Estes slashes and Teja stabs, and Kat puts another arrow into it. But Teja somehow manages to miss. Sure you can pin it multiple times, but the creature has 15 foot reach so it's not hindering it that much. ⬤ Seaweed Overgrowth Round 2 ⬤
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Reflex: 1d20 ⇒ 81d20 ⇒ 1
The plant in front decides to pick on Hirondelle, Estes: 1d2 ⇒ 2 ◆ Strike
◆ Grab
It manages to grab hold and squeeze. ◆ Constrict
⬤ Seaweed Overgrowth Round 2 ⬤
BEFORE YOUR TURN
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Slashing: 2d8 + 4 ⇒ (4, 4) + 4 = 12 Reflex: 1d20 ⇒ 12
Hirondelle slashes through the plant that doesn't feel the cold.
Knowledge: 1d20 ⇒ 41d20 ⇒ 71d20 ⇒ 16 Charlies and Teja are unfamiliar with these creatures. But Charlies has heard rumors of plants with sickening spores should you breathe them in. Other things you've learned from experience:
The creature in back tries to reach into the doorway to get a Charlies. ◆ Strike
◆ Grab
◆ Strike
⬤ Seaweed Overgrowth Round 1 ⬤
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Hirondelle, I'm going to rule that you need a free hand to pick up and carry allies (but you can carry as many as you like under one arm. That being said, you'd need to switch to a one-handed grip before attacking. Releasing a hand is a free action, but it will take an interact action to resume a two handed grip. Also, Bear Allie's Burdens lets you make a single stride. I don't see how the path you've put on the map could be done with a speed of 30 and I don't see any actions that let you stride and strike as a single action.
The plant wades through the water and tries to slam Emmanuel with a tendril. ◆ Stride
⬤ Seaweed Overgrowth Round 1 ⬤
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
You have green and purple keys, no red. Using a green key they have on them, the Devilish Dealers enter a portal to the winding hallway for earlier. As Manny opens the door, the smell of wet vegetation immediately fills the room. Hero Point for Manny GM Screen:
Kaitlyn Deathsbane's Will Save (E): 1d20 + 15 ⇒ (13) + 15 = 28
Emmanuel Holysmith's Will Save (M): 1d20 + 16 ⇒ (16) + 16 = 32 (Performer's Heart (Success -> Critical Success)) Fin-thir's Will Save (E): 1d20 + 15 ⇒ (19) + 15 = 34 Charlies's Will Save (E): 1d20 + 15 ⇒ (19) + 15 = 34 Teja Khellekdottir's Will Save (E): 1d20 + 15 ⇒ (19) + 15 = 34 Hirondelle's Will Save (M): 1d20 + 17 ⇒ (17) + 17 = 34 Stepping in, you see two large masses rise out of a pool and approach! GM Screen:
Kaitlyn Deathsbane's Initiative using Scout: 1d20 + 16 ⇒ (13) + 16 = 29
Emmanuel Holysmith's Initiative using Scout: 1d20 + 14 ⇒ (2) + 14 = 16 Fin-thir's Initiative using Search: 1d20 + 17 ⇒ (20) + 17 = 37 Charlies's Initiative using Defend: 1d20 + 16 ⇒ (12) + 16 = 28 Teja Khellekdottir's Initiative using Avoid Notice: 1d20 + 19 ⇒ (12) + 19 = 31 Hirondelle 's Initiative using Search: 1d20 + 15 ⇒ (11) + 15 = 26 Cyan, Green: 1d20 ⇒ 181d20 ⇒ 3 ⬤ Seaweed Overgrowth Round 1 ⬤
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
"Through the door on your right (revealed on map) has a special teleporter. I've only seen Yollen and his lieurtenants use it, so we suspect it is important. So important, in fact, that you have to use three of those colored shards, one of each to activate the orbs." "Though, I have theorized," another Devilish Dealer speaks up, "that you might be able to force the orb to accept a key of a different color. They work off of magical resonance, which could be altered if you had the right skills."
The Devilish Dealers relax when they recognize old rivals. "We've been supplying the facility with warshards since Godsrain produced them. In gratitude, a man named Yollen asked if they would like to be the part of the experiments here without disclosing the risks involved. Let's just say that the experiment didn’t go well, and the we lost a few members. For those that survived, the concoction we took gave us a rush of unparalleled power... then left us drained and exhausted for days after. Consequently, we've become rather skeptical of what’s going on in the facility." "So how about we make a deal. We're too exhausted to investigate on our own, but we have information that could be helpful to you. We'll trade our information now. In exchange you tell us what you find out about this place."
