Dungeon Master S |
Koko searches the water, but finds nothing else. Everyone, however, notices that the water is very slowly clearing up. It'd likely be an hour before it does though...
Seelah, Righteous Paladin |
I know not what those foul things were, Seelah says, acutely aware that there is actually no way to use Recall Knowledge to identify beasties currently in the playtest rules, but praise Iomedae we were able to vanquish them!
Dungeon Master S |
Both doors are made of ancient wood, but the door to the south bears a lock of iron.
Dungeon Master S |
The door opens without sound or trouble. Beyond is a hallway of worked stone, with a more natural side passage to the north east.
Dungeon Master S |
A post of mine was eaten during the rolling outage.
When you opened the door, you set off a "trap" a string attached to the door which rattled some armor. The light from the natural passage is doused, and the way forward is now pitch black dark....
Koko Tosscobble |
"Okay, who shut of the lights? Can we have some light up here, so I can lead us forward safely. The alternative is to put our fearless dwarf up front and have him tell us where to go."
Zakrael |
Zakrael steps up beside Seelah, then mutters several arcane syllables and touches the paladin's sword. A soft white glow springs forth from the weapon. "For this day, you will not want for illumination."
Cast Light
Dungeon Master S |
The scent of a freshly doused campfire tells you that the darkness isn't magical, and the light spell works to keep you from fumbling in the dark.
It also shines light directly on a small party of wide-eyed goblins! There are a pair of thugs, a commando, and a goblin currently trying to make out with a burning ember!
Longmoor: Prcp +5, Stl +: 1d20 ⇒ 20
Zakreal: Prcp +4, Stl +4: 1d20 ⇒ 17
Maalit: Prcp +2, Stl +: 1d20 ⇒ 5
Seelah: Prcp +2, Stl +: 1d20 ⇒ 1
Koko: Prcp +3: 1d20 ⇒ 9
Gobbos: Init: 1d20 + 3 ⇒ (12) + 3 = 15
Dungeon Master S |
Round 1:
Longmoor: Go
Zakrael: Go
Goblins: TBD
Koko: TBD
Maliit: TBD
Seelah: TBD
Zakrael |
Zakrael moves into the room, spots the danger, and calls Benedict in with a sharp whistle. Strides all around
Dungeon Master S |
Zakrael strides in, courageous in the face of wicked goblins.
Round 1:
Longmoor: Go
Zakrael: Stride
Goblins: TBD
Koko: TBD
Maliit: TBD
Seelah: TBD
Dungeon Master S |
Longmoor posted in the Discussion tab
The goblins waste no time bringing their brand of chaotic violence to the party.
The two warriors swing time and again at Benedict with their dogslicers:
ATK 1: 1d20 + 6 ⇒ (19) + 6 = 25 for DMG: 1d6 ⇒ 6
ATK 2: 1d20 + 2 ⇒ (6) + 2 = 8
ATK 3: 1d20 - 2 ⇒ (11) - 2 = 9
ATK 1: 1d20 + 6 ⇒ (1) + 6 = 7
ATK 2: 1d20 + 2 ⇒ (12) + 2 = 14
but only connects once.
The commando uses his full on horsechopper on Zakrael
ATK 1: 1d20 + 7 ⇒ (2) + 7 = 9
ATK 2: 1d20 + 2 ⇒ (4) + 2 = 6
but to no avail
The pyro strides to a better spot and unloads a spell of grease underneath Zakrael!
Each creature within the area must attempt
an Acrobatics check to Maintain Balance against your spell
DC 15 here. Creatures later entering a square within the area must
also attempt an Acrobatics check to Balance. A creature that
takes a Step doesn’t have to Balance.
Round 1:
Longmoor: Guidance and stride
Zakrael: Stride
Goblins: ATK
Koko: Go
Maliit: Go
Seelah: Go
Koko Tosscobble |
Moving forward with his bow drawn, Koko moves through the stairs and attempts to skirt the edge of the grease. He then takes a shot with his bow.
• Move avoiding the grease
Acrobatics if needed: 1d20 + 4 ⇒ (4) + 4 = 8
• Strike, Shortbow @Black: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d6 ⇒ 4
• 2nd Strike, Shortbow @Black: 1d20 ⇒ 15
Damage: 1d6 ⇒ 6
Dungeon Master S |
With all the down time, I'm going to DM fiat Koko's turn to be shoot, shoot, stride.
The plucky halfling scores a pair of hits!Koko tries, but fails to navigate the grease. He slips and falls! The arrows take their toll on the goblin commando though.
