GM Frost’s Another Level 1–5 Pathfinder 2E PFS Scenario Marathon

Game Master Frozen Frost

Sign-Up Sheet (S99-02) | Slides and Maps | Macros | Chronicles
Current Game: S99-02 United in Purpose
Challenge Points: 12 (Low Tier, Level 1-2)


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Inhin finally fixes what's wrong from previous attempt to power up Bakal, and the same companion manages to escape from the choker's grasp. Meanwhile, Esskele misses to hit the second time.

The Choker goes for Miel and smacks with long arm but hits solid ground instead.
Arm: 1d20 + 11 ⇒ (6) + 11 = 17
Arm - MAP: 1d20 + 11 - 5 ⇒ (10) + 11 - 5 = 16

⬤ ENTRY CHAMBER ENCOUNTER Round 2 and 3 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 2-4): +1s bonus to attack rolls, damage rolls, and saves vs fear effects.
Terrain Feature(s): The interior of the ruins has a ceiling 15 feet high. The walls, floors, and ceiling are made of stone. There’s no light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Wimsy (AC 18) (17/17 HP)
Seven Coppers (AC 18) (16/16 HP)
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
➤ ⠀⠀⠀Bakal (AC 16) (1/18 HP) | Small; DV, Imprecise Tremorsense
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | DV
Red Elite Choker (-16 HP)
Esskele (AC 18) (22/22 HP)
Miel Archembault (AC 18) (21/21 HP) | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)

REFERENCES

HERO POINTS :
Wimsy: 2☘️
Seven Coppers: 2☘️
Inhin Yero: 0☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Esskele: 0☘️
Miel Archembault: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Nature

Strangling Fingers :
Any creature hit by a choker’s arm Strike is automatically grabbed, and the choker begins to strangle the target. The creature is Suffocating and can’t speak as long as it’s strangled. This prevents it from casting spells with a verbal component or activating items with a command component.

Suffocating :
You can hold your breath for a number of rounds equal to 5 + your Constitution modifier. Reduce your remaining air by 1 round at the end of each of your turns, or by 2 if you attacked or cast any spells that turn. You also lose 1 round worth of air each time you are critically hit or critically fail a save against a damaging effect. If you speak (including Casting a Spell) you lose all remaining air. When you run out of air, you fall unconscious and start suffocating. You can't recover from being unconscious and must attempt a DC 20 Fortitude save at the end of each of your turns. On a failure, you take 1d10 damage, and on a critical failure, you die. On each check after the first, the DC increases by 5 and the damage by 1d10; these increases are cumulative. Once your access to air is restored, you stop suffocating and are no longer unconscious (unless you're at 0 Hit Points).

Grand Archive

Male Dragonkin (Shipborn) Investigator 1 (HP 19/19) (Fort +4) (Ref +8) (Will +5) (AC 16) (Perception Init +5)

Yaeger Studies (◆) the choker carefully, and makes a single ranged Strike (◆).

Harmona Gun, Guidance: 1d20 + 7 - 2 + 1 ⇒ (5) + 7 - 2 + 1 = 11, for 1d10 + 1d6 + 1 + 1 ⇒ (5) + (5) + 1 + 1 = 12 Bludgeoning.

He then Reloads (◆).

Vigilant Seal

Male | Medium | Dwarf (Forge) | Junk Collector (Engineering) | Inventor (Construct Innovation) LVL 1 | | Construct: Bakal | HP 19/19 | AC 18 | F +6 / R +5 / W +5 / P +3 (Darkvision) | Arcana / Crafting / Engineering / Explosive / Firearm / Occultism / Society +7 | Acrobatics / Athletics / Stealth / Thievery +5 | Survival +3 | Speed 20 ft. | Class DC 17 | Exploration Activity: Avoid Notice | Active Conditions: None | ◆◇↺

Inhin hurries to Bakal and kneels beside it. He opens his tool kit and starts tightening loose parts.

“Hold still, you did good,” he says, fixing a bent plate and reconnecting a loose wire.

Haphazard Repair vs DC 15: 1d20 + 7 ⇒ (16) + 7 = 23
Success = 10 HP restored to Bakal

Unstable Action (Haphazard Repair) vs DC 15: 1d20 ⇒ 7
Failure = The innovation malfunctions in a spectacular (though harmless) fashion and it becomes incapable of being used for further unstable actions.

Bakal stays quiet, lights dimming as the repairs finish. The repair worked though Bakal immediately belched out a puff of smoke.

Inhin pats his construct. "There. Still standing, that’s what matters." Bakal straightens, energy humming through its frame, ready to fight again.

Inhin:
◆◆Stride
◆Haphazard Repair to Bakal

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 22/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 0/3]

Esskele calls oit, "Where do you think you're going? I'm not done with you yets.", while striking at the creature twice....

Greatsword vs, Red: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22
possible Slashing damage vs. Red: 1d12 + 3 + 3 + 1 ⇒ (9) + 3 + 3 + 1 = 16

Greatsword vs. Red (Part Deux): 1d20 + 1 + 1 ⇒ (18) + 1 + 1 = 20
possible Slashing Damage vs. Red: 1d12 + 3 + 3 ⇒ (7) + 3 + 3 = 13

...he the3n growls and hisses as he stares into the creature's eyes.

Demoralize vs. Red: 1d20 + 3 ⇒ (5) + 3 = 8

Attack (1 action); Attack (1 action); Demoralize (1 action).

Demoralize:
one-action; Auditory; Concentrate; Emotion; Fear; Mental; Skill: Intimidation (Untrained)
With a sudden shout, a well-timed taunt, or a cutting put-down, you can shake an enemy's resolve. Choose a creature within 30 feet of you who you're aware of. Attempt an Intimidation check against that target's Will DC. If the target doesn't understand the language you are speaking, or you're not speaking a language, you take a –4 circumstance penalty to the check. Regardless of your result, the target is temporarily immune to your attempts to Demoralize it for 10 minutes.

Critical Success The target becomes frightened 2.
Success The target becomes frightened 1.

Raging Intimidation:
Barbarian;
Your fury fills your foes with fear. While you are raging, your Demoralize and Scare to Death actions (from the Intimidation skill and an Intimidation skill feat, respectively) gain the rage trait, allowing you to use them while raging. As soon as you meet the prerequisites for the skill feats Intimidating Glare and Scare to Death, you gain these feats.

Intimidating Glare:
Prerequisites: trained in Intimidation
You can Demoralize with a mere glare. When you do, Demoralize loses the auditory trait and gains the visual trait, and you don’t take a penalty if the creature doesn’t understand your language.


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Yaeger keeps missing to hit, he continues to reload.

Inhin quickly goes to repair his construct.

Through his rage, Esskele slices the choker, first by gutting it then finally cutting off its head on the second strike.

COMBAT OVER! WELL DONE!

Party Health:
Wimsy (17/17 HP) [2☘️]
Seven Coppers (16/16 HP) [2☘️]
Inhin Yero (19/19 HP) [1☘️]
Bakal (11/18 HP)
Yaeger Ignatius Thomas Hawkins (19/19 HP) [3☘️]
Esskele (22/22 HP) [1☘️]
Miel Archembault (21/21 HP) [2☘️]

Hero point to Esskele and Inhin!

