[GDXIV] Zero's #3-11: No Time for Treason (Inactive)

Game Master Super Zero

RPG Chronicles
23 CP - High Tier
Macros
Slides


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Horizon Hunters

open | "Sunshine" | male (he/him) liminal kayal (Nidalese) ranger (precision) 7 | ◆◇↺ | AC 25 (26) | HP 103/103 | P+13, F+14, R+18, W+12 | Explore: Avoid Notice | DV, 25' | Focus: 2/2 | Hero: 1/3 | Active Conditions: self-flagellating

"I suppose that will do as well. Why did you say you hadn't seen him, before?"


Pathfinder Provisions ◆◇↺

"Because he said somebody might show up to cause trouble, and you wouldn't tell me what you wanted!" Lolly answers, agitated and fidgeting awkwardly, "I just--I just want to know what's going on..."

Horizon Hunters

open | "Sunshine" | male (he/him) liminal kayal (Nidalese) ranger (precision) 7 | ◆◇↺ | AC 25 (26) | HP 103/103 | P+13, F+14, R+18, W+12 | Explore: Avoid Notice | DV, 25' | Focus: 2/2 | Hero: 1/3 | Active Conditions: self-flagellating

"So do we," Sunshine says. "Anything else you'd like to tell us?"

Envoy's Alliance

Cond: DR 2 Fire| Male Skilled Human Tempest Oracle 8| HP 78/78| AC 25| F+11, R+12, W+15| Speed 25 ft |Perc (E) +13 | Init +14 (+1 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 25. Slots: 1□□□□, 2□□□□, 3 □□□□, 4□□□□ Focus □□| ✋Staff✋Beads| Charges: 4/4|Cursebound 0/2|

Brother Nebulous holds out his hand as if to put a hand on Lolly's shoulders if she lets him. He then attempts to put her at ease.

"My dear, listen to my Kayal friend. We have nothing but your best interests and the interests of the Society at heart. All we need is a bit of investigating - and for you to trust us." He looks her deep in the eyes.

"Can you do that?" He asks her firmly. If she calms down, Brother Nebulous will wait for someone to unlock the building before he steps in behind one of the frontliners.


Pathfinder Provisions ◆◇↺

"...maybe," says Lolly.

The door opens onto a large rectangular room that looks like it occupies the entire back half of the building, about the size of the storeroom and shop combined.

A single desk sits in the center of the eastern wall of this workshop, with the top clear except for a pair of lamps and a magnifying lens. Wheels on tool and supply chests allow them to move within reach of the desk easily. Several half-finished projects sit around on tables. A thin layer of dust coats the room.

Radiant Oath

Buuurn! | 2396852-2006 | Male Goblin | Scavenger | Alchemist (Chirurgeon) Lvl 5 | Pathfinder Agent Dedication | Moderate Healing Potion | HP 55/55 | AC 22 | F/R/W/P: 10/13/8/8 DV | 25 feet | Class DC 21 | ◆◇↺ | Exploration Activity: Avoid Notice | Hero Points: 1/3 | Alchemical Items: -/1/-/1 (Fire/Lightning/Elixir of Life/Soothing) | Versatile: 5/6 | Resistances: Void 1 |

Lokoloko has a careful look around.

Perception +8


Pathfinder Provisions ◆◇↺

This workshop looks like it serves both as the venture-captain’s personal studio and as his meeting room when working with Pathfinder agents. It's also very neat, as though someone cleaned and rearranged it recently.

The chests look like toolboxes. There could well be clues in the chests or desk drawers, but without opening them up nothing looks out of the ordinary to Lokoloko.

Ephesian and Tieri, however, both notice a ring of subtly glowing runes etched on the floor around the desk. This must be the "unpleasant surprise."

Approaching without activating the runes would require someone to step very carefully.

If someone wants to try to disable the hazard, they'll need to make three Acrobatics checks and a Thievery check. Something like dispel magic may also work.

Radiant Oath

Buuurn! | 2396852-2006 | Male Goblin | Scavenger | Alchemist (Chirurgeon) Lvl 5 | Pathfinder Agent Dedication | Moderate Healing Potion | HP 55/55 | AC 22 | F/R/W/P: 10/13/8/8 DV | 25 feet | Class DC 21 | ◆◇↺ | Exploration Activity: Avoid Notice | Hero Points: 1/3 | Alchemical Items: -/1/-/1 (Fire/Lightning/Elixir of Life/Soothing) | Versatile: 5/6 | Resistances: Void 1 |

+11 here (both)

Vigilant Seal

Male Kobold Core Fighter 4 | HP 39/50 | AC 21/22 | Fortitude +8, Reflex +12, Will +10 (Bravery) | Perception +10 | Speed 25 | Darkvision | Default Exploration: Scout +10 | Hero Points 1 | Provisions: Lesser Healing Potion 1/1 | Active Conditions: Wounded 1 | ◆◇↺

Tieri can aid with +10s.

Horizon Hunters

open | "Sunshine" | male (he/him) liminal kayal (Nidalese) ranger (precision) 7 | ◆◇↺ | AC 25 (26) | HP 103/103 | P+13, F+14, R+18, W+12 | Explore: Avoid Notice | DV, 25' | Focus: 2/2 | Hero: 1/3 | Active Conditions: self-flagellating

+12s on both, I'll roll later today if nobody has better.

Horizon Hunters

open | "Sunshine" | male (he/him) liminal kayal (Nidalese) ranger (precision) 7 | ◆◇↺ | AC 25 (26) | HP 103/103 | P+13, F+14, R+18, W+12 | Explore: Avoid Notice | DV, 25' | Focus: 2/2 | Hero: 1/3 | Active Conditions: self-flagellating

Looked through character sheets, Sunshine is the party high on both.

