GM Tyranius (PF2) Origin of the Open Road (Inactive)

Game Master Tyranius

Tactical Map


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Dark Archive

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Yes you have hero points. In fact you gained one each after the acid trap above. .(Link)


Amiri F Human Barbarian 5 | Speed 25ft | HP: 71/83 | Hero Point: 3/1 | AC: 22 (20 with armor Destroyed) | Fort: +12 | Will: +9 | Reflex: +10 | Perception: +9 (+11 with Initiative)

I'm still unconscious so there is nothing I will be doing this turn.

Dark Archive

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Alright, waited a few days so will roll with what Meresiel posted.

Meresiel fires off two arrows, each one doesn't seem to wound the ooze at all but rather splits it apart into another pair. Each one weaker looking than the last. Valeros seems to heroically stabilize, the wound closing in on itself. The oozes gather at the tunnel entrance as one lashes out at Fumbus.

Green Pseudopod vs Fumbus AC 22: 1d20 + 20 ⇒ (12) + 20 = 32
Damage (Bludgeoning): 2d8 + 7 ⇒ (1, 1) + 7 = 9 18 crit damage
Damage (Acid): 2d6 + 2 ⇒ (1, 4) + 2 = 7

(♦>)Grab

The ooze grabs ahold of Fumbus through the gap, ready to draw him in closer as it melts a small portion of his armor.

Round 4
---------------------------------
Ooze (Green -34)
---------------------------------
Fumbus (31/56; leather armor -3)
Kyra (48/48)
Valeros (0/78; Half-plate -2)
Meresiel 27/56; Leather Armor -8 broken)
Amiri (0/83; Hide armor destroyed; Wounded 1)
Jelly (53/53)


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

Fumbus shrieks at the ooze grabbing him. "NONONONONONO!"

He attempts to grab some materials from his belt, quickly make a bomb from them, and drop it right on the thing.
Flat check DC 5: 1d20 ⇒ 7 Success

Choosing to do no splash damage with this fire-bomb.
alchemist's fire: 1d20 + 11 ⇒ (12) + 11 = 23
fire: 2d8 + 1 ⇒ (7, 4) + 1 = 12

I'm not familiar with the grabbing rules yet... is there a check I can make to try to escape?

Dark Archive

NG Human Cleric 5 | HP: 48 | AC: 22| Resist Harm 5 | F: +9, R: +9, W: +13 | Perc: +13 (expert) | SPELLS: daze, detect magic, disrupt undead, guidance, stabilize | 1ST LEVEL: Sanctuary, spirit linkx 1 / 2 | 2ND LEVEL: dispel magic, restoration, spiritual weapon | 3RD LEVEL heal (×2 /5), searing light | Speed 25 ft | Active Conditions:

Kyra will Sustain her Spiritual Weapon, directing it to Strike the ooze that's trying to eat her goblin friend associate. With her remaining actions, she'll cast Spirit Link on Valeros

Melee Spell Attack: 1d20 + 11 ⇒ (11) + 11 = 22
FORCE damage: 1d8 + 4 ⇒ (2) + 4 = 6

Unfortunately, Valeros won't get any healing until the start of Kyra's NEXT turn, but you will heal as long as Kyra is standing or 10 minutes have lapsed.
7 rounds remaining on Spiritual Weapon
100 rounds remaining on Spirit Link w/ Valeros

Dark Archive

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@Fumbus- A grabbed creature can use the Escape action to get out of the grab, and the Grab ends for a grabbed creatures if the monster moves away from it.

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

ray of frost again: 11 + 1d20 ⇒ 11 + (5) = 16 dmg: 3d4 + 3 ⇒ (1, 1, 2) + 3 = 7

Dark Archive

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@Fumbus- Keep in mind that quick alchemy is a limited resource for the day.

Fumbus concocts a new alchemist's fire and splashes it all over the ooze grabbing ahold of him. The ooze shudders and pops across teh walls into nothing, dropping Fumbus to the ground.

Kyra links her soul up with Valeros to stave off death. Her magical scimitar sending a wave of force into the yellow ooze, slashing through it with ease.

Jelly fires a ray of frost into the wounded ooze, freezing it's pulsating right side.

