GM Tyranius Pathfinder 2E Playtest Doomsday Dawn (Inactive)

Game Master Tyranius

Tactical Maps


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@Tegan- I notice that you have a wand of magic missile on your equipment list. Do you have a way to cast occult or arcane spells to use it as to use a wand the spell has to be on your spell list?

Esinath puts a single arrow into the gnoll's chest, seems to be the only thing to get it to stop laughing. Tegan draws a small wand from her pack and uses it to channel her magical powers.

Use 1 Resonance to use the wand.

Twin magical missiles leap out and crush the gnoll's chest inward, dropping it to the ground.

Magic Missile Damage: 2d4 + 2 ⇒ (4, 2) + 2 = 8

As the last gnoll falls the camp remains silent and empty once more.

Player Status:

Grek (21/42)
Tegan (27/42)
Esinath (Amotekun 12/28; Wounded 1)
Dufek 22/58; Wounded 1)


Dufek looks about to make sure there are no more hostiles before relaxing a bit. "Whew, that was tough."

Perception: 1d20 + 7 ⇒ (6) + 7 = 13

When he's sure there are no foes, he adds, "Good job everyone. We are again victorious! I don't suppose anyone has any healing left? We're all a bit wounded it seems."

Can anyone channel energy - heal us all a bit? Or is that not a thing anymore? Clearly, I need to learn more about healing.

When what healing can be done is done, he'll look around the area on this side of the river before taking the plunge and swimming over. He ties some rope of his to a nearby stump or rock on each side of the river to help those not as athletic to get across safely.

Athletics: 1d20 + 9 ⇒ (8) + 9 = 17

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Clerics can channel energy with the heal spell, though it is considerably less as you are healing a large group. It is the three action Heal spell.

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Crossing the small river proves easy enough as long as you don't dawdle. The current is strong enough to drag you down 10-20 feet but nothing more.

The camp has little of interest in it, though it could be a place to rest, that is as long as the remaining gnolls don't return that is. One of the tents has a large cage places within, likely what housed their scorpion.


What time of day is it? Might want to move on a bit before we make camp - assuming this one is thoroughly searched.

Dark Archive

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The sun should begin setting in a couple of hours.


Dufek suggests, "Let's take advantage of these few hours of daylight. I'd rather not camp here anyway in case there's more."

If the group agrees, he heads out along their path before finding a camp before dark.


Paladin/6

Tegan agrees that their current position isn't a favorable position for camping. "W-what if there are more of those creatures?" She eagerly looks at her companions, wanting to continue to a safer area.


Male N Elven Cleric | HP: 38/38 | AC: 17 TAC: 16 | F: +5 R: +7 W: +8 | Perception: +7 | Speed 35 ft | Spells: 2/3 3/3 | Spell Points: 3/3 | Channel: 1/1 | Resonance 3/5 (1 invested) | Active Conditions: None

Esinath smiles brightly to Tegan. "We kill them. But I agree we should rest. Let us move on and find a good spot to camp."

Survival: 1d20 + 7 ⇒ (7) + 7 = 14

Using survival as my default exploration mode - looking for a good camp site.

Dark Archive

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The gnolls carried little more than battleaxe's, shortbows and leather armor.

Deciding to move on and find a better place to rest Esinath looks to pick the trail back up. The next stretch is quite treacherous and there is a heavily wooded area roughly 2 hours away from the gnoll camp that should be quite hidden.


Male N Elven Cleric | HP: 38/38 | AC: 17 TAC: 16 | F: +5 R: +7 W: +8 | Perception: +7 | Speed 35 ft | Spells: 2/3 3/3 | Spell Points: 3/3 | Channel: 1/1 | Resonance 3/5 (1 invested) | Active Conditions: None

Esinath whistles to the group, directing them to the wooded area. Exhausted and sore, he takes the time to make camp. "Double watches - I can watch with Amotekun and I will be up first. My eyes are best in the pre-dawn light."

With that he sets out his bedroll to try and get some rest.


"I can see in the dark a little ways, so I'll take the deepest watch."

Dufek rests when he's not on watch, and paces a bit when he is to keep awake and see what he can.

Dark Archive

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The night goes without incident, though the sound of hyenas hunting in the distance become quite prevalent. After several restless hours the sun begins to rise and Esinath is able to pick the trail back up once again.

The distance from the gnoll camp to the hidden entrance to the tomb is roughly 4 miles of difficult terrain, including treacherous cliffs and steep inclines that must be climbed.

Need a survival check.


Survival: 1d20 + 7 ⇒ (9) + 7 = 16

Do we heal any overnight? I assume 1hp per level, but wanted to check.

Before proceeding, Dufek suggests more healing. "I think we're all hurting to varying degrees, and could stand for another day's rest. We're near the tomb, should get there in a day, two if we're unlucky."