Round 1:
Longmoor: Guidance and stride
Zakrael: Stride
Goblins: ATK
Koko: Hit
Maliit: Go
Seelah: Go
Black: 10
Seelah, Righteous Paladin |
Seelah Strides...
Acrobatics vs. grease: 1d20 + 1 - 4 ⇒ (19) + 1 - 4 = 16
...then Steps...
no Acro needed for Step
then Strikes at Black.
Strike: 1d20 + 5 ⇒ (7) + 5 = 12 for dmg (S): 1d8 + 4 ⇒ (3) + 4 = 7
Dungeon Master S |
Seelah isn't slowed by the grease, but she also struggles to bust through the commando's defenses!
Round 1:
Longmoor: Guidance and stride
Zakrael: Stride
Goblins: ATK
Koko: Hit
Maliit: Go
Seelah: Miss
Black: 10
Dungeon Master S |
The Force Bolt rocks the bomb throwing goblin, but not enough to drop him!
Round 2:
Longmoor: Go
Zakrael: Go
Goblins: TBD
Koko: TBD
Maliit: TBD
Seelah: TBD
Black: 10
Red: 6
Longmoor Cragstone |
Longmoor steps forward, dismayed at the concentration of bodies - particularly, those of goblins - within the room. Suppressing the urge to complain, he instead uses his voice to cast Daze at the nearest goblin.
Dungeon Master S |
Will: 1d20 + 3 ⇒ (19) + 3 = 22 The goblin commando easily shakes off Longmoor's spell!
Round 2:
Longmoor: Daze
Zakrael: Go
Goblins: TBD
Koko: TBD
Maliit: TBD
Seelah: TBD
Black: 10
Red: 6
Zakrael |
Maintain Balance: 1d20 + 5 ⇒ (8) + 5 = 13
The elf tumbles to the ground as the magical grease appears! He lets off a torrent of less than polite Elven.
Zakrael stands back up. He lets loose an arrow at the goblin in black.
Strike (shortbow): 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d6 ⇒ 1
He then calls to Benedict, and points at the same goblin. "Get him!"
The bear obeys.
Strike (Jaws): 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Strike (Claw): 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Dungeon Master S |
Zakrael nicks the goblin as he stands. Benedict gets a LOT more. A single bite on the neck and shoulder of the goblin and he goes down!
The goblin warriors step up and attack viciously:
Dogslicer on Seelah:
ATK: 1d20 + 6 ⇒ (11) + 6 = 17 for DMG: 1d6 ⇒ 1
ATK 2: 1d20 + 2 ⇒ (9) + 2 = 11
Dogslicer on Benedict:
ATK: 1d20 + 6 ⇒ (14) + 6 = 20 for DMG: 1d6 ⇒ 3
ATK 2: 1d20 + 2 ⇒ (20) + 2 = 22 for DMG: 2d6 ⇒ (2, 4) = 6
The pyro steps up and lets loose with a Burning Hands spell! DMG: 2d6 ⇒ (4, 1) = 5 Seelah, Zakrael, and Koko need to make reflex saves
Round 2:
Longmoor: Daze
Zakrael: Hits
Goblins: ATK
Koko: Go
Maliit: Go
Seelah: Go
Red: 6
Koko Tosscobble |
Reflex Saving Throw: 1d20 + 6 ⇒ (20) + 6 = 26
Is that Critical Success for no damage?!
Koko takes aim and repeatedly fire at the goblins.
Sorry, but I cannot see the map. Koko will try to take down the most wounded first.
•Shortbow: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d6 ⇒ 6
• Shortbow: 1d20 ⇒ 4
Damage: 1d6 ⇒ 5
Dungeon Master S |
Koko miraculously avoids every last lick of flame! His follow up shot also strikes true, though it's not enough to drop the goblin!
Round 2:
Longmoor: Daze
Zakrael: Hits
Goblins: ATK
Koko: Hit!
Maliit: Go
Seelah: Go
Red: 12
Seelah, Righteous Paladin |
Seelah will Strike at White.
longsword: 1d20 + 5 ⇒ (15) + 5 = 20
slashing: 1d8 + 4 ⇒ (1) + 4 = 5
Then Strike White again (or Red, if White falls).
shield bash: 1d20 + 3 - 5 ⇒ (19) + 3 - 5 = 17
bludgeoning: 1d4 + 4 ⇒ (1) + 4 = 5
Then Raise her Shield.
Dungeon Master S |
IT takes two swings, but Seelah cuts another goblin to ribbons. Goblin blood mixes with magical grease on the cavern floor.
