[PFS2_Luke_Parry] 2-06: The Crashing Wave (Inactive)

Game Master Luke_Parry

Maps and Handouts


3,151 to 3,200 of 4,966 << first < prev | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | next > last >>
Vigilant Seal

N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

Bair howls in rage and slashes at the stupid dogs.

Rage, AC 22, 8 Temp HP, Strike 2x (cyan first, if drops, then green)

+1 Striking Silver Halberd vs FF: 1d20 + 14 ⇒ (4) + 14 = 18 for Slashing + Rage: 2d10 + 4 + 2 ⇒ (8, 1) + 4 + 2 = 15

+1 Striking Silver Halberd - MAP vs FF?: 1d20 + 14 - 5 ⇒ (13) + 14 - 5 = 22 for Slashing + Rage: 2d10 + 4 + 2 ⇒ (4, 6) + 4 + 2 = 16

Vigilant Seal

Familiar Stats:
HP 35 (-0) | AC 25 | F: +14 R: +12 W: +12 | Perc/Stealth +11; Low-Light/Darkvision
Gnome Sorceress 7 | Temp: 0 HP: 78 (-0)| AC 25 | F: +14, R: +12, W: +12; Resist 3 Evil| Perc: +10 | Stealth: +12 | 25ft | Focus: 2/2; Primal 1/1; Hero Pts: 1/1; Staff: 4/4 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 4/4; 4th: 3/3 +1| Active Conditions: Treat Falls 10ft less.

Casting a quick spell, DC pulls a rat from her clothing and sets it down. "Tumba, I need you to deliver this gift from the gods. Thank you!"

Glowing with black energy, the rat scurries forward and touches the blue wolf...expelling the black energy into it.

Vampiric Touch: 6d6 ⇒ (2, 6, 6, 5, 5, 2) = 26
Fort Save DC 22 vs Vampiric Touch

Sovereign Court

Bair smacks Cyan twice, leaving two great rents in the wolf's side.

Deshacerla sends her familiar forward, and delivers a burst of black energy to Cyan...

Fort: 1d20 + 13 ⇒ (10) + 13 = 23.

...but the wolf resists the spell, somewhat.

Adalan then puts some pep into Thorax's step, before directing a force-blast at Green.

Fort: 1d20 + 13 ⇒ (4) + 13 = 17.

"Alright Squad! Ready! Aim! Fire!"

Arrow Volley: 1d20 + 15 ⇒ (10) + 15 = 25, for 1d6 + 6 ⇒ (4) + 6 = 10 damage.

Arrows sprout from Cyan, which goes down.

The two big wolves then target Bair and the Cat...

Jaws(Bair): 1d20 + 15 ⇒ (20) + 15 = 35, for 2d10 + 12 ⇒ (6, 2) + 12 = 20 damage, +1d6 ⇒ 4 Cold damage.
Jaws(Bair): 1d20 + 10 ⇒ (7) + 10 = 17, for 1d10 + 6 ⇒ (7) + 6 = 13 damage, +1d6 ⇒ 2 Cold damage.
Jaws(Bair): 1d20 + 5 ⇒ (5) + 5 = 10, for 1d10 + 6 ⇒ (9) + 6 = 15 damage, +1d6 ⇒ 4 Cold damage.

Jaws(Cat): 1d20 + 15 ⇒ (2) + 15 = 17, for 1d10 + 6 ⇒ (6) + 6 = 12 damage, +1d6 ⇒ 4 Cold damage.
Jaws(Cat): 1d20 + 10 ⇒ (19) + 10 = 29, for 1d10 + 6 ⇒ (10) + 6 = 16 damage, +1d6 ⇒ 5 Cold damage.
Jaws(Cat): 1d20 + 5 ⇒ (1) + 5 = 6, for 1d10 + 6 ⇒ (7) + 6 = 13 damage, +1d6 ⇒ 4 Cold damage.

1d20 ⇒ 15

...each hitting their target once.

The remaining smaller wolf goes for the Cat as well...

Jaws: 1d20 + 13 ⇒ (11) + 13 = 24, for 1d8 + 6 ⇒ (8) + 6 = 14 damage.
Jaws: 1d20 + 8 ⇒ (4) + 8 = 12, for 1d8 + 6 ⇒ (2) + 6 = 8 damage.
Jaws: 1d20 + 3 ⇒ (15) + 3 = 18, for 1d8 + 6 ⇒ (1) + 6 = 7 damage.

...managing to bite once.

Wolves Never Attack Humans, Right?, Round 3:

WW (-4, -25)
EW (-42)
Bair (-42)
Thorax (-)
Dran'Thor (-)
Smilodon (-44)
Deshacerla (-)
Adalan (-)

Party is up!

Vigilant Seal

N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

I believe you missed the raging 8 temp HP Bair had, though hopefully it won't matter in this fight.

The stocky goblin risks a reactionary bite from the big wolf and moves over to take a BIG SWEEPING SLASH at the other two wolves, "GEHT SUM!"

Stride, Swipe Striking at Orange AND Red

+1 Striking Silver Halberd: 1d20 + 14 ⇒ (17) + 14 = 31 for Slashing + Rage: 2d10 + 4 + 2 ⇒ (7, 8) + 4 + 2 = 21

Extra Crit Damage?: 2d10 + 4 + 2 ⇒ (8, 9) + 4 + 2 = 23

Sovereign Court

Bair slashes across Red's flank, and then buries his halberd in Orange's skull.

The two big wolves howl in alarm, turn tail, and run away.

Combat over.

With the immediate threat of the wolves dealt with, you can turn your attention to the group that was originally attacked - A Taldan man, in a simple white robe, a Garundi man dressed in traveler's clothes, shielding two youths, and a pair of guards, lying on the ground groaning.

The Hobgoblins Commander sheathes her weapon, and nods.

"Gintka! Akrad! Help the wounded guards! Ozaril! Your with me."

She then moves over to the travelers, who shy away from the Hobgoblins, the man in white calling out:

"S-stay back! We don't want any m-more trouble..."

Alright, so, the way the next section works, is that each PC can try and help *one* of the two groups of Hobgoblins (since both group activities happen simultaneously):

Calm the travelers:

Diplomacy, followed by Culture or Religion.

Help the wounded guards:

Medicine, followed by Crafting or Nature.


PF2 Playtest Character

Thorax looks between the two groups.

Guards hurt, but can be fixed. Don't want others to run away, but don't know why they afraid. Help guards!

I imagine "Culture" is "Society"? But since Thorax doesn't have either.

Thorax gingerly lays out his Healers Tools, and begins crafting bandages.

"Dogs bark more than bite. But when they bite, Goblins know how best to fix you up! Hopeful that one day, no more dogs around to hurt anyone."

Medicine, Assurance: 10 + 10 = 20

Crafting (E): 1d20 + 11 ⇒ (12) + 11 = 23

Sovereign Court

*Cough* Yes :-/ I have been running a *lot* of Starfinder lately :-P

As Thorax attempts to render first aid, Akrag pulls out a set of healer’s tools while Gintka begins to mix salves.

Unfortunately, *reusing* bandages from an Osirion mummy turns out to be a bad idea, and the injured take a turn for the worse...