Once healed, you use the newly acquired purple crystal key. You end up in a short, wide hallway with red, green, and purple domes. Beyond the hallway is a grand room where a statue in ancient Azlanti garments, though featureless, towers menacingly in this domed room. Four humans stand around the statue. You think they were in the middle of a discussion that stopped the moment a portal into this area opened. Their hands are on their weapons, but they eye you suspiciously. If your PC played #6- 07: A God Falls Where Magic Fails: You recognize these Chelaxians as The Devilish Dealers. They recognize you, foiling any chance that your disguises will work.
Sorry for the delay. In addition to my busy weekend, I had to do some digging through the rules. My interpretation of what I read is that just as with the pre-remaster rules, attack roll modifiers like courageous anthem, do not apply to skill actions like grapple. This was explicitly mentioned in the Core Rulebook FAQ, but I could not find anything definitive in the Player Core or FAQ. What I based my decision on was the rules section of attacks in Player Core 302-203, specifically on the last part of that section, "Compare to AC" suggests that if it doesn't target AC, then it is not an attack roll, but a skill check with the attach trait (meaning MAP applies). There are items that make exceptions such as the Shadow Signet, but they explicitly spell out that the check is still an attack roll. It mattered in this case as a phistophilus has a Fortitude DC of 28. If someone has seen something definitive from a rules source that says this has changed, please point it out to me.
Estes misses completely. Emmanuel tries to grab the devils, but she just wriggles out of his grasp. Manny slices at the devil as she moves away, but it does little damage. Hirondelle RS: 1d20 + 18 ⇒ (9) + 18 = 27 The goblin, narrowly misses as well. Actually that would have hit due to courageous anthem, but even rolling max damage on a normal hit would not do enough to take out the devil. Once out of reach of the Pathfinders, the devil teleports away. There are domes of each color in this room, purple, red and green. What remains of the one devil that did not escape is a purple crystal key. It is quiet here, with few ways to access these rooms, you figure it is safe to rest until you are healed. Hero point for Hirondelle.
Kaitlyn heals her allies while Hirondelle continues to be wracked by poison. Poison: 3d6 ⇒ (1, 6, 2) = 9 The goblin and Teja banish the devil with their combined attacks Teja has one action remaining while Fin-thir wounds the last of the devils with an arrow. ⬤ Bonded Devils Round 4 ⬤
BEFORE YOUR TURN
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Despite a heroic second effort, Manny is unable to grab hold of the contract devil. "You shall regret trying to put your hands on me." The phistophilus tries to cut Manny down with one of her contracts. ◆ Strike Binding Contract: 1d20 + 23 ⇒ (2) + 23 = 25 Dodging her first attack, the devil feigns frightened surprise. ◆ Feint Deception: 1d20 + 23 ⇒ (13) + 23 = 36
Then follows up with another slash. ◆ Strike Binding Contract: 1d20 + 23 - 4 ⇒ (5) + 23 - 4 = 24 But he is able to duck out of the way again. ⬤ Bonded Devils Round 4 ⬤
BEFORE YOUR TURN
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Fin-thir's first shot is off target, but he adjusts his name for the second. Immune fire, resist physical 5 The Sarglagon bites at Teja. ◆ Strike
He then exhales a torrent of water through some of the Pathfinders. ◆◆ Cast a Spell (Hydraulic Torrent) Targets: Teja, Fin-thir, Charlies
Bleed: 1d6 ⇒ 3
⬤ Bonded Devils Round 3 ⬤
BEFORE YOUR TURN
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Poison: 3d6 ⇒ (4, 5, 5) = 14 Breath of Life not needed The poison makes Hirondelle even clumsier and teetering on the brink of consciousness. The Sarglagon in the back takes a bite out of Fin-thir Fangs: 1d20 + 20 ⇒ (16) + 20 = 36
It then teleports away. Teja advances on the devil and strikes once. Kaitlyn focuses on healing. ⬤ Bonded Devils Round 3 ⬤
BEFORE YOUR TURN
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Reflex: 1d20 ⇒ 151d20 ⇒ 13
The angel punches the Sarglagon. If only there were time for bardic music that would have been a crit (AC 27). The phisophilus leaves the storm of debris and throws a bolt of lightning through the Pathfinders. ◆ Stride
Hirondelle is in danger of going down again. It's his action assuming he is still able to take one. ⬤ Bonded Devils Round 3 ⬤
BEFORE YOUR TURN
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Infernal wound only blocks magical healing. Natural/Alchemical healing works fine, but the way I run it is that magical healing will be applied to infernal wounds first, but natural/alchemical healing is applied to infernal wounds last, only touching infernal wounds if that is the only damage remaining. Essentially I run it that way to make infernal wounds as difficult to deal with as possible.
