Astrid Gertasdottir
|
reflex save DC32: 1d20 + 19 ⇒ (9) + 19 = 28
Failure Astrid takes 22-1=21 void damage
Astrid moves up to the spirits and attempts to calm them.
occultism DC30: 1d20 + 17 ⇒ (6) + 17 = 23
◆ stride, ◆◆ disable haunt
Rextangalin Werzerial
|
Rex tries to see if he recalls anything about this haunt.
◆ Recall Knowledge
Bardic Lore +18. If that fails:
↺ Kreighton's Cognitive Crossover.
Theater Lore +22.
◆◆ Disable
Occultism: 1d20 + 19 ⇒ (15) + 19 = 34
GM Tiger
|
Bardic: 1d20 + 18 ⇒ (8) + 18 = 26
Astrid fails to avoid the tower of spirits and feels the cold touch of the grave. She tries to calm the spirits but her words fall on deaf ears. Rex attempts to find out if he knows anything about the spirits. He, too, attempts to disable the spirits and weakens them somewhat.
The Spirit Cyclone continues to move around and convince you to join it
Void; DC 32 Basic Reflex: 2d10 + 13 ⇒ (2, 6) + 13 = 21
------------------
COMBAT TRACKER
Round: 4
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)
* +1 atk/+2 defense vs Red
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)
Disable the Haunts: DC 30 Occultism/Religion (Trained); 3 successes
* Yellow: 1/3
Before your Turn:
DC 32 Basic Reflex vs 21 Void Damage: Astrid, Lydia, Rex, Quinoline[/b]
------------------
Those with ** may go
**Arrus Lionus - AC 33 149/176
**Quinoline Silicate - AC 31 (33 w/shield) 140/140 (AC 33; Shield - H10, 80/80)
**Lydia - AC 30 (32 Nimble Dodge) 129/129
**Astrid Gertasdottir - AC 34 (36 w/shield) 143/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
**Rex - AC 31 164/164
Yellow
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* 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.
CF: You are swept up into the cyclone, becoming grabbed (Escape DC 32)
A creature grabbed by the cyclone moves along with the cyclone and takes 1d10+6 additional void damage at their beginning of its turn, and it must attempt a Reflex save against the cyclone on the cyclone’s turn, no matter where the cyclone moves.
A creature that successfully Escapes from the cyclone falls from a height of 1d12 × 5 feet.
Lydia by redeux
|
Lydia hurries across the difficult terrain as quickly as possible and begins to try to soothe the spirits.
Religion (T) DC 30: 1d20 + 16 ⇒ (20) + 16 = 36 Crit!
Actions: ◆stride ◆◆Disable
Reaction ↺ Nimble Dodge first atk vs Lydia each round (+2 AC)
Quinoline Silicate
|
Reflex: 1d20 + 21 ⇒ (9) + 21 = 30 vs DC 32, 21 void damage
Quinoline Devises a Strategem ◆ but chooses Skill Strategem.
◆◆ Disable (Occultism), Skill Strategem: 1d20 + 23 + 1 ⇒ (14) + 23 + 1 = 38
Pseudo-Edit: As I was reading through the Devise a Strategem rules to make sure I did everything correctly, I noticed a rule quirk. RAW, I roll a d20 first, then decide whether to use it, then roll for the skill check if I select Skill Strategem. So I edited my post to do that, but the second roll was actually even higher, and realized that looked super suspicious, so I'm just going to stick with my original post, but make a dummy roll here. I doubt this scenario will come up again, but if this does, just let me know how you'd prefer me to handle it, GM.
Second d20 roll: 1d20 ⇒ 17 (would have been 41 total for Occultism)
So, RAW, the nat 14 should have been a superfluous Devise a Strategem roll, and the nat 17 should have been the actual skill check roll. Doesn't change anything in this specific scenario, but could lead to PbP shenanigans or at least the appearance thereof if the DCs or rolls were different.
GM Tiger
|
Actually, disregard the damage. You're not on a formal timeline to get the exploration done so I can assume you all rolled Natural 20's (since Lydia managed to disable the haunt).
Lydia manages to calm the spirits. With a scream, the spirit cyclone dissipates.
You have time to investigate the web bundles in the inner courtyard. Most of the bundles here contain the remains of the people who once lived in the fortress, primarily kayals and humans, but also several people of other ancestries.