Male N Elven Cleric | HP: 38/38 | AC: 17 TAC: 16 | F: +5 R: +7 W: +8 | Perception: +7 | Speed 35 ft | Spells: 2/3 3/3 | Spell Points: 3/3 | Channel: 1/1 | Resonance 3/5 (1 invested) | Active Conditions: None

You regain hit points equal to your con modifier times your level. So Amotekun regains 4 hp and is at 16. Plus the below healing that puts him at 28 and full.

Esinath beds down, taking a moment to use some of his wand charges to heal his great cat.

Heal: 1d8 + 3 ⇒ (2) + 3 = 5
Heal: 1d8 + 3 ⇒ (4) + 3 = 7

After that he beds down to rest, sleeping fitfully before he's up before the others, praying to the Elf that Hunts the World.

Survival: 1d20 + 7 ⇒ (19) + 7 = 26

Dark Archive

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@Dufek- After your rest, you regain a number of Hit Points equal to your Constitution modifier (minimum 1) times your level.

Wounded condition:
The wounded condition ends if someone attends to you with Treat Wounds, or if you are healed to full Hit Points and rest for 10 minutes.

@Esinath- That will use two resonance points to use your wand twice.

Come morning the group begins to feel much better. Enough so that witha small bit (4 hours) of scouting Esinath is able to find an easier climb up the treacherous mountainside. This path alternates between short cliffs (usually 15 to 20 feet tall each), shallow inclines that go on for 30 to 45 feet at a time, and walkable flatter sections. The alternative looked to be quite steeper and much higher cliffs.

One-third of the way up the mountainside you come across the site of a mighty battle. Strewn across the rocky ground are the corpses of a half-dozen gnolls who have been dead for 2 days, their bodies riddled with large bony quills and partially eaten.

DC 22 Nature:
These are Manticore quills.

Player Status:

Grek (25/42)
Tegan (35/42)
Esinath (Amotekun 28/28)
Dufek 30/58; Wounded 1)


male Goblin Rogue HP 42/42

Any healing available? Some of us are hurt


Male N Elven Cleric | HP: 38/38 | AC: 17 TAC: 16 | F: +5 R: +7 W: +8 | Perception: +7 | Speed 35 ft | Spells: 2/3 3/3 | Spell Points: 3/3 | Channel: 1/1 | Resonance 3/5 (1 invested) | Active Conditions: None

Yep but they're before I go to bed. So my resonance should be restored.

Esinath takes a moment to pray to his God before channeling energy around the group.

Heal: 2d8 + 3 ⇒ (5, 3) + 3 = 11

Using my channel ability to heal everyone, heightened to level 2. So it's a channel energy, everyone regians 11hp.


"Thanks for the healing Esinath!" Dufek feels better, but not 100%. He asks Tegan if she has any healing to spare, "Just a touch? Whatever you have really would be great." (Still down 17hp. if anyone can help.)

Unsure what he knows, he thinks about it anyway. I'm untrained in Nature, can I still make the roll?
Nature: 1d20 + 3 ⇒ (14) + 3 = 17 Hehehe, moot point anyway.

"Boy I'd hate to fight something on this terrain. Let's be careful."

He continues to lead, albeit carefully, scanning for possible foes.

Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Survival: 1d20 + 7 ⇒ (12) + 7 = 19

Dark Archive

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Page 151 of CRB. You can perform the following uses of Nature even if you are untrained in that skill. (Command Animal, Handle Animal and Recall Knowledge. So untrained skills would be equal to your level - 2.


Paladin/6

Tegan narrows her eyes at Grek. She still wasn't fond of goblins. Her first real adventure had been in the sewers, which goblins had made into their lair. Sure, Grek had been fighting against his fellow goblins, but she was still trying to understand what his motivations were now.

Tegan only has one heal slot before resting. She'll cast it on the party tank.

Heal +Staff (Dufek): 3d8 + 2 + 1 ⇒ (3, 5, 8) + 2 + 1 = 19

~*~*~*~

GM Tyranius wrote:
One-third of the way up the mountainside you come across the site of a mighty battle. Strewn across the rocky ground are the corpses of a half-dozen gnolls who have been dead for 2 days, their bodies riddled with large bony quills and partially eaten.

Nature (Trained): 1d20 + 4 ⇒ (14) + 4 = 18

"Oh!" Tegan covers her mouth with pale hand at the gruesome sight. Her purple-rimmed eyes stare at the carnage, trying to unpack what happened.


"Thanks Tegan, that's perfect!" says Dufek as he feels fully healed and rested come morning. He's eager to proceed.

Dark Archive

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Perception:
GM Roll: 1d20 ⇒ 12

Seeing the battle Dufek finds another path around, surely whatever beast attacked theses hobgoblins is still around and he isn't wanting to find out what it was.