Acrobatics 1: 1d20 + 12 ⇒ (20) + 12 = 32 plus Aid?
Acrobatics 2: 1d20 + 12 ⇒ (10) + 12 = 22 plus Aid?
Acrobatics 3: 1d20 + 12 ⇒ (6) + 12 = 18 plus Aid?
Thievery: 1d20 + 12 ⇒ (6) + 12 = 18 plus Aid?

Not sure if that's supposed to be 4 Succeses before a Critical Failure, or just 4 rolls straight up, but I'm going to assume the 18s aren't Critical Failures. If Sunshine made it all the way to the desk only to fail the Thievery check, I would consider rerolling a regular Failure, but I'll see how this plays out (including Aid).


Pathfinder Provisions ◆◇↺

Sunshine makes it to the desk and... almost avoids activating the runes. He realizes there are actually three distinct sets mixed in among each other, and he's managed to avoid two of them.
Unfortunately, he touches the red one, and in a shower of red sparks a mound of earth, the size of a goblin and in a vaguely humanoid shape, appears blocking the external door of the office. An elemental.
The Acrobatics checks are to get close enough without setting them off.

GM Dice: Initiative:
Red Elite Living Landslide: 1d20 + 14 ⇒ (16) + 14 = 30
Blue: 1d20 + 12 ⇒ (15) + 12 = 27
Yellow: 1d20 + 12 ⇒ (10) + 12 = 22
Lokoloko's Initiative Using Avoid Notice: 1d20 + 11 ⇒ (11) + 11 = 22
Brother Nebulous U. Nimbus's Initiative: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Ephesian Aputhil's Initiative: 1d20 + 10 + 1 ⇒ (10) + 10 + 1 = 21
Tieri's Initiative: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23
Dinardin of Longshadow's Initiative Using He'll use Athletics (+12) for initiative any time he can.: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
Sunshine's Initiative: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16

The elemental doesn't have a lot to say. It starts swinging its fists wildly. One hits Tieri right in the face as he's standing in the doorway--the surprisingly long reach of its amorphous arms catching him by surprise. It also hits Sunshine, though not nearly as badly.
◆ Strike Tieri Fist: 1d20 + 18 ⇒ (16) + 18 = 34 crit for 2xbludgeoning damage: 2d8 + 10 ⇒ (6, 1) + 10 = 17
◆ Strike Sunshine Fist: 1d20 + 18 - 5 ⇒ (2) + 18 - 5 = 15 miss
◆ Strike Sunshine Fist: 1d20 + 18 - 10 ⇒ (16) + 18 - 10 = 24 hits for bludgeoning damage: 2d8 + 10 ⇒ (4, 1) + 10 = 15

★★★
Muesello's Workshop Round 1

Terrain: Anyone who moves within 10 feet of the desk, make two Acrobatics checks to see if you trigger one of the remaining traps.
Battlemap

──────────
BOLD IS UP!:
──────────
Red Elite Living Landslide (- HP)
Blue (- HP)
➤ Nebulous (44/44 HP) │ 8 temp HP
➤ Tieri (24/50 HP)
Yellow (- HP)
Lokoloko (55/55 HP) │ 8 temp HP
Dinardin (56/56 HP) │ 8 temp HP
Ephesian (60/60 HP) │ 8 temp HP
Sunshine (83/90 HP)

──────────
RECALL KNOWLEDGE:
──────────

DC 20 (Arcana, Nature, relevant Lore) on Living Landslide:
These earth elementals are good at moving through the earth, and can dive when damaged.
DC 30 (crit success), second success by another PC, or DC 22 as second check after first success:
Spoiler:
They can glide through the earth and knock over anyone in their way who are standing in a straight line.

DC 22 (Arcana, Thievery) on Muesello's Summoning Runes:
The activated one was the most powerful, and it's... still active? Maybe disabling it will desummon the guardian. If anyone attempts to Disable the hazads, specify whether you want to Disable an inactive one to prevent it from going off or an active one.
DC 32(crit success), second success by another PC, or DC 24 as second check after first success:
Spoiler:

Envoy's Alliance

Cond: DR 2 Fire| Male Skilled Human Tempest Oracle 8| HP 78/78| AC 25| F+11, R+12, W+15| Speed 25 ft |Perc (E) +13 | Init +14 (+1 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 25. Slots: 1□□□□, 2□□□□, 3 □□□□, 4□□□□ Focus □□| ✋Staff✋Beads| Charges: 4/4|Cursebound 0/2|

Startled, Brother Nebulous watches as a fist comes out of nowhere and clocks Tieri in the head.

"My friend, hang in there! You can't collect teeth if you are concussed!" He yells out before casting Heal on the Fighter.

2nd Rank Heal: 2d8 + 16 ⇒ (1, 2) + 16 = 19

He's so shocked that he only channels a little bit of divine power into the Kobold.

To calm himself, he tries to think about what this Living Landslide is and what they are best known for.

+7 Nature to Recall Knowledge


Pathfinder Provisions ◆◇↺

A success (which is, of course, also what I'd say on a critical failure). What would you like to know?

Envoy's Alliance

Cond: DR 2 Fire| Male Skilled Human Tempest Oracle 8| HP 78/78| AC 25| F+11, R+12, W+15| Speed 25 ft |Perc (E) +13 | Init +14 (+1 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 25. Slots: 1□□□□, 2□□□□, 3 □□□□, 4□□□□ Focus □□| ✋Staff✋Beads| Charges: 4/4|Cursebound 0/2|

Lowest save.