What will you do next before we proceed? And declare if you want to change Exploration Activity.

Vigilant Seal

Male | Medium | Dwarf (Forge) | Junk Collector (Engineering) | Inventor (Construct Innovation) LVL 1 | | Construct: Bakal | HP 19/19 | AC 18 | F +6 / R +5 / W +5 / P +3 (Darkvision) | Arcana / Crafting / Engineering / Explosive / Firearm / Occultism / Society +7 | Acrobatics / Athletics / Stealth / Thievery +5 | Survival +3 | Speed 20 ft. | Class DC 17 | Exploration Activity: Avoid Notice | Active Conditions: None | ◆◇↺

Repair vs DC 15: 1d20 + 7 ⇒ (5) + 7 = 12
Repair vs DC 15: 1d20 + 7 ⇒ (15) + 7 = 22

Inhin spends 20 minutes repairing the damage to his construct, then another 10 minutes fine-tuning its components, restoring full functionality and allowing Bakal to use its unstable actions once again. He wipes his hands on his coat and says, “Alright Bakal, back to being dangerously functional.”

I'll change Inhin's exploration activity to Investigate to try to recall additional knowledge about the ruins and find helpful clues, if there are.

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 22/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 0/3]

Esskele takes the time to clean and sharpen his blade as repairs are being made/

When it is time to proceed, he then starts to Search as they go.

Envoy's Alliance

Awakened Octopus Commander 1 | HP 17/17 | AC 18 | F+4 R+8 W+6; +1 status vs fear self and allies 30-ft emanation | Perc +6 | Speed 20 ft, Swim 30 ft | Hero Points 1 | Exploration: Scout | Active Conditions: None

Wimsy returns Rain's torch. Nobody else is injured, so she assists Inhin in repairing Bakal.

Not that it matters since both of his rolls are pretty decisively in the middle of the failure/success range, but:
Crafting to Aid: 1d20 + 7 ⇒ (2) + 7 = 9
Crafting to Aid: 1d20 + 7 ⇒ (10) + 7 = 17

Vigilant Seal

Neutral Good Skilled Human Guardian 1 | HP 21/21 | AC 18/20 | F +6 R +5 W +5 | Perc +3 | Stealth +0 | speed 25 ft. | Active Conditions: none | ◈ | ◇ | ↺ |

Miel approaches Inhin and gestures to his shield. "Monsieur Inhin, could you spare a moment of your time to check and repair my shield, s'il te plait?"

Envoy's Alliance

Awakened Octopus Commander 1 | HP 17/17 | AC 18 | F+4 R+8 W+6; +1 status vs fear self and allies 30-ft emanation | Perc +6 | Speed 20 ft, Swim 30 ft | Hero Points 1 | Exploration: Scout | Active Conditions: None

While Inhin works on that, Wimsy focuses on preparing the group for more defensive tactics, since it doesn't seem like water is going to come up again.

Swapping Naval Training for Protective Screen.

Grand Archive

Human Bard (maestro) 1 | ♥️ 12/16 | ⛨ 18 | F +5 R +6 W +5 | Resist (none) | Perc +5 | Stealth +3 | 25 ft | ☘️ 0/3 | ♬ 2/3 | ✨ 1: 1/2 | ◆ | ◇ | ↺ | Active Conditions: - -

"Rain, why don't you let me hold the torch?" Seven Coppers suggests to the fugus leshy. "That way you won't need to stand so close to dangers like this."

Vigilant Seal

Male | Medium | Dwarf (Forge) | Junk Collector (Engineering) | Inventor (Construct Innovation) LVL 1 | | Construct: Bakal | HP 19/19 | AC 18 | F +6 / R +5 / W +5 / P +3 (Darkvision) | Arcana / Crafting / Engineering / Explosive / Firearm / Occultism / Society +7 | Acrobatics / Athletics / Stealth / Thievery +5 | Survival +3 | Speed 20 ft. | Class DC 17 | Exploration Activity: Avoid Notice | Active Conditions: None | ◆◇↺

Inhin looks surprised, then smiles at Wimsy. “Oh, thanks! That helps a lot,” he says, making space for the commander.

Bakal tilts its head and holds still, optics flickering as if curious. Inhin chuckles. “I guess Bakal approves.”

Then upon hearing Miel's request, Inhin’s eyes flick to the shield and light up.

“Oh, yes! absolutely!" he tells the guardian as he inspects the shield. "Ahhh yesss. Steel. Now this I understand,” he says with a grin as he takes it, giving it a firm tap. He runs his hand along the surface, already checking for dents and stress marks.

Repair vs DC 15: 1d20 + 7 ⇒ (6) + 7 = 13
Repair vs DC 15: 1d20 + 7 ⇒ (3) + 7 = 10
Repair vs DC 15: 1d20 + 7 ⇒ (19) + 7 = 26

“Give me a moment,” he adds, reaching for his tools. "A few taps here, a twist there, and there you go! Perfection!"

Bakal spends 3 minutes repairing Miel's shield, restoring 20 HP. Btw, on my previous post, Inhin spends only 2 minutes repairing Bakal and it restores 10 HP to Bakal and additional 10 HP from Wimsy's aid. I forgot that Inhin has the quick repair skill feat from his background.


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Inhin patches Bakal with the help of Wimsy to fix the companion's gears to full function.

We'll retcon Repairing Miel shield, I'll move the group to next part.

Rain receives the torch from Wimsy, but when Seven offers to hold it for him, he happily obliges. "I think we should go other way." he is a bit scared after the encounter. He looks around and goes over the rubble that blocks an entrance. Their other option is going to the entrance in the northwest that might lead somewhere.

As they enter that is led by Rain, long hallway moves from south to north. Exits lead off from the southeast and northeast points of the hall, while a branching hall to the north is covered from floor to ceiling with debris. A single stone door is sealed near the southern end of the hall.

GM Screen:
Esskele's Perception (E): 1d20 + 7 ⇒ (18) + 7 = 25 (w Average Vision)
Yaeger Ignatius Thomas Hawkins's Perception (E): 1d20 + 5 ⇒ (19) + 5 = 24 (w Darkvision)

Esskele, Yaeger:
You notice ahead of you grooves in the walls that could be exits for the spears to emerge, and you also determine which 5-foot square is connected to the spear launcher. Succeed at DC 18 Thievery (trained) each on the floor tile or wall socket to disable the spear launcher. There are three of them.

Grand Archive

Male Dragonkin (Shipborn) Investigator 1 (HP 19/19) (Fort +4) (Ref +8) (Will +5) (AC 16) (Perception Init +5)

Yaeger puts up a restraining hand.

"Careful! There is a spear-launcher trap on the path ahead - three of them, if I am any judge. We need to disable it."

He then moves to do just that.

Thievery: 1d20 + 6 ⇒ (19) + 6 = 25.


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Yaeger motions for everyone to halt, warning them of a concealed spear launcher. He disables one of the mechanisms, allowing the group to pass safely, but two more still lie ahead.

One spear launcher has been disabled. Two more still need to be dealt with.

Grand Archive

Male Dragonkin (Shipborn) Investigator 1 (HP 19/19) (Fort +4) (Ref +8) (Will +5) (AC 16) (Perception Init +5)

Oh! Sorry.

Yaeger keeps working...