Counteract: 1d20 + 14 ⇒ (14) + 14 = 28 Failure = Counteract Rank = Spell Rank - 1 = 4.
Charlies reads the scroll, pushing the healing magic into the diabolical cuts. Just when it looks like the magic is going to push through, the power fizzles without effect. Seeing Hirondelle fall, Teja rushes in and rouses the exemplar. Kat heals the summoner and then launches an arrow at the contract devil. The arrow strikes, but the wound is minimal. Resist 10 physical Fin-thir hits the devil blocking the escape who remains standing despite looking very ragged. The flames have no effect. Immune fire The other sarglagon interposes himself in front of the Phistophilus and then bites and slaps at Estes. ◆ Step
⬤ Bonded Devils Round 2 ⬤
BEFORE YOUR TURN
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Poison: 2d6 ⇒ (5, 6) = 11 The poison starts to slow Hirondelle down as his body becomes bloated. The Sarglagon bites once at a weakened Hirondelle. ◆ Strike
Does Hirondelle have any resistance to piercing? He's dying if not. It then disappears only to reappear behind the group, blocking escape! ◆◆ Cast a Spell = Translocate Rank 4 Bleed: 1d6 ⇒ 3
The bleeding stops. ⬤ Bonded Devils Round 2 ⬤
BEFORE YOUR TURN
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
As Estes lines up his holy punch, the other Sarglagon bats the angel's arm away with one of his tentacle arms. Stygian Guardian ↺ - Trigger A creature or object within the sarglagon’s reach is targeted by an attack; Effect The sarglagon interposes themself, giving the creature or object standard cover against the attack (+2 circumstance bonus to AC), or greater cover (+4 circumstance bonus to AC) if the sarglagon was already granting it lesser cover. Miss due to cover. The Phistophilus whips one of its contracts around Hirondelle ◆ Strike
◆ Grab
◆ Strike
Two massive gashes leave Hirondelle on the brink of falling. ⬤ Bonded Devils Round 2 ⬤
BEFORE YOUR TURN
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Fin-Thir is able to withstand most of the magical assault, but his shots likewise are just a little bit off. Teja manages to strike a vital blow. 32 damage and bleed The sarglagon still inside the room bites at Hirondelle. ◆ Strike
The swings masses of dripping tentacles. ◆ Strike
Hirondelle need to save against Sarglagon Venom. ◆ Strike
⬤ Bonded Devils Round 1 ⬤
BEFORE YOUR TURN
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
Fort, B, W, O: 1d20 ⇒ 71d20 ⇒ 21d20 ⇒ 5
Holy power engulfs the devils, burning their flesh Sarglagon - Weakness 5 holy
Hirondelle Will: 1d20 + 17 ⇒ (9) + 17 = 261d20 + 17 ⇒ (17) + 17 = 34 As Hirondelle moves by the Srglagon's he feels as though he is trying to walk against the tide. It is tiring, but he pushes through. Heavy Aura (aura, divine, incapacitation) 10 feet. A creature that enters the heavy aura must attempt a DC 23 Will save. It is then temporarily immune for 10 minutes. Success The creature is unaffected.
The sarglagon in the corner unleashes a torrent of water that hits Estes, Charlies and Fin-thir. ◆◆ Cast a Spell (Hydraulic Torrent) Bludgeoning: 8d6 ⇒ (5, 1, 3, 2, 3, 2, 6, 3) = 25 DC 23 Fortitude He then moves to cut off entrance into the room, leaving Hirondelle isolated. ◆ Stride Kaitlyn provides much-needed burn relief to Emmanuael, but her shot narrowly misses due to having to shoot around him. AC = 27. Missed due to lesser cover. ⬤ Bonded Devils Round 1 ⬤
BEFORE YOUR TURN
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
The devils roar and attack. Spoiler:
Kaitlyn Deathsbane's Initiative using Scout: 1d20 + 16 ⇒ (9) + 16 = 25
Emmanuel Holysmith's Initiative using Scout: 1d20 + 14 ⇒ (1) + 14 = 15 Fin-thir's Initiative using Search: 1d20 + 17 ⇒ (8) + 17 = 25 Charlies's Initiative using Defend: 1d20 + 16 ⇒ (8) + 16 = 24 Teja Khellekdottir's Initiative using Avoid Notice: 1d20 + 19 ⇒ (8) + 19 = 27 Hirondelle's Initiative using Search: 1d20 + 15 ⇒ (14) + 15 = 29 Blue: 1d20 + 18 ⇒ (8) + 18 = 26 White: 1d20 + 18 ⇒ (6) + 18 = 24 Orange: 1d20 + 21 ⇒ (14) + 21 = 35 "Fools. Let me give you a taste of the hellfire that awaits." Suddenly the hallway is engulfed in flames. ◆Demoralize Emanuel Intimidation: 1d20 + 21 ⇒ (3) + 21 = 24
⬤ Bonded Devils Round 1 ⬤
BEFORE YOUR TURN
CHARACTER IN ➤ BOLD TYPEFACE CAN ACT!