Though most of the victims’ possessions are heavily damaged and covered in webs, you manage to recover some personal effects. These items reveal that the humans and other natives of the Universe were a mixture of Knights of Ozem (the precursor to the Knights of Lastwall) and civilians under their protection. Meanwhile, the kayals’ inky-black equipment features externally facing barbs, a style that is more popular in the Netherworld than the Universe. In an exception to the overall battered quality of the gear, the body of one middle-aged human man whose a face is adorned with old battle scars still wears a set of gleaming full plate armor. This is a +2 resilient dawnsilver full plate emblazoned with Iomedae’s holy crest.
It's about the get insane. It doesn't say anything specific in the text but I'll allow one night's rest and final prep. The boss fight for this one's nuts... probably worse than the librarian
Quinoline Silicate
|
Medicine: 1d20 + 21 ⇒ (17) + 21 = 38 vs DC 28
"These bodies were severely injured by void damage, and then killed by something that didn’t leave a physical mark. The spider-inflicted wounds didn’t occur until after they were killed."
Occultism: 1d20 + 23 ⇒ (7) + 23 = 30 vs DC 26
"I detect traces of magic that suggest these people’s souls were extracted from their bodies."
Quinoline will alter her daily preparations from what's listed in her profile. She has 9 dailies and she uses 1 for her own darkvision elixir, 8 are on offer. She has almost every formula (given that they're so cheap now). Darkvision elixir, bravos brew, eagle eye elixirs, and mistform elixirs are the ones I (as a player) think are pretty universally useful, but she's also got drakeheart mutagens and bloodhound masks. A full list is in her profile.
Arrus
|
Happy to take a Mistform Elixir.
Arrus works on their longstrider wand after resting.
DC 20 Nature: 1d20 + 22 ⇒ (6) + 22 = 28
Arrus looks around for any sign of what took these people's souls.
[ooc]Wondering if there's any signs to Hunt Prey with
GM Tiger
|
At this point, there's nothing specific you can hunt prey on -- other than the fact that the creature responsible is nasty... and powerful... Is your tailwind the heightened version or just the 1 hour version?
GM Tiger
|
Before I forget, does anyone take the armor? Or is Astrid the only one who can use it?
GM Tiger
|
Beyond the spider-infested courtyard, a stone castle looms. This fortress is a shadowy mirror of a defensive structure built in Lastwall by the Knights of Ozem several centuries ago. Some of the finer details of the building look smudged out, as if they had been rendered in charcoal and then blended by mistake, but you can still make out an engraving of the flag of Lastwall hanging over the fortress’s doors. You enter the castle via its front gate, or else break in through its boarded-up windows or back entrance. There is no light source inside but after lighting your wayfinders, you discover the ceilings are 10 feet tall. The wayfinder’s needle points the way toward the fortress’s center.
You are currently in the castle's foyer. The fortress’s entryway was recently the site of a sizable battle — the conflict between Penumbra and her undead allies against the fortress’s inhabitants. Though dried, rust-red blood spatters and deep gouges mar the floor in large numbers, no bodies remain. Hallways to either side lead to what appear to be barracks (or what's left of them). The wayfinder points straight ahead but there's a wall in front of you (the tiles they used look really confusing. It almost looked like the foyer where you are and where you need to go are connected)
Which way? Clockwise or counter-clockwise? No doors so I'm not going to ask for a designated door puller! :)
Arrus
|
Hightened Longstrider, so good for 8 hours, never swapped to the new spell, I think the only meaningful difference is the lack of air trait.
Arrus points left "Lets circle around that way."
Astrid Gertasdottir
|
Astrid looks at the armor and shrugs. "It's pretty but I prefer scary." She pounds her fist on her own worn armor.
Astrid will take a mistform elixir and a cheetah's elixir.
Lydia by redeux
|
Lydia prepares sure strike, see the unseen, and whirling scarves. Can't take the armor
Lydia looks at Quinoline's daily preparations, "Mind me taking a darkvision elixir and bravos brew?
Quinoline Silicate
|
When they wake up, Quinoline cooks up a liquid breakfast.
1. Greater darkvision elixir [24 h] (Quinoline, consumed immediately)
2. Greater mistform elixir [5 min] (Arrus)
3. Greater mistform elixir [5 min] (Astrid)
4. Greater cheetah's elixir [1 h, 10'] (Astrid)
5. Greater darkvision elixir [24 h] (Lydia)
6. Moderate bravo's brew [1 h, +2/+3] (Lydia)
7. Greater mistform elixir (Quinoline)
8. Moderate bravo's brew (Quinoline)
9. Greater eagle-eye elixir (Quinoline)
Quinoline follows Arrus clockwise.
GM Tiger
|
I'm just going to keep moving you until you hit an encounter or need to make a check.