Thievery: 1d20 + 6 ⇒ (8) + 6 = 14.
Thievery: 1d20 + 6 ⇒ (18) + 6 = 24.

...and working...

Thievery: 1d20 + 6 ⇒ (10) + 6 = 16.
Thievery: 1d20 + 6 ⇒ (10) + 6 = 16.
Thievery: 1d20 + 6 ⇒ (13) + 6 = 19.

...finally managing to finish the job!


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Yaeger persistently works on disabling the spear launcher mechanisms, ensuring the group can safely pass through.

"Well done, Sir Yaeger! We couldn’t have done it without you." Rain says, giving the investigator an approving tap on the shoulder.

"Let’s keep moving. I can feel that what we’re looking for is at the end of this tunnel." They press on, and near the edge of the halls they find several stored items from smugglers who once entered the area: a lesser darkvision elixir, two minor healing potions, and a +1 shortsword.

"Oh, loot! Who wants them?" Rain asks the Pathfinders.

Lesser darkvision elixir
Minor healing potion
Shortsword

Grand Archive

Male Dragonkin (Shipborn) Investigator 1 (HP 19/19) (Fort +4) (Ref +8) (Will +5) (AC 16) (Perception Init +5)

Yaeger shrugs modestly.

"Just doing my job."

When offered the items, he demurs.

"I won't claim anything."

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 22/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 0/3]

"If it's ok with the rest of you, I would like the Elixir, please."

Envoy's Alliance

Awakened Octopus Commander 1 | HP 17/17 | AC 18 | F+4 R+8 W+6; +1 status vs fear self and allies 30-ft emanation | Perc +6 | Speed 20 ft, Swim 30 ft | Hero Points 1 | Exploration: Scout | Active Conditions: None

Wimsy defers to those who prefer to go into melee, but if nobody takes the shortsword she will.

Vigilant Seal

Male | Medium | Dwarf (Forge) | Junk Collector (Engineering) | Inventor (Construct Innovation) LVL 1 | | Construct: Bakal | HP 19/19 | AC 18 | F +6 / R +5 / W +5 / P +3 (Darkvision) | Arcana / Crafting / Engineering / Explosive / Firearm / Occultism / Society +7 | Acrobatics / Athletics / Stealth / Thievery +5 | Survival +3 | Speed 20 ft. | Class DC 17 | Exploration Activity: Avoid Notice | Active Conditions: None | ◆◇↺

Inhin’s eyes light up, clearly impressed by the dragonkin’s skillful work. "Ha! Three launchers down? Beautiful work Yaeger! Clean and efficient!"

He declines the loot, deciding his allies would benefit from it more than he would.


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Rain shrugs and picks the loot, just in case they need them later. He then continues to lead them deeper until they arrive into a spacious circular chamber.

A massive stone column ten feet wide rises from the tiled floor of this circular chamber. Strange glyphs dance along the column, pulsing with dull green light, though many of the glyphs wink in and out of existence as though malfunctioning. The ceiling here ascends twenty feet from the floor. Collapsed stone debris prevents the use of two connecting halls to the west and southwest, while breaks in the eastern walls open the area to an adjacent network of caves. A single five-foot-wide hall exits to the north (and that's where they come from).

GM Screen:
Esskele's Perception (E): 1d20 + 7 ⇒ (14) + 7 = 21 (w Average Vision)
Yaeger Ignatius Thomas Hawkins's Perception (E): 1d20 + 5 ⇒ (15) + 5 = 20 (w Darkvision)

Esskele, Yaeger:
You notice an invisible cloud of whatever, DC 17 Crafting/Arcana to RK about this.

There are scripts on the column written in Azlanti.

Anyone who can read Azlanti, must read script adjacent to the column:
You discover that it contains venerations to several ancient Azlanti deities from the citizens of Nacar-Azen. The script specifically contains pleas for salvation from the darkened sky and confirms both the name of the site and that it was constructed in the aftermath of Earthfall.

MAP

Grand Archive

Male Dragonkin (Shipborn) Investigator 1 (HP 19/19) (Fort +4) (Ref +8) (Will +5) (AC 16) (Perception Init +5)

"I wonder what that strange cloud is..."

Curious, Yaeger attempts to identify what it is.

Crafting: 1d20 + 7 ⇒ (6) + 7 = 13.

"Esskele? Do you have any idea?"

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 22/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 0/3]

Esskele doesn't have either skill so a basic INT check.

Arcana/Crafting (Untrained): 1d20 + 1 ⇒ (5) + 1 = 6

"I'm not sure."


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

GM Screen:
Rain: Perception: 1d20 + 6 ⇒ (1) + 6 = 7

Rain in Cloudy is overwhelmed by the sight before him, his excitement growing as he imagines what else might be hidden within the circular chamber. Spotting the central column etched with scripts in a language he recognizes, he quickly grabs the everburning torch from Wimsy and approaches the column without hesitation and begins to read.

"The script here mentions about pleas for salvation from the darkened sky..."

Unfortunately, he triggers something.

The chamber’s dim light starts to pulse, slow at first, then faster and faster. From the flickering glow emerge two creatures similar to those they encountered at the entrance. At the same time, a low, pitiful moan echoes through the room, coming from another presence concealed behind the pillar.

Rolling Initiatives:
Wimsy's Initiative using Investigate: 1d20 + 8 ⇒ (4) + 8 = 12
Miel Archembault's Initiative using Defend: 1d20 + 4 ⇒ (18) + 4 = 22
Seven Coppers's Initiative using Scout: 1d20 + 6 ⇒ (10) + 6 = 16
Esskele's Initiative using Search: 1d20 + 8 ⇒ (20) + 8 = 28
Yaeger Ignatius Thomas Hawkins's Initiative using Search: 1d20 + 6 ⇒ (8) + 6 = 14
Inhin Yero's Initiative using Investigate: 1d20 + 8 ⇒ (13) + 8 = 21

Red: 1d20 + 5 ⇒ (18) + 5 = 23
Blue: 1d20 + 5 ⇒ (17) + 5 = 22
White: 1d20 + 5 ⇒ (17) + 5 = 22

⬤ CENTRAL CHAMBER ENCOUNTER Round 1 ⬤
Terrain Feature(s): The central column sheds dim light in a 20-foot radius. There’s no other light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Esskele (AC 18) (22/22 HP)
Red Grothlut (- HP) | at Dim Light (Concealed) | DV
Miel Archembault (AC 18) (21/21 HP) | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Blue Weak Choker (- HP) | DV
White Weak Choker (- HP) | at Dim Light (Concealed) | DV
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Seven Coppers (AC 18) (16/16 HP)
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | DV
Wimsy (AC 18) (17/17 HP) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation

REFERENCES

HERO POINTS :
Esskele: 1☘️
Miel Archembault: 2☘️
Inhin Yero: 1☘️
Seven Coppers: 2☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Occultism

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 22/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 0/3]

Kept trying to plot my route with the map but the swirly thing makes it impossible. If you need my route for possible AoO let me know.

Esskele's Fury Instinct kicks in as he roars and suddenly charges forward. "There is a new type of enemy for me to try!", Esskele yells as he moves across the battlefield over to Red. Esskele them tries to attack twice...