GM Screen:
Emmanuel Holysmith's Religion (E): 1d20 + 13 ⇒ (20) + 13 = 33
Charlies's Religion (M): 1d20 + 17 ⇒ (12) + 17 = 29 (Dubious Knowledge) Teja Khellekdottir's Religion (T): 1d20 + 12 ⇒ (18) + 12 = 30 Hirondelle 's Religion (E): 1d20 + 14 ⇒ (7) + 14 = 21 Emmanuel Holysmith's Religion (E): 1d20 + 13 ⇒ (16) + 13 = 29
The scaly amalgamations are the sarglagon that you heard of earlier. Sarglagon - Creature 8 Worst Save: Reflex
The devil that is humanoid in appearance is a phistophilus, also known as a contract devil. Phistophilus - Creature 10 Best Save: Will
Having inspected the items as best you can, you venture into the hallway. It's quickly apparent that the lion heads were some sort of defensive mechanism, but they are inoperable. At the end of the hall is a more immediate concern. Three fiendish creatures occupy the room at the end. Two are large creatures with blue scales and find, claws, and wings that suggest they are equally at him in land, sea, or sky. The third is more humanoid in appearance save for the orange skin and many horns over which long scrolls are draped. They eye you suspiciously. GM Screen:
Teja Khellekdottir's Deception (M): 1d20 + 21 + 2 ⇒ (7) + 21 + 2 = 30 The smallest one speaks up raising palms towards the larger fiends as if to keep them at bay. "The devil-grovelers send their lowly ones to us? Have you come to kneel at my feet?"
It's Crafting (trained) to identify the elixir which requires an alchemist's toolkit. I'll use that roll for the beads. The three beads are frozen lava of Pale Mountain The wand is a rank 4 wand of widened fireball
With Teja investigating the cards, Charlies check the cabinet. A single vial labeled "hangover cure" and a wand that feels warm to the touch are found inside. Beyond the stairs you see a winding corridor with lights that flicker, giving the lion head reliefs on the wall the illusion of blinking. They certainly look menacing. You are pretty confident that the vial contains some sort of antidote, but learning the strength would require an Identify Alchemy activity. You have two magical items that can be identified. The wand (Arcana or Nature)
Upon inserting the crystal a green hued window appears in the air. Beyond is a room with 2 tables, one with cards strewn about, chairs and a single cabinet. You only have a few moments to decide what to do before the portal starts to close again. You might want to grab the key before you go. Map is updated.
Emmanuel Holysmith wrote:
Yes, that would work. The group had initially been working on Emmanuel's theory that the domes were wards and the best chance of finding intact crystals was further away, but in a few moments you discern that the blast originated from the entryway and spread inward. Looks like someone botched their Society check. Searching closer to the domes you manage to find some broken pieces. Only near the far side does your effort pay off. You find a pair of intact green crystals that appear as though they would fit in the dome of the same color as well as a pouch containing three glass beads flickering with light. You feel your invisibility begin to wane...
You haven't found any crystals yet, just dust. That's the whole point of this section. If I was running this in person, you would be in rounds, using Seek actions to try to find the crystals. So far you have had 1 success (the DC is 28). You need a certain number of successes before your potions wear off and bad stuff happens. The potions give you rank 4 invisibility which lasts 1 minute. It took you 3 rounds to get here and you've searched and did other things for a round. If you want to take and wear the disguises, you need a total of 10 actions over 5 rounds (the text says that activity makes you slowed 2 for 5 rounds.) At this point you have 2 courses of action. Forgo the disguises and everyone can roll 15 Perception checks. (You'll probably need at least a round to get through the portal.) Wear the disguises and make 5 checks each.
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