/Religion checks to interfere with its magic
-- Athletics to break the barrier
-- Crafting to rig a device like an explosive
* Skill checks result in "Barrier Points" as follows
* CS/S/F/CF - 2/1/0/-1

DISPEL MAGIC
* DC 28 Counteract vs Rank 6 for HT
* CF: -1 BP; F: 0 BP; S: 3 BP; CS: 4 BP

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 ☐ |

Perception: 1d20 + 18 ⇒ (5) + 18 = 23

Crafting: 1d20 + 20 ⇒ (5) + 20 = 25

Rex takes a moment to inspect the barrier but says nothing. He starts to try to unweave the magic.

Cast a Spell (Dispel Magic Rank 5)
Counteract: 1d20 + 21 ⇒ (14) + 21 = 35

Success: Counteract Rank 6.

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 cracks her knuckles, braces herself against the barrier and pushes.

athletics DC28: 1d20 + 24 ⇒ (17) + 24 = 41

athletics DC28: 1d20 + 24 ⇒ (7) + 24 = 31

athletics DC28: 1d20 + 24 ⇒ (11) + 24 = 35

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

Crafting: 1d20 + 25 ⇒ (13) + 25 = 38 vs DC 26

"The bridge’s stability suggests that the barrier passing through it hasn’t damaged its structural integrity in any way. But, I still recommend that Astrid go first, anyway."

---

"I might be able to rig something like an explosive."

Crafting 1: 1d20 + 25 ⇒ (14) + 25 = 39 vs DC 28
Crafting 2: 1d20 + 25 ⇒ (16) + 25 = 41 vs DC 28
Crafting 3: 1d20 + 25 ⇒ (5) + 25 = 30 vs DC 28

Quinoline proudly holds up a small Christmas tree, where the ornaments are alchemical bombs and all the leaves are also alchemical bombs.

Horizon Hunters

M Human | Ranger 12 | HP 149/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Arrus remembers who's really good at bypassing strange barriers pulls out a few old chronicles out his backpack and works though them, trying to find stories of what's worked in the past.

Pathfinder Lore(M): 1d20 + 22 ⇒ (18) + 22 = 40
Pathfinder Lore(M): 1d20 + 22 ⇒ (16) + 22 = 38
Pathfinder Lore(M): 1d20 + 22 ⇒ (15) + 22 = 37

If that lore doesn't work, I can roll Nature(M), at the same bonus.

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

"You fight well, as well. Nearly got the best of me" Lydia responds with a smile.

----

Lydia follows Astrid's lead and braces the barrier next to her as they push together

Athletics DC 28: 1d20 + 17 ⇒ (9) + 17 = 26 fail
Athletics DC 28: 1d20 + 17 ⇒ (8) + 17 = 25 fail
Athletics DC 28: 1d20 + 17 ⇒ (11) + 17 = 28 success

Radiant Oath

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The barrier drops instantly as Arrus, Quin and Astrid go to work on it. You cross to enter the fortress’s stony courtyard. The courtyard is filled is with more of the same large conical spider webs that you saw on the other side of the bridge. Additionally, it is decorated with several 60-foot-tall stone pillars covered in sticky webbing. As you cross over, a pair of ginormous spiders drop from the towers. Their shadows are particularly prominent compared to the ones cast by you.

Rex, keep your dispel

Init:
Arrus Lionus's Initiative using Search: 1d20 + 24 ⇒ (14) + 24 = 38
Rex's Initiative using Search: 1d20 + 18 ⇒ (9) + 18 = 27
Astrid Gertasdottir's Initiative using Defend: 1d20 + 21 ⇒ (7) + 21 = 28
Lydia's Initiative using Avoid Notice: 1d20 + 23 ⇒ (12) + 23 = 35
Quinoline Silicate's Initiative using : 1d20 + 18 ⇒ (19) + 18 = 37
Red: 1d20 + 22 ⇒ (2) + 22 = 24
Blue: 1d20 + 22 ⇒ (9) + 22 = 31

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
* Shadowpacts (see spoiler below)
* Sever the Shadowpact (see additional spoiler below; 1 action)