(Sudden Charge) Greatsword vs. Red: 1d20 + 6 ⇒ (6) + 6 = 12
possible Slashing damage vs. Red: 1d12 + 3 + 3 ⇒ (6) + 3 + 3 = 12
Concealed check vs. Red: 1d20 ⇒ 12

(Standard Attack) Greatsword vs. Red: 1d20 + 1 ⇒ (17) + 1 = 18
possible Slashing damage vs. Red: 1d12 + 3 + 3 ⇒ (12) + 3 + 3 = 18
Concealed check vs. Red: 1d20 ⇒ 13

Sudden Charge (2 actions); Standard Attack (1 action).

NOTE: Not sure if not sure if Spirit Coffin takes effect or not.

Fury Instinct:
Your rage comes from a deep and purely personal well within you. You use your rage as you choose.
Instinct Ability—Unstoppable FrenzyIncrease the additional damage from Rage from 2 to 3. You gain a bonus 1st-level barbarian feat.
Specialization Ability 7thIncrease the additional damage from Rage from 3 to 7. If you have greater weapon specialization, instead increase the additional damage from Rage to 13.
Raging Resistance 9thYou resist physical weapon damage, but not physical damage from other sources (such as unarmed attacks).

Sudden Charge:
two-actions; Barbarian; Fighter; Flourish
With a quick sprint, you dash up to your foe and swing. Stride twice. If you end your movement within melee reach of at least one enemy, you can make a melee Strike against that enemy. You can use Sudden Charge while Burrowing, Climbing, Flying, or Swimming instead of Striding if you have the corresponding movement type.

Spirit Coffin:
Uncommon; Lizardfolk
Access: bakuwa lizardfolk heritage or Tian Xia origin
A hump forms on your back that allows you to attack and trap spirits. Your weapon and unarmed attack Strikes against incorporeal creatures become magical. If they’re already magical, they instead gain the effects of a ghost touch rune.

Special If you have access to this feat but aren’t a bakuwa lizardfolk, your body doesn’t change when you take this feat. You must instead wear a physical coffin, which is a small wooden chest of light Bulk that you specially anoint during your daily preparations. If your chest is missing or destroyed, you lose the benefits of spirit coffin until you’ve replaced and re-anointed it.


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Esskele goes to the creature with a pitiful moan. He swings twice, but the enemy is agile against his assaults.

I should have done this on initiative, but here it goes.

The pitiful moan that they have been hearing must be bad for everyone's hearing, because it is louder this time. DC 17 Will save or become sickened 1 (sickened 2 on a critical failure), then becomes temporarily immune for 1 min

Blue: DC 17 Will save: 1d20 + 5 ⇒ (11) + 5 = 16 vs Pitiful Moan (Fail, Sickened 1)
White: DC 17 Will save: 1d20 + 5 ⇒ (13) + 5 = 18 vs Pitiful Moan (Success, immune)
Rain: DC 17 Will save: 1d20 + 5 ⇒ (10) + 5 = 15 vs Pitiful Moan (Fail, Sickened 1)

The Red Grothlut raises its claws and slices Esskele.
Claws: 1d20 + 11 ⇒ (1) + 11 = 12 miss

Claws (agile) - MAP: 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25 hit
Damage: 1d10 + 8 ⇒ (5) + 8 = 13 S damage

⬤ CENTRAL CHAMBER ENCOUNTER Round 1 ⬤
Terrain Feature(s): The central column sheds dim light in a 20-foot radius. There’s no other light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP

⚠️ BEFORE YOUR TURN ⚠️
❗ Esskele: DC 17 Will save vs Piteous Moan (see below) ❗
❗ Miel Archembault: DC 17 Will save vs Piteous Moan (see below) ❗
❗ Inhin Yero: DC 17 Will save vs Piteous Moan (see below) ❗
❗ Bakal: DC 17 Will save vs Piteous Moan (see below) ❗
❗ Seven Coppers: DC 17 Will save vs Piteous Moan (see below) ❗
❗ Yaeger Ignatius Thomas Hawkins: DC 17 Will save vs Piteous Moan (see below) ❗
❗ Wimsy: DC 17 Will save vs Piteous Moan (see below) ❗

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Esskele (AC 18) (9/22 HP)
Red Grothlut (- HP) | at Dim Light (Concealed) | DV
Miel Archembault (AC 18) (21/21 HP) | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Blue Weak Choker (- HP) | Sickened 1 | DV
White Weak Choker (- HP) | at Dim Light (Concealed) | DV
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Seven Coppers (AC 18) (16/16 HP)
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | DV
Wimsy (AC 18) (17/17 HP) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
Rain in Cloudy Day (AC ) (0/ HP) | Sickened 1

REFERENCES

HERO POINTS :
Esskele: 1☘️
Miel Archembault: 2☘️
Inhin Yero: 1☘️
Seven Coppers: 2☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Occultism

Piteous Moan (auditory, aura, emotion, mental, occult) 60 ft :
Each non-grothlut creature that enters or starts its turn within the emanation must succeed at a DC 17 Will save or become sickened 1 (sickened 2 on a critical failure); the creature then becomes temporarily immune for 1 minute.

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 22/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 0/3]

Will vs. DC:17: 1d20 + 7 ⇒ (6) + 7 = 13

So... no physical change. Got it.


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Yes, your target is not incorporeal, so nothing happens. That's a nice feat though.

Envoy's Alliance

Awakened Octopus Commander 1 | HP 17/17 | AC 18 | F+4 R+8 W+6; +1 status vs fear self and allies 30-ft emanation | Perc +6 | Speed 20 ft, Swim 30 ft | Hero Points 1 | Exploration: Scout | Active Conditions: None

Wimsy may not be quick to react this time, but she is at least unfazed by the creature's moan.
Will: 1d20 + 6 ⇒ (13) + 6 = 19

Vigilant Seal

Neutral Good Skilled Human Guardian 1 | HP 21/21 | AC 18/20 | F +6 R +5 W +5 | Perc +3 | Stealth +0 | speed 25 ft. | Active Conditions: none | ◈ | ◇ | ↺ |

Will Save: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15

Miel suddenly became ill due to the effects of the wailing he heard. He taunts the Blue creature nearby and raises his shield. After raising his shield, he retches to try to keep it together.

Fortitude (Sickened): 1d20 + 5 ⇒ (7) + 5 = 12

◈Taunt, ◈Raise Shield, ◈Retch. Active condition: sickened 1

Grand Archive

Human Bard (maestro) 1 | ♥️ 12/16 | ⛨ 18 | F +5 R +6 W +5 | Resist (none) | Perc +5 | Stealth +3 | 25 ft | ☘️ 0/3 | ♬ 2/3 | ✨ 1: 1/2 | ◆ | ◇ | ↺ | Active Conditions: - -

Will (E): 1d20 + 5 ⇒ (5) + 5 = 10

"Urgh!" Seven Coppers moans as he brings his arm to his forehead.


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Miel taunts Blue Choker and raises a shield. He remains sick after retching. The same goes for Esskele and Seven, while Wimsy seems unaffected.