Vigilant Seal

Male Kobold Core Fighter 4 | HP 39/50 | AC 21/22 | Fortitude +8, Reflex +12, Will +10 (Bravery) | Perception +10 | Speed 25 | Darkvision | Default Exploration: Scout +10 | Hero Points 1 | Provisions: Lesser Healing Potion 1/1 | Active Conditions: Wounded 1 | ◆◇↺

"Oooh, what kind of teeth do you have?"

Tieri moves closer and swings his razor twice.

◆ Step

◆ Snagging Strike

+1 Striking War Razor: 1d20 + 13 ⇒ (6) + 13 = 19
Slashing Damage: 2d4 + 2 ⇒ (1, 4) + 2 = 7
If this Strike hits, the target is off-guard until the start of your next turn or until it's no longer within the reach of your hand, whichever comes first.

◆ Combat Grab

+1 Striking War Razor: 1d20 + 13 - 4 ⇒ (1) + 13 - 4 = 10
Slashing Damage: 2d4 + 2 ⇒ (4, 2) + 2 = 8
If the Strike hits, you grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first.


Pathfinder Provisions ◆◇↺

It is not quick.
Lowest save is Reflex.

Tieri's razor harmlessly scratches the elemental's rough exterior surface. His second swing doesn't even do that.
Failure and critical failure.

But then nothing happens.

★★★
Muesello's Workshop Round 1

Terrain: Anyone who moves within 5 feet of the desk, make two Acrobatics checks to see if you trigger one of the remaining traps.
Battlemap

──────────
BOLD IS UP!:
──────────
Red Elite Living Landslide (- HP)
Blue (- HP)
Nebulous (44/44 HP) │ 8 temp HP
Tieri (43/50 HP)
Yellow (- HP)
➤ Lokoloko (55/55 HP) │ 8 temp HP
➤ Dinardin (56/56 HP) │ 8 temp HP
➤ Ephesian (60/60 HP) │ 8 temp HP
➤ Sunshine (83/90 HP)

──────────
RECALL KNOWLEDGE:
──────────

DC 20 (Arcana, Nature, relevant Lore) on Living Landslide:
These earth elementals are good at moving through the earth, and can dive when damaged.
DC 30 (crit success), second success by another PC, or DC 22 as second check after first success:
Spoiler:
They can glide through the earth and knock over anyone in their way who are standing in a straight line.

DC 22 (Arcana, Thievery) on Muesello's Summoning Runes:
The activated one was the most powerful, and it's... still active? Maybe disabling it will desummon the guardian. If anyone attempts to Disable the hazads, specify whether you want to Disable an inactive one to prevent it from going off or an active one.
DC 32(crit success), second success by another PC, or DC 24 as second check after first success:
Spoiler:

Envoy's Alliance

Cond: DR 2 Fire| Male Skilled Human Tempest Oracle 8| HP 78/78| AC 25| F+11, R+12, W+15| Speed 25 ft |Perc (E) +13 | Init +14 (+1 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 25. Slots: 1□□□□, 2□□□□, 3 □□□□, 4□□□□ Focus □□| ✋Staff✋Beads| Charges: 4/4|Cursebound 0/2|

Razmir snaps out of his musings, a divine message fresh on his lips.

"The Living Landslide is a slow and ponderous being. Abuse its lack of reflexes!" He calls out.


Male Fleshwarp Talos HP 60/60 | AC 23 | DC 20| Fort +11, Ref +10, Will +10 | Perc +10, Darkvision| Thaumaturge 5 | Hero Points: 1/3 | Active Conditions: None | Speed: 30ft

Ephesian takes a long hard look at the runes on the ground and shakes his head.
"I'm afraid that I'm a bit out of my depth here. If I approach, I will almost certainly trigger another one of those runes, so I'll hang back for now and lets hope we can get this thing away from that desk."

He then glares at the creature menacingly.
Demoralize: 1d20 + 14 ⇒ (3) + 14 = 17

And calls upon his oracular powers to throw a handful of darts.
♦♦Needle Darts: 1d20 + 11 ⇒ (4) + 11 = 15
Hero Point Needle Darts: 1d20 + 11 ⇒ (16) + 11 = 27
Darts Damage: 5d4 ⇒ (4, 3, 1, 1, 4) = 13

Horizon Hunters

open | "Sunshine" | male (he/him) liminal kayal (Nidalese) ranger (precision) 7 | ◆◇↺ | AC 25 (26) | HP 103/103 | P+13, F+14, R+18, W+12 | Explore: Avoid Notice | DV, 25' | Focus: 2/2 | Hero: 1/3 | Active Conditions: self-flagellating

Sunshine ◆ shields himself magically AC 25, will Shield Block [hardness 10] the first hit over 10 hp, and tries frantically to Disable the runes.

◆◆ Thievery: 1d20 + 12 ⇒ (4) + 12 = 16
Hero Point!
Thievery: 1d20 + 12 ⇒ (18) + 12 = 30


Pathfinder Provisions ◆◇↺

The elemental is unaffected by Ephesian's glare, but his darts have a bit more effect.

Sunshine manages to disable one of the runes, though there's one more inactive.