A narrow path hugs the mountainside. Small puddles of water pool along the path’s outside edge, fed by water dripping from the upward slope. A prominent overhang protrudes above, sheltering the path from the sun and elements. The end of the path is set into the mountainside, in a rocky wall scored with multiple tool marks.

New map up.

Player Status:

Grek (25/42)
Tegan (35/42)
Esinath (Amotekun 28/28)
Dufek 49/58; Wounded 1)


Dufek takes a deep breath, "We seem to have arrived. Is everyone ready?"

He waits for the others to examine the door if they wish before taking up his position in front. When everyone is ready, he'll cast Shield and open the door as he peers inside (I have darkvision if its unlit).

Dark Archive

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As Dufek heads towards the door a small group of Gnolls steps out from beneath the outcropping. One stands taller than the rest and must be the leader of this Gnoll scouting party. With weapons drawn they look extremely hungry and desperate. One growls at the dwarf as the leader, Zufek speaks. "You come for the treasure, or just to die?"


Male N Elven Cleric | HP: 38/38 | AC: 17 TAC: 16 | F: +5 R: +7 W: +8 | Perception: +7 | Speed 35 ft | Spells: 2/3 3/3 | Spell Points: 3/3 | Channel: 1/1 | Resonance 3/5 (1 invested) | Active Conditions: None

Before we get there.

Esinath pulls out his wand, stopping by Grek and using it twice.

Heal: 1d8 + 3 ⇒ (1) + 3 = 4
Heal: 1d8 + 3 ⇒ (4) + 3 = 7

That's two charges, and two resonance points.

-----------

Esinath trains an arrow on the gnolls. "We don't have to kill you and will let you leave peacefully. You're obviously trapped here."

Anyone wanna try a diplomacy check?


Dufek is surprised by Esinath's approach, but he's willing to play it out. He holds his attacks, and his tongue, until someone with a silkier voice than his own tries to convince the gnolls not to attack.

He stands on the balls of his feet in anticipation.

Dark Archive

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Bump for Grek and Tegan. Anyone wish to try for Diplomacy, Intimidate or anything of the like.


Paladin/6

Tegan tries her best to assess the situation and react appropriately. "What are you doing in front of this tomb? There's no food in there. Just bones and dust." She sighs, taking on a more humanitarian approach: "you look hungry. What do you think you'll find in there that's worth starving over?"

Diplomacy: 1d20 + 5 ⇒ (5) + 5 = 10


male Goblin Rogue HP 42/42

Grek Watches the cleric ignore him and heal another. He shrugs and spits on the ground. Then drinks a potion.
healing: 2d8 + 3 ⇒ (4, 5) + 3 = 12

Dark Archive

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One of the gnolls stomach grumbles loudly as they all look to have injuries. The leader growls and speaks up. "This is our treasure-filled tomb. We will claim in for the Carrion King and earn a place in the House of the Beast."


Male N Elven Cleric | HP: 38/38 | AC: 17 TAC: 16 | F: +5 R: +7 W: +8 | Perception: +7 | Speed 35 ft | Spells: 2/3 3/3 | Spell Points: 3/3 | Channel: 1/1 | Resonance 3/5 (1 invested) | Active Conditions: None

Esinath takes a look over the gnolls and their injuries.

Medicine: 1d20 + 7 ⇒ (15) + 7 = 22

Can I determine what caused their injuries?

Dark Archive

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Esinath looks over the gnoll's injuries, noticing numerous scrapes and puncture wounds similar to what a Manticore would cause.


Male N Elven Cleric | HP: 38/38 | AC: 17 TAC: 16 | F: +5 R: +7 W: +8 | Perception: +7 | Speed 35 ft | Spells: 2/3 3/3 | Spell Points: 3/3 | Channel: 1/1 | Resonance 3/5 (1 invested) | Active Conditions: None

Still eyeing the gnolls, Esinath speaks up. "Looks like you had trouble with the manticore - perhaps why you're hiding out here, hm? The manticore is dead. You have safe passage back down the mountain and can resume your normal lives. I have no desire to fight, but will kill you all if you insist on it."


Dufek remains quietly attentive, hoping this works. He knows that some of his blood will flow on the ground here if it does not.


Paladin/6

"Yes, what my friend said. Your lives are more important than this... 'treasure' you claim is here." Tegan motions air quotes. "Besides, you can't even get inside. Probably impossible." Tegan motions to the solid stone wall of the mountainside.

Dark Archive

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The gnolls all look to each other. "You lie! That beast lives." One yells out as it is swatted in the mouth by Zakfah. "Shut it." He growls as he snaps at the smaller gnoll. "You will let us pass?" His mouth slobbers as he looks to Esinath.