Blue Choker gets closer to Miel and extends its alien arm to grab him but misses.
Arm (reach 10 ft) - Sickened 1: 1d20 + 9 - 1 ⇒ (2) + 9 - 1 = 10 miss
Arm (reach 10 ft) - Sickened 1 - MAP: 1d20 + 9 - 1 - 5 ⇒ (15) + 9 - 1 - 5 = 18 miss

White Choker goes to Yaeger and reaches to grab him but catches air.
Arm (reach 10 ft): 1d20 + 9 ⇒ (3) + 9 = 12 miss
Arm (reach 10 ft) - MAP: 1d20 + 9 - 5 ⇒ (7) + 9 - 5 = 11 miss

⬤ CENTRAL CHAMBER ENCOUNTER Round 1 and 2 ⬤
Terrain Feature(s): The central column sheds dim light in a 20-foot radius. There’s no other light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP

⚠️ BEFORE YOUR TURN ⚠️
❗ Inhin Yero: DC 17 Will save vs Piteous Moan (see below) ❗
❗ Bakal: DC 17 Will save vs Piteous Moan (see below) ❗
❗ Yaeger Ignatius Thomas Hawkins: DC 17 Will save vs Piteous Moan (see below) ❗

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Round 2
Esskele (AC 18) (9/22 HP) | Sickened 1
Red Grothlut (- HP) | at Dim Light (Concealed) | DV
Miel Archembault (AC 18+2 w Steel Shield raised) (21/21 HP) | Sickened 1 | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Blue Weak Choker (- HP) | Sickened 1 | DV
White Weak Choker (- HP) | DV

Round 1
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
➤ ⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Seven Coppers (AC 18) (16/16 HP) | Sickened 1
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | DV
Wimsy (AC 18) (17/17 HP) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
Rain in Cloudy Day (AC ) (0/ HP) | Sickened 1

REFERENCES

HERO POINTS :
Esskele: 1☘️
Miel Archembault: 2☘️
Inhin Yero: 1☘️
Seven Coppers: 2☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Occultism

Piteous Moan (auditory, aura, emotion, mental, occult) 60 ft :
Each non-grothlut creature that enters or starts its turn within the emanation must succeed at a DC 17 Will save or become sickened 1 (sickened 2 on a critical failure); the creature then becomes temporarily immune for 1 minute.

Sickened :
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

Grand Archive

Human Bard (maestro) 1 | ♥️ 12/16 | ⛨ 18 | F +5 R +6 W +5 | Resist (none) | Perc +5 | Stealth +3 | 25 ft | ☘️ 0/3 | ♬ 2/3 | ✨ 1: 1/2 | ◆ | ◇ | ↺ | Active Conditions: - -

"There once was a soul quite hungover,
From choices made bold the night over.
With a head like a drum,
And a vow “never rum,”
They endured till the pain finally clovered."

Seven Coppers manages to sound optimistic despite the pounding in his head.

He holds out a handful of coins and hums a ditty. Needles form from the metal, zipping toward the nearest choker before returning to Seven Coppers and resuming their form as coins.

◇ Lingering Compostion (♬): Performance (T) vs. DC 15, Sickened: 1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 22
F: No Focus Point Lost, S: Compositions lasts 3 Rounds, CS: Composition lasts 4 rounds
◆ Cast (c) Courageous Anthem (♪)
◆◆ Cast (c/m) Needle Darts (✨) @ White Choker: 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 18
Piercing: 3d4 ⇒ (4, 3, 3) = 10

You have +1 to attacks, +1 to damage, and +1 to saves vs. fear

Vigilant Seal

Male | Medium | Dwarf (Forge) | Junk Collector (Engineering) | Inventor (Construct Innovation) LVL 1 | | Construct: Bakal | HP 19/19 | AC 18 | F +6 / R +5 / W +5 / P +3 (Darkvision) | Arcana / Crafting / Engineering / Explosive / Firearm / Occultism / Society +7 | Acrobatics / Athletics / Stealth / Thievery +5 | Survival +3 | Speed 20 ft. | Class DC 17 | Exploration Activity: Avoid Notice | Active Conditions: None | ◆◇↺

Inhin:
DC 17 Will save vs Piteous Moan: 1d20 + 5 ⇒ (2) + 5 = 7
HP:DC 17 Will save vs Piteous Moan: 1d20 + 5 ⇒ (18) + 5 = 23

Bakal:
DC 17 Will save vs Piteous Moan: 1d20 + 4 ⇒ (18) + 4 = 22

Inhin and Bakal remain unaffected by the pitiful moan echoing through the ruins.

Inhin recognizes the danger his team is facing and immediately pushes Bakal into overdrive mode.

Overdrive vs DC 15: 1d20 + 7 ⇒ (8) + 7 = 15
Success = Bakal gains +2 Damage

“Alright Bakal, threat confirmed!” he snaps. “Target the creature on the other side of the column. Hit it hard!”

He points toward the red, concealed enemy visible through their darkvision. The energized construct surges forward, flanking the creature and drives a heavy punch.

Fist+CA: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20
Damage+Overdrive+CA: 1d8 + 3 + 2 + 1 ⇒ (5) + 3 + 2 + 1 = 11 Bludgeoning

Inhin:
◆Overdrive
◆◆Command Construct
Bakal:
◆◆Stride
◆Strike Red


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Seven drowns the pitiful moan with his song, encouraging his allies. CA 3 rds He then sticks needles to White Choker. hit, 10 P damage

Unbothered by the moan, Inhin and Bakal work together. Bakal lands a solid punch on Red. hit, 11 B damage

⬤ CENTRAL CHAMBER ENCOUNTER Round 1 and 2 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 1 to start of Seven's 4): +1s bonus to attack rolls, damage rolls, and saves vs fear effects.
Terrain Feature(s): The central column sheds dim light in a 20-foot radius. There’s no other light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP

⚠️ BEFORE YOUR TURN ⚠️
❗ Yaeger Ignatius Thomas Hawkins: DC 17 Will save vs Piteous Moan (see below) ❗

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Round 2
Esskele (AC 18) (9/22 HP) | Sickened 1
Red Grothlut (-11 HP) | at Dim Light (Concealed) | DV
Miel Archembault (AC 18+2 w Steel Shield raised) (21/21 HP) | Sickened 1 | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Blue Weak Choker (- HP) | Sickened 1 | DV
White Weak Choker (-10 HP) | DV
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Seven Coppers (AC 18) (16/16 HP) | Sickened 1

Round 1
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | DV
Wimsy (AC 18) (17/17 HP) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
Rain in Cloudy Day (AC ) (0/ HP) | Sickened 1

REFERENCES

HERO POINTS :
Esskele: 1☘️
Miel Archembault: 2☘️
Inhin Yero: 0☘️
Seven Coppers: 2☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Occultism

Piteous Moan (auditory, aura, emotion, mental, occult) 60 ft :
Each non-grothlut creature that enters or starts its turn within the emanation must succeed at a DC 17 Will save or become sickened 1 (sickened 2 on a critical failure); the creature then becomes temporarily immune for 1 minute.

Sickened :
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

Grand Archive

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Male Dragonkin (Shipborn) Investigator 1 (HP 19/19) (Fort +4) (Ref +8) (Will +5) (AC 16) (Perception Init +5)

Will: 1d20 + 5 ⇒ (1) + 5 = 6.

Yaeger Strides (◆), and then vomits profusely (◆)(◆).