Following Arrus, you find yourselves in what appeared to be a barracks. The place is a shambles. While simple clothing items remain here, the room is noticeably devoid of coinage or anything of significant personal or monetary value.
-- PLANNING/MAP ROOM --
The walls of this room contain a map of the nearby terrain on the wall, with pins marking various locations. Scraps of paper attached to the pins bear notes in Common, with statements like "zombies spotted here—origin to the west?" "ghouls eliminated," and "possible weakness in reality?" The people who until recently occupied this fortress used this room to chart out dangers in their surroundings.
-- ARMORY --
The equipment in this armory is a mishmash of armor and armaments, with nothing more powerful than a few non-magical weapons and armor. Notably, there is no weaponry made of special materials, and the most impressive display stands are empty.
The room to the north appears to contain statues...
Any way you'd like to prepare to enter this room?
Quinoline Silicate
|
Since we're looking for a special piece of armor, Quinoline will drink her eagle eye elixir and look carefully for signs it is - or was - in the room. Assuming she finds nothing, she won't do anything additional when the party heads into the statue room.
They're obviously harmless statues.
GM Tiger
|
I'm going to assume you have weapons out.
Quin chugs her eagle eye elixir but can't really spot anything out of the ordinary. You enter the statuary. Stone statues of valiant knights with heavy armor stand vigil over a set of nine interconnected rooms. Red carpet runners inlaid with gold thread decorate the floor.
Apparently the rooms are all connected unlike what I said earlier. There is a door to the west of the room.
You recognize that some of these statues have long shadows, indicating that these statues are guardians with shadowpacts. Well, you also realize they're guardians because they've also started moving...
Arrus Lionus's Initiative using Search: 1d20 + 24 ⇒ (4) + 24 = 28
Rex's Initiative using Search: 1d20 + 18 ⇒ (11) + 18 = 29
Astrid Gertasdottir's Initiative using Defend: 1d20 + 21 ⇒ (8) + 21 = 29
Lydia's Initiative using Avoid Notice: 1d20 + 23 ⇒ (18) + 23 = 41
Quinoline Silicate's Initiative using : 1d20 + 18 ⇒ (19) + 18 = 37
Red: 1d20 + 17 ⇒ (16) + 17 = 33
Orange: 1d20 + 17 ⇒ (1) + 17 = 18
Blue: 1d20 + 17 ⇒ (20) + 17 = 37
Green: 1d20 + 13 ⇒ (12) + 13 = 25
Pink: 1d20 + 13 ⇒ (15) + 13 = 28
Let's see how far we can go before the upgrade
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
* Shadowpacts (see spoiler below)
* Sever the Shadowpact (see additional spoiler below; 1 action)
------------------
Those with ** may go
**Lydia - AC 30 (32 Nimble Dodge) 129/129
Blue
Quinoline Silicate - AC 31 (33 w/shield) 140/140 (Shield - H10, 80/80; +3/4 Perc)
Red
Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
Rex - AC 31 164/164
Pink
Arrus Lionus - AC 33 176/176
Orange
Green
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* 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.
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
* 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
Lydia by redeux
|
Lydia tries to steal the closest statue's shadow, and then cut the link between Red and its shadow. Once freeing them of their shadows, Lydia attempts to slice pink
"This might make them angry! Should we reposition?" Lydia asks while holding her ground for now.
Sever shadowpact vs Pink (Thievery): 1d20 + 22 ⇒ (19) + 22 = 41 Success
Sever shadowpact vs Red (Religion): 1d20 + 16 ⇒ (17) + 16 = 33 Success
Strike vs Pink w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 ⇒ (16) + 22 = 38 Off guard from surprise attack/gang up
S dmg: 2d6 + 2 ⇒ (3, 2) + 2 = 7 | +fire,cold: 1d6 + 1d6 ⇒ (2) + (1) = 3 | +sneak vs OG: 3d6 ⇒ (6, 4, 2) = 12 | +Debilitating strike: No reactions
Actions: ◆Sever Pink (Thievery) ◆Sever Red (Religion) ◆Strike Pink
Reaction ↺ Nimble Dodge first atk vs Lydia each round (+2 AC)
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.
GM Tiger
|
Lydia steals the long shadows from Pink and Red before slashing Pink. A loud crack can be heard as large flakes of stone shellacking fall from Pink. The underlying stone yields to Lydia's weapon.