You failed the first check, which applies a penalty to the second...

...but Gintka, with Thorax's deft assistance, manages to not only mix up an antidote, but also prepares some suitable antiseptics and wound sealants, and then Akrag sews their wounds, and bandages them.

As thanks, the guards offer you two Moderate Acid Flasks, and a Moderate Mistform Elixir.

That's one of the two tasks done :-)

Vigilant Seal

LG male human wizard (conjurer) 8 | HP 57/57 (resist evil 3)| AC 21+1 | F +10, R +13, W +14 | Per +12 | Focus 1/1 | Arcane Bond 1/1 | Hero 1/3 | Active Spells: mage armor | Conditions:

Adalan interposes himself between the travelers and hobgoblins, raising his hands in a placating gesture.

"They don't mean you any harm. This is Sergeant Drussem of Iolite Squad, and her comrade Ozaril," he says as he steps to the side and gestures towards the soldiers. "As an agent of the Pathfinder Society I can vouch for the fact that they're simply traveling with us on the way to a Society training exercise. And they helped defeat those beasts that were attacking you."

Diplomacy (T): 1d20 + 10 ⇒ (4) + 10 = 14
Society (E): 1d20 + 14 ⇒ (2) + 14 = 16
Humph.

Sovereign Court

Ouch, indeed...

The Merchant, who introduces himself as Caradrian, a humble seller of ecclesiastical literature on his way to Kaer Maga with his family, shakes his head.

"I am grateful to you, but not those beasts. The hobgoblins’ one small act of mercy can’t undo a long history of violence resulting from the greed and hatred of goblin-kind in the area. Frankly, it is only a matter of time before they revert to type..."

---------------------------

After you rest for the night, your journey continues to the southeast on less-traveled paths for nearly two days. During this time, the stoic Iolite Squad members remain vigilant, knowing that danger could come from hungry monsters and distrusting humanoids alike.

Eventually...

The road from Kaer Maga continues south and east through the foothills. The Iolite Squad seems comfortable in the rocky terrain, and they grow more relaxed as the path takes the group farther away from the more crowded main roads. After a few miles, the winding path descends into a shallow, shrub-strewn valley. Soon, the path becomes obscured with foliage, but a small stream leads the way to a large cleared area. Small tables and a few crates of supplies stand neatly at the center of the area, and four nearby patches of flattened earth ring a sizable bonfire pit. To the south, a ramp leads into a labyrinth of trenches that stretches across the valley floor. About six feet deep, the trenches are blocked with a sign that reads “DANGER: for Pathfinder Society training purposes only. Keep Out!”

The Iolite Squad sets up camp in a matter of minutes. They move with efficiency and obvious eagerness to begin their joint training. Sergeant Drussem barks a few orders in guidance, and a minute later the four hobgoblins stand at the ready near the bonfire pit.

Drussem addresses the squad in Common. “Here begins your real training! We have fought together many times. This is something new. These Pathfinders have seen things that would surprise us. We know how to fight, how to scout, how to use every tactic to gain the slightest advantage. We are the Iolite Squad! But soon, we will be more. To become Pathfinders, we must learn from Pathfinders. But we are not lazy students who wish to sit and read books in a dusty building. We will learn through experience. These Pathfinders are part of our team now, but there is much we can teach them as well. Let us show them what the Iolite Squad can do!”

This time, *each* PC can try to help with up to *three* of the tasks...

Essentials of Infiltration and Obstacle Avoidance:

Hobgoblins enjoy bloodshed, but they also seek out practical solutions whenever possible. This is especially true when exploring dangerous areas such as ruins, where blood can be spilled due to traps and hazards as well as foes. The Iolite Squad recognizes that the Pathfinders are the experts in exploring ruins and getting out alive—their own past experience generally covers traps and snares used in war and hunting, not the myriad traps left by civilizations long gone. The course leads through a series of simple traps and obstacles laid out in the trenches and designed to demand a variety of strategies for avoiding such dangers.

Acrobatics or Thievery.

Exchange of Hand-to-Hand Tactics:

A hobgoblin army’s traditional “exchange of hand-to-hand tactics” exercise (also known as a “fight”) typically results in serious injury or death for one or more parties. More modern and practically minded hobgoblins have reduced the lethality of these duels by allowing a participant to surrender; they still recognize that the loser might be weaker, but they can also learn something from their loss and grow stronger for it. That doesn’t mean the hobgoblins go easy on you when you engage in this brutal wrestling exercise, however.

Attempt a Strike using your highest proficiency with a weapon or magical tradition.

Understanding Artifacts and Lore:

Many hobgoblins fail to see the value in crumbling artifacts and forgotten lore—if it has no immediate practical use, why take the time to study it? The Iolite Squad, however, recognizes that they must understand such things if they are to become Pathfinders and help to elevate Oprak and hobgoblin-kind in the eyes of the Society. Lacking experience in such matters, they are eager for any advice that you have to offer in an impromptu field lecture.

Arcana, Occultism, or Religion.

The Art and Science of Smokeworking:

You learn the essentials of hobgoblin smokeworking, which combines alchemy and engineering to bring fire and smoke to the battlefield. This hands-on training is quite dangerous!

Crafting or Medicine.

Vigilant Seal

N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

Acrobatics (E) + Bracelets: 1d20 + 12 + 1 ⇒ (19) + 12 + 1 = 32

”Easy nuff heah, jes duck, dodge, dive an dodge.”


PF2 Playtest Character

"Thorax led contingent of knights, fleeing from lich army. Had to teach them to be very sneaky!"

Essentials of Infiltration, Thievery: 1d20 + 14 ⇒ (11) + 14 = 25

Thorax lets his son skin and stuff one of the wolves and uses it to teach the hobgoblins how being smaller can be beneficial - easier to strike underneath the jugular!

Hand-to-Hand Tactics: 1d20 + 15 ⇒ (13) + 15 = 28

Thorax demonstrates his newly acquired knack for crafting alchemical bombs, and shows off his alchemist fires and current batch of frost vials.

Smokeworking, Medicine: 1d20 + 12 ⇒ (10) + 12 = 22

Vigilant Seal

LG male human wizard (conjurer) 8 | HP 57/57 (resist evil 3)| AC 21+1 | F +10, R +13, W +14 | Per +12 | Focus 1/1 | Arcane Bond 1/1 | Hero 1/3 | Active Spells: mage armor | Conditions:

Trying to be diplomatic, Adalan gives the hobgoblins some tips on how to disrupt arcane spells and offers to toss a few weakened cantrips their way so they can practice avoiding magical attacks.

Hand-to-Hand Tactics (T): 1d20 + 12 ⇒ (6) + 12 = 18

He jumps into the next task with markedly increased enthusiasm, providing a thorough if meandering lesson on the varieties of ancient ruins found across Golarion and the practical benefits which can be derived from exploring them.

Artifacts and Lore: Arcana (E): 1d20 + 15 ⇒ (6) + 15 = 21

Finally, Adalan does his best to learn basic smokeworking, taking notes and only reluctantly trying to pull off some mixtures himself.