★★★
Muesello's Workshop Round 1

Terrain: Anyone who moves within 5 feet of the desk, make two Acrobatics checks to see if you trigger one of the remaining traps.
Battlemap

──────────
BOLD IS UP!:
──────────
Red Elite Living Landslide (-13 HP)
Nebulous (44/44 HP) │ 8 temp HP
Tieri (43/50 HP)
Yellow (- HP) │ Inactive
➤ Lokoloko (55/55 HP) │ 8 temp HP
➤ Dinardin (56/56 HP) │ 8 temp HP
Ephesian (60/60 HP) │ 8 temp HP
Sunshine (83/90 HP) │ shield

──────────
RECALL KNOWLEDGE:
──────────

DC 20 (Arcana, Nature, relevant Lore) on Living Landslide:
These earth elementals are good at moving through the earth, and can dive when damaged.
DC 30 (crit success), second success by another PC, or DC 22 as second check after first success:
Spoiler:
They can glide through the earth and knock over anyone in their way who are standing in a straight line.

DC 22 (Arcana, Thievery) on Muesello's Summoning Runes:
The activated one was the most powerful, and it's... still active? Maybe disabling it will desummon the guardian. If anyone attempts to Disable the hazads, specify whether you want to Disable an inactive one to prevent it from going off or an active one.
DC 32(crit success), second success by another PC, or DC 24 as second check after first success:
Spoiler:

Radiant Oath

Buuurn! | 2396852-2006 | Male Goblin | Scavenger | Alchemist (Chirurgeon) Lvl 5 | Pathfinder Agent Dedication | Moderate Healing Potion | HP 55/55 | AC 22 | F/R/W/P: 10/13/8/8 DV | 25 feet | Class DC 21 | ◆◇↺ | Exploration Activity: Avoid Notice | Hero Points: 1/3 | Alchemical Items: -/1/-/1 (Fire/Lightning/Elixir of Life/Soothing) | Versatile: 5/6 | Resistances: Void 1 |

Lokoloko charges into the room. He pulls out a vial with some sort of blue sparking liquid and lets fly at the ... thing

Moderate Bottled Lightning, 30' range: 1d20 + 12 ⇒ (20) + 12 = 32 for Electricity Damage: 2d6 ⇒ (3, 3) = 6 plus Electricity Splash Damage: 2 = 2
Target OG on hit; Critical Hit: Double Damage

With the thing rigid from the electric charge, he follows up with a vial of red liquid.

Moderate Alchemist Fire, 30' range, MAP, OG: 1d20 + 7 ⇒ (6) + 7 = 13 for Fire Damage, Burn It!: 2d8 + 1 ⇒ (8, 5) + 1 = 14 plus Persistent Fire: 3 = 3 plus Splash Damage (Fire): 2 = 2
Critical Hit: Double Damage, Double Persistent Damage

◆ Stride
◆ Bottled Lightning (Quick Bomber)
◆ Alchemist's Fire (Quick Bomber)


Pathfinder Provisions ◆◇↺

The bottled lightning is a perfect shot. And with the electricity impairing its defense, it... still mostly avoids the fire. But not completely!
A crit for 14 total damage. And a miss while it's Off-Guard for another 2 splash damage.

★★★
Muesello's Workshop Round 1

Terrain: Anyone who moves within 5 feet of the desk, make two Acrobatics checks to see if you trigger one of the remaining traps.
Battlemap

──────────
BOLD IS UP!:
──────────
Red Elite Living Landslide (-29 HP) │ Off-Guard one round
Nebulous (44/44 HP) │ 8 temp HP
Tieri (41/50 HP)
Yellow (- HP) │ Inactive
Lokoloko (55/55 HP) │ 8 temp HP
➤ Dinardin (56/56 HP) │ 8 temp HP
Ephesian (60/60 HP) │ 8 temp HP
Sunshine (81/90 HP) │ shield

──────────
RECALL KNOWLEDGE:
──────────

DC 20 (Arcana, Nature, relevant Lore) on Living Landslide:
These earth elementals are good at moving through the earth, and can dive when damaged.
DC 30 (crit success), second success by another PC, or DC 22 as second check after first success:
Spoiler:
They can glide through the earth and knock over anyone in their way who are standing in a straight line.

DC 22 (Arcana, Thievery) on Muesello's Summoning Runes:
The activated one was the most powerful, and it's... still active? Maybe disabling it will desummon the guardian. If anyone attempts to Disable the hazads, specify whether you want to Disable an inactive one to prevent it from going off or an active one.
DC 32(crit success), second success by another PC, or DC 24 as second check after first success:
Spoiler:


Delaying Dinardin.
And hang on, Lokoloko needs an Acrobatics: 1d20 + 11 ⇒ (12) + 11 = 23 check for moving through the trapped area.
Success, no effect.


Pathfinder Provisions ◆◇↺

The elemental stands its ground. It swings its fists, connecting with Tieri again but unable to land a blow on Sunshine.

◆ Strike T/S: 1d2 ⇒ 1 Fist: 1d20 + 18 ⇒ (3) + 18 = 21 hit for bludgeoning damage: 2d8 + 10 ⇒ (1, 6) + 10 = 17
◆ Strike Fist: 1d20 + 18 - 5 ⇒ (8) + 18 - 5 = 21 miss
◆ Strike T/S: 1d2 ⇒ 2 Fist: 1d20 + 18 - 10 ⇒ (14) + 18 - 10 = 22 miss

★★★
Muesello's Workshop Round 1

Terrain: Anyone who moves within 5 feet of the desk, make two Acrobatics checks to see if you trigger one of the remaining traps.
Battlemap

──────────
BOLD IS UP!:
──────────
Red Elite Living Landslide (-29 HP) │ Off-Guard one round
➤ Dinardin (56/56 HP) │ 8 temp HP
➤ Nebulous (44/44 HP) │ 8 temp HP
➤ Tieri (24/50 HP)
Yellow (- HP) │ Inactive
Lokoloko (55/55 HP) │ 8 temp HP
Ephesian (60/60 HP) │ 8 temp HP
Sunshine (81/90 HP) │ shield

──────────
RECALL KNOWLEDGE:
──────────

DC 20 (Arcana, Nature, relevant Lore) on Living Landslide:
These earth elementals are good at moving through the earth, and can dive when damaged.
DC 30 (crit success), second success by another PC, or DC 22 as second check after first success:
Spoiler:
They can glide through the earth and knock over anyone in their way who are standing in a straight line.

