| Blodgett Quattlebaum |
Blodgett leaps into action, a grin of exhilaration exploding across his face as he whirls his greataxe about, taking a swipe at Black!
Strike: 1d20 + 7 ⇒ (4) + 7 = 11
damage (4 is acid): 1d12 + 7 ⇒ (3) + 7 = 10
The tangle of vines falls in his acidic, grinning face, however, and causes him to miss.
Stride, Rage, Strike.
| Dungeon Master S |
Blodgett lets the red fill his vision, but the strike is wildly off target!
The wolf comes back at Blodgett with gnashing teeth. It's fetid breath is somehow worse than the rot in the room.
Bite: 1d20 + 11 ⇒ (5) + 11 = 16
Bite: 1d20 + 6 ⇒ (12) + 6 = 18
Bite: 1d20 + 1 ⇒ (19) + 1 = 20 for DMG: 1d8 + 4 ⇒ (6) + 4 = 10 and ACID: 1d6 ⇒ 1
It finally gains purchase, slicing through his armor!
Penryn draws the ire of the other wolf.
Bite: 1d20 + 11 ⇒ (19) + 11 = 30 It catches him on the neck! DMG: 2d8 + 8 ⇒ (8, 1) + 8 = 17 and ACID: 2d6 ⇒ (2, 3) = 5
Penryn drops to the ground, bleeding out! The wolf immediately ditches the prey to focus on Kaleb.
Round 1:
Penryn: Hit (Dying 2)
Blodgett: Miss
Wolves: Big Bad
Cilik: Go
Lucky: Go
Jasper: Go
Elvanthain: Go
Black: 1
| Dungeon Master S |
Editing based on Blodgett's rage.
As soon as the wolf chomps down, it automatically tears at Blodgett. DMG: 1d6 + 2 ⇒ (6) + 2 = 8 and 1 persistent Acid damage. Net total on Blodgett is 18 pierce, 1 acid, and 1 persistent acid.
| Kaleb "Lucky" Happyfoot |
Kaleb stabs at the wolf in front of him
silver rapier: 1d20 + 8 ⇒ (18) + 8 = 26
damage: 1d6 + 4 ⇒ (4) + 4 = 8
deadly if needed: 1d8 ⇒ 8
Kaleb then sparks his rapier ad fires off electricity at both wolves.
electric arc: 1d4 + 3 ⇒ (4) + 3 = 7
Basic Reflex 17, both wolves
| Dungeon Master S |
Kaleb stabs the wolf, who is remarkably hard to hit, and then brings electric energy into the fray:
Black: 1d20 + 11 ⇒ (1) + 11 = 12
Red: 1d20 + 11 ⇒ (7) + 11 = 18
The spell has mixed efficacy, and both wolves look only lightly wounded.
Round 1:
Penryn: Hit (Dying 2)
Blodgett: Miss (Dying 1, Persistent Acid 1)
Wolves: Big Bad
Cilik: Go
Lucky: Might & Magic
Jasper: Go
Elvanthain: Go
Black: 8
Red: 11
| Jasper Tosscobble |
Jasper moves further in and sees his cousin on the ground, bleeding. He clasps hands and prays. "Old Deadeye, please help me to make sure my dearest cousin doesn't bleed his last here. Stem the blood flow!"
Stride, cast Stabilize
| Dungeon Master S |
Per slack, crossbow is out and loaded.
Elvanthain manages to connect, despite the traffic in front of him!
Jasper moves quickly to stop the worst of it, though one of the others still lays dying.
Round 2:
Penryn: Unconscious at 0
Blodgett: (Dying 1, Persistent Acid 1)
Wolves: TBD
Cilik: TBD
Lucky: TBD
Jasper: TBD
Elvanthain: TBD
Black: 8
Red: 16
| Dungeon Master S |
The wolves keep up their onslaught, moving on to the next target, which is Kaleb.
Red Bite 1: 1d20 + 11 ⇒ (4) + 11 = 15 MISS
Red Bite 2: 1d20 + 6 ⇒ (3) + 6 = 9 MISS
Red Bite 3: 1d20 + 1 ⇒ (7) + 1 = 8 MISS
Black Bite 1: 1d20 + 11 ⇒ (14) + 11 = 25 for DMG: 1d8 + 4 ⇒ (2) + 4 = 6 and ACID: 1d6 ⇒ 1
Tear: DMG: 1d6 + 2 ⇒ (5) + 2 = 7 and 1 persistent acid.
