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

Game Master Super Zero

RPG Chronicles
23 CP - High Tier
Macros
Slides


201 to 244 of 244 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Envoy's Alliance

Cond: DR 2 Fire| Male Skilled Human Tempest Oracle 7| 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|
Dinardin of Longshadow wrote:

[dice=Fire]3d6

1. Stride
2. Stride
3. Lay on Hands.

Dinardin knows his duty is to protect his allies' lives at all costs. He rushes around the fountain and lays a hand on Tieri's brow. "The Inheritor calls you back, brother. The living must fight on!"

Dinardin heals Tieri for 12 points. Tieri also has a +2 status bonus to AC for 1 round.

This is a manipulate action, which means two things. First, it means that Dinardin draws reactions if Pink has any. Second, he needs a free hand, which means he now only has one hand on his guisarme and can't use his Retributive Strike this turn.

GM, Tieri should be a 0 hp, not -11. You can't do negative numbers in PF2e. I know you probably know that, I'm just making sure!. Dinardin's healing should put him at 12, not 1.

Tarandor, I hate to "um acktually" you, but I don't think you need a free hand to use Lay on Hands. RAW it's a touch range spell with the Manipulate trait so, per the Manipulate trait in Player Core, you must physically manipulate an item (like a Guisarme) or make gestures to use an action with this trait. You should be able to cast Lay on Hands with the hand(s) holding a weapon.

Edit: Additionally, per Chapter 7 of the Player Core at Page 300, the only time you need a free hand to cast a spell is if it requires a locus. "A locus is an object that funnels or directs the magical energy of the spell but is not consumed in its casting. As part of Casting the Spell, you retrieve the locus (if necessary, and if you have a free hand), and you can put it away again if you so choose."

Edit 2: And you should be able to use Retributive Strike even if you can't Strike with the Guisarme. The trigger for the reaction is "An enemy damages your ally, and both are in your champion’s aura." The damage reduction part should still work. The bit about Striking only requires the enemy to be within reach.


Pathfinder Provisions ◆◇↺

Lokoloko, you know you can use Quick Alchemy with Quick Bomber, right? Draw or use Quick Alchemy, then Strike.
Dinardin, the combat tracker outputs HP as Max HP - Damage for PCs, so it shows a negative number there. I deleted all the damage before applying the healing. And Nebulous is right, no free hand needed for a spell unless it says so (slashing gust, though it's a bonus not a requirement). I assumed Dinardin would use his reaction to protect Tieri, but it didn't make a difference so I didn't worry about it.

Nebulous and Dinardin heal Tieri. The kobold is just as good as new, mostly.

Lokoloko hits the criminal directly with the crystal shards. He manages, though to just barely deflect the fiery vial, though the contents still splatter.
21 hits. 20 is a miss with cover. You'll never guess his AC.

As Sunshine strikes, the thief dodges in an unexpected direction and he just misses her. It looks like she has some of the same tricks as her boss.
↺ Nimble Dodge. Which effective cancels the flanking AC penalty, and that's a miss.

★★★
Noon on Fireday Round 1

Terrain: Space within 10 feet of the fountain is difficult terrain due to the panicking bystancers. DC 20 Diplomacy to direct the crowd, eliminating the difficult terrain for one round; critical success disperses them entirely. Anyone starting their turn adjacent to the burning building or the cart takes 3d6 fire damage.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Brother Nebulous U. Nimbus: 3d6 fire damage
Green Ninth Army Fence: 3d6 fire damage
Blue Ninth Army Burglar: 3d6 fire damage

──────────
BOLD IS UP!:
──────────
Tieri (39/50 HP) │ Wounded 1, Prone, +2 to AC until Dinardin's turn
Purple Cole Farsen, Gang Leader (-15 HP) │ Reaction used
➤ Ephesian Aputhil (68/60 HP)
Sunshine (98/90 HP)
Dinardin of Longshadow (57/56 HP)
Lokoloko (63/55 HP)
Brother Nebulous U. Nimbus (52/44 HP)
Red Ninth Army Burglar (-6 HP) │ circumstance +1 to attacks this turn, reaction used
Green Ninth Army Fence (-11 HP) │ circumstance +1 to attacks this turn, persistent bleed 1 and -5 to speed while bleeding
Blue Ninth Army Burglar (-6 HP) │ circumstance +1 to attacks this turn

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 |

I haven't played Lokoloko in ages so no, actually, I didn't know that. :)

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
Brother Nebulous U. Nimbus wrote:

Tarandor, I hate to "um acktually" you, but I don't think you need a free hand to use Lay on Hands. RAW it's a touch range spell with the Manipulate trait so, per the Manipulate trait in Player Core, you must physically manipulate an item (like a Guisarme) or make gestures to use an action with this trait. You should be able to cast Lay on Hands with the hand(s) holding a weapon.

Edit: Additionally, per Chapter 7 of the Player Core at Page 300, the only time you need a free hand to cast a spell is if it requires a locus. "A locus is an object that funnels or directs the magical energy of the spell but is not consumed in its casting. As part of Casting the Spell, you retrieve the locus (if necessary, and if you have a free hand), and you can put it away again if you so choose."

Edit 2: And you should be able to use Retributive Strike even if you can't Strike with the Guisarme. The trigger for the reaction is "An enemy damages your ally, and both are in your champion’s aura." The damage reduction part should still work. The bit about Striking only requires the enemy to be within reach.

Keen! This will make Dinardin's life easier! Thanks!


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

♦Attempt to Direct crowd
Diplomacy: 1d20 + 13 ⇒ (5) + 13 = 18
Well that didn't work
♦♦Stridex2


Pathfinder Provisions ◆◇↺

Ephesian attempts to direct the panicking bystanders. Nobody seems to notice him, too distracted by the fire.