Terrain:
* Entire Map is difficult terrain
* Pink circles are 60' towers covered in sticky webbing (DC 30 Reflex or get stuck, same DC to escape)
* If you enter a square full of webbing (the conical structures), you need to make a DC 30 Reflex save or get stuck, same DC to escape)
* The spiders are immune (of course)
------------------
Those with ** may go

**Arrus Lionus - AC 33 176/176
**Quinoline Silicate - AC 30 (32 w/shield) 140/140 (AC 32; Shield - H10, 80/80)
**Lydia - AC 30 (32 Nimble Dodge) 129/129
Blue
Astrid Gertasdottir - AC 34 (36 w/shield) 164/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
Rex - AC 31 164/164
Red

--------------------------------
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.

SHADOWPACT INFO:

With a new source of mythic power at her disposal, Penumbra has been developing a means of strengthening her allies. Nonsapient creatures and willing sapient creatures can enter into a shadowpact with her, swearing loyal service in exchange for a fragment of her mythic essence. Other than Penumbra herself, all of the creatures the PCs fight within the fortress or its courtyard are under a shadowpact, which manifests in the form of an unusually dark shadow that animates to assist them in performing a newly granted ability.

But these creatures aren’t the only ones benefitting from borrowed mythic power. Thanks to their own mythic infusion from the mystical berries at the beginning of the adventure, the PCs can interface with these altered shadows. In so doing, they can sever a creature’s connection to Penumbra while simultaneously freeing it from the obligation to fight until slain or destroyed on her behalf.

Gruasha’s account of the fleeing shadow allow you to automatically recognize how to use Sever the Shadowpact when you come across the shadowpact creatures

Sever the Shadowpact, 1 action:

* Must be Mythic and within 30' of a shadowpact creature
* Within 30 feet of the creature: DC 28 Occultism/Religion to metaphysically cut the shadowy link
* Adjacent of the creature:
-- DC 30 Athletics to wrestle the shadow away
-- DC 32 Thievery to steal the shadow
* Success: the creature permanently loses the ability granted from its shadowpact

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

With the shadows so close, Quinoline immediately tries to sever it from Blue.

Occultism: 1d20 + 23 ⇒ (3) + 23 = 26 vs DC 28
Well, that sucked. If I'm able to do it again next action, I'll just spend an action, otherwise, I'll spend a Hero Point.

Occultism: 1d20 + 23 ⇒ (19) + 23 = 42 vs DC 28
More like it.

If Quinoline used a Hero Point, she would raise her shield as her second action.

"Without your shadow, you're not so powerful."

Greater Bottled Lightning: 1d20 + 23 ⇒ (4) + 23 = 27
Electricity: 3d6 ⇒ (4, 1, 2) = 7 plus 11 splash electricity plus off-guard (1 round) plus DC 31 vs dazzled (1 round)

GM, please note your tracker is outdated: Quinoline's AC is 31, 33 with her shield raised.

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 rushes towards blue and tries to steal the creature's shadow

Sever the Shadowpact (Blue) DC 32 Thievery: 1d20 + 22 ⇒ (16) + 22 = 38 Success

"Leave, or die!" she commands as she begins her assault

Strike vs Blue w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 ⇒ (10) + 22 = 32
S dmg: 2d6 + 2 ⇒ (4, 6) + 2 = 12 | +fire,cold: 1d6 + 1d6 ⇒ (1) + (4) = 5

Blue will be off-guard for anyone else coming into melee (gang up)

Actions: ◆Stride ◆Sever the shadowpact (blue) ◆Strike blue
Reaction ↺ Nimble Dodge first atk vs Lydia each round (+2 AC)

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

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Quin, if you move up to beside Astrid, it will work out and sever Red's shadowpact (30'). You'll just have to raise your shield instead of chucking a bottled lightning unless you have quick bomber

Lydia moves up to Blue, severs its shadowpact and slices it with her sword.