(Crit, Broken Armor)
Blue reaches out and attempts to pound Who: 1d5 ⇒ 2
Fist vs Rex AC 31, Reach 10: 1d20 + 24 ⇒ (18) + 24 = 42 for Bludgeoning: 2d10 + 13 ⇒ (5, 1) + 13 = 19 Doubled to 38
Fist vs Rex AC 31, Reach 10, MAP: 1d20 + 19 ⇒ (1) + 19 = 20 for Bludgeoning: 2d10 + 13 ⇒ (4, 2) + 13 = 19
Fist vs Rex AC 31, Reach 10, MAP 2+: 1d20 + 14 ⇒ (18) + 14 = 32 for Bludgeoning: 2d10 + 13 ⇒ (9, 6) + 13 = 28
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Special Conditions:
* Shadowpacts (see spoiler below)
* Sever the Shadowpact (see additional spoiler below; 1 action)
Shadowpact Severed: Pink, Red
------------------
Those with ** may go
Lydia - AC 30 (32 Nimble Dodge) 129/129
Blue
**Quinoline Silicate - AC 31 (33 w/shield) 140/140 (Shield - H10, 80/80; +3/4 Perc)
Red (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; Moderate Dread Rune)
Rex - AC 31 98/164
Pink (-44; AC <= 28; Broken Armor; No Reactions)
Arrus Lionus - AC 33 176/176
Orange
Green
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* 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.
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
* 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
Quinoline Silicate
|
| 1 person marked this as a favorite. |
Quinoline tries to sever the shadowpact from all the remaining statues.
◆ Occultism: 1d20 + 23 ⇒ (19) + 23 = 42 vs Blue, DC 28
◆ Occultism: 1d20 + 23 ⇒ (14) + 23 = 37 vs Green, DC 28
◆ Occultism: 1d20 + 23 ⇒ (2) + 23 = 25 vs Orange, DC 28
Will Hero Point that since Quinoline has 2.
Occultism, Hero Point: 1d20 + 23 ⇒ (5) + 23 = 28 vs Orange, DC 28
Your heroic moments grant others the will to keep fighting. When you spend a Hero Point, you and any allies within 30 feet who can see you regain 4d6 Hit Points. This healing also affects dying allies, even if they cannot see you due to being unconscious.
Healing: 4d6 ⇒ (5, 4, 5, 2) = 16
GM Tiger
|
Quin manages to rip away the shadowpacts of the other statues. Arrus enters the room slightly out of focus...
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Shadowpact Severed: Pink, Red, Blue, Green, Orange
------------------
Those with ** may go
Lydia - AC 30 (32 Nimble Dodge) 129/129
Blue
Quinoline Silicate - AC 31 (33 w/shield) 140/140 (Shield - H10, 80/80; +3/4 Perc)
Red (No Reactions)
**Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
**Rex - AC 31 114/164
Pink (-44; AC <= 28; Broken Armor; No Reactions)
Arrus Lionus - AC 33 176/176 (Concealed)
Orange
Green
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* 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.
Astrid Gertasdottir
|
Astrid sets her shield in place then gets to work.
athletics, trip vs blue: 1d20 + 24 ⇒ (11) + 24 = 35
quick draw, Stormstriker, OG?: 1d20 + 25 - 5 ⇒ (4) + 25 - 5 = 24
damage, slashing, electrical: 3d8 + 8 + 1d6 ⇒ (4, 2, 3) + 8 + (3) = 20
◆ Enter stance, ◆ trip, ◆ quick draw
GM Tiger
|
Astrid kicks Blue's foot out from under it. The statue topples over with a loud BOOM! However Astrid appears to be too busy hopping on one foot to properly strike the prone statue.
She just kicked a rock, after all!!
None of the statues have reactions now that their shadowpact is severed
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Shadowpact Severed: Pink, Red, Blue, Green, Orange
------------------
Those with ** may go
Lydia - AC 30 (32 Nimble Dodge) 129/129
Blue (Prone, OG)
Quinoline Silicate - AC 31 (33 w/shield) 140/140 (Shield - H10, 80/80; +3/4 Perc)
Red
Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
**Rex - AC 31 114/164
Pink (-44; AC <= 28; Broken Armor)
Arrus Lionus - AC 33 176/176 (Concealed)
Orange
Green
--------------------------------
CONDITIONS AND EFFECTS REFERENCE
--------------------------------
* 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.
Rextangalin Werzerial
|
Rex stands his ground, tapping into Mythic Power to try to hinder the enemy.
◆ Mythic Casting (2 mythic points remaining)
◆◆ Cast a Spell (Slow rank 6)
DC 37 Fortitude
Critical Success The target is unaffected.
Success The target is slowed 1 for 1 round.
Failure The target is slowed 1 for 1 minute.
Critical Failure The target is slowed 2 for 1 minute.