The first of the attackers slips easily past Dinardin, attacking him from behind. He manages to deflect her second strike.
◆ Tumble Through Dinardin Acrobatics: 1d20 + 10 ⇒ (19) + 10 = 29 Success, triggers RS from Tieri
◆ Strike Shortsword: 1d20 + 14 + 1 ⇒ (11) + 14 + 1 = 26 Hit for piercing damage: 1d6 + 6 ⇒ (1) + 6 = 7 and precision damage: 1d6 ⇒ 6
◆ Strike Shortsword: 1d20 + 14 + 1 - 4 ⇒ (7) + 14 + 1 - 4 = 18 Miss

The next one, who is equipped a bit different from the other two--a dagger in his off-hand and several more about his person, but no armor--hurries away from the fire. He swings wide at Sunshine, putting him on the back foot, but then actually stabs at Tieri. The dentist's luck is better this time; he rolls to the side and blade pokes only the dirt.
fire damage: 3d6 ⇒ (2, 1, 2) = 5
◆ Step
◆ Feint Dinardin/Sunshine: 1d2 ⇒ 2 Deception: 1d20 + 13 ⇒ (20) + 13 = 33 Critical success, Sunshine is Off-Guard to all attacks for one round due to Green's Scoundrel's Feint ability
◆ Strike Tieri/Sunshine: 1d2 ⇒ 1 Shortsword: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17 Miss
Bleed 1, and then Persists?: 1d20 ⇒ 20

The last one seems more affected by the fire, but doesn't have a lot of room to maneuver. She squeezes past and stabs at Dinardin--then turns the blade and attacks from a different direction, a devastating blow.
fire damage: 3d6 ⇒ (3, 6, 1) = 10
◆ Stride, Triggers RS from Tieri
◆ Feint Deception: 1d20 + 7 ⇒ (12) + 7 = 19 Success, Dinardin is Off-Guard to her next attack
◆ Strike Shortsword: 1d20 + 14 + 1 ⇒ (17) + 14 + 1 = 32 Crit for 2xpiercing damage: 1d6 + 6 ⇒ (3) + 6 = 9 and precision damage: 1d6 ⇒ 6

★★★
Noon on Fireday Round 2

[ooc]Terrain: Space within 10 feet of the fountain is difficult terrain due to the panicking bystancers. DC 20 Diplomacy to direct the crowd, eliminating the difficult terrain for one round; critical success disperses them entirely. Anyone starting their turn adjacent to the burning building or the cart takes 3d6 fire damage.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Sunshine: 3d6 fire damage

──────────
BOLD IS UP!:
──────────
➤ Tieri (39/50 HP) │ Wounded 1, Prone, +2 to AC until Dinardin's turn
Purple Cole Farsen, Gang Leader (-15 HP) │ Reaction used
Ephesian Aputhil (68/60 HP)
Sunshine (98/90 HP) │ Off-Guard until Green's EoNT
Dinardin of Longshadow (14/56 HP)
Lokoloko (63/55 HP)
Brother Nebulous U. Nimbus (52/44 HP)
Red Ninth Army Burglar (-6 HP)
Green Ninth Army Fence (-17 HP)
Blue Ninth Army Burglar (-16 HP)

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

"Toasty!"

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 takes his opportunity from the ground.

↺ Reactive Strike

+1 Striking War Razor: 1d20 + 13 - 2 ⇒ (5) + 13 - 2 = 16
Slashing Damage: 2d4 + 2 ⇒ (2, 2) + 2 = 6

He doesn't intend to stay there, however. He keeps his attention on the boss, hoping to outlast the purple menace.

◆ Stand

◆ Snagging Strike

+1 Striking War Razor: 1d20 + 13 ⇒ (5) + 13 = 18
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 ⇒ (7) + 13 - 4 = 16
Slashing Damage: 2d4 + 2 ⇒ (2, 4) + 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 ◆◇↺

Tieri's razor doesn't cut into any of his foes.
16 misses Red
18 misses Cole, and 16 critically fails.

The gang leader is a little surrounded, and lashes out around him. "As the Adventure-Captain commands!" he shouts. He manages one more hit on Tieri, though not so nasty as last time.
◆ Strike D/T: 1d2 ⇒ 2 Shortsword: 1d20 + 18 ⇒ (6) + 18 = 24 Hits for piercing damage: 1d6 + 10 ⇒ (1) + 10 = 11 and precision damage: 2d6 ⇒ (6, 1) = 7
◆ Strike D/T: 1d2 ⇒ 1 Shortsword: 1d20 + 18 - 4 ⇒ (4) + 18 - 4 = 18 Miss
◆ Strike D/T: 1d2 ⇒ 2 Shortsword: 1d20 + 18 - 8 ⇒ (4) + 18 - 8 = 14 Miss

★★★
Noon on Fireday Round 2

Terrain: Space within 10 feet of the fountain is difficult terrain due to the panicking bystancers. DC 20 Diplomacy to direct the crowd, eliminating the difficult terrain for one round; critical success disperses them entirely. Anyone starting their turn adjacent to the burning building or the cart takes 3d6 fire damage.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Sunshine: 3d6 fire damage

──────────
BOLD IS UP!:
──────────
Tieri (21/50 HP) │ Wounded 1
Purple Cole Farsen, Gang Leader (-15 HP)
➤ Ephesian Aputhil (68/60 HP)
➤ Sunshine (98/90 HP) │ Off-Guard until Green's EoNT
➤ Dinardin of Longshadow (14/56 HP)
➤ Lokoloko (63/55 HP)
➤ Brother Nebulous U. Nimbus (52/44 HP)
Red Ninth Army Burglar (-6 HP)
Green Ninth Army Fence (-17 HP)
Blue Ninth Army Burglar (-16 HP)

Envoy's Alliance

Cond: DR 2 Fire| Male Skilled Human Tempest Oracle 7| 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|

After the fire damage, I only have 41 hp.

"Uhmm, actually, it's Venture-Captain, not Adventure-Captain." Brother Nebulous snidely corrects the Gang Leader. "I see that you are as uninformed as you are stupid."

He turns his attention southwards. "You there, common thug - I see you're attempting to kill my friend. Try not to choke on your ambitions."

Brother Nebulous lifts his right hand and mimics a choking motion, using his right hand to squeeze the scroll he's holding. Using his Knowledge of Shapes to Reach out further than he normally could, he squeezes Green's throat with his Tempest Touch.

DC 20 Fort Save, Cold and Bludgeoning: 2d4 ⇒ (2, 4) = 62d4 ⇒ (3, 4) = 7 Total 13 damage.