------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
* Shadowpacts (see spoiler below)
* Sever the Shadowpact (see additional spoiler below; 1 action)

Terrain:
* Entire Map is difficult terrain
* Pink circles are 60' towers covered in sticky webbing (DC 30 Reflex or get stuck, same DC to escape)
* If you enter a square full of webbing (the conical structures), you need to make a DC 30 Reflex save or get stuck, same DC to escape)
* The spiders are immune (of course)
------------------
Those with ** may go

**Arrus Lionus - AC 33 176/176
**Quinoline Silicate - AC 31 (33 w/shield) 140/140 (AC 33; Shield - H10, 80/80) **adjustment pending?
Lydia - AC 30 (32 Nimble Dodge) 129/129
Blue (-12; Severed; AC <=32)
Astrid Gertasdottir - AC 34 (36 w/shield) 164/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
Rex - AC 31 164/164
Red

--------------------------------
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 149/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Arrus stares down blue, trying to figure out what exactly it is.

Hunt Prey Blue (Free RK with Nature +22. If nothing is learned, immediately reroll with PFS Lore at +22) Would like to know about weakest save or potentially its shadowpact ability.
If at least a success we each gain a +1 circumstance bonus to each of our next attack roll against that prey and a +2 circumstance bonus either to our AC the next time the creature attacks us or to our next saving throws against an effect from that particular creature (whichever comes first.)

Then Arrus takes a shot.

Crossbow vs Blue: 1d20 + 23 ⇒ (20) + 23 = 43
Potential +1 from Monster Hunter
piercing+precision+fire+force: 3d10 + 2 + 2d8 + 1d6 + 1d6 ⇒ (4, 10, 9) + 2 + (1, 8) + (2) + (4) = 40
Double damage and 1d10 persistent fire and 1d8 persistent bleed. Will not push

Then Arrus reloads as he hustles directly under red, putting himself into danger this time.

I think since they are 3 sizes larger than me we can share space.

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

Yes, please revise, but Quinoline will neither get to raise her shield nor throw a bomb (even with Quick Bomber). ◆ Stride, ◆ Sever (26 vs DC 28), ◆ Sever (42 vs DC 28).

Radiant Oath

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GM Dice:

Nature: 1d20 + 22 ⇒ (17) + 22 = 39

Arrus:

They're not very strong willed. They are very resilient and nimble though. When they had their shadowpact, they will fight to the death. They would also be immune to any effects hazards will have in their lair

Arrus shoots Red with a bolt that buries itself in the spider's eye, causing to explode with ichor. The bolt also causes the wound to bleed and smolder...

EDIT - I just realized -- Arrus, the map past the bridge is difficult terrain. Do you have enough movement to get underneath it?

Quin moves up to where Astrid is and manages to sever the shadow link between Red and the shadow.

Blue attempts to shoot a web at Who: 1d5 ⇒ 1

Web vs Lydia AC 32, ND, 60' range: 1d20 + 22 ⇒ (7) + 22 = 29

Unable to catch her, it tries to bite her anyway...

Fangs vs Lydia AC 30, 10' reach, MAP: 1d20 + 19 ⇒ (9) + 19 = 28 for Piercing: 2d12 + 12 ⇒ (12, 11) + 12 = 35
Fangs vs Lydia AC 30, 10' reach, MAP 2+: 1d20 + 14 ⇒ (11) + 14 = 25 for Piercing: 2d12 + 12 ⇒ (4, 4) + 12 = 20

------------------
COMBAT TRACKER
Round: 1
Tactical Map

Terrain:
* Entire Map past the bridge is difficult terrain
* Pink circles are 60' towers covered in sticky webbing (DC 30 Reflex or get stuck, same DC to escape)
* If you enter a square full of webbing (the conical structures), you need to make a DC 30 Reflex save or get stuck, same DC to escape)
* The spiders are immune (of course)
------------------
Those with ** may go

Arrus Lionus - AC 33 176/176
Quinoline Silicate - AC 31 (33 w/shield) 140/140 (AC 33; Shield - H10, 80/80)
Lydia - AC 30 (32 Nimble Dodge) 129/129
Blue (-12; Severed; AC <=32)
**Astrid Gertasdottir - AC 34 (36 w/shield) 164/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
**Rex - AC 31 164/164
Red (-80; Severed; AC <=32; d10 Persistent Fire; d8 Persistent Bleed)

--------------------------------
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 149/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

I totally missed the difficult terrain, but fortunately as a ranger Arrus has:
Unimpeded Journey
Level 11
You move quickly through obstacles, whether they're tumbled stone or tangled undergrowth. You can ignore the effects of difficult terrain. As normal for ignoring difficult terrain, this also lets you treat the hindrances of greater difficult terrain as those of difficult terrain.