Round 4
---------------------------------
Ooze (Yellow -14)
---------------------------------
Fumbus (31/56; leather armor -3)
Kyra (48/48; spirit link Valeros)
Valeros (0/78; Half-plate -2; spirit link 2)
Meresiel 27/56; Leather Armor -8 broken)
Amiri (0/83; Hide armor destroyed; Wounded 1)
Jelly (53/53)


f Elf (whisper elf) rogue/5|speed 35| perc +11| hp 56/56| ac 21| fort +9, ref +13, will +11

Mirisiel moves to get a clear shot at yellow and fires
short bow: 1d20 + 14 ⇒ (5) + 14 = 191d6 ⇒ 5
short bow: 1d20 + 9 ⇒ (7) + 9 = 161d6 ⇒ 2


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

Thanks, yeah I need to look up how many Quick Alchemy uses I should have... it's not included anywhere on the pregen sheet, from what I can find. I've only used it twice so far, so I'm pretty sure that's okay.

Dark Archive

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

@Fumbus-Quick Alchemy uses an infused reagent which is the expendable resource. The remaining ones can be found under Infused Reagent on the pregen sheet. Infused Reagents: You have 9 daily batches of infused reagents that can be used to Craft 3 alchemical bombs of a single type, 2 alchemical items of a single type, or 1 item using quick Alchemy. Fumbus has already spent 6 batches of this ability to craft his alchemical bombs and items for the day, and has 3 remaining.

Meresiel rapidly fires more arrows into the ooze. the arrows don't do any damage but neither does it split it further as it seems too unstable and wounded. Yellow one that is.

The pair of ooze's gather at the entryway and reach down the gap for Fumbus and Jelly.

Yellow Pseudopod vs Jelly AC 20: 1d20 + 20 ⇒ (16) + 20 = 36
Damage (Bludgeoning): 2d8 + 7 ⇒ (5, 4) + 7 = 16 32 crit damage
Damage (Acid): 2d6 + 2 ⇒ (1, 3) + 2 = 6

(♦>)Grab

Red Pseudopod vs Fumbus AC 22: 1d20 + 20 ⇒ (10) + 20 = 30
Damage (Bludgeoning): 2d8 + 7 ⇒ (4, 4) + 7 = 15
Damage (Acid): 2d6 + 2 ⇒ (1, 6) + 2 = 9

(♦>)Grab

Fumbus' leather armor now broken as the pair are grabbed. Valeros regains consciousness as Kyra's spell siphons off a portion of her life and sends it into him.

Round 5
---------------------------------
Ooze (Yellow -14)
---------------------------------
Fumbus (7/56; leather armor -8 broken)
Kyra (46/48; spirit link Valeros)
Valeros (2/78; Half-plate -2; spirit link 2)
Meresiel 27/56; Leather Armor -8 broken)
Amiri (0/83; Hide armor destroyed; Wounded 1)
Jelly (15/53)


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

Fumbus uses the last of his reagents to quickly put together another fire bomb and smash it on the stupid ooze's face, before it kills him.

alchemist's fire: 1d20 + 11 ⇒ (20) + 11 = 31
CRIT damage: 4d8 + 2 ⇒ (6, 5, 1, 5) + 2 = 19

If the thing is still alive, he will then punch it.
unarmed: 1d20 + 8 - 5 ⇒ (8) + 8 - 5 = 11 damage: 1d4 + 1 ⇒ (3) + 1 = 4

Dark Archive

NG Human Cleric 5 | HP: 48 | AC: 22| Resist Harm 5 | F: +9, R: +9, W: +13 | Perc: +13 (expert) | SPELLS: daze, detect magic, disrupt undead, guidance, stabilize | 1ST LEVEL: Sanctuary, spirit linkx 1 / 2 | 2ND LEVEL: dispel magic, restoration, spiritual weapon | 3RD LEVEL heal (×2 /5), searing light | Speed 25 ft | Active Conditions:

As Kyra sustains her spiritual weapon as it moves and attacks an ooze yellow, if it still lives, thanks to the blessings of Sarenrae Valeros feels Kyra's very life essence sustain him, quickly healing a little bit of damage.
She then pulls out her sling and loads it.
Valeros regains 2 hp, Kyra loses 2 hp

Melee Spell Attack: 1d20 + 11 ⇒ (11) + 11 = 22
FORCE damage: 1d8 + 4 ⇒ (3) + 4 = 7

Dark Archive

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@Fumbus- Another change with 2E Crit damage is not rolled twice, it is just doubled. So 24 damage, but alas this is an ooze and immune to crits! Also assuming no splash so you don't injure the unconscious?