Brother Nebulous starts to spark with unnatural currents of electricity. Cursebound 1, Weakness 2 to Electricity damage.

Hoping that his Goblin buddy can reach and patch Tieri up, Brother Nebulous chooses to Heal the Iomedean instead.

"Live on, Champion. The Church of Razmir has use for you yet." He intones, making grandiose sweeps and flourishes with his hands.

2nd Rank Heal: 2d8 + 16 ⇒ (3, 1) + 16 = 20 Shockingly bad Heal. Hopefully Dinardin rolls better on his Retributive Strike.

◇ Reach Spell (Knowledge of Shapes) ◆ Tempest Touch (Green Fort save), ◆◆ 2nd Rank Heal (Dinardin)

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

Fire: 3d6 ⇒ (3, 5, 3) = 11

Tieri, do you need to switch out? Sunshine will Delay if you want to coordinate a switcharoo.

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 | ◆◇↺

Still got my Hero Point, so not worried yet. Ask again after the next time I fall over.

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 moves up and chucks a blue sparking bottle at Cole.

Moderate Bottled Lightning, 30' range: 1d20 + 12 ⇒ (18) + 12 = 30 for Electricity Damage: 2d6 ⇒ (3, 3) = 6 plus Electricity Splash Damage: 2 = 2

Target OG on hit; Critical Hit: Double Damage
Cole is OG for 1 rd

He then follow up with a bottle of red liquid.

Moderate Alchemist Fire, 30' range, MAP, OG: 1d20 + 7 ⇒ (11) + 7 = 18 for Fire Damage, Burn It!: 2d8 + 1 ⇒ (3, 1) + 1 = 5 plus Persistent Fire: 3 = 3 plus Splash Damage (Fire): 2 = 2

◆ Stride
◆ Moderate Bottled Lightning
◆ Moderate Alchemist Fire

He sees Tieri and Dinardin get splashed and calls "Yous no worries. I's heal you later!"

2 Electricity Splash and 2 Fire Splash on Blue, Green, Tieri and Dinardin


Pathfinder Provisions ◆◇↺

Nebulous's offensive spell has no visible effect, though his healing works better. A bit.
Green Fort: 1d20 + 9 ⇒ (20) + 9 = 29 Wow, y'all can't catch a break.

Lokoloko hits the gang leader directly with a bottle of lightning. And indirectly with a flaming fluid.
A hit and a miss.

★★★
Noon on Fireday Round 2

Terrain: Space within 10 feet of the fountain is difficult terrain due to the panicking bystancers. DC 20 Diplomacy to direct the crowd, eliminating the difficult terrain for one round; critical success disperses them entirely. Anyone starting their turn adjacent to the burning building or the cart takes 3d6 fire damage.
Battlemap

──────────
BOLD IS UP!:
──────────
Tieri (19/50 HP) │ Wounded 1
Purple Cole Farsen, Gang Leader (-25 HP) │ Off-Guard until Lokoloko's SoNT
➤ Ephesian Aputhil (68/60 HP)
➤ Sunshine (87/90 HP) │ Off-Guard until Green's EoNT
➤ Dinardin of Longshadow (32/56 HP)
Lokoloko (63/55 HP)
Brother Nebulous U. Nimbus (41/44 HP) │ Cursebound 1
Red Ninth Army Burglar (-6 HP)
Green Ninth Army Fence (-19 HP)
Blue Ninth Army Burglar (-18 HP)

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 switch his Prey ◆ to Green, and cast Gravity Weapon ◆. Then he'll swing ◆.

Spiked Chain: 1d20 + 15 ⇒ (17) + 15 = 32 vs flanking
Slashing, Gravity Weapon: 2d8 + 3 + 4 ⇒ (6, 6) + 3 + 4 = 19 plus Precision: 1d8 ⇒ 1


Pathfinder Provisions ◆◇↺

The phony Pathfinder in the green mask doesn't topple, but he sags a lot and his weapon seems loose in his grip. "Surrender," he mutters.
That's a crit, which bloodies Green. And technically, talking is a non-triggered free action so he can't do it when it's not his turn, but I thought you wouldn't mind seeing that a bit early.

★★★
Noon on Fireday Round 2

Terrain: Space within 10 feet of the fountain is difficult terrain due to the panicking bystancers. DC 20 Diplomacy to direct the crowd, eliminating the difficult terrain for one round; critical success disperses them entirely. Anyone starting their turn adjacent to the burning building or the cart takes 3d6 fire damage.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Sunshine: 3d6 fire damage
Dinardin of Longshadow: 3d6 fire damage

──────────
BOLD IS UP!:
──────────
Tieri (19/50 HP) │ Wounded 1
Purple Cole Farsen, Gang Leader (-25 HP) │ Off-Guard until Lokoloko's SoNT
➤ Ephesian Aputhil (68/60 HP)
Sunshine (87/90 HP) │ Off-Guard until Green's EoNT
➤ Dinardin of Longshadow (32/56 HP)
Lokoloko (63/55 HP)
Brother Nebulous U. Nimbus (41/44 HP) │ Cursebound 1
Red Ninth Army Burglar (-6 HP)
Green Ninth Army Fence (-59 HP) │ Bloodied, Surrendering
Blue Ninth Army Burglar (-18 HP)

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

Diplomacy: 1d20 + 8 ⇒ (10) + 8 = 18

"Move! Get to safety!" Dinardin bellows at the crowd.

Guisarme, 1st Strike v. Cole Farsen: 1d20 + 11 ⇒ (3) + 11 = 142d10 + 4 ⇒ (10, 6) + 4 = 20 plus 1d6 ⇒ 5 persistent vitality vs. Undead
Guisarme, 2nd Strike v. Cole Farsen: 1d20 + 6 ⇒ (18) + 6 = 242d10 + 4 ⇒ (9, 1) + 4 = 14 plus 1d6 ⇒ 1 persistent vitality vs. Undead

Dinardin slices at the leader twice.

Reaction: Dinardin will use his reaction for Reactive Strike to assist the first ally in reach (10') that is attacked. Note that has the Nimble Reprisal feat and can move before striking.