DC 22 (Arcana, Thievery) on Muesello's Summoning Runes:
The activated one was the most powerful, and it's... still active? Maybe disabling it will desummon the guardian. If anyone attempts to Disable the hazads, specify whether you want to Disable an inactive one to prevent it from going off or an active one.
DC 32(crit success), second success by another PC, or DC 24 as second check after first success:
Spoiler:

Vigilant Seal

Male Kobold Core Fighter 4 | HP 39/50 | AC 21/22 | Fortitude +8, Reflex +12, Will +10 (Bravery) | Perception +10 | Speed 25 | Darkvision | Default Exploration: Scout +10 | Hero Points 1 | Provisions: Lesser Healing Potion 1/1 | Active Conditions: Wounded 1 | ◆◇↺

Tieri steps carefully across the floor, hoping to set up Sunshine and avoid the trap.

◆ Step

◆ Snagging Strike

+1 Striking War Razor: 1d20 + 13 ⇒ (16) + 13 = 29
Slashing Damage: 2d4 + 2 ⇒ (4, 2) + 2 = 8
If this Strike hits, the target is off-guard until the start of your next turn or until it's no longer within the reach of your hand, whichever comes first.

◆ Combat Grab

+1 Striking War Razor: 1d20 + 13 - 4 ⇒ (8) + 13 - 4 = 17
Slashing Damage: 2d4 + 2 ⇒ (3, 1) + 2 = 6
If the Strike hits, you grab the target using your free hand. The creature remains grabbed until the end of your next turn or until it Escapes, whichever comes first.

Radiant Oath

Buuurn! | 2396852-2006 | Male Goblin | Scavenger | Alchemist (Chirurgeon) Lvl 5 | Pathfinder Agent Dedication | Moderate Healing Potion | HP 55/55 | AC 22 | F/R/W/P: 10/13/8/8 DV | 25 feet | Class DC 21 | ◆◇↺ | Exploration Activity: Avoid Notice | Hero Points: 1/3 | Alchemical Items: -/1/-/1 (Fire/Lightning/Elixir of Life/Soothing) | Versatile: 5/6 | Resistances: Void 1 |

Sorry. Overlooked the Acrobatics check requirement.

Envoy's Alliance

Cond: DR 2 Fire| Male Skilled Human Tempest Oracle 8| HP 78/78| AC 25| F+11, R+12, W+15| Speed 25 ft |Perc (E) +13 | Init +14 (+1 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 25. Slots: 1□□□□, 2□□□□, 3 □□□□, 4□□□□ Focus □□| ✋Staff✋Beads| Charges: 4/4|Cursebound 0/2|

Brother Nebulous steps forward so he can see the easily injured kobold (and unfortunately putting himself in beatdown range) and pumps more vitality into him.

"My friend, you need to stop getting injured so easily. It's bad for your health."

2nd Rank Heal on Tieri, again: 2d8 + 8 ⇒ (2, 5) + 8 = 15

◆ Step, ◆◆ 2nd rank Heal

Envoy's Alliance

Cond: DR 2 Fire| Male Skilled Human Tempest Oracle 8| HP 78/78| AC 25| F+11, R+12, W+15| Speed 25 ft |Perc (E) +13 | Init +14 (+1 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 25. Slots: 1□□□□, 2□□□□, 3 □□□□, 4□□□□ Focus □□| ✋Staff✋Beads| Charges: 4/4|Cursebound 0/2|
Brother Nebulous U. Nimbus wrote:

Brother Nebulous steps forward so he can see the easily injured kobold (and unfortunately putting himself in beatdown range) and pumps more vitality into him.

"My friend, you need to stop getting injured so easily. It's bad for your health."

[dice=2nd Rank Heal on Tieri, again]2d8 + 8

◆ Step, ◆◆ 2nd rank Heal

Add another +8 healing for a total of 23.


Pathfinder Provisions ◆◇↺

Tieri scratches off another chunk of earth from the elemental, while Nebulous heals him.

★★★
Muesello's Workshop Round 2

Terrain: Anyone who moves within 5 feet of the desk, make two Acrobatics checks to see if you trigger one of the remaining traps.
Battlemap

──────────
BOLD IS UP!:
──────────
Red Elite Living Landslide (-37 HP) │ Off-Guard one round
➤ Dinardin (56/56 HP) │ 8 temp HP
Nebulous (44/44 HP) │ 8 temp HP
Tieri (47/50 HP)
Yellow (- HP) │ Inactive
➤ Lokoloko (55/55 HP) │ 8 temp HP
➤ Ephesian (60/60 HP) │ 8 temp HP
➤ Sunshine (81/90 HP) │ shield

──────────
RECALL KNOWLEDGE:
──────────

DC 20 (Arcana, Nature, relevant Lore) on Living Landslide:
These earth elementals are good at moving through the earth, and can dive when damaged.
DC 30 (crit success), second success by another PC, or DC 22 as second check after first success:
Spoiler:
They can glide through the earth and knock over anyone in their way who are standing in a straight line.