GM Tiger
|
Pink Fort: 1d20 + 17 ⇒ (2) + 17 = 19
Green Fort: 1d20 + 17 ⇒ (17) + 17 = 34
Red Fort: 1d20 + 24 ⇒ (16) + 24 = 40
Blue Fort: 1d20 + 24 ⇒ (1) + 24 = 25
Orange Fort: 1d20 + 24 ⇒ (18) + 24 = 42
Rex blasts the statues with his Mythic powers and causes Pink and Blue to drastically slow down. Orange and Red somehow weather the storm while Green is slightly more affected.
Pink tries to pound Lydia, Quin: 1d2 ⇒ 1 into the ground.
Fist vs Lydia AC 32: 1d20 + 19 ⇒ (18) + 19 = 37 for Bludgeoning: 2d12 + 6 ⇒ (1, 9) + 6 = 16
------------------
COMBAT TRACKER
Round: 1
Tactical Map
Shadowpact Severed: Pink, Red, Blue, Green, Orange
------------------
Those with ** may go
Lydia - AC 30 (32 Nimble Dodge) 113/129
Blue (Prone, OG; Slowed 2)
Quinoline Silicate - AC 31 (33 w/shield) 140/140 (Shield - H10, 80/80; +3/4 Perc)
Red (Slowed 1 - 0/1)
Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
Rex - AC 31 114/164
Pink (-44; AC <= 28; Broken Armor; Slowed 2)
**Arrus Lionus - AC 33 176/176 (Concealed)
Orange (Slowed 1 - 0/1)
Green (Slowed 1)
Arrus
|
Arrus spends a moment to hunt green.
Free RK w/Nature +22. If that fails to generate any info, reroll with PFS Lore at +22. If at least a success, we all get +1 on our next attack and +2 on our next defense vs Green.
Arrus then fires through blue at green.
Penetrating Shot vs Green: 1d20 + 23 ⇒ (5) + 23 = 28
Likely +1 from Hunt Prey. Ignores the cover
Piercing+Fire+Force+Precision to Blue/Green: 3d10 + 2 + 1d6 + 1d6 + 2d8 ⇒ (7, 6, 8) + 2 + (5) + (5) + (8, 4) = 45
GM Tiger
|
Arrus marks Green as prey and tries to put a crossbow bolt into it via Blue. His bolt drills through Blue and hits Green
Who: 1d4 ⇒ 4
Orange lumbers forward and tries to pound Arrus into jam.
Concealed: 2d20 ⇒ (2, 12) = 14
Fist vs Arrus AC 33, Reach 10, MAP: 1d20 + 19 ⇒ (5) + 19 = 24 for Bludgeoning: 2d10 + 13 ⇒ (2, 5) + 13 = 20
Arrus dives out of the way and stares at the crater in the floor.
Green tries to stomp Astrid into a flat disk.
Fist vs Astrid AC 36: 1d20 + 19 ⇒ (12) + 19 = 31 for Bludgeoning: 2d12 + 6 ⇒ (7, 3) + 6 = 16
Fist vs Astrid AC 36, MAP: 1d20 + 14 ⇒ (4) + 14 = 18 for Bludgeoning: 2d12 + 6 ⇒ (11, 12) + 6 = 29
Astrid doesn't even need to move as the statue fails to come close.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Shadowpact Severed: Pink, Red, Blue, Green, Orange
------------------
Those with ** may go
**Lydia - AC 30 (32 Nimble Dodge) 113/129
Blue (-35; Prone, OG; Slowed 2; AC 30)
Quinoline Silicate - AC 31 (33 w/shield) 140/140 (Shield - H10, 80/80; +3/4 Perc)
Red (Slowed 1 - 0/1; AC 30)
Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
Rex - AC 31 114/164
Pink (-44; AC <= 28; Broken Armor; Slowed 2)
Arrus Lionus - AC 33 176/176 (Concealed)
Orange (Slowed 1 - 0/1; AC 30)
Green (-25; Slowed 1; AC <= 28)
Lydia by redeux
|
Lydia takes the silence from her teammates as the answer. Stand ground, got it, she thinks to herself as she begins a tirade of attacks against the statue with broken armor.
All strikes against Pink (off guard from gang-up). If pink goes down then will strike orange instead.