Male N Elven Cleric | HP: 38/38 | AC: 17 TAC: 16 | F: +5 R: +7 W: +8 | Perception: +7 | Speed 35 ft | Spells: 2/3 3/3 | Spell Points: 3/3 | Channel: 1/1 | Resonance 3/5 (1 invested) | Active Conditions: None

Esinath loosens his bow and displays his holy symbol. "I am a holy man, I am sure you have your own Gods. Mine is a God of the hunt, and I swear by him that I will let you pass safely if you leave now."

Dark Archive

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The gnolls lower their weapons and slowly move around Esinath. Some warily as the smaller gnoll barks and snaps at Esinath as it draws near. Zakfah swats at him once again as he shoves the gnoll off of the cliff.

The gnoll tumbles down, bouncing off of several rocks as it hows in pain from numerous broken bones and a pool of blood quickly forming. From within the crag a manticore emerges and begins to feast on the screaming body. The gnolls yelp. "Now, let's get outta here." They break into a run, fleeing back down the mountain while the manticore is distracted.

Having reached the Tomb you know that you have roughly a little over 3 days before the Night Heralds are estimated to reach the Tomb. The back entrance to the tomb is sculpted from a block of solid stone to look like a part of the mountainside. The gnolls found the door and fiddled with it from time to time, attempting to get it open with their crude methods. Score marks from their tools make the presence of the door clear, but they’ve not had time to breach the defense.


Dufek examines the door, wondering what it might take to open. He takes his time if he can. (Take 20 if I can, if not…)
Perception: 1d20 + 7 ⇒ (16) + 7 = 23

”Anyone have any suggestions? I do have a crowbar.” he pulls it out though he hopes there’s a better method that leaves the door intact and sealed behind them to further slow down the Night Heralds should they catch up.

Dark Archive

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A hidden latch concealed in the rocks near the door’s base, though Dufek's keen eyes notice a hazard as well. Linked up with the latch is a nearly invisible magical rune trap that if the latch were activated it would send an electrical discharge through the intruder.


"Say, I don't suppose any of you have a way around this here trap do you?" Dufek points out what he found, hoping someone else can disarm the damaging bits.

If no one has the ability, he grits his teeth, does the best he can to distant himself from the damage (like using a stick on the latch) and hopes for the best.


male Goblin Rogue HP 42/42

Grek perks up. Let me have a look

He carefully looks at the trap, pulling out his tools and laying them beside him on the ground. He says to the others

Best you all stand pace a pace or four. This may go wrong.

thievery: 1d20 + 9 ⇒ (20) + 9 = 29 disarm attempt

Oh yeah!

Dark Archive

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Grek boldly rubs a portion of the rune away so it is no longer connected to the latch allowing Dufek to open the stone door unharmed. Pulling the latch the door grinds open revealing an immense and long hallway that branches off in several directions.


Dufek smiles at the little goblin, "Well done Grek! Smooth."

He steps into the hallway, "Make sure to close the door tightly behind us." he suggests, and heads inward a bit. He waits for the others to follow before heading, uh, left, when the opportunity presents itself.

"Left OK with everyone?" he checks before proceeding.


Male N Elven Cleric | HP: 38/38 | AC: 17 TAC: 16 | F: +5 R: +7 W: +8 | Perception: +7 | Speed 35 ft | Spells: 2/3 3/3 | Spell Points: 3/3 | Channel: 1/1 | Resonance 3/5 (1 invested) | Active Conditions: None

Esinath strokes Amotekun's head as he nods over to Dufek. "One direction is as good as another. Lead on."


male Goblin Rogue HP 42/42

He toothily grins Very smooth
Grek collects his tools and packs them away.
Left is good

Dark Archive

Tyrant's Grasp | | Age of Ashes | | Dead Suns | | ◆ | ◆◆ | ◆◆◆ | ◇ ◈ | ↺ | ★

This large cavern seems to have been dedicated to the ideals of water and earth. A set of rough natural stairs leads down from the main passage into this natural chamber. Holes piercing the walls of the cave allow rivulets of water to filter into this room, flooding the floor. Several flat-topped stones project above the water.


Dufek takes in the large space a moment.

Perception: 1d20 + 7 ⇒ (6) + 7 = 13

If he sees nothing amiss, he'll head down the tunnel to the next fork and turn right (as shown on the map). He'll peer around the corner in case anyone lies in wait with a crossbow.

Perception: 1d20 + 7 ⇒ (7) + 7 = 14


Paladin/6

Tegan casts *Light* on her starknife and casts *Guidance* on herself. She peeks into the cavern behind her other party members. A skeptical expression crosses Tegan's face. "H-how is there water here? I don't remember seeing a waterfall or stream outside."

Perception: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13

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