Also, to be clear I hunted and attacked Blue, and then moved to Red (potentially setting myself up for a penetrating shot next round.)

Arrus shouts "They're weak willed, but at least somewhat protected until severed."

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 attempts to inspire everyone.

◇ Lingering Composition
Performance: 1d20 + 19 ⇒ (4) + 19 = 23 1 round
◆ Courageous Anthem

◆◆ Cast a Spell Vision of Death (Rank 5) at Red
Mental: 10d6 ⇒ (6, 2, 1, 3, 3, 5, 4, 6, 1, 2) = 33 DC 31 Will

Critical Success The target is unaffected.
Success The target takes half damage and is frightened 1.
Failure The target takes full damage and is frightened 2.
Critical Failure The target takes double damage, is frightened 4, and is fleeing for as long as it's frightened.

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 is unimpressed by the giant spiders. "Bah, I've seen bigger spiders."

She sets her shield, advances and strikes.

quick draw, Stormstriker vs blue, OG: 1d20 + 25 + 1 ⇒ (6) + 25 + 1 = 32
damage, slashing, electrical: 3d8 + 8 + 1 + 1d6 ⇒ (7, 5, 6) + 8 + 1 + (2) = 29

◆ Enter stance, ◆ stride, ◆ quick draw

Radiant Oath

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GM Dice:

Will: 1d20 + 17 ⇒ (18) + 17 = 35
Will vs Rune DC 29: 1d20 + 17 ⇒ (14) + 17 = 31

Rex inspires the party then sends a powerful image to the spider of it being squashed by a singing purple T-Rex. Red shudders but manages to tough it out. Astrid charges Blue and slashes it across its abdomen with her sword, injuring it.

Red attempts to bite Arrus.

Fangs vs Arrus AC 33, 10' reach: 1d20 + 24 - 1 ⇒ (4) + 24 - 1 = 27 for Piercing: 2d12 + 12 ⇒ (4, 3) + 12 = 19

Fangs vs Arrus AC 33, 10' reach, MAP: 1d20 + 19 ⇒ (18) + 19 = 37 for Piercing: 2d12 + 12 ⇒ (3, 1) + 12 = 16

It then backs off.

------------------
COMBAT TRACKER
Round: 1
Tactical Map

Active Conditions: Courageous Anthem (Rd 1/1; ends at the start of Rex's turn 2, though Astrid will get the benefit even if Rex acts first)

Terrain:
* Entire Map past the bridge is difficult terrain
* Pink circles are 60' towers covered in sticky webbing (DC 30 Reflex or get stuck, same DC to escape)
* If you enter a square full of webbing (the conical structures), you need to make a DC 30 Reflex save or get stuck, same DC to escape)
* The spiders are immune (of course)

Before your Turn:
DC 30 Fortitude vs Poison: Arrus
------------------
Those with ** may go

**Arrus Lionus - AC 33 157/176
**Quinoline Silicate - AC 31 (33 w/shield) 140/140 (AC 33; Shield - H10, 80/80)
**Lydia - AC 30 (32 Nimble Dodge) 129/129
Blue (-121; Severed; AC <=32; d10 Persistent Fire; d8 Persistent Bleed) < 50%
Astrid Gertasdottir - AC 34 (36 w/shield) 164/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
Rex - AC 31 164/164
Red (-16; Severed; AC <=32)

--------------------------------
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.