Envoy's Alliance

Cond: DR 2 Fire| Male Skilled Human Tempest Oracle 7| 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|
Dinardin of Longshadow wrote:

[dice=Diplomacy]1d20+8

"Move! Get to safety!" Dinardin bellows at the crowd.

[dice=Guisarme, 1st Strike v. Cole Farsen]1d20+11;2d10+4 plus 1d6 persistent vitality vs. Undead
[dice=Guisarme, 2nd Strike v. Cole Farsen]1d20+6;2d10+4 plus 1d6 persistent vitality vs. Undead

Dinardin slices at the leader twice.

Reaction: Dinardin will use his reaction for Reactive Strike to assist the first ally in reach (10') that is attacked. Note that has the Nimble Reprisal feat and can move before striking.

Not to try and back-seat game too hard, but since we're on the back foot I'll point this out - Dinardin could have Retributive Strike'd this hit against Tieri last round.

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

If the GM is willing, please make it so!


Pathfinder Provisions ◆◇↺

Absolutely, go for it.

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

Reactive Strike, Last turn: 1d20 + 11 ⇒ (6) + 11 = 172d10 + 4 ⇒ (3, 4) + 4 = 11

Also, Tieri is shielded from 4 points of damage.


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

♦Stride
♦ Exploit Vulernability on Cole Farsen Exploit Vulnerability: 1d20 + 13 ⇒ (16) + 13 = 29
♦Strike Cole Attack Cole: 1d20 + 14 ⇒ (2) + 14 = 16
Strike Damage: 2d6 + 4 ⇒ (5, 5) + 4 = 14 plus weakness/personal antithesis (+4)


Pathfinder Provisions ◆◇↺

Dinardin protects Tieri. He has trouble hitting the gang leader, though. And then he connects--Cole's dulled reflexes from Lokoloko's alchemy may have been a factor.
17 misses.
↺ Nimble Dodge. 20 misses.
24... hits, while he's Off-Guard from the bottled lightning. He is not undead.

Ephesian notes the gang leader's weakness, that for all of his skill he still seems in over his head. His attack doesn't connect, though.
Successful Exploit, though as you'd probably guess for a human with no apparent supernatural traits he has no particular weakness. 16 is a... miss, while he's Off-Guard from the bottled lightning.

The burglar in red stabs at Dinardin repeatedly. This is mostly ineffective, but with her flurry of attacks one does eventually get past his defenses.
◆ Strike flanked Dinardin Shortsword: 1d20 + 14 ⇒ (4) + 14 = 18 Miss
◆ Strike flanked Dinardin Shortsword: 1d20 + 14 - 4 ⇒ (8) + 14 - 4 = 18 Miss
◆ Strike flanked Dinardin Shortsword: 1d20 + 14 - 8 ⇒ (16) + 14 - 8 = 22 Hit for piercing: 1d6 + 6 ⇒ (2) + 6 = 8 and precision damage: 1d6 ⇒ 6

The criminal who said he was surrendering keeps his word. He drops his sword and makes his way out of the way, pushing through the bystanders near the fountain.
◇ Drop weapon
◆◆◆ Stride - triggers RS from Tieri, if you want to take it

The remaining criminal swings the sap in her off-hand at Dinardin, who falls for the trick and dodges into her sword. She also takes a stab as Sunshine, to less effect (none at all).
◆ Feint D/S: 1d2 ⇒ 1 Deception: 1d20 + 7 ⇒ (10) + 7 = 17 Success
◆ Strike Dinardin Shortsword: 1d20 + 14 ⇒ (13) + 14 = 27 Hit for piercing: 1d6 + 6 ⇒ (4) + 6 = 10 and precision damage: 1d6 ⇒ 1
◆ Strike Sunshine Shortsword: 1d20 + 14 - 4 ⇒ (12) + 14 - 4 = 22 Miss

★★★
Noon on Fireday Round 3

Terrain: Space within 10 feet of the fountain is difficult terrain due to the panicking bystancers. DC 20 Diplomacy to direct the crowd, eliminating the difficult terrain for one round; critical success disperses them entirely. Anyone starting their turn adjacent to the burning building or the cart takes 3d6 fire damage.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Sunshine: 3d6 fire damage
Lokoloko: 3d6 fire damage

──────────
BOLD IS UP!:
──────────
➤ Tieri (25/50 HP) │ Wounded 1
Purple Cole Farsen, Gang Leader (-39 HP) │ Personal Antithesis, Off-Guard until Lokoloko's SoNT, Reaction used
Ephesian Aputhil (68/60 HP)
Sunshine (87/90 HP)
Dinardin of Longshadow (7/56 HP)
Lokoloko (63/55 HP)
Brother Nebulous U. Nimbus (41/44 HP) │ Cursebound 1
Red Ninth Army Burglar (-6 HP)
Green Ninth Army Fence (-59 HP) │ Bloodied, Surrendering
Blue Ninth Army Burglar (-18 HP)

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 |

Fire: 3d6 ⇒ (4, 6, 2) = 12

ouch

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 | ◆◇↺

Of course I want my reactive strike!

↺ Reactive Strike

+1 Striking War Razor: 1d20 + 13 ⇒ (7) + 13 = 20
Slashing Damage: 2d4 + 2 ⇒ (3, 2) + 2 = 7

"Maybe time to move, Lokoloko? Don't want to have to ID you with dental records."

Tieri continues his assault on the leader.

◆ Snagging Strike

+1 Striking War Razor: 1d20 + 13 ⇒ (1) + 13 = 14
Slashing Damage: 2d4 + 2 ⇒ (3, 3) + 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 ⇒ (19) + 13 - 4 = 28
Slashing Damage: 2d4 + 2 ⇒ (2, 2) + 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.

◆ Strike

+1 Striking War Razor: 1d20 + 13 - 8 ⇒ (19) + 13 - 8 = 24
Slashing Damage: 2d4 + 2 ⇒ (1, 3) + 2 = 6

If Cole drops or surrenders, any remaining attacks will be redirected to Red.

I see the natural 1 and choose to let it ride. Hopefully no one can take advantage of the CF, and he is already off-guard.