Strike vs Pink w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 ⇒ (10) + 22 = 32
S dmg: 2d6 + 2 ⇒ (5, 4) + 2 = 11 | +fire,cold: 1d6 + 1d6 ⇒ (3) + (5) = 8 | +sneak vs OG: 3d6 ⇒ (2, 5, 5) = 12 | (If vs OG) +Debilitating strike: No reactions
Strike vs Pink w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 4 ⇒ (14) + 22 - 4 = 32
S dmg, twin: 2d6 + 2 + 2 ⇒ (2, 2) + 2 + 2 = 8 | +fire,cold: 1d6 + 1d6 ⇒ (1) + (6) = 7 | +sneak vs OG: 3d6 ⇒ (3, 5, 1) = 9 | (If vs OG) +Debilitating strike: No reactions
Strike vs Pink w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 - 8 ⇒ (19) + 22 - 8 = 33
S dmg, twin: 2d6 + 2 + 2 ⇒ (1, 6) + 2 + 2 = 11 | +fire,cold: 1d6 + 1d6 ⇒ (4) + (2) = 6 | +sneak vs OG: 3d6 ⇒ (3, 3, 3) = 9 | (If vs OG) +Debilitating strike: No reactions
Actions: ◆Strike ◆Strike ◆Strike
Reaction ↺ Nimble Dodge first atk vs Lydia each round (+2 AC)
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.
GM Tiger
|
Red turns into dust, squashed by Astrid's monstrous ego. However, when you turn around, you noticed that Rex has also disappeared.
Lydia slices and dices at Pink and also reduces it to rubble, before turning on Orange. Although she hits Orange, her blade appears to encounter some resistance penetrating.
Who: 1d4 ⇒ 4
Blue attempts to reduce Arrus to paste.
Concealment: 3d20 ⇒ (11, 10, 9) = 30
Fist vs Arrus AC 33, Reach 10: 1d20 + 24 ⇒ (5) + 24 = 29 for Bludgeoning: 2d10 + 13 ⇒ (1, 4) + 13 = 18
Fist vs Arrus AC 33, Reach 10, MAP: 1d20 + 19 ⇒ (2) + 19 = 21 for Bludgeoning: 2d10 + 13 ⇒ (10, 1) + 13 = 24
Fist vs Arrus AC 33, Reach 10, MAP 2+: 1d20 + 14 ⇒ (18) + 14 = 32 for Bludgeoning: 2d10 + 13 ⇒ (10, 9) + 13 = 32
Arrus lazily steps to the right and Blue's massive fist slams down where he used to be.
------------------
COMBAT TRACKER
Round: 2
Tactical Map
Shadowpact Severed: Pink, Red, Blue, Green, Orange
------------------
Those with ** may go
Lydia - AC 30 (32 Nimble Dodge) 113/129
Blue (-35; Prone, OG; Slowed 2; AC 30)
**Quinoline Silicate - AC 31 (33 w/shield) 140/140 (Shield - H10, 80/80; +3/4 Perc)
**Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
**Arrus Lionus - AC 33 176/176 (Concealed)
Orange (-16; Slowed 1 - 0/1; AC 30)
Green (-25; Slowed 1; AC <= 28)
Quinoline Silicate
|
Blue is prone and Slowed 2, so shouldn't have had 3 attacks. I think they all missed, anyway, but just noticing.
Quinoline will raise her shield and throw a Sticky Acid Flask at Blue if Blue is prone, or else, a Dazzling Bottled Lightning.
Bomb: 1d20 + 23 ⇒ (6) + 23 = 29
Acid: 3 = 3 plus 11 splash acid plus 3d6+11 persistent acid
Electricity: 3d6 ⇒ (4, 4, 6) = 14 plus 11 splash electricity plus off-guard (1 round) plus DC 31 Fort save vs dazzled (1 round)
If Blue has persistent acid, then Quinoline will throw a Sticky Bottled Lightning. If Blue doesn't have persistent acid but is off-guard, she'll throw a Sticky Acid Flask. If Blue isn't off-guard, she'll throw a Dazzling Bottled Lightning.
Bomb, MAP: 1d20 + 23 - 5 ⇒ (3) + 23 - 5 = 21
Acid: 3 = 3 plus 11 splash acid plus 3d6+11 persistent acid
Electricity: 3d6 ⇒ (4, 4, 1) = 9 plus 11 splash electricity plus off-guard (1 round) plus DC 31 Fort save vs dazzled (1 round) OR 11 persistent electricity
Arrus
|
Arrus reloads as he moves back a tiny bit and fires another bolt through blue at green.
Penetrating shot vs Green, ignoring cover from blue: 1d20 + 23 ⇒ (14) + 23 = 37
Piercing+Fire+Force+Precision to Blue/Green: 3d10 + 2 + 1d6 + 1d6 + 2d8 ⇒ (3, 3, 7) + 2 + (1) + (3) + (2, 6) = 27
Astrid Gertasdottir
|
Knowing that it probably can't be frightened but unable to help herself, Astrid threatens the fallen blue statue.