DC 22 (Arcana, Thievery) on Muesello's Summoning Runes:
The activated one was the most powerful, and it's... still active? Maybe disabling it will desummon the guardian. If anyone attempts to Disable the hazads, specify whether you want to Disable an inactive one to prevent it from going off or an active one.
DC 32(crit success), second success by another PC, or DC 24 as second check after first success:
Spoiler:

Horizon Hunters

open | "Sunshine" | male (he/him) liminal kayal (Nidalese) ranger (precision) 7 | ◆◇↺ | AC 25 (26) | HP 103/103 | P+13, F+14, R+18, W+12 | Explore: Avoid Notice | DV, 25' | Focus: 2/2 | Hero: 1/3 | Active Conditions: self-flagellating

Sunshine tries to ignore the brouhaha and focuses on his task.

◆ Shield
◆◆ Disable

Thievery: 1d20 + 12 ⇒ (18) + 12 = 30

Radiant Oath

Buuurn! | 2396852-2006 | Male Goblin | Scavenger | Alchemist (Chirurgeon) Lvl 5 | Pathfinder Agent Dedication | Moderate Healing Potion | HP 55/55 | AC 22 | F/R/W/P: 10/13/8/8 DV | 25 feet | Class DC 21 | ◆◇↺ | Exploration Activity: Avoid Notice | Hero Points: 1/3 | Alchemical Items: -/1/-/1 (Fire/Lightning/Elixir of Life/Soothing) | Versatile: 5/6 | Resistances: Void 1 |

Lokoloko chucks another Bottled Lightning at the pile of walking earth.

Moderate Bottled Lightning, 30' range: 1d20 + 12 ⇒ (20) + 12 = 32 for Electricity Damage: 2d6 ⇒ (5, 4) = 9 plus Electricity Splash Damage: 2 = 2

He then follows up with another burning vial.

Moderate Alchemist Fire, 30' range, MAP, OG: 1d20 + 7 ⇒ (20) + 7 = 27 for Fire Damage, Burn It!: 2d8 + 1 ⇒ (6, 6) + 1 = 13 plus Persistent Fire: 3 = 3 plus Splash Damage (Fire): 2 = 2

BOO YAH!!

He jumps up and down with glee as the bottle connects. "BUUUUUURRRRRN!!!" he exults.

third action pending if whether that thing is still alive


Pathfinder Provisions ◆◇↺

Sunshine disables the remaining rune. It looks like it's safe to move, now.

Lokoloko hits the elemental with a pair of devastating attacks. It starts to crumble, but not entirely. That thing is, in fact, still standing.

★★★
Muesello's Workshop Round 2

Battlemap

──────────
BOLD IS UP!:
──────────
Red Elite Living Landslide (-86 HP) │ Off-Guard one round, persistent fire 3, bloodied
➤ Dinardin (56/56 HP) │ 8 temp HP
Nebulous (44/44 HP) │ 8 temp HP
Tieri (43/50 HP)
Yellow (- HP) │ Disabled
Lokoloko (55/55 HP) │ 8 temp HP
➤ Ephesian (60/60 HP) │ 8 temp HP
Sunshine (81/90 HP) │ shield

──────────
RECALL KNOWLEDGE:
──────────

DC 20 (Arcana, Nature, relevant Lore) on Living Landslide:
These earth elementals are good at moving through the earth, and can dive when damaged.
DC 30 (crit success), second success by another PC, or DC 22 as second check after first success:
Spoiler:
They can glide through the earth and knock over anyone in their way who are standing in a straight line.

DC 22 (Arcana, Thievery) on Muesello's Summoning Runes:
The activated one was the most powerful, and it's... still active? Maybe disabling it will desummon the guardian. If anyone attempts to Disable the hazads, specify whether you want to Disable an inactive one to prevent it from going off or an active one.
DC 32(crit success), second success by another PC, or DC 24 as second check after first success:
Spoiler:


Male Fleshwarp Talos HP 60/60 | AC 23 | DC 20| Fort +11, Ref +10, Will +10 | Perc +10, Darkvision| Thaumaturge 5 | Hero Points: 1/3 | Active Conditions: None | Speed: 30ft

With the path cleared by Sunshine, Ephesian charges in to hopefully draw some attention away from Tieri.
♦Exploit Vulnerability
Esoteric Lore: 1d20 + 13 ⇒ (2) + 13 = 15
♦Stride
♦Strike Red Landslide
Tail Strike: 1d20 + 14 ⇒ (3) + 14 = 17
Damage: 2d6 + 4 ⇒ (5, 6) + 4 = 15

Radiant Oath

Human Champion (Paladin)/Blessed One 4 - HP 56/56, AC 22 - Perception +6 - F: +9/R: +8 / W: +8 - Speed: 25 feet - Hero Points: 1/3, Active Conditions: None; Default Exploration Activity: Defend

1. Stride
2. Strike
3. Strike

Guisarme, 1st Strike: 1d20 + 11 ⇒ (20) + 11 = 312d10 + 4 ⇒ (2, 5) + 4 = 11
Guisarme, 2nd Strike: 1d20 + 6 ⇒ (3) + 6 = 92d10 + 4 ⇒ (8, 8) + 4 = 20

Dinardin rushes around the partition and takes a powerful swing at the Living Landslide with his guisarme, but the shock of the collision throws off his aim on the backswing.

"Get you gone, spirit!" he roars, evidently referring to the elemental spirit animating the stone.


Pathfinder Provisions ◆◇↺

Ephesian analyzes the elemental, but doesn't see any particular weaknesses. Including in its defenses, which he fails to penetrate.
Failed Exploit, but you still get Personal Antithesis. And a missed attack.

Dinardin, however, has decidedly mixed results. After slicing through it once, it looks just about ready to collapse.
A critical hit, and a critical failure.