Fumbus tosses even more fire across the wounded ooze. It melts into a pile of melted tar. Kyra's spiritual weapon slashes across the the remaining ooze.

Round 5
---------------------------------
Ooze (Red -7)
---------------------------------
Fumbus (7/56; leather armor -8 broken)
Kyra (46/48; spirit link Valeros)
Valeros (2/78; Half-plate -2; spirit link 2)
Meresiel 27/56; Leather Armor -8 broken)
Amiri (0/83; Hide armor destroyed; Wounded 1)
Jelly (15/53)

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

Jelly will shift step or whatever he can do to get out of 10 foot reach and ray of frost the red one hit: 11 + 1d20 ⇒ 11 + (14) = 25 dmg: 3d4 + 3 ⇒ (2, 4, 1) + 3 = 10


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

Yep, no splash on that.

Dark Archive

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Valeros and Meresiel are up.


f Elf (whisper elf) rogue/5|speed 35| perc +11| hp 56/56| ac 21| fort +9, ref +13, will +11

miresiel continues firing her bow
shortbow: 1d20 + 14 ⇒ (10) + 14 = 241d6 ⇒ 5
shortbow: 1d20 + 9 ⇒ (7) + 9 = 161d6 ⇒ 3

Dark Archive

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Jelly sends another ray of frost into the red ooze as Valeros stands up, grabs his shield and smashes it down at the ooze.

+1 striking heavy shield boss: 1d20 + 14 ⇒ (1) + 14 = 15
Damage: 2d6 + 4 ⇒ (5, 4) + 4 = 13

Meresiel pelts another pair of arrows into the beast. the arrows don't do any damage whatsoever but it does split the ooze further. Both oozes look extremely unstable and near collapsing.

The pulsating oozes slam into Valeros and Fumbus. The strange psuedopods burning into their bodies and armor.

Red Pseudopod vs Fumbus AC 22: 1d20 + 20 ⇒ (19) + 20 = 39
Damage (Bludgeoning): 2d8 + 7 ⇒ (5, 2) + 7 = 14 28 crit damage
Damage (Acid): 2d6 + 2 ⇒ (4, 4) + 2 = 10

Red Pseudopod vs Valeros AC 23: 1d20 + 20 ⇒ (5) + 20 = 25
Damage (Bludgeoning): 2d8 + 7 ⇒ (8, 5) + 7 = 20
Damage (Acid): 2d6 + 2 ⇒ (1, 1) + 2 = 4

Fumbus and Valeros are both dropped to the ground quickly as the oozes swarm right over them. Fortunately for Valeros he is brought right back from death thanks to his link with Kyra.

You guys are actually doing great. you are very nearly there. Each of these oozes are very very close to death due to the split that Meresiel just did.

Round 6
---------------------------------
Ooze (Red -30)
---------------------------------
Fumbus (0/56; leather armor -14 broken; Dying 2)
Kyra (44/48; spirit link Valeros)
Valeros (2/78; Half-plate -2; spirit link 2; Wounded 1)
Meresiel 27/56; Leather Armor -8 broken)
Amiri (0/83; Hide armor destroyed; Wounded 1)
Jelly (15/53)

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

Another ray of frost hit: 11 + 1d20 ⇒ 11 + (16) = 27 dmg: 3d4 + 3 ⇒ (2, 4, 3) + 3 = 12

Dark Archive

NG Human Cleric 5 | HP: 48 | AC: 22| Resist Harm 5 | F: +9, R: +9, W: +13 | Perc: +13 (expert) | SPELLS: daze, detect magic, disrupt undead, guidance, stabilize | 1ST LEVEL: Sanctuary, spirit linkx 1 / 2 | 2ND LEVEL: dispel magic, restoration, spiritual weapon | 3RD LEVEL heal (×2 /5), searing light | Speed 25 ft | Active Conditions:

Kyra continues to sustain her Spiritual Scimitar, but unfortunately Sarenrae is not smiling upon her this round as the strike goes awry. Kyra takes a moment to cast Guidance upon Valeros.