Venom; DC 30 Fortitude; Incapacitation:

Duration: 6 rds
S1: 3d6 Poison, Slowed 1 (1 rd)
S2: 3d8 Poison, Slowed 2 (1 rd)
S3: 3d10 Poison, Paralyzed for 2d4 hours

Horizon Hunters

M Human | Ranger 12 | HP 149/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

GM: I think you applied the 19 from the miss instead of the 16 from the hit.

Fort vs Venom: 1d20 + 22 ⇒ (4) + 22 = 26
Arrus cringes as he gets bitten.
Failure, is Incap helping?

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

With Astrid by her side, Lydia gangs up on the (blue) spider and beings slicing and dicing. off guard from gang up

Strike vs Blue w/ Exposition (+2 striking flaming frost sawtooth), IC: 1d20 + 22 + 1 ⇒ (11) + 22 + 1 = 34
S dmg, IC: 2d6 + 2 + 1 ⇒ (1, 6) + 2 + 1 = 10 | +fire,cold: 1d6 + 1d6 ⇒ (1) + (3) = 4 | +sneak vs OG: 3d6 ⇒ (1, 1, 6) = 8 | +Debilitating strike: No reactions

Strike vs Blue w/ Catastrophe (+2 striking flaming frost sawtooth), IC: 1d20 + 22 - 4 + 1 ⇒ (18) + 22 - 4 + 1 = 37
S dmg, twin, IC: 2d6 + 2 + 2 + 1 ⇒ (3, 2) + 2 + 2 + 1 = 10 | +fire,cold: 1d6 + 1d6 ⇒ (5) + (6) = 11 | +sneak vs OG: 3d6 ⇒ (1, 2, 5) = 8 | +Debilitating strike: No reactions

Strike vs Blue w/ Exposition (+2 striking flaming frost sawtooth), IC: 1d20 + 22 - 8 + 1 ⇒ (9) + 22 - 8 + 1 = 24
S dmg, twin, IC: 2d6 + 2 + 2 + 1 ⇒ (5, 4) + 2 + 2 + 1 = 14 | +fire,cold: 1d6 + 1d6 ⇒ (5) + (2) = 7 | +sneak vs OG: 3d6 ⇒ (1, 3, 2) = 6 | (If vs OG) +Debilitating strike: No reactions

Actions: ◆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.

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

Quinoline glances over and sees whether Astrid's Ego is blocking the guargantuan creature.

Devise a Strategem: 1d20 ⇒ 15

Only partially.

Greater Bottled Lightning: 15 + 23 = 38
Electricity: 3d6 ⇒ (3, 3, 6) = 12 plus 11 splash electricity plus off-guard (1 round) plus DC 31 Fortitude vs dazzled (1 round)

Quinoline begins ◆ Striding towards Arrus in case he needs some help with poison. She's got a big jar of urine that she can use. Oh, wait, that's for jellyfish stings. Never mind, but she can whip up an antidote.

The antidote is not urine-based.

Radiant Oath

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Arrus wrote:

GM: I think you applied the 19 from the miss instead of the 16 from the hit.

[dice=Fort vs Venom]1d20+22
Arrus cringes as he gets bitten.
Failure, is Incap helping?

Per my understanding, no negative effects on a failure other than the poison damage and the effect

Radiant Oath

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GM Dice:
Fort: 1d20 + 25 ⇒ (4) + 25 = 29

Poison S1: 3d6 ⇒ (5, 2, 4) = 11

------------------
COMBAT TRACKER
Round: 2
Tactical Map

Active Conditions: Courageous Anthem (Rd 1/1; ends at the start of Rex's turn 2, though Astrid will get the benefit even if Rex acts first)

Terrain:
* Entire Map past the bridge is difficult terrain
* Pink circles are 60' towers covered in sticky webbing (DC 30 Reflex or get stuck, same DC to escape)
* If you enter a square full of webbing (the conical structures), you need to make a DC 30 Reflex save or get stuck, same DC to escape)
* The spiders are immune (of course)

After your Turn:
DC 30 Fortitude vs Poison: Arrus
------------------
Those with ** may go

**Arrus Lionus - AC 33 149/176 (Slowed 1)
Quinoline Silicate - AC 31 (33 w/shield) 140/140 (AC 33; Shield - H10, 80/80)
Lydia - AC 30 (32 Nimble Dodge) 129/129
Blue (-195; Severed; AC <=32; d10 Persistent Fire; d8 Persistent Bleed; OG; Dazzled) < 15%; no reactions
Astrid Gertasdottir - AC 34 (36 w/shield) 164/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
Rex - AC 31 164/164
Red (-16; Severed; AC <=32)

--------------------------------
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.