But it throws some punches first. It manages to clobber most everyone around it, hitting Ephesian and Dinardin, and even managing to hit Nebulous past the doorframe.
And then it bellows, raises its fists, and... succumbs to the flames, collapsing into a heap of rubble, that then vanishes as the summoning magic runs out.
◆ Strike D/N/T/E/S: 1d5 ⇒ 4 Fist: 1d20 + 18 ⇒ (10) + 18 = 28 Hits Ephesian for bludgeoning damage: 2d8 + 10 ⇒ (2, 1) + 10 = 13
◆ Strike D/N/T/S: 1d4 ⇒ 1 Fist: 1d20 + 18 - 5 ⇒ (14) + 18 - 5 = 27 Hits Dinardin for bludgeoning damage: 2d8 + 10 ⇒ (7, 4) + 10 = 21
◆ Strike N/T/S: 1d3 ⇒ 1 Fist: 1d20 + 18 - 10 ⇒ (18) + 18 - 10 = 26 Hits Nebulous, despite cover, for bludgeoning damage: 2d8 + 10 ⇒ (2, 1) + 10 = 13
Takes 3 persistent damage and goes down.

Lolly pokes her head up from behind the shop counter. "Is it safe yet?"

──────────
STATUS:
──────────
Red Elite Living Landslide (-110 HP) │ Unsummoned
Dinardin (43/56 HP)
Nebulous (39/44 HP)
Tieri (43/50 HP)
Yellow (- HP) │ Disabled
Lokoloko (55/55 HP) │ 8 temp HP
Ephesian (55/60 HP)
Sunshine (81/90 HP) │ shield

Vigilant Seal

Male Kobold Core Fighter 4 | HP 39/50 | AC 21/22 | Fortitude +8, Reflex +12, Will +10 (Bravery) | Perception +10 | Speed 25 | Darkvision | Default Exploration: Scout +10 | Hero Points 1 | Provisions: Lesser Healing Potion 1/1 | Active Conditions: Wounded 1 | ◆◇↺

"Think so. Nothing swinging at us just now."

Tieri looks around the room to see what these traps were protecting.

Perception: 1d20 + 10 ⇒ (11) + 10 = 21

Radiant Oath

Buuurn! | 2396852-2006 | Male Goblin | Scavenger | Alchemist (Chirurgeon) Lvl 5 | Pathfinder Agent Dedication | Moderate Healing Potion | HP 55/55 | AC 22 | F/R/W/P: 10/13/8/8 DV | 25 feet | Class DC 21 | ◆◇↺ | Exploration Activity: Avoid Notice | Hero Points: 1/3 | Alchemical Items: -/1/-/1 (Fire/Lightning/Elixir of Life/Soothing) | Versatile: 5/6 | Resistances: Void 1 |

Lokoloko pulls out his healer's kit and attempts to treat wounds.

Crafting(E), DC 20: 1d20 + 13 ⇒ (9) + 13 = 22
Chirurgeon can use Crafting in place of medicine for treat wounds

Healing, Dinardin and Sunshine: 2d8 + 10 ⇒ (3, 2) + 10 = 15

Sunshine and Dinardin should be back to 100%

Radiant Oath

Buuurn! | 2396852-2006 | Male Goblin | Scavenger | Alchemist (Chirurgeon) Lvl 5 | Pathfinder Agent Dedication | Moderate Healing Potion | HP 55/55 | AC 22 | F/R/W/P: 10/13/8/8 DV | 25 feet | Class DC 21 | ◆◇↺ | Exploration Activity: Avoid Notice | Hero Points: 1/3 | Alchemical Items: -/1/-/1 (Fire/Lightning/Elixir of Life/Soothing) | Versatile: 5/6 | Resistances: Void 1 |

If we have time, he will do another Treat Wounds on Tieri and Ephesian,Nebulous: 1d2 ⇒ 2

Crafting(E), DC 20: 1d20 + 13 ⇒ (9) + 13 = 22
Both should also be back to 100%

Horizon Hunters

open | "Sunshine" | male (he/him) liminal kayal (Nidalese) ranger (precision) 7 | ◆◇↺ | AC 25 (26) | HP 103/103 | P+13, F+14, R+18, W+12 | Explore: Avoid Notice | DV, 25' | Focus: 2/2 | Hero: 1/3 | Active Conditions: self-flagellating

Sunshine will touch Ephesian and a soothing mist envelops him. "Life is a gift from Zon-Kuthon," he can't help but proselytize.

Healing: 3d8 ⇒ (3, 4, 4) = 11

That should bring Ephesian to full.

Sunshine will take the first 10 minutes to Refocus.


Pathfinder Provisions ◆◇↺

Tieri finds that the top of the desk is clear and the desk drawers he can easily open all contain mechanical drawings and schematics. Nothing else in the room seems unusual or unexpected.

The last drawer in the desk is locked, however, and there's no key in sight.
"I could probably get that open," Lolly offers, and starts rummaging through the storage room looking for the correct key--or possibly lockpick set? She is... not moving quickly.

Thievery to unlock it or Athletics to break it open it yourself. Lolly will do it for you eventually, but the delay may hinder your investigation.

Horizon Hunters

open | "Sunshine" | male (he/him) liminal kayal (Nidalese) ranger (precision) 7 | ◆◇↺ | AC 25 (26) | HP 103/103 | P+13, F+14, R+18, W+12 | Explore: Avoid Notice | DV, 25' | Focus: 2/2 | Hero: 1/3 | Active Conditions: self-flagellating

Thievery: 1d20 + 12 ⇒ (16) + 12 = 28

Sunshine whistles innocently as the lock springs open. (Presumably)


Pathfinder Provisions ◆◇↺

"Oh, huh, I thought you said it was locked."