Fort: 1d20 + 4 ⇒ (1) + 4 = 5.
Fort: 1d20 + 4 ⇒ (1) + 4 = 5.

Huh. So, statistically improbable, but I guess that means I am Sickened 6 right now :-P I'll just sit this combat out!

Yaeger collapses to the ground in a pile of foul-smelling bile, insensate.

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 22/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 0/3]

see spoiler please.

Immunities:
Source Guns & Gears pg. 33 2.0
Because it’s a construct, your construct companion is immune to bleed, death effects, disease, doomed, drained, fatigued, healing, nonlethal attacks, paralyzed, poison, sickened, unconscious, vitality, and void. It does not need to eat or breathe. Because the construct isn’t a living creature, effects that heal living creatures can’t help it recover Hit Points. Restoring Hit Points to it requires using the Repair action or other means that can restore Hit Points to objects and nonliving creatures.

Verdant Wheel

m Bakuwa Lizardfolk Barbarian/1 [HP: 22/22; +3 when Raging] [AC: 18] [Fortitude: +7; Reflex: +4; Will: +7] [Perception: +7; Initiative: +7] [Speed: 25'] [Hero Points: 0/3]

Esskele's mouth opens wide and his tongue stretches out, reverses, and briefly goes down his throat causing him to vomit...

Fortitude vs. Sickness: 1d20 + 7 ⇒ (20) + 7 = 27

...he then strikes at Red once.....

Greatsword vs. Red: 1d20 + 6 ⇒ (10) + 6 = 16
possible Slashing damage vs. Red: 1d12 + 3 + 3 ⇒ (4) + 3 + 3 = 10
Did NOT adjust for Sickness/Bardic Influence or Flanking. Pleasse adjust accordingly.

...he then Draws his Minor Healing potion gained from Provisions.

Wretch (1 action); Attack (1 action); Retrieve an Item (1 action).

Envoy's Alliance

Awakened Octopus Commander 1 | HP 17/17 | AC 18 | F+4 R+8 W+6; +1 status vs fear self and allies 30-ft emanation | Perc +6 | Speed 20 ft, Swim 30 ft | Hero Points 1 | Exploration: Scout | Active Conditions: None

Failing to retch doesn't make you worse, it just doesn't make you better.

Wimsy surveys the battlefield. The current positioning is remarkably poor for her prepared tactics, with Esskele and Bakal so far away from her and Miel not in range to attack. Well, no plan survives contact with the enemy, as they say.

She fires her bow at the enemy to which she has a clear line of fire, trying to clear a new position for herself so she can reassess from a new perspective.
That doesn't work either, so she focuses on assessing how these creatures fight.

◆ Strike White Shortbow: 1d20 + 6 ⇒ (8) + 6 = 14 for piercing damage: 1d6 ⇒ 3
◆ Strike White Shortbow: 1d20 + 6 - 5 ⇒ (1) + 6 - 5 = 2 for piercing damage: 1d6 ⇒ 1
◆ Recall Knowledge about chokers, Occultism +4


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Yaeger remains sick despite retching.

Esskele easily overcomes his sickness before launching another assault to Red. hit, 10 S damage

GM Screen:
Occultism: 1d20 + 4 ⇒ (17) + 4 = 21

Wimsy looses two shots, but both go wide. Still, he recognizes this choker as a weaker version than the one they faced before. That doesn’t make it harmless, once it strangles its fingers around a victim’s throat, it won’t let go, steadily choking the life from them while yanking its prey about as a living shield against further attacks.

Wimsy:
Choker's Ability
Yank [reaction] (manipulate) Trigger An enemy targets the choker with an attack; Effect The choker tries to pull a creature it has grabbed or restrained into the path of the attack. The choker attempts an Athletics check, including its bonus to Grapple. If it succeeds against the grabbed or restrained creature's Fortitude DC, the choker redirects the attack to that creature, and the attacker compares its attack roll result against the new target's AC.

Rain helps them fighting the enemies by launching some spore pods at Blue Choker.
Spore Pod - Sickened 1: 1d20 + 8 - 1 ⇒ (1) + 8 - 1 = 8 miss
Spore Pod - Sickened 1 - MAP: 1d20 + 8 - 1 - 5 ⇒ (19) + 8 - 1 - 5 = 21 hit
Damage: 1d6 + 1 ⇒ (3) + 1 = 4 B damage plus Spores
Spore Pod - Sickened 1 - MAP: 1d20 + 8 - 1 - 10 ⇒ (7) + 8 - 1 - 10 = 4 miss

Blue: DC 16 Fortitude save: 1d20 + 5 ⇒ (7) + 5 = 12 vs Spores (Fail, 1 persistent poison damage)

The choker is afflicted by the mushroom spores.

Meanwhile, Red Grothlut fights back to Bakal and Esskele with claws!
Claws: 1d20 + 11 ⇒ (1) + 11 = 12 vs Bakal miss

Claws (agile) - MAP: 1d20 + 11 - 4 ⇒ (20) + 11 - 4 = 27 vs Esskele crit
Damage: 1d10 + 8 ⇒ (1) + 8 = 9 S damage x2

The attack knocks Esskele down. Red Grothlut then spews acid at Bakal.
Digestive Spew - MAP2: 1d20 + 7 - 9 ⇒ (17) + 7 - 9 = 15 miss

⬤ CENTRAL CHAMBER ENCOUNTER Round 2 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 1 to start of Seven's 4): +1s bonus to attack rolls, damage rolls, and saves vs fear effects.
Terrain Feature(s): The central column sheds dim light in a 20-foot radius. There’s no other light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Esskele (AC 18) (0/22 HP) | Dying 2 (Unconscious, Prone)
Red Grothlut (-21 HP) | at Dim Light (Concealed) | DV
Miel Archembault (AC 18) (21/21 HP) | Sickened 1 | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Blue Weak Choker (-4 HP) | Sickened 1 | DV
White Weak Choker (-10 HP) | DV
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Seven Coppers (AC 18) (16/16 HP) | Sickened 1
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | Sickened 2 | DV
Wimsy (AC 18) (17/17 HP) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
Rain in Cloudy Day (AC 18) (25/25 HP) | Sickened 1

⚠️ AFTER YOUR TURN ⚠️
❗ Blue Weak Choker: 1 persistent poison damage then DC 15 flat check ❗

REFERENCES

HERO POINTS :
Esskele: 1☘️
Miel Archembault: 2☘️
Inhin Yero: 0☘️
Seven Coppers: 2☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Occultism

Piteous Moan (auditory, aura, emotion, mental, occult) 60 ft :
Each non-grothlut creature that enters or starts its turn within the emanation must succeed at a DC 17 Will save or become sickened 1 (sickened 2 on a critical failure); the creature then becomes temporarily immune for 1 minute.

Sickened :
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

Vigilant Seal

Neutral Good Skilled Human Guardian 1 | HP 21/21 | AC 18/20 | F +6 R +5 W +5 | Perc +3 | Stealth +0 | speed 25 ft. | Active Conditions: none | ◈ | ◇ | ↺ |

Miel continues to taunt Blue and raise his shield. He retches one more time to steady himself.

DC 17 Fortitude: 1d20 + 5 ⇒ (8) + 5 = 13

◈Taunt (Blue), ◈Raise Shield, ◈Retch


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Miel calls the attention of Blue Choker while continuing to raise shield. Retching doesn't help him feel better this time.