Venom; DC 30 Fortitude; Incapacitation:

Duration: 6 rds
S1: 3d6 Poison, Slowed 1 (1 rd)
S2: 3d8 Poison, Slowed 2 (1 rd)
S3: 3d10 Poison, Paralyzed for 2d4 hours

Horizon Hunters

M Human | Ranger 12 | HP 149/176 | AC 33| F +22 (S=>CS) R +24(S=>CS) W +21 | Perception +22 (+2 init)(+1 Sight)

Sorry, I was trying to ask if Incap helped my save result so I knew if I was slowed or not. Also I think the 27 missed me (and was 19 damage) and the 37 hit me (and was 16 damage) but 19 damage was noted on the tracker. So I think 16 from the strike and 11 from the poison = 27 damage or 149/176 which I think we agree on now.

Feeling himself starting to slow Arrus fires at Blue.

inspired crossbow vs Blue: 1d20 + 23 + 1 ⇒ (1) + 23 + 1 = 25
piercing+precsion+fire+force: 3d10 + 2 + 1 + 2d8 + 1d6 + 1d6 ⇒ (3, 1, 10) + 2 + 1 + (8, 2) + (5) + (1) = 33

Arrus then circles around while he reloads.
fort vs Poison: 1d20 + 22 ⇒ (14) + 22 = 36
Success = Crit Success

Arrus then shakes off the poison.

Radiant Oath

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Apologies for the long delay. Got swamped when I got back from vacation

The way I read it is that the save result is bumped up one level if your level is twice that of the triggering effect, which unfortunately isn't the case. Anyone more experienced, please feel free to correct me. This is the first time I've encountered this

Astrid, Lydia: 1d2 ⇒ 1

Arrus shoots his bolt at one of the web columns, likely testing to see if it's vulnerable to arrows. He then shakes off the poison from the spider.

Fangs vs Astrid AC 36, 10' reach: 1d20 + 24 ⇒ (18) + 24 = 42
Fangs vs Astrid AC 36, 10' reach, MAP: 1d20 + 19 ⇒ (3) + 19 = 22

Dazzled: 1d20 ⇒ 3

Fortunately for Astrid the floaties in Blue causes it to miss. It starts retreating away from the fight, having had enough punishment.

Fire, Bleed, Flat Checks: 1d10 ⇒ 41d8 ⇒ 42d20 ⇒ (3, 14) = 17

Triggers RS when it moves

------------------
COMBAT TRACKER
Round: 2
Tactical Map

Active Conditions: Courageous Anthem (Rd 1/1; ends at the start of Rex's turn 2, though Astrid will get the benefit even if Rex acts first)

Terrain:
* Entire Map past the bridge is difficult terrain
* Pink circles are 60' towers covered in sticky webbing (DC 30 Reflex or get stuck, same DC to escape)
* If you enter a square full of webbing (the conical structures), you need to make a DC 30 Reflex save or get stuck, same DC to escape)
* The spiders are immune (of course)

After your Turn:
DC 30 Fortitude vs Poison:
------------------
Those with ** may go

Arrus Lionus - AC 33 149/176 (Slowed 1)
Quinoline Silicate - AC 31 (33 w/shield) 140/140 (AC 33; Shield - H10, 80/80)
Lydia - AC 30 (32 Nimble Dodge) 129/129
Blue (-203; Severed; AC <=32; d10 Persistent Fire; d8 Persistent Bleed; OG; Dazzled) < 10%; no reactions
**Astrid Gertasdottir - AC 34 (36 w/shield) 164/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
**Rex - AC 31 164/164
Red (-16; Severed; AC <=32)

--------------------------------
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.

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