Inside the locked drawer is a sheaf of papers outlining the current crime spree, as well as some useful items. In Muesello’s notes, the Pathfinders find an outline of a possible conspiracy, including predictions of future crime sites. These notes include speculation about the robbery at Lioness Jewelers, destruction of Garrix’s monument and Evanine’s attack, as well as prior vandalism and rumor mongering. Additionally, he notes that these crimes focus on intimidating supporters of Grand Princess Eutropia and have been escalating over the past several weeks. Among these notes are comments about possible ways to stop the crimes or reduce its harm to the victims. Muesello's notes include three future crimes that the Pathfinders are not yet aware of.

Muesello's Findings wrote:

Ninth Army is on the move. Cole may be leader but reports are inconsistent. Potential plots to investigate:

Rumor-Mongering—Anonymous advertisements purchased about Eutropia’s household affairs
Robbery—Commemorative Coins—Lioness Jeweler’s
Vandalism—Monument to Eutropia—Street Display in Aroden’s View (Garrix?)
“Sending a Message” to E. Valborne—After moonrise in Grandbridge, precise location unknown

Vandalism—Newly renamed “The Queen’s Tears” Fountain outside the Senate Kidnapping—Adamina, runs a salon, supports daughters of Taldor on the throne
Attack—retired Pathfinder is target—when the bells strike noon on Fireday—but where?

Along with Muesello’s notes, the drawer contains four moderate tanglefoot bags, a wand of hideous laughter, and one moderate healing potion.

Radiant Oath

Human Champion (Paladin)/Blessed One 4 - HP 56/56, AC 22 - Perception +6 - F: +9/R: +8 / W: +8 - Speed: 25 feet - Hero Points: 1/3, Active Conditions: None; Default Exploration Activity: Defend

Dinardin nods appreciatively as Lokoloko heals him. "It is good to have one knowledgeable in the healing arts among us, my friend."

Turning to the others he says "So...Does anyone know how Musello knew these crimes would be committed?"

Envoy's Alliance

Cond: DR 2 Fire| Male Skilled Human Tempest Oracle 8| HP 78/78| AC 25| F+11, R+12, W+15| Speed 25 ft |Perc (E) +13 | Init +14 (+1 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 25. Slots: 1□□□□, 2□□□□, 3 □□□□, 4□□□□ Focus □□| ✋Staff✋Beads| Charges: 4/4|Cursebound 0/2|

"Actually, all life stems from Razmir, Thrice-Blessed be his name...But we have no time to argue theology now. Come, and let me give you the Blessings of the Living God."

Brother Nebulous spends 2 actions per person to give everyone 8 THP.

Looking over the notes, Brother Nebulous pauses before dramatically declaring; "I'm afraid that there is only one possible explanation...He is the Phantom Menace - the mastermind behind all this criminal activity. We must find and stop him!"

Radiant Oath

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Buuurn! | 2396852-2006 | Male Goblin | Scavenger | Alchemist (Chirurgeon) Lvl 5 | Pathfinder Agent Dedication | Moderate Healing Potion | HP 55/55 | AC 22 | F/R/W/P: 10/13/8/8 DV | 25 feet | Class DC 21 | ◆◇↺ | Exploration Activity: Avoid Notice | Hero Points: 1/3 | Alchemical Items: -/1/-/1 (Fire/Lightning/Elixir of Life/Soothing) | Versatile: 5/6 | Resistances: Void 1 |

Phantom Menace? You mean from a Galaxy far far away?

Vigilant Seal

Male Kobold Core Fighter 4 | HP 39/50 | AC 21/22 | Fortitude +8, Reflex +12, Will +10 (Bravery) | Perception +10 | Speed 25 | Darkvision | Default Exploration: Scout +10 | Hero Points 1 | Provisions: Lesser Healing Potion 1/1 | Active Conditions: Wounded 1 | ◆◇↺

"Aw, ghosties never have teeth I can touch."


Pathfinder Provisions ◆◇↺

"I think it looks more like he was investigating the crimes," Lolly insists, looking under the Pathfinders shoulders at the documents.

What would you like to do next?

Envoy's Alliance

Cond: DR 2 Fire| Male Skilled Human Tempest Oracle 8| HP 78/78| AC 25| F+11, R+12, W+15| Speed 25 ft |Perc (E) +13 | Init +14 (+1 if scouting)| Exp: Detect Magic| Hero: 1| Spells DC 25. Slots: 1□□□□, 2□□□□, 3 □□□□, 4□□□□ Focus □□| ✋Staff✋Beads| Charges: 4/4|Cursebound 0/2|

"But what if that is just what he wants you to think? My dear, we have trrraitors afoot! We must scout out the Queen's Tears fountain at once." Brother Nebulous moves to leave the place.


Pathfinder Provisions ◆◇↺

On the plaza outside of the senate in Senate’s Hill, the Queen’s Tears Fountain was renamed as part of Grand Princess Eutropia’s coronation. This renaming was meant to acknowledge the pain of her rise due to the War for the Crown and the sorrow she felt in seeing her nation so divided.

Among the bustle of the Senate’s Hill and its high-end shops, snippets of scandalized gossip increase as the Queen’s Tears Fountain gets closer. A small crowd clustered by the fountain prevents a clear view of it, though occasionally the group parts enough to show the black paint spread across the outer edge of the basin. A rough Glyph of the Open Road punctuates slogan vandalized on it, declaring “Eutropia’s Reign Corrupts All.”

The crowd around the fountain is mostly a group of idle nobles interested in gossiping about the rise in crimes since Eutropia’s reign started.

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