Smokeworking: Medicine (E): 1d20 + 13 ⇒ (16) + 13 = 29

Verdant Wheel

Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

First of all, the dwarf tries to explain to the Hobgoblins how to act in exploration's mode.
Acrobatics: 1d20 + 11 ⇒ (17) + 11 = 28

Then he proceeds to an exchange of Hand-to-Hand Tactics telling about his weapon more than about jis spells because they are Hobgoblins, not wizards:
+1 Striking battleaxe: 1d20 + 12 ⇒ (10) + 12 = 22

In the end, he shows them how to put a fireworks on the battlefield with pyrotechnical effects.
Crafting: 1d20 + 11 ⇒ (14) + 11 = 25

Vigilant Seal

Familiar Stats:
HP 35 (-0) | AC 25 | F: +14 R: +12 W: +12 | Perc/Stealth +11; Low-Light/Darkvision
Gnome Sorceress 7 | Temp: 0 HP: 78 (-0)| AC 25 | F: +14, R: +12, W: +12; Resist 3 Evil| Perc: +10 | Stealth: +12 | 25ft | Focus: 2/2; Primal 1/1; Hero Pts: 1/1; Staff: 4/4 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 4/4; 4th: 3/3 +1| Active Conditions: Treat Falls 10ft less.

Essentials of Infiltration

Watching Bair tumble and flip through the course, DC smiles. "That is one way to deal with such things. Though it's not always feasible."

Pausing a moment as she looks over the hobgoblins, she adds "Feasible means possible or convenient."

"Anyway, sometimes you have to disable a trap to bypass it, like..."

Thievery(Trained): 1d20 + 11 - 1 ⇒ (18) + 11 - 1 = 28

Hand to Hand

"More often than not, as you saw with those wolves, something will try to eat you. When that happens, you have to fight better, smarter than they do."

"Personally, Pharasma guides me." she adds, tugging out her holy symbol. With a few choice words, she kisses the symbol sending a bolt of energy outward.

Hand To Hand (Magic): 1d20 + 12 ⇒ (17) + 12 = 29

Smokeworking

"Lastly, after the fighting is done, you need to patch yourselves up to fight again. Now, bear with me. I've only started working on this bit...learned it from my companions here. Before, I'd always just relied on the Lady to keep me goin."

Medicine(Trained): 1d20 + 9 ⇒ (10) + 9 = 19

Vigilant Seal

2 people marked this as a favorite.
N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

Bair shrugs as everyone tries to show him up, "Feh, magics. Real might is BEING RIPPED!" His shirt flies off with a simple flex of muscles and his godly physique glistens in the sun. He hacks a target dummy in half with one swing.

+1 Striking Silver Halberd: 1d20 + 14 ⇒ (12) + 14 = 26

He will not try either of the other tasks.

Sovereign Court

Essentials of Infiltration and Obstacle Avoidance:

Deshacerla, Dran'Thor, and Thorax put on a good show, but Bair absolutely steals it.

He completes the obstacle course and teach the Iolite Squad a few new things about the sort of traps that are likely to appear in ancient ruins. Additionally, his explanations and feedback are swift, accurate, and clear. As a result, the Iolite Squad has plenty of time to practice the techniques he demonstrated.

Exchange of Hand-to-Hand Tactics:

Thorax, Dran'Thor, Deshacerla, and Bair then spar successfully with the hobgoblins. You match them blow-for-blow and move-for-move. The Iolite Squad is impressed with your fighting abilities, and you learn a few tips from Sergeant Drussem about reading your opponent and keeping a clear head in a fight.

Understanding Artifacts and Lore:

Adalan tries his best, but the Iolite Squad becomes confused by the expectations for handling and documenting ancient artifacts and lore—they try their best, but they do not engage enough to have learned anything useful.

The Art and Science of Smokeworking:

Deshacerla receives a few minor burns, and her eyes won’t stop watering for hours! On the other hand, Thorax, Adalan, and Dran'Thor get hurt a few times while attempting to duplicate the techniques and processes that the Iolite Squad demonstrates, but after several attempts they eventually succeed, impressing the hobgoblins.

-----------------

Overall, however, the training seems to be going smoothly, and the Iolite Squad are much more relaxed around you, opening up about the fact that each of them recently earned special recognition from General Azaersi for their impressive service record in securing allies in the fight against the Whispering Tyrant. The Squad members have always had great respect for their general, and after meeting her in person and being in the presence of her charisma and passion, they understood why so many rallied behind her during the Ironfang Invasion — and why so many have stayed by her side following the armistice.

With the training exercises completed, it is time for the practical - an exploration of an old Dwarven mine!

-----------------

A few miles from the training grounds, a stone edifice rises against the northern slope of the valley. Thick vines drape over a fifty-foot-wide archway that leads into the structure and cover most of the rough-hewn stone around it. A cool wind carries the faint stench of dust and decay from the ruins...

The Sergeant nods.

"Alright Squad! We've trained for this. Time to show the Pathfinders what we are capable of..."

-----------------

This next section is yet *another* series of skill checks, I am afraid...

Disarm The Traps:

Akrag takes a few moments to explore the entrance to the ruin. Rough stairs descend to the left and right and lead to multiple hallways. He holds up a hand to warn the others to halt. “Possible traps—all routes compromised. Status unclear. Request assistance locating, will attempt disposal.”

Everyone can make a Perception check.

Vanquish The Skeletons:

Rounding a corner, the Iolite Squad discovers a half-dozen skeletal dwarves. They shed centuries of dust and cobwebs as they rise to attack the intruders with ancient picks and shovels.

"Squad! Clubs and shields!"

These foes pose little threat if the hobgoblins use good sense. You can help with tips about battling undead foes or general battle tactics by succeeding at a DC 19 Religion or related Lore check (Undead or Warfare).

Record Ancient Findings:

A ruined, rotting campsite occupies the east wall of this large chamber. The hobgoblins spend a few minutes picking through the wreckage. Sergeant Drussem says, “This must be where those dwarves made camp. A long time ago, it seems.” After a few minutes, Ozaril exclaims, “I found something!” He lifts a small wood chest still largely preserved, and the hobgoblins open it to find ancient scrolls, a dusty tome, and a few miniature stone statuettes.

You can help the Iolite Squad with their reports by serving as scribes, which requires a successful Society check.

Smoke Out The Spiders:

Thick cobwebs and hundreds of spiders choke this passage. “Our weapons will be no use here,” says the sergeant. Gintka steps forward, already mixing a few vials of volatile liquid eagerly. “This should clear them out...”

You can give Gintka advice on what reagents are most likely to repel the spiders with a successful Nature or Survival check.

Note: For this section, I encourage everyone to roll for each challenge; all that matters is whatever the highest check result is...

Verdant Wheel

Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

The dwarf tries to help the Hobgoblins as he can.

Disarm The Traps: Perception:1d20 + 14 ⇒ (15) + 14 = 29

Vanquish The Skeletons: Religion: 1d20 + 4 ⇒ (8) + 4 = 12

Record Ancient Findings: Society: 1d20 + 1 ⇒ (8) + 1 = 9

Smoke Out The Spiders: Nature: 1d20 + 14 ⇒ (13) + 14 = 27

Vigilant Seal

N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

Disarm The Traps

Perception: 1d20 + 9 ⇒ (7) + 9 = 16

"Whashout fer da... oh nevahmin. Medic!"