Melee Spell Attack: 1d20 + 11 ⇒ (1) + 11 = 12
FORCE damage: 1d8 + 4 ⇒ (8) + 4 = 12

Valeros: +1 Status Bonus for One attack roll or saving throw (and other irrelevant stuff), must be used before Kyra's next turn

Dark Archive

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Both oozes collapse under the attacks as Jelly's ray of frost freezes one and Kyra's magical scimitar bursts the last. Combat over.

You guys have definitely earned another hero point each after that.

Player Status:

Fumbus (0/56; leather armor -14 broken; Dying 2)
Kyra (44/48; spirit link Valeros)
Valeros (2/78; Half-plate -2; spirit link 2; Wounded 1)
Meresiel 27/56; Leather Armor -8 broken)
Amiri (0/83; Hide armor destroyed; Wounded 1)
Jelly (15/53)


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

Fumbus has one elixir of healing that someone can feed him to get him back up. Unfortunately, he won't be able to use it on someone else.


Amiri F Human Barbarian 5 | Speed 25ft | HP: 71/83 | Hero Point: 3/1 | AC: 22 (20 with armor Destroyed) | Fort: +12 | Will: +9 | Reflex: +10 | Perception: +9 (+11 with Initiative)

Amiri has an Elixer of Life, Minor on her that would heal 1d6+1 if someone checked and poured it down her throat.

Dark Archive

NG Human Cleric 5 | HP: 48 | AC: 22| Resist Harm 5 | F: +9, R: +9, W: +13 | Perc: +13 (expert) | SPELLS: daze, detect magic, disrupt undead, guidance, stabilize | 1ST LEVEL: Sanctuary, spirit linkx 1 / 2 | 2ND LEVEL: dispel magic, restoration, spiritual weapon | 3RD LEVEL heal (×2 /5), searing light | Speed 25 ft | Active Conditions:

Kyra immediately Stabilizes Fumbus. Then she mover forward and ministers to both Amiri and Fumbus, carefully feeding each of them their Elixirs of Life.
Go ahead and roll those yourselves.

She'll maintain her Spirit Link with Valeros for at least a a few minutes while the party discusses how to proceed.

"I still have an elixir of life as well, which I might use on myself after healing Valeros through our Linked Spirits. But it might be best to preserve our resources and rest instead, allowing me to recuperate my own healing powers. Or we can forge ahead and see how many of you die in the next encounter. I must warn you, I'm out of ways to bring you back from the brink."


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

elixir of life, lesser: 3d6 + 3 ⇒ (4, 5, 6) + 3 = 18


Amiri F Human Barbarian 5 | Speed 25ft | HP: 71/83 | Hero Point: 3/1 | AC: 22 (20 with armor Destroyed) | Fort: +12 | Will: +9 | Reflex: +10 | Perception: +9 (+11 with Initiative)

Elixer of Life: 1d6 + 1 ⇒ (2) + 1 = 3

Does anyone have any other healing capabilities because I am out of potions.

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

Jelly will drink his lesser elixir of life life: 1d6 + 1 ⇒ (4) + 1 = 5 wait, am I to roll 3d6+3 or 1d6+1


Amiri F Human Barbarian 5 | Speed 25ft | HP: 71/83 | Hero Point: 3/1 | AC: 22 (20 with armor Destroyed) | Fort: +12 | Will: +9 | Reflex: +10 | Perception: +9 (+11 with Initiative)

If it is a lesser elixer of life it is 3d6+6


“Valeros” | Male NG Medium Human (Skilled) Fighter 5 | HP 68/78 Perception +10 (Expert) | AC 23 (25 with Shield) | F +12 R +11 W +10 | Speed 25ft | Active Conditions: none

Valeros gives a look at his nearly disentegrated clothes and Amiri and Fumbus's even worse states and gives a nod. "Alright, that's it. We should have taken the wisdom of Kyra and rested up before trying to go further. I ain't got much else in the way of healing, only an elixir of life myself, and given the lack of armor and healing, I say let's make a tactical withdrawal and try again tomorrow?"