Round 2:
Longmoor: Daze
Zakrael: Hits
Goblins: ATK
Koko: Hit!
Maliit: Go
Seelah: Kill
Red: 12
Dungeon Master S |
Unfortunately, in the chaos, Maliit is off target!
Round 3:
Longmoor: Go
Zakrael: Go
Goblins: TBD
Koko: TBD
Maliit: TBD
Seelah: TBD
Red: 12
Zakrael |
Zakrael lets loose two more arrows, aiming at the bomber before him (and the other should it drop)
Strike (shortbow): 1d20 + 5 ⇒ (2) + 5 = 7
Strike (shortbow): 1d20 ⇒ 5
In the chaos he's unable to get a clean shot. Cursing, he orders Benedict to do his best against the other goblin.
Strike (Jaws): 1d20 + 4 ⇒ (6) + 4 = 10
Strike (Claw): 1d20 - 1 ⇒ (5) - 1 = 4
Dungeon Master S |
Zakrael does little to push the tide of battle, missing on all accounts.
Round 3:
Longmoor: Go
Zakrael: Miss
Goblins: TBD
Koko: TBD
Maliit: TBD
Seelah: TBD
Red: 12
Dungeon Master S |
Longmoor buffs Zakrael up, hoping for a decisive few seconds to end the battle.
The pyromancer, now out of good spells for burning and tripping longshanks, opts for a simple solution - clubbing Seelah in the kneecap:
ATK: 1d20 + 4 ⇒ (2) + 4 = 6 for DMG: 1d6 - 1 ⇒ (5) - 1 = 4
ATK: 1d20 - 1 ⇒ (1) - 1 = 0 for DMG: 1d6 - 1 ⇒ (4) - 1 = 3
But only embarrasses itself. The other goblin lays into Benedict the same way, only with a dogslicer:
ATK: 1d20 + 6 ⇒ (20) + 6 = 26 for DMG: 2d6 ⇒ (4, 3) = 7
ATK: 1d20 + 1 ⇒ (20) + 1 = 21 for DMG: 2d6 ⇒ (4, 6) = 10
ATK: 1d20 - 4 ⇒ (2) - 4 = -2 Miss
Round 3:
Longmoor: Guidance
Zakrael: Miss
Goblins: ATK
Koko: Go
Maliit Go
Seelah: Go
Red: 12
Koko Tosscobble |
Koko drops his bow, draws his rapier and quickly scoots around to attack the Pyro goblin with a flank attack.
Rapier Strike: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Sneak Damage: 1d6 ⇒ 1
Dungeon Master S |
Koko's strike is dead on target. When he pulls his blade back, it's soaked in the death-blood of the goblin!
Round 3:
Longmoor: Guidance
Zakrael: Miss
Goblins: ATK
Koko: Kill
Maliit Go
Seelah: Go
Dungeon Master S |
If only SMITE EVIL, one of the most iconic abilities ever, still existed in PF2...
Seelah's final swing is as decisive as it gets, leaving a bifurcated goblin corpse in a wake.
Out of combat!
To accelerate, remember to preemptively roll the dice if you're doing something.
Koko Tosscobble |
"Well done, my good paladin. You can never underestimate small creatures." The halfling remarks.
Koko takes his blade and wipes it clean before sheathing it. He then goes over to retrieve his bow. Once his equipment is secure, he proceeds to search the goblins for treasures. He goes for the obvious ones first.
Perception: 1d20 + 3 ⇒ (5) + 3 = 8
"I cannot imagine that these meanie green fiends were clever enough to find the Star of Desna, but it is always worth checking."
Koko then inches up to the cleric and poses a question.
"Mister Longmoor,my friend, do you ever give thanks to the Goddess of Fortune for making things go so smoothly in a battle or do you just give thanks to your deity for supplying beer at the end of the adventure?"
Longmoor Cragstone |
"A little bit of both, when appropriate" Longmoor replies, feeling a bit worse for wear. He moves forward to his pained, furry compatriot. "May Cayden smile upon you, beast," he whispers while casting Heal:
Heal: 1d8 + 2 ⇒ (5) + 2 = 7
Zakrael |
Benedict comes to, still wounded but very much alive. The bear licks Longmoor's hand, a sign of gratitude.
Zakrael rushes to injured bear and hugs him. "You're so brave. Thank you for protecting us." His eyes glisten when he turns to the dwarf and adds, "Thank you for saving him."
Dungeon Master S |
Healed a bit, the party (so far) has found nothing of note in the room.