Round 2:
Penryn: Unconscious at 0
Blodgett: (Dying 2, Persistent Acid 1)
Wolves: ATK
Cilik: Go
Lucky: Go
Jasper: Go
Elvanthain: Go
Black: 8
Red: 16
| Kaleb "Lucky" Happyfoot |
Kaleb runs deeper into the chamber, stepping over Peryn in an attempt to wake up his barbarian companion before it's too late.
battle medicine: 1d20 + 6 ⇒ (5) + 6 = 11
HP reroll: 1d20 + 6 ⇒ (10) + 6 = 16
Healing: 2d8 ⇒ (8, 7) = 15
Kaleb then points at the red wolf "Take this one down first!"
while casting shield on himself.
AC 19, will shield block to prevent the first 5 damage
acid DC 15: 1d20 ⇒ 8
Kaleb sizzles slightly.
| Dungeon Master S |
[ooc]Elvanthain, it's not PF1, no acrobatics roll needed to avoid an AoO, and you're allowed to step through Penryn's square. As an elf and a speed of 30' you could easily get around them. Redo your turn.
Kaleb acts the hero as he gets Blodgett back into the fight!
Round 2:
Penryn: Unconscious at 0
Blodgett: Back in
Wolves: ATK
Cilik: Go
Lucky: Hero!
Jasper: Go
Elvanthain: Redo
Black: 8
Red: 16
Cilik Hogpen
|
Cilik pulls the arcane energy from his small gold ring get back MM. With a sweep of his hand bit if rock and stones go flying toward the closest wolf-thing.
telekinetic projectile: 1d20 + 8 ⇒ (18) + 8 = 26
damage?[/dice: 1d6 + 4 ⇒ (1) + 4 = 5
in a bad spot and cant move and attack in the same round without getting into melee. redoing the move to a drain and double move to go through the wolves...There might be more death.
acrobatics: 1d20 + 6 ⇒ (18) + 6 = 24
| Elvanthain |
It's not a redo. I was trying to pass through the wolf's square to get to Blodgett as I was told I'd ahve to do (and based on the map) so that i could be next to him and not next to a wolf. It seems I'd have to do that to get to him. To pass through the wolf's square, I do need a check.
| Dungeon Master S |
I had to reread the rules on corners in PF2, you are correct, I was mistaken. It makes Kaleb's position tricky, but too late!
Elvanthain tries to get through, but can't!
Round 2:
Penryn: Unconscious at 0
Blodgett: Back in
Wolves: ATK
Cilik: Clarifying
Lucky: Hero!
Jasper: Go
Elvanthain: Rebuffed
Black: 8
Red: 16
| Jasper Tosscobble |
Jasper steps south and prays to Erastil. "Stag god, help me to strike down these creatures who have been corrupted beyond their nature!"
Seconds later, a beam of divine energy lances out at the wolf with reddish fur.
Divine Lance vs Red: 1d20 + 8 ⇒ (10) + 8 = 18
Good damage: 1d4 + 4 ⇒ (2) + 4 = 6
| Dungeon Master S |
Cilik bravely tumbles his way through. He pops up on the other side and slams a rock into the wolf!
Jasper's lance misses by JUST a hair!
Round 3:
Penryn: Unconscious at 0
Blodgett: Go
Wolves: TBD
Cilik: TBD
Lucky: TBD
Jasper: TBD
Elvanthain: TBD
Black: 8
Red: 21
| Blodgett Quattlebaum |
Blodgett's eyes snap open as Kaleb's ministrations salve his wounds. With a nod, he rolls to his feet, takes the massive maul off his back — this'll do — and Strikes at Black. It'll take a bit to snap that one's neck, but soon.
Strike vs. Black: 1d20 + 7 ⇒ (20) + 7 = 27
bludgeoning: 1d12 + 3 ⇒ (12) + 3 = 15 doubled for 30 dmg
Stand, Interact to draw, Strike.
| Dungeon Master S |
Back from Death's Door, Blodgett swings with an animal fury. His blade comes down on the wolf's back, nearly cutting it in two! The wound causes gore to spray from a ruptured pustule as acid rains down on the halfling! The crit causes the reaction. Blodgett takes ACID: 3d6 ⇒ (4, 4, 2) = 10 with a Basic DC 19 REF save. Thankfully, there's nothing persistent here.