"But first did that ooze drop anything?" The man then pops out his only elixir and contemplates it for a moment.

Let's rest up! That thing nearly took out over half the party. we can't really expect to live another encounter. Maybe Merisiel could look ahead and see if there's anything waiting for us.

Dark Archive

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

@Kyra- How much health are you giving Valeros before you cut it off?

The group takes some time, drinking a couple of elixir's in the process.

Jelly additional healing: 2d6 + 2 ⇒ (2, 4) + 2 = 8

Looking around it doesn't appear that the Black Pudding seems to have dropped anything. Though the small room to the north near where the ooze originated stands vacant as Meresiel could see.

This room appears to be a combination alchemy lab and bedchamber. Two narrow beds line the north wall, partially concealed by hanging curtains. Equipment-laden tables stand against the west and east walls. The pervasive chemical tang of the sewer is absent here; this room instead smells faintly of spices and tobacco.

On the tables are several scattered notes on crafting golems and creating oozes.

DC 20 Arcana or Occultism:
You realize that the notes are all experimental dead ends. The books stolen from Nexus House aren’t in this room; in fact, the only book here is a treatise titled “Living on the Shore of the Sentient Sea.”

There is a small note left in the books like some sort of book mark.

Note:

Zaynap—

I’m dropping this off for your review. That Igrigi was offensively condescending, and his prices were much too high. I was only able to negotiate this single treatise, which I hope you find useful. If this doesn’t give us what we need, I’m of half a mind to simply take what we need from Nexus House rather than deal with that arrogant buffoon again. He acted as though my money was beneath him to even touch.

—Bijan

Two everburning torches provide light to this room. Among the alchemical equipment here are two lesser tanglefoot bags, a lesser elixir of life, and a dagger of venom. The dagger is attached to a contraption designed to harvest its magically created poison (although the design is flawed, and no poison has yet been harvested). Thievery or Occultism to remove the dagger from the contraption.

Player Status:

Fumbus (18/56; leather armor -14 broken; Wounded 1)
Kyra (44/48; spirit link Valeros)
Valeros (2/78; Half-plate -2; spirit link 2; Wounded 1)
Meresiel 27/56; Leather Armor -8 broken)
Amiri (3/83; Hide armor destroyed; Wounded 1)
Jelly (28/53)


Amiri F Human Barbarian 5 | Speed 25ft | HP: 71/83 | Hero Point: 3/1 | AC: 22 (20 with armor Destroyed) | Fort: +12 | Will: +9 | Reflex: +10 | Perception: +9 (+11 with Initiative)

How long does my Wounded 1 Status last?


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2
Bozzinator's Pregen Alias wrote:
How long does my Wounded 1 Status last?

I believe it's until the next overnight rest.

Dark Archive

NG Human Cleric 5 | HP: 48 | AC: 22| Resist Harm 5 | F: +9, R: +9, W: +13 | Perc: +13 (expert) | SPELLS: daze, detect magic, disrupt undead, guidance, stabilize | 1ST LEVEL: Sanctuary, spirit linkx 1 / 2 | 2ND LEVEL: dispel magic, restoration, spiritual weapon | 3RD LEVEL heal (×2 /5), searing light | Speed 25 ft | Active Conditions:

"While it is a bit...squalid down here, if we wanted to spend some time I could put my Healer's Tools and expert knowledge in the field of Medicine to use and treat each of you who are Wounded. There's a good chance I could relieve you of your wounds, but it'll take around ten minutes apiece to treat you."

Link to Medicine in 2E

The duration of the spirit link will depend depend upon whether party wants to take time for treatment. Gonna let it run for at least a minute, might be closer to two. And that'll also factor in to when Kyra will drink her elixir, i.e. she'll want to wait until just before the party ventures forth, so as to take advantage of buff to saves v disease and poison.

Dark Archive

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

@Amiri- The wounded condition is either removed by the treat wounds action using the medicine skill or by getting to full HP and 10 minutes rest.

Whats the plan folks? Overnight rest, continue forth after a few medicine checks to heal?