_____________________

Vanquish The Skeletons

Religion (U): 1d20 ⇒ 3

"SLASH EM O SMASH EM O STAB EM I DON MEMBER!"

_____________________

Record Ancient Findings

Society (T): 1d20 + 7 ⇒ (2) + 7 = 9

"Lissun heah, godda repoht in commun. Dey don liakh gobb-speak."

_____________________

Smoke Out The Spiders

Survival (T): 1d20 + 9 ⇒ (8) + 9 = 17 (Hireling)

Daniel steps out of the darkness, almost as though no one has seen him for several months. He looks at Bair, "Shut it, you don't know anything. Use essence of cranberry for the odor. Spiders hate it."

Vigilant Seal

Familiar Stats:
HP 35 (-0) | AC 25 | F: +14 R: +12 W: +12 | Perc/Stealth +11; Low-Light/Darkvision
Gnome Sorceress 7 | Temp: 0 HP: 78 (-0)| AC 25 | F: +14, R: +12, W: +12; Resist 3 Evil| Perc: +10 | Stealth: +12 | 25ft | Focus: 2/2; Primal 1/1; Hero Pts: 1/1; Staff: 4/4 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 4/4; 4th: 3/3 +1| Active Conditions: Treat Falls 10ft less.

Disarm

"Left is right and Right is wrong is what mamma always said." announces DC with a smile. "That one looks like a pressure...yep that was it."

Perception: 1d20 + 9 ⇒ (10) + 9 = 19

Skeletons

"UNDEAD! You gotta kill them! Fire tends to work, if you have enough of it. Blunt things work well too... Ultimately, Pharasma's holy wrath seems to do the best!"

Religion(Trained): 1d20 + 9 ⇒ (16) + 9 = 25

Record it!

"Record keeping is soooo boring. I find it's best to find a teammate that likes to write and just take them along with. BUT if you absolutely have to, makes sure to jot a few random bits in the margin too. The big-wigs really like it that way. Makes ya look smarter."

Society(Untrained): 1d20 + 2 ⇒ (19) + 2 = 21

Smoke 'em

"ACK! Where'd he come from?!" shrieks DC, eyeing Bair, she quickly does a circle around him. "Whatcha got really big pockets or something?!"

With a shake of her head, she frowns. "I suppose you could use essence of cranterries...The don't like getting peed on either."
Nature(Untrained): 1d20 + 1 ⇒ (20) + 1 = 21

Vigilant Seal

LG male human wizard (conjurer) 8 | HP 57/57 (resist evil 3)| AC 21+1 | F +10, R +13, W +14 | Per +12 | Focus 1/1 | Arcane Bond 1/1 | Hero 1/3 | Active Spells: mage armor | Conditions:

Adalan tries to remain on the lookout for traps but is too distracted by examining the ruin itself to find any.

Disarm Traps: Perception (T): 1d20 + 11 ⇒ (3) + 11 = 14

"I would recommend bludgeoning them, to crack or dislodge the bones," Adalan offers as Iolite Squad engages the undead. "And you will likely find your incendiaries somewhat less effective than they would be against living targets."

Vanquish Skeletons: Religion (T): 1d20 + 11 ⇒ (20) + 11 = 31

Adalan writes a comprehensive inventory of the hobgoblins' discoveries, including some preliminary analysis of the documents.

Record Ancient Findings: Society (E): 1d20 + 14 ⇒ (12) + 14 = 26

"I thought it was essence of elderberries...?" Adalan ponders. "No, you're probably right."

Smoke Out Spiders: Nature (T): 1d20 + 11 ⇒ (5) + 11 = 16


PF2 Playtest Character

Ever on the alert for pits, deadfalls and snares, Thorax's eyes glow a malicious red in the darkness of the tunnels.

Disarm The Traps, Perception (E): 1d20 + 12 ⇒ (18) + 12 = 30

Watcher-Lord Ulthun speaks up from behind, "Sire, your dogslicer will not be as useful against these old bones. Take the Hobgoblins' advice, and grab a club!"

Vanquish The Skeletons, Religion (E): 1d20 + 10 ⇒ (11) + 10 = 21
(let me know if that counts as "Recall Information about undead" to see whether I have to check a box)

Once they find the treasure chest of tomes, Thorax's daughter hops up and down with excitement.

"Go on, Orica," Thorax pats his daughter on the back with pride, "You're here to learn, too."

Record Ancient Findings, Society (E): 1d20 + 10 ⇒ (13) + 10 = 23

Likewise, Jydno grows alert when the cobwebs appear.

"Father, these are the same as from the Fangwood. Very big. I will do as you have taught me."

Smoke Out The Spiders, Survival (E): 1d20 + 10 ⇒ (10) + 10 = 20

Sovereign Court

Dran'Thor and Thorax help spot traps, and point out how Akrag can identify them on his own, and he successfully disarms every trap without setting any of them off.

Adalan advises the Iolite Squad that the skeletons will attack without thought of tactics. The hobgoblins funnel their enemies into a narrow corridor and quickly destroy them.

Following Adalan and Thorax's advice, the hobgoblins carefully translate the ancient dwarven texts and discover clues about when the site might have been constructed.

With Dran'Thor's help, Gintka smokes out most of the spiders, though a few remain to harass the group as they move through the passage.

----------------------

Rough stairs rise to the west, and a wide passage leads east. Thick webs cling to the walls and ceiling. A loud scrape and thud alerts the Squad to the presence of something beyond the east passage. “Wait here,” says the Sergeant, who signals her squad to stay on their guard as they press forward. One of them shouts a curse as a sharp twang echoes through the ruins—part of the ceiling above, concealed by webbing, suddenly collapses. The hobgoblins rush forward, dodging the cascade of boulders that fall and block the passage.

As the dust settles, the hobgoblins’ faint battle cries mix with a hideous chattering noise... before you have time to start digging out the tunnel to help the trainees, you are ambushed as well!

WL: 1d20 + 1 ⇒ (17) + 1 = 18.
GT: 1d20 + 14 ⇒ (2) + 14 = 16.
Adalan: 1d20 + 10 ⇒ (14) + 10 = 24.
Bair: 1d20 + 9 ⇒ (16) + 9 = 25.
Deshacerla: 1d20 + 8 ⇒ (2) + 8 = 10.
Dran'Thor: 1d20 + 13 ⇒ (19) + 13 = 32.
Thorax: 1d20 + 12 ⇒ (19) + 12 = 31.

Come Into My Parlor, Round 1:

Dran'Thor (-)
Thorax (-)
Bair (-)
Adalan (-)

WL (-, -, -, -)
GT (-, -)
Deshacerla (-)

Slide 4.

Party (sans-Deshacerla) is up!


PF2 Playtest Character

Thorax grins, "Just in time! Was getting hungry!"

He Quickdraws/Tosses an alchemist fire at the red spider...