"Stupid statue. Let's see if you're still stupid once I smash you into rubble."
Demoralize vs blue: 1d20 + 25 ⇒ (16) + 25 = 41
Stormstriker vs Blue, OG: 1d20 + 25 ⇒ (14) + 25 = 39
damage, slashing, electrical: 3d8 + 8 + 1d6 ⇒ (5, 3, 6) + 8 + (5) = 27
Stormstriker, vs Blue OG: 1d20 + 25 - 5 ⇒ (2) + 25 - 5 = 22
damage, slashing, electrical: 3d8 + 8 + 1d6 ⇒ (1, 7, 1) + 8 + (1) = 18
GM Tiger
|
Quin smashes an acid flask onto the horizontal Blue. The acid sticks to the rock and starts eating into the statue. She tries to follow up with a lightning bottle but it fails to stick.
Arrus shoots Green through Blue and connects, doing damage to both statues. The hit on green results in some sort of shellacking layer falling off (Crit on Green, Armor is Broken)
Astrid for whatever reason tries to scare a ROCK and learns that rocks have no feelings whatsoever. She then smacks Blue with her sword and connects once cleaving a chunk out of it, though the blade has difficulty pushing through.
Green tries to punch Astrid.
Fist vs Astrid AC 36: 1d20 + 19 ⇒ (12) + 19 = 31 for Bludgeoning: 2d12 + 6 ⇒ (1, 10) + 6 = 17
Fist vs Astrid AC 36, MAP: 1d20 + 14 ⇒ (3) + 14 = 17 for Bludgeoning: 2d12 + 6 ⇒ (10, 6) + 6 = 22
Astrid, Lydia, Quin: 1d3 ⇒ 2
Fist vs Lydia AC 32, ND, Reach 10: 1d20 + 24 ⇒ (12) + 24 = 36 for Bludgeoning: 2d10 + 13 ⇒ (6, 4) + 13 = 23
Fist vs Lydia AC 30, Reach 10, MAP: 1d20 + 19 ⇒ (11) + 19 = 30 for Bludgeoning: 2d10 + 13 ⇒ (4, 2) + 13 = 19
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COMBAT TRACKER
Round: 3
Tactical Map
Shadowpact Severed: Pink, Red, Blue, Green, Orange
------------------
Those with ** may go
**Lydia - AC 30 (32 Nimble Dodge) 71/129
Blue (-111; Prone, OG; Slowed 2; AC 30; 3d6+11 Persistent Acid)
Quinoline Silicate - AC 31 (33 w/shield) 140/140 (Shield - H10, 80/80; +3/4 Perc)
Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
Arrus Lionus - AC 33 176/176 (Concealed)
Orange (-16; AC 30)
Green (-51; Slowed 1; AC <= 28; Broken)
GM Tiger
|
Arrus also sets Green on fire. Flames can be seen licking the side of Green, probably some sort of reaction with the bolt and the armor?
Persistent Fire; Flat: 1d10 ⇒ 81d20 ⇒ 4
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Shadowpact Severed: Pink, Red, Blue, Green, Orange
------------------
Those with ** may go
**Lydia - AC 30 (32 Nimble Dodge) 71/129
Blue (-111; Prone, OG; Slowed 2; AC 30; 3d6+11 Persistent Acid)
Quinoline Silicate - AC 31 (33 w/shield) 140/140 (Shield - H10, 80/80; +3/4 Perc)
Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
Arrus Lionus - AC 33 176/176 (Concealed)
Orange (-16; AC 30)
Green (-59; Slowed 1; AC <= 28; Broken; 1d10 Persistent Fire)
Lydia by redeux
|
Lydia reels from being punched and decides to try to stop blue before it can act. She steps towards blue and strikes repeatedly trying to finish it off
Strike vs Blue w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 ⇒ (2) + 22 = 24
S dmg: 2d6 + 2 ⇒ (4, 1) + 2 = 7 | +fire,cold: 1d6 + 1d6 ⇒ (5) + (5) = 10 | +sneak vs OG: 3d6 ⇒ (4, 6, 3) = 13 | +Debilitating strike: No reactions
Strike vs Blue w/ Catastrophe (+2 striking flaming frost sawtooth): 1d20 + 22 - 4 ⇒ (17) + 22 - 4 = 35
S dmg, twin: 2d6 + 2 + 2 ⇒ (1, 3) + 2 + 2 = 8 | +fire,cold: 1d6 + 1d6 ⇒ (3) + (1) = 4 | +sneak vs OG: 3d6 ⇒ (1, 4, 5) = 10 | +Debilitating strike: No reactions
Strike vs Blue w/ Exposition (+2 striking flaming frost sawtooth): 1d20 + 22 - 8 ⇒ (20) + 22 - 8 = 34
S dmg, twin: 2d6 + 2 + 2 ⇒ (3, 6) + 2 + 2 = 13 | +fire,cold: 1d6 + 1d6 ⇒ (3) + (4) = 7 | +sneak vs OG: 3d6 ⇒ (2, 6, 3) = 11 | +Debilitating strike: No reactions | OnCrit: 1d10 persist fire (flaming), DC 24 fort save or slowed 1 for 1 round (frost)
If blue dies after the 2nd strike, then Lydia's third action would be to step towards green (5'ft left of Astrid, and putting both enemies in range of Gang-Up
Actions: ◆Skirmish Strike (Step+Strike) ◆Strike ◆Strike
Reaction ↺ Nimble Dodge first atk vs Lydia each round (+2 AC)
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.