Blue Choker keeps reaching for Miel to strangle him.
Arm (reach 10 ft) - Sickened 1: 1d20 + 9 - 1 ⇒ (18) + 9 - 1 = 26 hit
Damage: 1d6 + 1 ⇒ (4) + 1 = 5 B damage plus Strangling Fingers
Strangling Fingers: Any creature hit by a choker's arm Strike is automatically grabbed, and the choker begins to strangle the target. The creature is suffocating and can't speak as long as it's strangled. This prevents it from casting spells with a verbal component or activating items with a command component.

The choker then chokes him! DC 17-1 basic Fortitude save vs 1d6 + 3 ⇒ (5) + 3 = 8 B damage

The choker then smacks him with its other arm.
Arm (reach 10 ft) - Sickened 1 - MAP: 1d20 + 9 - 1 - 5 ⇒ (5) + 9 - 1 - 5 = 8

Blue: DC 15 flat check: 1d20 ⇒ 11 vs 1 persistent poison damage (Fail)

White choker advances and reaches to strangle Seven!
Arm (reach 10 ft): 1d20 + 9 ⇒ (20) + 9 = 29 crit hit
Damage: 1d6 + 1 ⇒ (4) + 1 = 5 B damage x2 plus Strangling Fingers

It then chokes him, too. DC 17 basic Fortitude save vs 1d6 + 3 ⇒ (2) + 3 = 5 B damage

⬤ CENTRAL CHAMBER ENCOUNTER Round 2 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 1 to start of Seven's 4): +1s bonus to attack rolls, damage rolls, and saves vs fear effects.
Terrain Feature(s): The central column sheds dim light in a 20-foot radius. There’s no other light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP

⚠️ BEFORE YOUR TURN ⚠️
❗ Miel Archembault: DC 17-1 basic Fortitude save vs 8 B damage ❗
❗ Seven Coppers: DC 17 basic Fortitude save vs 5 B damage ❗

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Esskele (AC 18) (0/22 HP) | Dying 2 (Unconscious, Prone)
Red Grothlut (-22 HP) | at Dim Light (Concealed) | DV
Miel Archembault (AC 18+2 w Steel Shield raised) (16/21 HP) | Sickened 1; Grabbed and Suffocating by Strangling Fingers | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Blue Weak Choker (-6 HP) | Sickened 1 | DV
White Weak Choker (-10 HP) | DV
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
➤ ⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Seven Coppers (AC 18) (6/16 HP) | Sickened 1; Grabbed and Suffocating by Strangling Fingers
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | Sickened 2 | DV
Wimsy (AC 18) (17/17 HP) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
Rain in Cloudy Day (AC 18) (25/25 HP) | Sickened 1

⚠️ AFTER YOUR TURN ⚠️
❗ Blue Weak Choker: 1 persistent poison damage then DC 15 flat check ❗

REFERENCES

HERO POINTS :
Esskele: 1☘️
Miel Archembault: 2☘️
Inhin Yero: 0☘️
Seven Coppers: 2☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Occultism

Piteous Moan (auditory, aura, emotion, mental, occult) 60 ft :
Each non-grothlut creature that enters or starts its turn within the emanation must succeed at a DC 17 Will save or become sickened 1 (sickened 2 on a critical failure); the creature then becomes temporarily immune for 1 minute.

Sickened :
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

Strangling Fingers :
Any creature hit by a choker's arm Strike is automatically grabbed, and the choker begins to strangle the target. The creature is suffocating and can't speak as long as it's strangled. This prevents it from casting spells with a verbal component or activating items with a command component.

Vigilant Seal

Male | Medium | Dwarf (Forge) | Junk Collector (Engineering) | Inventor (Construct Innovation) LVL 1 | | Construct: Bakal | HP 19/19 | AC 18 | F +6 / R +5 / W +5 / P +3 (Darkvision) | Arcana / Crafting / Engineering / Explosive / Firearm / Occultism / Society +7 | Acrobatics / Athletics / Stealth / Thievery +5 | Survival +3 | Speed 20 ft. | Class DC 17 | Exploration Activity: Avoid Notice | Active Conditions: None | ◆◇↺
Esskele wrote:
see spoiler please.

Thank you for this. For a second, I actually wondered how a construct would even get sick. It's all clear to me now. And yeah, I just wasted a good dice roll for Bakal's Will save.

Inhin glances at Yaeger, and gives some words of encouragement. “Hey, that moan’s awful, I know,” he says calmly. “But you’re still standing, and that’s what matters. If you focus enough, you'll hear Seven's voice instead of the moaning. It shall make you more courageous and help us win this fight!”

Inhin decides to help deal damage, quickly reloading his clan pistol and preparing to fire in the next round. Noticing the backline under threat, he snaps an order to Bakal.

“Bakal, switch targets! White one, now!”

The construct sees Eskelle’s critical condition and gives a firm nod, as if silently assuring the lizardfolk that it will return for him.

Nevertheless, the construct provides reinforcement on the backlines and strikes the white choker.

Fist+CA: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Damage+Overdrive+CA: 1d8 + 3 + 2 + 1 ⇒ (8) + 3 + 2 + 1 = 14

Inhin:
◆Reload
◆◆Command Construct
Bakal:
◆◆Stride
◆Strike White


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Resolving Fort save of Seven first...
DC 17 basic Fortitude save: 1d20 + 5 - 1 ⇒ (13) + 5 - 1 = 17 Success, 2 B damage

Bakal leaves Red enemy and goes to attack White Choker. White yanks Seven closer to be its meat shield.
Athletics to Yank: 1d20 + 9 ⇒ (16) + 9 = 25 vs Seven's Fort DC 15-1 Crit Success
Yank [reaction] (manipulate) Trigger An enemy targets the choker with an attack; Effect The choker tries to pull a creature it has grabbed or restrained into the path of the attack. The choker attempts an Athletics check, including its bonus to Grapple. If it succeeds against the grabbed or restrained creature's Fortitude DC, the choker redirects the attack to that creature, and the attacker compares its attack roll result against the new target's AC. The choker must move the creature into a space adjacent to itself. The creature must also be moved within the attacker's reach against a melee attack or into a space between itself and the attacker against a ranged attack. The choker can't use this ability to make the attacker target itself, even if it's grabbing or restraining the attacker.

Seven is easily yanked closer to the White Choker and receives the blow from Bakal. hit, 14 B damage; becomes Dying 1 (Unconscious, Prone)

Yaeger, and Wimsy are up! Don't forget that Esskele is currently Dying 2, while Seven is Dying 1.