Alchemist Fire, Moderate: 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18
Fire Damage: 2d8 ⇒ (5, 3) = 8 + 2 Splash + 2 Persistent

...but instead of continuing with more fire, he pulls out a Lesser Antidote and drinks it.

+2 item bonus to Fortitude Saves vs Poison for 6 hours

Verdant Wheel

Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

and he's still thinking about eating. He's a real stomach on feet.

But there is no time to discuss about necessity to eat all the time. Perhaps they will organize a BBQ after the fight but for now they have to take in count the request of the spider.

The dwarf summons a new storm upon the green spider.

Tempest Surge: 3d12 ⇒ (8, 2, 6) = 16

Reflex DC 22. If failure clumsy 3 and 3 persistent electricity.

Then to the smilodon:

Attack it and kill it.

Pounce: 1d20 + 16 ⇒ (9) + 16 = 25

Damage: 2d10 + 6 ⇒ (1, 8) + 6 = 15

Sneak: 1d6 ⇒ 3

Vigilant Seal

LG male human wizard (conjurer) 8 | HP 57/57 (resist evil 3)| AC 21+1 | F +10, R +13, W +14 | Per +12 | Focus 1/1 | Arcane Bond 1/1 | Hero 1/3 | Active Spells: mage armor | Conditions:

Adalan steps forward and creates a tightly roiling sphere of fire floating above his hands, which he proceeds to send flying over the smilodon and its opponents. When it strikes the ground behind the arachnids, the ball blooms into a rush of flames.

Fireball: 6d6 ⇒ (5, 1, 2, 1, 6, 2) = 17 with a DC 22 basic Ref save.

Vigilant Seal

N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

Bair draws his weapon and charges behind the spiders, slashing at the biggest one while griping.

"Damn hobbos, always tinkindey know it all. Geddin demselves awl trahped."

Interact, Sudden Charge Striking Red

+1 Striking Silver Halberd: 1d20 + 14 ⇒ (13) + 14 = 27 for Chose Piercing or Slashing: 2d10 + 4 ⇒ (7, 4) + 4 = 15

Sovereign Court

Dran'Thor tries to blow up the Green tarantula...

Reflex: 1d20 + 13 ⇒ (1) + 13 = 14.

...and does a darn good job of electrocuting it!

He then directs his Cat forward to take a bite.

Thorax throws an Alchemist's Fire at Red (which misses), then fortifies his constitution.

Bair moves forward, and starts swinging, down a small amount of damage.

@Bair: Yes, it is pretty terrible that you and Thorax are trapped in here ;-)

Adalan then dumps a blast of fire...

Reflex: 1d20 + 13 ⇒ (4) + 13 = 17.
Reflex: 1d20 + 11 ⇒ (9) + 11 = 20.
Reflex: 1d20 + 11 ⇒ (18) + 11 = 29.

..toasting three opponents to a greater or lesser degree.

Blue and Cyan move to flank Bair...

Fangs: 1d20 + 11 ⇒ (6) + 11 = 17, for 1d8 + 6 ⇒ (5) + 6 = 11 damage.
Fangs: 1d20 + 6 ⇒ (14) + 6 = 20, for 1d8 + 6 ⇒ (8) + 6 = 14 damage.

Fangs: 1d20 + 11 ⇒ (6) + 11 = 17, for 1d8 + 6 ⇒ (7) + 6 = 13 damage.
Fangs: 1d20 + 6 ⇒ (9) + 6 = 15, for 1d8 + 6 ⇒ (6) + 6 = 12 damage.

...but miss.

Yellow and Purple clamber along the walls, and try to bite the Cat...

Fangs: 1d20 + 11 ⇒ (12) + 11 = 23, for 1d8 + 6 ⇒ (5) + 6 = 11 damage.
Fangs: 1d20 + 6 ⇒ (2) + 6 = 8, for 1d8 + 6 ⇒ (5) + 6 = 11 damage.

Fangs: 1d20 + 11 ⇒ (16) + 11 = 27, for 1d8 + 6 ⇒ (8) + 6 = 14 damage.
Fangs: 1d20 + 6 ⇒ (3) + 6 = 9, for 1d8 + 6 ⇒ (7) + 6 = 13 damage.

...each hitting once.

I need two Fort saves from the Cat...

The two unusually sized spiders then try to bite their tormentors...

Fangs(Cat): 1d20 + 17 ⇒ (16) + 17 = 33, for 4d8 + 16 ⇒ (5, 4, 8, 4) + 16 = 37 damage.
Fangs(Cat): 1d20 + 12 ⇒ (15) + 12 = 27, for 2d8 + 8 ⇒ (7, 6) + 8 = 21 damage.

Fangs(Bair): 1d20 + 17 ⇒ (1) + 17 = 18, for 2d8 + 8 ⇒ (7, 4) + 8 = 19 damage.
Fangs(Bair): 1d20 + 12 ⇒ (5) + 12 = 17, for 2d8 + 8 ⇒ (8, 8) + 8 = 24 damage.

...the Cat is savaged, but Bair dodges.

1d20 ⇒ 3

I need *another* two Fort saves (so a total of 4) from the cat.

Come Into My Parlor, Round 1/2:

Deshacerla (-)
Dran'Thor (-)
Cat (-83)
Thorax (-)
Bair (-)
Adalan (-)

WL (-17, -8, -, -)
GT (-70; Persistent Electricity 3, -15)

Party is up!

Vigilant Seal

N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

Bair snorts at the dumb spiders, "YA JUS GAVE ME MOAH TAHGETS!"

Angrily swinging his big weapon, he slashes across two of his targets.

Rage (8 Temp HP, AC 22), Swipe at Blue & Red

+1 Striking Silver Halberd: 1d20 + 14 ⇒ (18) + 14 = 32 for Slashing + Rage: 2d10 + 4 + 2 ⇒ (8, 10) + 4 + 2 = 24

Extra Crit Damage?: 2d10 + 4 + 2 ⇒ (1, 6) + 4 + 2 = 13

Deny Advantage might apply?:
Barbarian's get Deny Advantage at lvl 3 - Your foes struggle to pass your defenses. You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack. However, they can still help their allies flank.


PF2 Playtest Character

Thorax grumbles at the reflexes of the red tarantula, and decides to rush behind it and flank with Bair's useful reach.

+1 Striking Shifting Dogslicer : 1d20 + 15 ⇒ (7) + 15 = 22 (vs flat-footed)
Magic, Slashing: 2d6 + 4 ⇒ (6, 3) + 4 = 13
Sneak, Backstabber: 2d6 + 1 ⇒ (2, 5) + 1 = 8

+1 Striking Shifting Dogslicer : 1d20 + 15 - 4 ⇒ (8) + 15 - 4 = 19 (vs flat-footed)
Magic, Slashing: 2d6 + 4 ⇒ (1, 2) + 4 = 7
Sneak, Backstabber: 2d6 + 1 ⇒ (4, 2) + 1 = 7

Stride, Quickdraw/Strike, Strike

Sovereign Court

Thorax ninjas in, and shanks the giant tarantula, which oozes ichor.

Bair then stabs through the humanoid spider into the tarantula, leaving the former severely wounded.