Pathfinder Provisions ◆◇↺

Tieri does not accept the foe's surrender, and tags him with his razor. Surrendering becomes fleeing, as the criminal continues to run.
He also slices the gang leader twice, snagging his shirt and then grabbing him.
RS hits.
That natural 1 is a critical failure, of course.
28 hits.
24 hits while he's Off-Guard.

Cole yanks himself out of Tieri's grip and growls. He brutally stabs Ephesian, and whoops at his success. His cry of, "For the Society!" rallies his allies.
He also returns another poke to Tieri.
◆ Escape Acrobatics: 1d20 + 13 ⇒ (16) + 13 = 29
◆ Strike D/E/T: 1d3 ⇒ 2 Shortsword: 1d20 + 18 - 4 ⇒ (18) + 18 - 4 = 32 Ephesian is Off-Guard to that attack due to Cole's Gang Up ability, so that crits for 2xpiercing damage: 1d6 + 10 ⇒ (1) + 10 = 11 and precision damage: 2d6 ⇒ (5, 3) = 8
↺ Dinardin's Retributive Strike prevents 6 of that damage, and Guisarme: 1d20 + 11 ⇒ (15) + 11 = 26 Hits for slashing damage: 2d10 + 4 ⇒ (3, 8) + 4 = 15, which bloodies him
↺ Cole's Brutal Rally grants his allies +1 circumstance to attack for one round
◆ Strike D/E/T: 1d3 ⇒ 3 Shortsword: 1d20 + 18 - 8 ⇒ (10) + 18 - 8 = 20 Tieri is Off-Guard to that attack due to Cole's Gang Up ability, so that hits for piercing damage: 1d6 + 10 ⇒ (6) + 10 = 16 and precision damage: 2d6 ⇒ (1, 4) = 5

★★★
Noon on Fireday Round 3

Terrain: Space within 10 feet of the fountain is difficult terrain due to the panicking bystancers. DC 20 Diplomacy to direct the crowd, eliminating the difficult terrain for one round; critical success disperses them entirely. Anyone starting their turn adjacent to the burning building or the cart takes 3d6 fire damage.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Sunshine: 3d6 fire damage
Lokoloko: 3d6 fire damage

──────────
BOLD IS UP!:
──────────
Tieri (4/50 HP) │ Wounded 1
Purple Cole Farsen, Gang Leader (-66 HP) │ Bloodied, Personal Antithesis, Off-Guard until Lokoloko's SoNT, Reaction used
➤ Ephesian Aputhil (37/60 HP)
➤ Sunshine (87/90 HP)
➤ Dinardin of Longshadow (7/56 HP)
➤ Lokoloko (51/55 HP)
➤ Brother Nebulous U. Nimbus (41/44 HP) │ Cursebound 1
Red Ninth Army Burglar (-6 HP) │ Brutal Rally: +1 circumstance to attacks one round
Green Ninth Army Fence (-66 HP) │ Bloodied, Fleeing
Blue Ninth Army Burglar (-18 HP) │ Brutal Rally: +1 circumstance to attacks one round

Envoy's Alliance

Cond: DR 2 Fire| Male Skilled Human Tempest Oracle 7| 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|

Sorry guys. No healing this turn - Brother Nebulous is sick of this nonsense and needs to vent.

Brother Nebulous turns to face Cole, irritation spiking like nails pounded into his brain. This foe is taking too long to deal with - worst of all, his false-flagging would ruin the reputation of the Pathfinder Society and by extension, the plans the Church of Ramzir had so carefully laid. No. He had to start playing the false-flag game too. The robed priest starts laughing sinisterly, hoping to unnerve the rogue.

"Ehahahahahahaha! Foolish mercenary. Your feeble skills are no match for the powers of Razmir, Master of the 31 Steps. Now, you shall be revealed for the undead monstrosity you are!"

Demoralize to Intimidate: 1d20 + 13 ⇒ (2) + 13 = 15

Hero pointed Demoralize to Intimidate: 1d20 + 13 ⇒ (20) + 13 = 33

That's a clutch Frightened 2.

Drawing on his divine magic and his curse, he extends his reach and mentally touches Cole's mind, forcing on him the compulsion to eat flesh like a Ghoul. Turning to address the crowd, the priest says "Good people of Oppara! Pay close attention to this man - he is no Pathfinder, but a base Ghoul attempting to besmirch the Society's good name! See how he craves raw meat like the evil creature he is!"

The divine winds that follow Brother Nebulous howl like wolves as they whirl like a hurricane in miniature around him, obscuring his vision.

Cursebound 2, which is my current maximum. -2 to ranged attack rolls.

◆ Demoralize on Cole, ◇ Knowledge of Shapes (Reach Spell) ◆◆ Ghoulish Cravings on Cole

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

Fire: 3d6 ⇒ (4, 3, 6) = 13

Sunshine moves his Prey to Cole, Strides up (difficult terrain), and swings.

Spiked Chain: 1d20 + 15 ⇒ (1) + 15 = 16
Slashing, Gravity Weapon: 2d8 + 3 + 4 ⇒ (6, 1) + 3 + 4 = 14 plus Precision: 1d8 ⇒ 1

Last Hero Point.
Spiked Chain, Hero Point Reroll: 1d20 + 15 ⇒ (17) + 15 = 32

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 an elixir of life that he made that morning. He runs up to Dinardin and commands the champion to "Yous open mouth, or else!" Assuming Dinardin obeys, Lokoloko tips the contents down his throat.

Lesser Elixir of Life, Chirurgeon Field Discovery: 3d6 + 6 ⇒ (5, 5, 1) + 6 = 17

+1 bonus vs Poison/Disease for 10 minutes
4 temp hp for 1 minute (Chirurgeon Field Discovery)

◆ Interact to Draw
◆ Stride
◆ Feed Dinardin a potion


Pathfinder Provisions ◆◇↺

The gang leader looks shocked and startled. He might question how being a ghoul would prove he's not a Pathfinder, but he may have forgotten that he is not, in fact, a ghoul.
Critically successful Demoralize.
Will: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18 Failure. Sickened 2 and can't reduce Sickened below 1 until he consumes raw meat.