Scarab Sages

Male Survivalist Kasatha Striker Operative 5: Speed:35, AC:21, HP:73/73, DR:2, Fort:11(Toughness), Ref:11, Will:11, Perception:11 Darkvision

I would overnight rest assuming it actually is safe to overnight rest in this place. This assumes the monsters never wander and always stay in the same place.


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

I agree that we should definitely rest overnight. Fumbus is happy to take a watch shift to make sure we're not ambushed.


Amiri F Human Barbarian 5 | Speed 25ft | HP: 71/83 | Hero Point: 3/1 | AC: 22 (20 with armor Destroyed) | Fort: +12 | Will: +9 | Reflex: +10 | Perception: +9 (+11 with Initiative)

As long as there is a safe place to rest I would be ok with resting but first I would need to go buy armor.

Dark Archive

NG Human Cleric 5 | HP: 48 | AC: 22| Resist Harm 5 | F: +9, R: +9, W: +13 | Perc: +13 (expert) | SPELLS: daze, detect magic, disrupt undead, guidance, stabilize | 1ST LEVEL: Sanctuary, spirit linkx 1 / 2 | 2ND LEVEL: dispel magic, restoration, spiritual weapon | 3RD LEVEL heal (×2 /5), searing light | Speed 25 ft | Active Conditions:

Kyra has a Wand of Mending, which casts Mending 1/day. It cannot help with Valeros armor, because it's too bulky (limit=2 Bulk for Mending spell), and it only restores 5hp, which wouldn't get Amiri's armor past the Broken Threshold, i.e. it'd still be broken. Same for Fumbus. With rest, Kyra could take mending spell, but to fix leather armor it would use up 2nd level spells, and Amiri's would use 3rd level spell slot. Probably best to find place for Amiri and Fumbus to buy new armor and use the wand to fix up Merisiel's armor completely.

While the party is discussing plans and thoroughly searching the lair, Kyra begins to administer first aid to Amiri.

Medicine check to Treat Wounds-Amiri: 1d20 + 13 ⇒ (12) + 13 = 25
Heals: 2d8 ⇒ (5, 7) = 12

Will use Spirit link to give Valeros half of Kyra's HP, i.e. give him 24hp total, leaving him with 22, I believe? Or was he wounded twice while the spell was ongoing?
Not going to use Kyra's Elixir for now.
If ten minutes pass without interruption, Amiri regains 12hp and removes wounded condition.

Dark Archive

NG Human Cleric 5 | HP: 48 | AC: 22| Resist Harm 5 | F: +9, R: +9, W: +13 | Perc: +13 (expert) | SPELLS: daze, detect magic, disrupt undead, guidance, stabilize | 1ST LEVEL: Sanctuary, spirit linkx 1 / 2 | 2ND LEVEL: dispel magic, restoration, spiritual weapon | 3RD LEVEL heal (×2 /5), searing light | Speed 25 ft | Active Conditions:

And if we're just getting this out of the way, Medicine checks for Valeros and Fumbus:
Medicine check to Treat Wounds-Valeros: 1d20 + 13 ⇒ (14) + 13 = 27
Heals: 2d8 ⇒ (7, 5) = 12
Medicine check to Treat Wounds-Fumbus: 1d20 + 13 ⇒ (2) + 13 = 15
Heals: 2d8 ⇒ (5, 2) = 7
that last check just barely does it...and the D8s seemed to realize it. But it works. Wound removed and heal that many hp.


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

Thanks in advance for the healing! Fumbus will plan to create three of each of alchimist's fire, acid flasks, frost vial and bottled lightning (same as was on his pregen sheet) and then spend three sets of his reagents to make SIX lesser elixirs of life, which he's willing to dole out to people as needed (he's still at less than half health, so he'll probably need one himself). He'll save the other 2 sets of reagents for on-the-fly quick alchemy.


Amiri F Human Barbarian 5 | Speed 25ft | HP: 71/83 | Hero Point: 3/1 | AC: 22 (20 with armor Destroyed) | Fort: +12 | Will: +9 | Reflex: +10 | Perception: +9 (+11 with Initiative)

if we are not resting I might need at least 2 of those lesser elixers of life if you don't mind.