Come Into My Parlor, Round 1/2:

Deshacerla (-)
Dran'Thor (-)
Cat (-83)

Thorax (-)
Bair (-)
Adalan (-)
WL (-17, -8, -37, -)
GT (-70; Persistent Electricity 3, -87)

Deshacerla, Dran'Thor, and Adalan are up!

Vigilant Seal

LG male human wizard (conjurer) 8 | HP 57/57 (resist evil 3)| AC 21+1 | F +10, R +13, W +14 | Per +12 | Focus 1/1 | Arcane Bond 1/1 | Hero 1/3 | Active Spells: mage armor | Conditions:

Hoping to distract the giant spider from finishing off Dran'thor's cat, Adalan casts another summoning spell. A bulge of darkness swells from the tunnel ceiling behind the spider until a leopard leaps out of it, biting and slashing at the creature as it flanks with the smilodon.

3rd level summon animal to create a leopard.

Jaws: 1d20 + 10 ⇒ (4) + 10 = 14
Damage: 1d10 + 1d4 + 3 ⇒ (9) + (3) + 3 = 15

Claw: 1d20 + 6 ⇒ (11) + 6 = 17
Damage: 1d6 + 1d4 + 3 ⇒ (4) + (2) + 3 = 9

Verdant Wheel

Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

Smilodon, fort save: 1d20 + 15 ⇒ (19) + 15 = 34

Smilodon, fort save: 1d20 + 15 ⇒ (17) + 15 = 32

Smilodon, fort save: 1d20 + 15 ⇒ (3) + 15 = 18

Smilodon, fort save: 1d20 + 15 ⇒ (16) + 15 = 31

I'll play when I know what happens with the smilodon.

Sovereign Court

...

The Smilodon takes 1d6 ⇒ 1 Poison damage (and needs to make another save on its turn); I don't see how that could possibly change whatever your action is ;-)

Verdant Wheel

Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

I thought it could possibly die.

Smilodon, fort save: 1d20 + 15 ⇒ (19) + 15 = 34

Attack again, the big one.

Fangs, sneak attack: 1d20 + 16 ⇒ (3) + 16 = 19 vs FF

Damage: 2d10 + 6 + 1d6 ⇒ (9, 6) + 6 + (1) = 22

The dwarf casts another electric spell upon the green and the purple.

Electric arc: 3d4 + 4 ⇒ (2, 4, 4) + 4 = 14

Reflex DC 22.

Vigilant Seal

1 person marked this as a favorite.
Familiar Stats:
HP 35 (-0) | AC 25 | F: +14 R: +12 W: +12 | Perc/Stealth +11; Low-Light/Darkvision
Gnome Sorceress 7 | Temp: 0 HP: 78 (-0)| AC 25 | F: +14, R: +12, W: +12; Resist 3 Evil| Perc: +10 | Stealth: +12 | 25ft | Focus: 2/2; Primal 1/1; Hero Pts: 1/1; Staff: 4/4 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 4/4; 4th: 3/3 +1| Active Conditions: Treat Falls 10ft less.

Stepping infront of Danthor, the gnome sends a ray of white light at the kitty. "Stay around a bit and give us a hand won't ya?"

Heal 3rd level, 2 action - on Cat: 3d8 + 24 ⇒ (4, 5, 1) + 24 = 34

Step, Cast Heal

Sovereign Court

Deshacerla heals the cat.

Dran'Thor channels electricity...

Reflex: 1d20 + 13 ⇒ (1) + 13 = 14.
Reflex: 1d20 + 11 ⇒ (18) + 11 = 29.

...scorching the hairs from the tarantula's forelegs.

The cat then bites down hard, further wounding the already damaged spider.

Adalan then summons a leopard, but it doesn't manage to hit.

Blue and Cyan target Bair, whilst Yellow and Purple work on the Cat...

Fangs: 1d20 + 11 ⇒ (13) + 11 = 24, for 1d8 + 6 ⇒ (1) + 6 = 7 damage.
Fangs: 1d20 + 6 ⇒ (1) + 6 = 7, for 1d8 + 6 ⇒ (1) + 6 = 7 damage.
Fangs: 1d20 + 1 ⇒ (19) + 1 = 20, for 1d8 + 6 ⇒ (3) + 6 = 9 damage.

Fangs: 1d20 + 11 ⇒ (16) + 11 = 27, for 1d8 + 6 ⇒ (1) + 6 = 7 damage.
Fangs: 1d20 + 6 ⇒ (7) + 6 = 13, for 1d8 + 6 ⇒ (6) + 6 = 12 damage.
Fangs: 1d20 + 1 ⇒ (5) + 1 = 6, for 1d8 + 6 ⇒ (3) + 6 = 9 damage.

Fangs: 1d20 + 11 ⇒ (1) + 11 = 12, for 1d8 + 6 ⇒ (5) + 6 = 11 damage.
Fangs: 1d20 + 6 ⇒ (13) + 6 = 19, for 1d8 + 6 ⇒ (1) + 6 = 7 damage.
Fangs: 1d20 + 1 ⇒ (18) + 1 = 19, for 1d8 + 6 ⇒ (7) + 6 = 13 damage.

Fangs: 1d20 + 11 ⇒ (6) + 11 = 17, for 1d8 + 6 ⇒ (8) + 6 = 14 damage.
Fangs: 1d20 + 6 ⇒ (10) + 6 = 16, for 1d8 + 6 ⇒ (1) + 6 = 7 damage.
Fangs: 1d20 + 1 ⇒ (6) + 1 = 7, for 1d8 + 6 ⇒ (7) + 6 = 13 damage.

...and Bair is hit twice.

Two Fort saves, please.

The giant tarantulas then target *their* tormentors (which happen to be the same targets).

Fangs: 1d20 + 17 ⇒ (1) + 17 = 18, for 2d8 + 8 ⇒ (3, 7) + 8 = 18 damage.
Fangs: 1d20 + 12 ⇒ (16) + 12 = 28, for 2d8 + 8 ⇒ (5, 8) + 8 = 21 damage.
Fangs: 1d20 + 7 ⇒ (3) + 7 = 10, for 2d8 + 8 ⇒ (2, 7) + 8 = 17 damage.

Fangs: 1d20 + 17 ⇒ (4) + 17 = 21, for 2d8 + 8 ⇒ (8, 5) + 8 = 21 damage.
Fangs: 1d20 + 12 ⇒ (15) + 12 = 27, for 2d8 + 8 ⇒ (5, 4) + 8 = 17 damage.
Fangs: 1d20 + 7 ⇒ (17) + 7 = 24, for 2d8 + 8 ⇒ (8, 3) + 8 = 19 damage.

1d20 ⇒ 7

Bair is hit once, but the Cat is bitten twice by the heavily-injured spider.

One more Fort save from Bair, and two from the Cat.

Come Into My Parlor, Round 2/3:

Deshacerla (-)
Dran'Thor (-)
Cat (-86)
Thorax (-)
Bair (-35)
Adalan (-)
WL (-17, -15, -37, -)

GT (-125; Persistent Electricity 3, -87)

Party is up!