Overwhelmed as he is, he has no defense against Sunshine. He lets his weapon fall from his hand and mutters, "No more. I yield."
While Frightened/Sickened 2 and Off-Guard, 32 is a crit.

★★★
Noon on Fireday Round 3

Terrain: Space within 10 feet of the fountain is difficult terrain due to the panicking bystancers. DC 20 Diplomacy to direct the crowd, eliminating the difficult terrain for one round; critical success disperses them entirely. Anyone starting their turn adjacent to the burning building or the cart takes 3d6 fire damage.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Lokoloko: 3d6 fire damage

──────────
BOLD IS UP!:
──────────
Tieri (4/50 HP) │ Wounded 1
Purple Cole Farsen, Gang Leader (-96 HP) │ Bloodied, Personal Antithesis, Off-Guard until Lokoloko's SoNT, Frightened 2, Sickened 2 and can't reduce Sickened below 1 until he consumes raw meat, surrendering
➤ Ephesian Aputhil (37/60 HP)
Sunshine (74/90 HP)
➤ Dinardin of Longshadow (28/56 HP)
Lokoloko (51/55 HP)
Brother Nebulous U. Nimbus (41/44 HP) │ Cursebound 2
Red Ninth Army Burglar (-6 HP) │ Brutal Rally: +1 circumstance to attacks one round
Green Ninth Army Fence (-66 HP) │ Bloodied, Fleeing
Blue Ninth Army Burglar (-18 HP) │ Brutal Rally: +1 circumstance to attacks one round

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

The champion of Iomedae gratefully accepts the proffered potion. "Thanks, brother," he says to Lokoloko. "Together we are the wall!"

This was a saying among the men of Lastwall, though most of those are now worse than dead. Dinardin doesn't express that grim thought, though.

1. Lay On Hands to Ephesian.
2. Strike Blue.
2. Strike Blue Again.

Restore 12 hp to Ephesian. Also, he gains a +2 status bonus to AC for 1 round.

Guisarme, 1st Strike: 1d20 + 11 ⇒ (7) + 11 = 182d10 + 4 ⇒ (2, 10) + 4 = 16 Boo!
Guisarme, 2nd Strike: 1d20 + 6 ⇒ (4) + 6 = 102d10 + 4 ⇒ (10, 3) + 4 = 17 Boooooo!

Reaction: Dinardin will use Reactive Strike (and if necessary, Nimble Reprisal) to defend the first of his allies within 15' that's attacked.

Retributive Strike: Reaction. Trigger An enemy damages your ally, and both are within 15 feet of you.

You protect your ally and strike your foe. The ally gains resistance to all damage against the triggering damage equal to 2 + your level. If the foe is within reach, make a melee Strike against it.

________________________________________

EPHESIAN: has a +2 status bonus to AC for 1 round.


Ephesian changes his focus to the criminal adjacent to him.
◆ Demoralize Blue Intimidation: 1d20 + 14 ⇒ (16) + 14 = 30
◆ Exploit Vulnerability Esoteric Lore: 1d20 + 13 ⇒ (16) + 13 = 29
◆ Strike Blue Longsword: 1d20 + 14 ⇒ (20) + 14 = 34 Slashing/Piercing Damage: 2d8 + 4 ⇒ (3, 1) + 4 = 8


Pathfinder Provisions ◆◇↺

Dinardin heals Ephesian, but his target proves too wily to easily strike, even with her leader surrendering.
↺ Nimble Dodge, and 18 is a miss. 10 is a critical failure.

Ephesian seems to terrify the criminal he glares at. It doesn't help that he identifies her strange aversion to pickles, which he exploits to the fullest as he cuts her badly.
Critically successful Demoralize.
Critically successful Exploit. They have no Weaknesses, but in addition to Nimble Dodge, they have Deny Advantage (The burglar isn’t flat-footed to creatures of 4th level or lower that are hidden, undetected, flanking, or using surprise attack) and a +1 circumstance bonus to all saves vs traps.
And critical hit (dang). That bloodies her.

The other criminal swings at Ephesian, narrowly missing, her sword deflected only by Dinardin's protective magic. She stabs Tieri, though again Dinardin's magic protects his teammates, and his retaliation is much more impressive. Wincing, she tries to attack him as well but the attempt is well off the mark.
The Pathfinders can't help but notice that, while these criminals are obviously skilled, their tactics and positioning are rather poor. They really do seem to have been thrown off by the presence of armed opposition.
◆ Strike D/T/E: 1d3 ⇒ 3 Shortsword: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23 Miss due to LoH bonus
◆ Strike D/T: 1d2 ⇒ 2 Shortsword: 1d20 + 14 + 1 - 4 ⇒ (14) + 14 + 1 - 4 = 25 Hits Tieri for piercing damage: 1d6 + 6 ⇒ (2) + 6 = 8
◆ Strike Dinardin Shortsword: 1d20 + 14 + 1 - 8 ⇒ (2) + 14 + 1 - 8 = 9 Critical Failure
↺ Dinardin's Retributive Strike blocks most of the damage to Tieri (just enough he's still up). Guisarme: 1d20 + 11 ⇒ (20) + 11 = 31 crit for 2xslashing damage: 2d10 + 4 ⇒ (5, 2) + 4 = 11
↺ Nimble Dodge, though it does not help. She's also bloodied.