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

I can only make them if we DO rest overnight, so I hope we are. :)

Dark Archive

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

The group blockades themselves in the northern room with the dagger, free from the majority of the sewer small and flowing sludge. The night passes uneventful except for the occasional rat or banging pipe keeping the one on watch on their toes.


“Valeros” | Male NG Medium Human (Skilled) Fighter 5 | HP 68/78 Perception +10 (Expert) | AC 23 (25 with Shield) | F +12 R +11 W +10 | Speed 25ft | Active Conditions: none

Yay a safe night. Now to figure out hit points. Valeros is at 34 thanks to the kind efforts of Kyra. Everyone should get con mod(min 1) times level on a rest, so in Valeros' case he gets 3*5 or 15 hit points back. Leaving him at 49 hp.... I can see healing is going to be more of a premium in 2E! Time to use that lesser elixir!

Valeros gives a stretch and pops his still sore back and neck. "Cayden's holy tankard do I need a drink or two. That ooze did a number on us. I mean look at this giant bruise here, here, oop and here. And this acid wound still hasn't closed. Jeez. Time to dig out the emergency libations!" He pulls out a small flask with a badly spelled 'emirgenc drank' on the side and takes a few long draws.

Please be kind, lesser elixir of life: 3d6 + 6 ⇒ (4, 3, 6) + 6 = 19

He sighs as some of the worst bruises fade away. "Ah, much better!"

Not bad! That leaves him at 68 hp more than capable of living a fight (that doesn't involve scary hard hitting oozes. I'm hoping to Cayden Cailean that was the hardest fight of the scenario.


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

After the rest, Fumbus is feeling a bit better, but still feels that he needs one of the elixirs that he made.
healing: 3d6 + 6 ⇒ (3, 6, 1) + 6 = 16

I have four more left, feel free to use them, though it might be good to leave a couple for later.

Dark Archive

NG Human Cleric 5 | HP: 48 | AC: 22| Resist Harm 5 | F: +9, R: +9, W: +13 | Perc: +13 (expert) | SPELLS: daze, detect magic, disrupt undead, guidance, stabilize | 1ST LEVEL: Sanctuary, spirit linkx 1 / 2 | 2ND LEVEL: dispel magic, restoration, spiritual weapon | 3RD LEVEL heal (×2 /5), searing light | Speed 25 ft | Active Conditions:

Kyra will pray to Sarenrae for the following spells:
CANTRIPS (AT WILL)
daze, detect magic, disrupt undead, guidance, stabilize
1ST LEVEL: Sanctuary, spirit linkx2
2ND LEVEL: dispel magic, restoration, spiritual weapon
3RD LEVEL heal (×5), searing light

gets a little more healing online


Amiri F Human Barbarian 5 | Speed 25ft | HP: 71/83 | Hero Point: 3/1 | AC: 22 (20 with armor Destroyed) | Fort: +12 | Will: +9 | Reflex: +10 | Perception: +9 (+11 with Initiative)

Thanks Fumbus, I'm gonna need two of those

Lesser Elixer of Life: 3d6 + 6 ⇒ (3, 6, 5) + 6 = 20
Lesser Elixer of Life: 3d6 + 6 ⇒ (5, 2, 4) + 6 = 17

HP 52/83

Kyra would I be able to get more healing? Also I think I should leave and go buy armor really quick

Dark Archive

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

The groups spends some time drinking elixirs and tending to their wounds in the early hours.

Player Status:

Fumbus (51/56; leather armor -14 broken)
Kyra (27/48)
Valeros (70/78; Half-plate -2)
Meresiel 37/56; Leather Armor -8 broken)
Amiri (67/83; Hide armor destroyed)
Jelly (43/53)


“Valeros” | Male NG Medium Human (Skilled) Fighter 5 | HP 68/78 Perception +10 (Expert) | AC 23 (25 with Shield) | F +12 R +11 W +10 | Speed 25ft | Active Conditions: none

Valeros gives a stretch after everyone finishes healing up. "Alright finders of the paths! Let's get moving! Assuming we don't have to worry about anything attacking us out there, I say we get some armor or repairs done and then let's go track these deadly, outlawed, ooze-making theives down! Now where should we be going? "

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