Koko Tosscobble |
Koko takes one last search around the room. He looks for hidden passages or secret doors.
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
He then proceeds south down the hallway moving slowly and looking for traps.
Perception: 1d20 + 3 ⇒ (19) + 3 = 22
(I'm away from home and cannot move my mini on the map this morning, but please move him south and then taking that first left down the eastern passageway.)
Dungeon Master S |
Koko moves slowly, down the hall. The party follows suit. He takes a safe left hand turn. A narrow flight of stairs winds downward, descending into this circular chamber. Stone biers line the walls, but the bodies that may have once rested upon them now lie scattered across the floor. The party enters the room to search it.
That is when a half dozen of the bodies arise.
Skeletons: 1d20 + 0 ⇒ (16) + 0 = 16
Longmoor: Prcp +5, Stl +: 1d20 ⇒ 8
Zakreal: Prcp +4, Stl +4: 1d20 ⇒ 16
Maalit: Prcp +2, Stl +: 1d20 ⇒ 18
Seelah: Prcp +2, Stl +: 1d20 ⇒ 6
Koko: Prcp: 1d20 + 3 ⇒ (6) + 3 = 9
Dungeon Master S |
Round 1: A reminder that in the playtest, the tie in initiative goes to the enemy.
Round 1:
Maliit: Go
Skeletons: TBD
Zakrael: TBD
Koko: TBD
Longmoor: TBD
Seelah: TBD
Maliit |
Malliit gasps as the dead rise around them.[/b]"What is going on in these tunnels??"[/b]
The gnome move back behind the bear and launches a force bolt at the walking dead directly in front of him.
force bolt: 1d20 + 5 ⇒ (7) + 5 = 12
damage?: 1d4 + 4 ⇒ (1) + 4 = 5
Dungeon Master S |
Maliit nearly destroys a skeleton with his bolt! I'll say you targeted Orange.
The skeletons attack without mercy:
Orange v Zakrael: 1d20 + 6 ⇒ (14) + 6 = 20 for Slashing: 1d6 ⇒ 4
Orange v Zakrael: 1d20 + 1 ⇒ (13) + 1 = 14 Miss
Orange v Zakrael: 1d20 - 4 ⇒ (2) - 4 = -2 Miss
Green v Longmoor: 1d20 + 6 ⇒ (9) + 6 = 15 Miss
Green v Longmoor: 1d20 + 1 ⇒ (14) + 1 = 15 Miss
Green v Longmoor: 1d20 - 4 ⇒ (11) - 4 = 7 Miss
Black v Longmoor: 1d20 + 6 ⇒ (2) + 6 = 8 Miss
Black v Longmoor: 1d20 + 1 ⇒ (15) + 1 = 16 for Slashing: 1d6 ⇒ 3
Black v Longmoor: 1d20 - 4 ⇒ (18) - 4 = 14 Miss
Red v Koko: 1d20 + 6 ⇒ (20) + 6 = 26 for DMG: 2d6 ⇒ (1, 5) = 6
Red v Koko: 1d20 + 1 ⇒ (20) + 1 = 21 for DMG: 2d6 + 2 ⇒ (2, 2) + 2 = 6
Red v Koko: 1d20 - 4 ⇒ (20) - 4 = 16 for DMG: 2d6 + 2 ⇒ (3, 2) + 2 = 7 Is a 20 an autohit if it fails to meet the AC?
Purple v Koko: 1d20 + 6 ⇒ (2) + 6 = 8 Miss
Purple v Koko: 1d20 + 1 ⇒ (2) + 1 = 3 Miss
Purple v Koko: 1d20 - 4 ⇒ (18) - 4 = 14 Miss
White v. Seelah: 1d20 + 6 ⇒ (11) + 6 = 17 for DMG: 1d6 ⇒ 4
White v. Seelah: 1d20 + 1 ⇒ (8) + 1 = 9 Miss
White v. Seelah: 1d20 - 4 ⇒ (1) - 4 = -3 Miss
Round 1:
Maliit: Bolt
Skeletons: ATK
Zakrael: Go
Koko: Go
Longmoor: Go
Seelah: Go
Round 2:
Maliit: Go
Orange: 5
Koko Tosscobble |
Red seems to have an issue with Koko. A 20 will always hit, but it is not a crit if it doesn't actually meet the AC. Either way, with three twenties, Koko is down. This will be a good opportunity to learn how the dying rules work!
The skeletons rise from the ground and claw at Koko as they take him by surprise. One repeatedly rakes his bony claws over the halfling and pulls him to the ground. The halfling is unconscious and bleeding out.