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

⬤ CENTRAL CHAMBER ENCOUNTER Round 2 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 1 to start of Seven's 4): +1s bonus to attack rolls, damage rolls, and saves vs fear effects.
Terrain Feature(s): The central column sheds dim light in a 20-foot radius. There’s no other light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP

⚠️ BEFORE YOUR TURN ⚠️
❗ Miel Archembault: DC 17-1 basic Fortitude save vs 8 B damage ❗

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Esskele (AC 18) (0/22 HP) | Dying 2 (Unconscious, Prone)
Red Grothlut (-22 HP) | at Dim Light (Concealed) | DV
Miel Archembault (AC 18+2 w Steel Shield raised) (16/21 HP) | Sickened 1; Grabbed and Suffocating by Strangling Fingers of Blue | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Blue Weak Choker (-6 HP) | Sickened 1 | DV
White Weak Choker (-10 HP) | DV
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Seven Coppers (AC 18) (0/16 HP) | Sickened 1; Grabbed and Suffocating by Strangling Fingers of White; Dying 1 (Unconscious, Prone)
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | Sickened 2 | DV
Wimsy (AC 18) (17/17 HP) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
Rain in Cloudy Day (AC 18) (25/25 HP) | Sickened 1

⚠️ AFTER YOUR TURN ⚠️
❗ Blue Weak Choker: 1 persistent poison damage then DC 15 flat check ❗

REFERENCES

HERO POINTS :
Esskele: 1☘️
Miel Archembault: 2☘️
Inhin Yero: 0☘️
Seven Coppers: 2☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Occultism

Piteous Moan (auditory, aura, emotion, mental, occult) 60 ft :
Each non-grothlut creature that enters or starts its turn within the emanation must succeed at a DC 17 Will save or become sickened 1 (sickened 2 on a critical failure); the creature then becomes temporarily immune for 1 minute.

Sickened :
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

Strangling Fingers :
Any creature hit by a choker's arm Strike is automatically grabbed, and the choker begins to strangle the target. The creature is suffocating and can't speak as long as it's strangled. This prevents it from casting spells with a verbal component or activating items with a command component.

Vigilant Seal

Male | Medium | Dwarf (Forge) | Junk Collector (Engineering) | Inventor (Construct Innovation) LVL 1 | | Construct: Bakal | HP 19/19 | AC 18 | F +6 / R +5 / W +5 / P +3 (Darkvision) | Arcana / Crafting / Engineering / Explosive / Firearm / Occultism / Society +7 | Acrobatics / Athletics / Stealth / Thievery +5 | Survival +3 | Speed 20 ft. | Class DC 17 | Exploration Activity: Avoid Notice | Active Conditions: None | ◆◇↺

“Bakal, stop! That’s a friend!”, Inhin yells.

Bakal attempts to stop its attack but it's too late. Bakal's fist hit the Seven.

Inhin apologizes as he realizes the disaster that happened. "That’s on me. Seven, I hope you're okay. This was not my intention.”

Envoy's Alliance

Awakened Octopus Commander 1 | HP 17/17 | AC 18 | F+4 R+8 W+6; +1 status vs fear self and allies 30-ft emanation | Perc +6 | Speed 20 ft, Swim 30 ft | Hero Points 1 | Exploration: Scout | Active Conditions: None

Wimsy quickly patches Seven up. "Well, now there's an opening anyway. Bakal, NOW!"

◆ Battle Medicine Seven Medicine: 1d20 + 7 ⇒ (12) + 7 = 19 Success for Healing: 2d8 ⇒ (8, 4) = 12
◆◆ Strike Hard!, granting Bakal a Reaction to use it with Bakal's Fist: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 for bludgeoning damage: 1d8 + 3 + 2 + 1 ⇒ (2) + 3 + 2 + 1 = 8


GM Screen | Mentorship and PC Level Bumps | Pathfinder Provisions | Downtime | Area of Effects Templates | ◆◇↺

Wimsy brings Seven back from the brink of death, then she snaps an order to Bakal. The blow lands true, and the choker’s grip on Seven's neck loosens, releasing him as the creature crashes onto the solid ground. White out

⬤ CENTRAL CHAMBER ENCOUNTER Round 2 ⬤
Party Condition(s): COURAGEOUS ANTHEM (Rd 1 to start of Seven's 4): +1s bonus to attack rolls, damage rolls, and saves vs fear effects.
Terrain Feature(s): The central column sheds dim light in a 20-foot radius. There’s no other light in the area, except for what the PCs bring with them.
Map Link: ENCOUNTER MAP

⚠️ BEFORE YOUR TURN ⚠️
❗ Miel Archembault: DC 17-1 basic Fortitude save vs 8 B damage ❗

➤ BOLD NAMES CAN ACT; STRIKETHROUGH MEANS ELIMINATED.
Esskele (AC 18) (0/22 HP) | Dying 2 (Unconscious, Prone)
Red Grothlut (-22 HP) | at Dim Light (Concealed) | DV
Miel Archembault (AC 18+2 w Steel Shield raised) (16/21 HP) | Sickened 1; Grabbed and Suffocating by Strangling Fingers of Blue | Physical Resistance 1; Steel Shield (HP 16/20, Hardness 5, BT 10)
Blue Weak Choker (-6 HP) | Sickened 1 | DV
Seven Coppers (AC 18) (12/16 HP) | Sickened 1; Wounded 1; Prone
White Weak Choker (-18 HP)
Inhin Yero (AC 18) (19/19 HP) | DV; Fire Resistance 1
⠀⠀⠀Bakal (AC 16) (18/18 HP) | Small; DV, Imprecise Tremorsense
Yaeger Ignatius Thomas Hawkins (AC 16) (19/19 HP) | Sickened 2 | DV
Wimsy (AC 18) (17/17 HP) | Commander's Banner: +1s bonus to Will saves and DCs vs against fear effects on 30-ft emanation
Rain in Cloudy Day (AC 18) (25/25 HP) | Sickened 1

⚠️ AFTER YOUR TURN ⚠️
❗ Blue Weak Choker: 1 persistent poison damage then DC 15 flat check ❗

REFERENCES

HERO POINTS :
Esskele: 1☘️
Miel Archembault: 2☘️
Seven Coppers: 2☘️
Inhin Yero: 0☘️
Yaeger Ignatius Thomas Hawkins: 3☘️
Wimsy: 2☘️

◆ Recall Knowledge (concentrate, secret) Skills :
Ask one question and pick a skill for Recall Knowledge about the creature; GM rolls the check vs its DC, and answers based on success. Red/White/Blue: Occultism

Piteous Moan (auditory, aura, emotion, mental, occult) 60 ft :
Each non-grothlut creature that enters or starts its turn within the emanation must succeed at a DC 17 Will save or become sickened 1 (sickened 2 on a critical failure); the creature then becomes temporarily immune for 1 minute.

Sickened :
You feel ill. Sickened always includes a value. You take a status penalty equal to this value on all your checks and DCs. You can't willingly ingest anything—including elixirs and potions—while sickened. You can spend a single action retching in an attempt to recover, which lets you immediately attempt a Fortitude save against the DC of the effect that made you sickened. On a success, you reduce your sickened value by 1 (or by 2 on a critical success).

Strangling Fingers :
Any creature hit by a choker's arm Strike is automatically grabbed, and the choker begins to strangle the target. The creature is suffocating and can't speak as long as it's strangled. This prevents it from casting spells with a verbal component or activating items with a command component.

Grand Archive

Male Dragonkin (Shipborn) Investigator 1 (HP 19/19) (Fort +4) (Ref +8) (Will +5) (AC 16) (Perception Init +5)

Fort: 1d20 + 4 ⇒ (2) + 4 = 6.
Fort: 1d20 + 4 ⇒ (6) + 4 = 10.
Fort: 1d20 + 4 ⇒ (1) + 4 = 5.

Yaeger keeps dry-retching.

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