Verdant Wheel

Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

Smilodon, fort save: 1d20 + 15 ⇒ (9) + 15 = 24

Smilodon, fort save: 1d20 + 15 ⇒ (2) + 15 = 17

Thank you, Deshacerla. Another one please.

Then, looking at the cat:

Finishes it off now.

Fangs: 1d20 + 16 ⇒ (10) + 16 = 26 vs FF

Damage:2d10 + 6 ⇒ (8, 9) + 6 = 23

Sneak: 1d6 ⇒ 6

And the dwarf unleashes another electricity spell upon the green and the purple. upon the yellow one if the green is dead

Electric arc: 3d4 + 4 ⇒ (3, 4, 2) + 4 = 13


PF2 Playtest Character

"Stupid... crunchy... delicious... deep-fried... with tater tots... and no napkins... hate napkins. What's the point? Just lick fingers..."

3 Strikes on [red]; if it drops, Stride to [blue] and Strike it.

+1 Striking Shifting Dogslicer : 1d20 + 15 ⇒ (6) + 15 = 21 (vs flat-footed)
Magic, Slashing: 2d6 + 4 ⇒ (3, 5) + 4 = 12
Sneak, Backstabber: 2d6 + 1 ⇒ (6, 2) + 1 = 9

+1 Striking Shifting Dogslicer : 1d20 + 15 - 4 ⇒ (18) + 15 - 4 = 29 (vs flat-footed)
Magic, Slashing: 2d6 + 4 ⇒ (5, 3) + 4 = 12
Sneak, Backstabber: 2d6 + 1 ⇒ (6, 4) + 1 = 11

+1 Striking Shifting Dogslicer : 1d20 + 15 - 8 ⇒ (15) + 15 - 8 = 22 (vs flat-footed)
Magic, Slashing: 2d6 + 4 ⇒ (6, 5) + 4 = 15
Sneak, Backstabber: 2d6 + 1 ⇒ (1, 4) + 1 = 6

Vigilant Seal

N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

Fortitude Save: 1d20 + 12 ⇒ (10) + 12 = 22
Fortitude Save: 1d20 + 12 ⇒ (9) + 12 = 21
Fortitude Save: 1d20 + 12 ⇒ (14) + 12 = 26

Vigilant Seal

LG male human wizard (conjurer) 8 | HP 57/57 (resist evil 3)| AC 21+1 | F +10, R +13, W +14 | Per +12 | Focus 1/1 | Arcane Bond 1/1 | Hero 1/3 | Active Spells: mage armor | Conditions:

Adalan directs his summoned leopard to continue attacking the spider from behind while he augments Thorax with a spell that grants him supernatural speed.

Jaws: 1d20 + 10 ⇒ (2) + 10 = 12 vs FF
Damage: 1d10 + 1d4 + 3 ⇒ (6) + (2) + 3 = 11

Claw: 1d20 + 10 - 4 ⇒ (15) + 10 - 4 = 21 vs FF
Damage: 1d6 + 1d4 + 3 ⇒ (6) + (4) + 3 = 13

Haste on Thorax.

Vigilant Seal

N Male Goblin (Laborer) Barbarian 8 | Exploration Mode: Search (Perception +12) | HP 138 (-0) Temp 11 or 7 (+0), Falls -25 ft then halved) | AC 26, Sleeping 24 (rarely FF) | F/R/W +17/+13/+12 (3 Resist Evil, Feat vs. Fear/Sickness, Juggernaut, 1 Cold/Electr Res) | Perc +12 (Battle Cry, Darkvision) | Speed 30 | Hero Points: 1/1 (boon) | Active Conditions: NA

Bair has too many options depending on if Red drops from Thorax's many stabs (and the numbers seem to indicate that is a possibility). I'll post once I know, sorry!

Vigilant Seal

Familiar Stats:
HP 35 (-0) | AC 25 | F: +14 R: +12 W: +12 | Perc/Stealth +11; Low-Light/Darkvision
Gnome Sorceress 7 | Temp: 0 HP: 78 (-0)| AC 25 | F: +14, R: +12, W: +12; Resist 3 Evil| Perc: +10 | Stealth: +12 | 25ft | Focus: 2/2; Primal 1/1; Hero Pts: 1/1; Staff: 4/4 | Spells 1st: 4/4; 2nd: 4/4; 3rd: 4/4; 4th: 3/3 +1| Active Conditions: Treat Falls 10ft less.

With a nod to Dran'Thor, DC sends another wave of light into the animal. Turning her attention to the foes surrounding her favorite goblinoid, she frowns.

Closing her eyes, she holds the holy symbol high and bites a chunk out of her finger. Spreading the fluid over the ankh, she reaches towards the blue tinged spider and slowly closes her hand...a blackness swells up and draws out of the beast towards the little gnome.

2nd level 2 action Heal on Cat: 2d8 + 16 ⇒ (8, 7) + 16 = 31
Drain Life, Focus, 3rd level Blood: 3d4 + 3 ⇒ (4, 3, 3) + 3 = 13

2 action Heal, 1 action Drain Life vs blue. It gets a Fort Save DC 22
If dark blue falls first, light blue is in range for target switch

Sovereign Court

Deshacerla pumps healing into the cat, then tries to drain the life from Blue...

Fort: 1d20 + 10 ⇒ (16) + 10 = 26.

...which now looks ready to fall over.

The cat takes 1d6 ⇒ 6 Poison damage, then shreds the giant tarantula.

Dran'Thor's subsequent electrical discharge...

Reflex: 1d20 + 11 ⇒ (18) + 11 = 29.
Reflex: 1d20 + 11 ⇒ (18) + 11 = 29.

...is partially dodged by both, as they shelter behind the spider's corpse.

It takes all three strikes, but Thorax *finally* brings down the other giant tarantula.

Adalan puts some pep into Thorax's step with a Haste,then directs his leopard forward, chomping down hard upon Yellow.

Bair - BOT:

Bair swings wildly at the two hybrids flanking him...

+1 Striking Silver Halberd: 1d20 + 14 ⇒ (9) + 14 = 23, for 2d10 + 4 ⇒ (5, 4) + 4 = 13 damage.
+1 Striking Silver Halberd: 1d20 + 9 ⇒ (15) + 9 = 24, for 2d10 + 4 ⇒ (8, 4) + 4 = 16 damage.
+1 Striking Silver Halberd: 1d20 + 4 ⇒ (3) + 4 = 7, for 2d10 + 4 ⇒ (3, 9) + 4 = 16 damage.

...splattering Blue, and then stabbing Cyan in the gut.

The three remaining hybrids chitter angrily!

Yellow and Purple Climb across the wall, and bite at the Cat...

Fangs: 1d20 + 11 ⇒ (16) + 11 = 27, for 1d8 + 6 ⇒ (4) + 6 = 10 damage.
Fangs: 1d20 + 6 ⇒ (12) + 6 = 18, for 1d8 + 6 ⇒ (5) + 6 = 11 damage.

Fangs: 1d20 + 11 ⇒ (4) + 11 = 15, for 1d8 + 6 ⇒ (2) + 6 = 8 damage.
Fangs: 1d20 + 6 ⇒ (3) + 6 = 9, for 1d8 + 6 ⇒ (5) + 6 = 11 damage.