As rattled as she is, the frightened criminal tries to pay Ephesian back in kind; she fails.
◆ Strike Ephesian Shortsword: 1d20 + 14 + 1 - 2 ⇒ (9) + 14 + 1 - 2 = 22 Miss
◆ Strike Ephesian Shortsword: 1d20 + 14 + 1 - 2 - 4 ⇒ (9) + 14 + 1 - 2 - 4 = 18 Miss
◆ Strike Ephesian Shortsword: 1d20 + 14 + 1 - 2 - 8 ⇒ (15) + 14 + 1 - 2 - 8 = 20 Miss

★★★
Noon on Fireday Round 4

Terrain: Space within 10 feet of the fountain is difficult terrain due to the panicking bystancers. DC 20 Diplomacy to direct the crowd, eliminating the difficult terrain for one round; critical success disperses them entirely. Anyone starting their turn adjacent to the burning building or the cart takes 3d6 fire damage.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Sunshine: 3d6 fire damage

──────────
BOLD IS UP!:
──────────
➤ Tieri (2/50 HP) │ Wounded 1
Purple Cole Farsen, Gang Leader (-96 HP) │ Bloodied, Personal Antithesis, Off-Guard until Lokoloko's SoNT, Frightened 1, Sickened 2 and can't reduce Sickened below 1 until he consumes raw meat, surrendering
➤ Ephesian Aputhil (49/60 HP) │ Lay on Hands: +2 status to AC one round
➤ Sunshine (74/90 HP)
➤ Dinardin of Longshadow (28/56 HP)
➤ Lokoloko (51/55 HP)
➤ Brother Nebulous U. Nimbus (41/44 HP) │ Cursebound 2
Red Ninth Army Burglar (-28 HP) │ Reaction used
Green Ninth Army Fence (-66 HP) │ Bloodied, Fleeing
Blue Ninth Army Burglar (-38 HP) │ Bloodied, Frightened 1, Personal Antithesis 4

Envoy's Alliance

Cond: DR 2 Fire| Male Skilled Human Tempest Oracle 7| 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|

"Ah! A ghoul! Please don't eat me, I'm an innocent old man..." Brother Nebulous fakes fear as the afflicted Cole Farsen comes up to him. He hobbles away, closer to the Frightened Blue Burglar, appearing to be off-guard with his back turned towards him.

A crackling sound can be heard from Brother Nebulous' front as he approaches. Without warning, Brother Nebulous turns around and unleashes a gigantic torrent of electricity over Lokoloko's head and towards Blue while cackling with glee.

"Ahahahahaha! Just kidding! Power! Unlimited Power!" The masked man screams as lightning pours out of his fingertips.

2nd rank Thunderstrike on Blue, DC 20 Reflex, Electricity then Sonic: 2d12 ⇒ (12, 12) = 242d4 ⇒ (3, 4) = 7 Total damage of 31. On Failure, is Clumsy 1 for 1 round.

◆ Stride, ◆◆ Cast 2nd rank Thunderstrike on Blue


Pathfinder Provisions ◆◇↺

The blue-clad burglar almost dodges the spell, but that isn't enough. Opening her mouth and releasing a puff of smoke, she croaks "Standing down," with a very dry voice as she lets her blade slip from her hand.
Reflex: 1d20 + 12 - 1 ⇒ (11) + 12 - 1 = 22 Success, but she still surrenders with that amount of damage.

★★★
Noon on Fireday Round 4

Terrain: Space within 10 feet of the fountain is difficult terrain due to the panicking bystancers. DC 20 Diplomacy to direct the crowd, eliminating the difficult terrain for one round; critical success disperses them entirely. Anyone starting their turn adjacent to the burning building or the cart takes 3d6 fire damage.
Battlemap

──────────
BEFORE YOUR TURN:
──────────
Sunshine: 3d6 fire damage

──────────
BOLD IS UP!:
──────────
➤ Tieri (2/50 HP) │ Wounded 1
Purple Cole Farsen, Gang Leader (-96 HP) │ Bloodied, Personal Antithesis, Off-Guard until Lokoloko's SoNT, Frightened 1, Sickened 2 and can't reduce Sickened below 1 until he consumes raw meat, surrendering
➤ Ephesian Aputhil (49/60 HP) │ Lay on Hands: +2 status to AC one round
➤ Sunshine (74/90 HP)
➤ Dinardin of Longshadow (28/56 HP)
➤ Lokoloko (51/55 HP)
Brother Nebulous U. Nimbus (41/44 HP) │ Cursebound 2
Red Ninth Army Burglar (-28 HP) │ Reaction used
Green Ninth Army Fence (-66 HP) │ Bloodied, Fleeing
Blue Ninth Army Burglar (-53 HP) │ Bloodied, Frightened 1, Personal Antithesis 4, Surrendering

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

Seeing Blue surrender, Dinardin turns to RED. "Now, it doesn't have to end like this. Your brothers have surrendered. Do likewise and live."

1. Trip Red.
2. Intimidate.
3. Step.

Athletics to Trip Red: 1d20 + 12 ⇒ (18) + 12 = 30
Intimidation to Demoralize Red: 1d20 + 8 ⇒ (2) + 8 = 10

Reaction: Use Retributive Strike if any ally within 15' is harmed.

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 another Elixir of Life and tells Tieri to "Yous also opens mouth!" before tipping the potion down his throat.

Lesser Elixir of Life: 3d6 + 6 ⇒ (3, 6, 3) + 6 = 18 plus 4 temp hp

He then pulls out a red bottle and chucks it at the prone(?) Red in the same motion.

Moderate Alchemist Fire, 30' range: 1d20 + 12 ⇒ (10) + 12 = 22 for Fire Damage, Burn It!: 2d8 + 1 ⇒ (1, 4) + 1 = 6 plus Persistent Fire: 3 = 3 plus Splash Damage (Fire): 2 = 2

OG if Dinardin's trip succeeded

◆◆ Interact to draw potion and feed Tieri
◆ Strike

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 | ◆◇↺

"Ow! Hot! Sorry I said bad things about acidic pickles!"

"You," the kobold says, turning to the remaining thug, "you want to leave with all your teeth?"

◆ Snagging Strike
+1 Striking War Razor: 1d20 + 13 ⇒ (8) + 13 = 21
Slashing Damage: 2d4 + 2 ⇒ (4, 1) + 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 ⇒ (8) + 13 - 4 = 17
Slashing Damage: 2d4 + 2 ⇒ (3, 2) + 2 = 7
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.

◆ Strike

+1 Striking War Razor: 1d20 + 13 - 4 ⇒ (16) + 13 - 4 = 25
Slashing Damage: 2d4 + 2 ⇒ (3, 3) + 2 = 8

If and when they surrender, Tieri will use any remaining actions to try to disperse the crowd.

Diplomacy: 1d20 + 1 ⇒ (14) + 1 = 15
Diplomacy: 1d20 + 1 ⇒ (4) + 1 = 5
Diplomacy: 1d20 + 1 ⇒ (17) + 1 = 18


Pathfinder Provisions ◆◇↺

Dinardin knocks the final criminal to the ground. He doesn't seem to scare her overmuch, though. "Venture-Caplin, help me!" she cries.