GM Tiger
|
Lydia retaliates against Blue, carving it up but not totally destroying it. Blue punches out at Lydia...
Fist vs Lydia AC 32, Prone, Reach 10: 1d20 + 24 - 2 ⇒ (9) + 24 - 2 = 31 for Bludgeoning: 2d10 + 13 ⇒ (4, 2) + 13 = 19
... and misses before the acid eats through its body and cuts it in half.
------------------
COMBAT TRACKER
Round: 3
Tactical Map
Shadowpact Severed: Green, Orange
------------------
Those with ** may go
Lydia - AC 30 (32 Nimble Dodge) 71/129
**Quinoline Silicate - AC 31 (33 w/shield) 140/140 (Shield - H10, 80/80; +3/4 Perc)
**Astrid Gertasdottir - AC 34 (36 w/shield) 176/176 (AC 36; Shield - H13, 104/104; Resist - 4Pi, 1Co/El/Vo; Paragon's Guard; Moderate Dread Rune)
**Arrus Lionus - AC 33 176/176 (Concealed)
Orange (-16; AC 30)
Green (-59; Slowed 1; AC <= 28; Broken; 1d10 Persistent Fire)
Arrus
|
Arrus heads past his allies, reloading as he goes before firing through orange at green.
Penetrating shot vs Green, ignoring cover from Orange: 1d20 + 23 ⇒ (2) + 23 = 25
Piercing+Fire+Force+Precision to Orange/Green: 3d10 + 2 + 1d6 + 1d6 + 2d8 ⇒ (1, 1, 2) + 2 + (5) + (5) + (1, 7) = 24
Running Reload, Penetrating Shot
Quinoline Silicate
|
Quinoline will try to shock Green.
Bottled Lightning: 1d20 + 23 ⇒ (16) + 23 = 39
Electricity: 3d6 ⇒ (3, 4, 1) = 8 plus 11 splash electricity plus off-guard (1 round) plus DC 31 Fortitude vs dazzled (1 round)
If that's a critical hit, just a quick reminder that splash doesn't double, and that splash is applied on a miss but not critical miss.
Acid Flask, MAP: 1d20 + 23 - 5 ⇒ (6) + 23 - 5 = 24 vs off-guard
3 Acid plus 11 splash acid plus 3d6+11 persistent acid
Quinoline reaches over and slaps a bandage on Lydia.
Battle Medicine, Expert, Assurance 26: 2d8 + 10 ⇒ (6, 6) + 10 = 22
Astrid Gertasdottir
|
Seeing that the statues are seemingly fearless, Astrid decides to eschew subtlety and simply lashes out at the emotionless hunks of stone.
"Bah. These things are no fun. Let's just get this over with."
Stormstriker vs green, OG: 1d20 + 25 ⇒ (9) + 25 = 34
damage, slahing, electrical: 3d8 + 8 + 1d6 ⇒ (2, 7, 3) + 8 + (3) = 23
Stormstriker vs green, OG: 1d20 + 25 - 5 ⇒ (9) + 25 - 5 = 29
damage, slahing, electrical: 3d8 + 8 + 1d6 ⇒ (2, 5, 3) + 8 + (1) = 19
Stormstriker vs green, OG: 1d20 + 25 - 10 ⇒ (6) + 25 - 10 = 21
damage, slahing, electrical: 3d8 + 8 + 1d6 ⇒ (4, 8, 2) + 8 + (5) = 27
◆ Strike, ◆ strike, ◆ strike