...but only one manages to hit.

Fangs: 1d20 + 11 ⇒ (2) + 11 = 13, for 1d8 + 6 ⇒ (8) + 6 = 14 damage.
Fangs: 1d20 + 6 ⇒ (11) + 6 = 17, for 1d8 + 6 ⇒ (4) + 6 = 10 damage.
Fangs: 1d20 + 1 ⇒ (17) + 1 = 18, for 1d8 + 6 ⇒ (8) + 6 = 14 damage.

Meanwhile, Cyan can't land a hit upon the sprightly Goblin it is tangling with...

Come Into My Parlor, Round 2/3:

Deshacerla (-)
Dran'Thor (-)
Cat (-65)
Thorax (-)
Bair (-35)
Adalan (-)

WL (-36, -21, -16)

Party is up!

Verdant Wheel

Male Dwarf Druid 12 (Storm Druid) / HP 178/178, Perc +21, AC 31 (+2 shield), Fort +21 Ref +19 Will +24 / Active conditions: Darkvision, Rock Dwarf, Resist cold and electricity 1, Mountain Stoutness

Continue, kill the two others now.

Fangs: 1d20 + 16 ⇒ (17) + 16 = 33

Damage: 2d10 + 6 ⇒ (6, 5) + 6 = 17

Sneak: 1d6 ⇒ 4

And the dwarf unleashes another electricity spell upon the yellow and the purple.

Electric arc: 3d4 + 4 ⇒ (3, 2, 1) + 4 = 10

Reflex DC 22.

Sovereign Court

Reflex: 1d20 + 11 ⇒ (15) + 11 = 26.
Reflex: 1d20 + 11 ⇒ (1) + 11 = 12.

Yellow resists the spell long enough to feel its throat get ripped out by the big cat.

Purple is badly electrocuted, but remains standing, although it is severely injured.

Come Into My Parlor, Round 2/3:

Deshacerla (-)
Dran'Thor (-)
Cat (-65)
Thorax (-)
Bair (-35)
Adalan (-)

WL (-41, -16)

Party (sans-Dran'Thor) is up!

Vigilant Seal

LG male human wizard (conjurer) 8 | HP 57/57 (resist evil 3)| AC 21+1 | F +10, R +13, W +14 | Per +12 | Focus 1/1 | Arcane Bond 1/1 | Hero 1/3 | Active Spells: mage armor | Conditions:

Adalan concentrates momentarily to prompt the leopard to finish off the hybrid on the wall above the cat. It leaps at the creature, pouncing with a bite and slashing with its claws.

Adalan then sends a rush of bludgeoning force surging out of his ring at the nearest remaining foe.

Jaws: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d10 + 3 ⇒ (5) + 3 = 8

Claw: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25
Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Ring of the Ram: 4d6 ⇒ (4, 2, 6, 5) = 17 plus pushed 10 feet, with a DC 22 basic Fortitude save.


PF2 Playtest Character

Thorax hastily Strides over to [cyan], mashes his teeth hungrily, and Strikes twice!

Intimidating Glare, Dread Striker: 1d20 + 13 ⇒ (7) + 13 = 20
If successful it's flat-footed to my attacks this round.

+1 Striking Shifting Dogslicer : 1d20 + 15 ⇒ (5) + 15 = 20 (vs flat-footed?)
Magic, Slashing: 2d6 + 4 ⇒ (2, 6) + 4 = 12
Sneak Attack?: 2d6 + 1 ⇒ (6, 4) + 1 = 11

+1 Striking Shifting Dogslicer : 1d20 + 15 - 4 ⇒ (9) + 15 - 4 = 20 (vs flat-footed?)
Magic, Slashing: 2d6 + 4 ⇒ (2, 1) + 4 = 7
Sneak Attack?: 2d6 + 1 ⇒ (6, 5) + 1 = 12

Sovereign Court

Thorax scares Cyan, then slices and dices it.

Adalan's summoned leopard then disembowels the remaining hybrid.

Combat over.

Shortly thereafter, you hear the Iolite Squad’s victorious shouts. It takes about an hour for the two groups working together to dig out the deadfall debris. The Squad vanquished a giant tarantula; Ozaril has a vicious bite wound, but they otherwise fared well in the battle.

With a thorough search of the rest of the ruined dig site, the Iolite Squad discovers several objects in surprisingly good condition, from religious symbols and prayer beads to precious gems. In addition, they find a standard-grade cold iron shield.

------------------------------

With the abandoned dig site cleared of danger, the Iolite Squad can fully explore the site. They discover signs that this location was once a way station of sorts for dwarven travelers, but they also find the remains of ancient writings that suggest this was a hideout of some kind for an exiled religious sect. They lack the knowledge to piece together exactly when these dwarves used the site, or when it was built, but they are eager to continue their research once they reach Absalom. There is pride in Sergeant Drussem’s eyes as she sees her squad poring over their findings.

Over the next few days, you escort the Iolite Squad to Korvosa, where they board a ship to Absalom. There, they report their findings and the results of their joint training at the Grand Lodge. Sergeant Drussem thanks you for completing their field training and expresses hope that the two teams can work together in the future. Later, you receive a letter from Venture-Captain Sheila Heidmarch commending you for yout successful diplomatic mission. She expresses uncertainty at what the future holds for the Society and the nation of Oprak, but is also confident that it is brighter thanks to your successful mission!

That's a wrap! :-)

Sovereign Court

Commencing: Quest #9: Wayfinder Origins (3-6)

On the top deck of the Kingfisher, Venture-Captain Muesello wipes the grease off his hands onto a rag. The pockmarked mechanist spent the early morning running a chain through a twelve-foot tall clockwork contraption mounted on the deck. Stuffing the dirty rag into his smock, he turns to address the group.

“I’m sure you’ve guessed this isn’t just a fishing trip. I would have filled you in sooner, but I was asked to keep everything confidential until we arrived. An expedition of Pathfinder initiates recently discovered this uncharted island, Burozi. The recruits found some Azlanti ruins, and we have a special assignment for your team.”

Muesello turns to the shore just five hundred feet from the moored ship, the peak of the island barely visible against the orange glow of the morning sun behind it. He clicks open an intricate compass, and its needle snaps to the direction of the island.

“Open your wayfinder, and you’ll see the same thing. This close to Burozi, all wayfinders point toward the island. As for the one in my hand here, this was found on Burozi—I’ve never seen one quite like it. The expedition team found it near a sealed hatch made out of reinforced skymetal. They couldn’t get in, which might have been for the best. The recruits were inexperienced, and Azlanti devices can be incredibly dangerous!

But you’ve got more experience under your belts, so I need you to find a way through that sealed door and investigate whatever is on the other side.”

With a reassuring nod, Muesello returns to his work, meticulously checking each bolt as crew members emerge from below and begin preparing a sailboat for passage to the island.

3,151 to 3,200 of 4,966 << first < prev | 59 | 60 | 61 | 62 | 63 | 64 | 65 | 66 | 67 | 68 | 69 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / [PFS2_Luke_Parry] 01-01 The Absalom Initiation All Messageboards

Want to post a reply? Sign in.