After being hit while she's down a couple more times she seems to really take in that she's the last one standing (and she isn't even standing). She mumbles something into the street that sounds like "Surrender" and holds up her empy hands.
Successful Trip.
Critically failed Demoralize.
21 hits. That bloodies her.
21 hits, 17 misses, 25 hits. And she surrenders.

Tieri starts trying to direct the bystanders, but it isn't really necessary. With the armed conflict over, the locals quickly arrange a bucket brigade. The proximity between the fountain and the fire make this easy, and soon enough they converge on the site and put out the fire before it spreads to adjacent buildings. It’s clear that Murdut is rather shaken by the event. He’s grateful for the Pathfinder Society protecting him, but also terrified that he was targeted due to the former affiliation. He does not blame the team, but does keep a cautious distance.

Since the Pathfinders captured surrendering Ninth Army members, they can interrogate them. The members initially say that “Muesello of the Pathfinder Society” organized the attack, but they quickly cave under pressure, as they are addled from the unexpected fight. They admit to being new recruits and indicate that this is their first job for the Ninth Army. They don’t know why they were ordered to do this job, just that they were supposed to frame Muesello and that this is their first test as Ninth Army members. If asked about who they’re really working for, they point to the leader of the group, Cole Farsen.

Cole himself is much more tight-lipped. He admit he's only been with the Ninth Army for about three months, but he’s been telling new recruits that he has more experience and intends to keep up that lie. If pressed for information, he describes that the group has a decentralized structure and most members only know fellow members if they’ve worked with them on assignments. He says that he received much of his information via dead drop.

DC 20 Diplomacy or Intimidation:
Cole lets slip that some Ninth Army members refer to someone named “the Peddler,” who apparently was responsible for shifting the Ninth Army’s focus onto the Pathfinder Society. He doesn’t know anything else about the Peddler.

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 |

Diplomacy(T): 1d20 + 10 ⇒ (17) + 10 = 27

"This one says some Longshanks name "Peddler" who try framing Paffinders! But he not know even when I's threating to make him drink fire" Lokoloko says, pointing to Cole and waving a bottle of alchemist's fire in his direction.

Growling, he turns to Cole. "Yous better be telling true! Or we's make you dead and drop yous in river!"

Sorry, couldn't help making fun of 'dead drop' :)

Envoy's Alliance

Cond: DR 2 Fire| Male Skilled Human Tempest Oracle 7| 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|

Intimidation: 1d20 + 13 ⇒ (13) + 13 = 26

Let's wrap this up. I need to take this PC somewhere else.

"Spit it out, Cole! Or I'll unleash the full force of my power on you, then have my little friend here drop you in a river!"


Pathfinder Provisions ◆◇↺

Cole apparently finds the river very intimidating, for reasons that are not entirely clear.

After the attack on the Lionsgate market, the Pathfinders receive a summons to Lady Morilla’s manor for a debriefing. When they arrive and are brought to her parlor, Lady Morilla is not alone. Venture-Captain Muesello sits uncomfortably in one of the chairs. Gloriana Morilla gives a wry smile and tells the Pathfinders that she’s interested in the result of the investigation, but she does have proof the Muesello is not behind this crime. Thanks to the Pathfinders’ investigations, she was able to track him down shortly before the attack. He was drinking tea with her while the attack happened. She turns to Muesello, her face becoming stern as she asks him what’s going on, especially since the Pathfinders deserve an explanation after all the work they did.

Muesello hangs his head and says with a voice filled with tension, “But it’s all true! You can’t deny it—I was behind everything, including the attack on Murdut. I’ve been plotting against the throne.” He doesn’t elaborate further, even if the field agents ask questions.

Perception DC 19 to Sense Motive:
He is blatantly lying.

Lady Morilla pulls the Pathfinders past a paper screen, which has been enchanted to prevent sound from traveling past. While keeping an eye on Muesello, she says, “This clearly isn’t true. The venture‑captain is not behind this, and the attempt to tie the Pathfinder Society to both anti‑Eutropian sentiments and violent acts is concerning. Clearly, these actions are meant to harm the Society. I’m not sure if this investigation helped us get ahead of these unknown enemies or if we’ve stumbled into a trap. We need to learn what’s happening, and why Muesello insists on taking the blame. I’ll stay in touch as I learn more.” She dismisses the Pathfinders with a furrowed brow and many unanswered questions.
This Year of Shattered Sanctuaries story arc continues in Pathfinder Society Scenario #3-16: Escape from Oppara.

If the Pathfinders follow up about Adamina after their investigation, they learn that Cole Farsen ordered her to be hidden in a dusty warehouse. When he and his companions never returned, she was able to get a passerby’s attention by banging on the locked door. While she is deeply shaken by the events, she is otherwise unharmed.

Envoy's Alliance

Cond: DR 2 Fire| Male Skilled Human Tempest Oracle 7| 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|

Perception: 1d20 + 7 ⇒ (13) + 7 = 20

"Please, I knew you were guilty, but that was such a blatant lie. Your guilt is the lesser of our problems - we must find out who exactly is the Phantom Menace puppeteering this scheme."

Brother Nebulous is about to continue interrogating Musello but then a letter from Razmiran is slipped into his hands. Reading it, he stares at its contents before going very silent. When he speaks, it is in the hesitant voice of a soldier receiving orders he does not want to follow.

"I...have received news from the Church of Razmir. I am to head to Kyonin at once - The Living God has designs on Treerazer and its demonic ilk. Suffice to say, it is a task of extreme danger and I do not expect to come back alive. If I do not see you all again...it was a pleasure to work with you. May the Master of the 31 Steps bless you all."

He takes care to shake each of your hands before walking away like a man condemned.

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 | ◆◇↺

"oh, uh, good luck with Tree Eraser or whatever. Can't help much with trees - no mouth bones. No mouth, usually."

201 to 244 of 244 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [GDXIV] Zero's #3-11: No Time for Treason All Messageboards

Want to post a reply? Sign in.