The wolf immediately tries to murder Blodgett again, despite it now being the one of Death's Door:
Bite: 1d20 + 11 ⇒ (19) + 11 = 30 for ...it doesn't matter, Blodgett's Dying 2 again. It steps towards Kaleb and bites at him:
Bite: 1d20 + 6 ⇒ (1) + 6 = 7 MISS
The other wolf goes all out on Jasper:
Bite: 1d20 + 11 ⇒ (17) + 11 = 28 for DMG: 2d6 + 8 + 2d6 ⇒ (4, 2) + 8 + (6, 6) = 26 It then closes on Elvanthain.
Bite: 1d20 + 6 ⇒ (2) + 6 = 8 MISS
Round 3:
Penryn: Unconscious at 0
Blodgett: Crit.... and now Dying 2 (again.)
Wolves: ATK
Cilik: Go
Kaleb: Go
Jasper: Dying 2
Elvanthain: Go
Black: 38
Red: 21
| Blodgett Quattlebaum |
DC 15 flat check to end persistent acid: 1d20 ⇒ 3 nope
Right, so Dying 2 is actually Dying 3 due to having the Wounded 1 condition, and the persistent acid damage is still in effect.
| Dungeon Master S |
Cilik's magic comes with the hopes of the whole party.
The two missiles finish off one wolf while the other stays in the fight. Will give LoS
Round 3:
Penryn: Unconscious at 0
Blodgett: Crit.... and now Dying 2 (again.)
Wolves: ATK
Cilik: MM
Kaleb: Go
Jasper: Dying 2
Elvanthain: Go
Red: 26
| Kaleb "Lucky" Happyfoot |
Kaleb moves over Tosscobble and stabs the remaining wolf.
silver rapier vs FF: 1d20 + 8 ⇒ (4) + 8 = 12
damage+SA: 1d8 + 4 + 1d6 ⇒ (3) + 4 + (2) = 9
Kaleb follows up with his best attempt to get Tosscobble up and moving again.
battle medicine DC 15: 1d20 + 6 ⇒ (9) + 6 = 15
healing: 2d8 ⇒ (1, 8) = 9
DC 15 vs persistent acid: 1d20 ⇒ 10
| Dungeon Master S |
Kaleb continues to patch the team together, but can't simultaneously end the remaining wolf.
Round 3:
Penryn: Unconscious at 0
Blodgett: Crit.... and now Dying 2 (again.)
Wolves: ATK
Cilik: MM
Kaleb: Medic!
Jasper: Dying 2
Elvanthain: Go
Red: 26
| Dungeon Master S |
Elvanthain, with the wolf breathing down on him scores a lucky hit! Grievously wounded, but also twisted and wrong the wolf fights on!
Jasper's not as bad as everyone thought, but Blodgett is still in a world of hurt.
Round 4:
Penryn: Unconscious at 0
Blodgett: Go[/b]
Wolves: TBD
Cilik: TBD
Kaleb: TBD
Jasper: Unconscious at 0
Elvanthain: TBD
Red: 30
| Jasper Tosscobble |
With the quick healing work from Kaleb, Jasper comes to. Seeing the situation as dire as it is, he prays fervently to Erastil. "Old Deadeye, grant me the strength of your divine will, so that I can save my friends and family!"
And with that a beam of divine energy lances out towards the red-furred wolf.
Per Slack, keeping the die roll from before (20) for an attack roll of 28
Good damage: 1d4 + 4 ⇒ (1) + 4 = 5 (double for the crit)
| Dungeon Master S |
Blodgett gurgles while Jasper hopes and prays (literally) for an end to this fight. The lance strikes true, but it's not enough to fell the wolf!
Unable to get to Jasper, the wolf unloads on on Elvanthain:
Bite: 1d20 + 11 ⇒ (18) + 11 = 29 for DMG: 2d8 + 8 + 2d6 ⇒ (4, 6) + 8 + (3, 3) = 24 bringing the elf down.
It turns on Kaleb:
Bite: 1d20 + 6 ⇒ (15) + 6 = 21 for DMG: 1d8 + 4 ⇒ (7) + 4 = 11 and ACID: 1d6 ⇒ 4 and drops him.
The wolf finally closes to Jasper to finish the party off.
ound 4:
Penryn: Unconscious at 0
Blodgett: Dying 2, Persistent
Wolves: ATK
Cilik: Go
Kaleb: Dying 1, Persistent
Jasper: Go
Elvanthain: Dying 2
Red: 40
| Jasper Tosscobble |
Jasper continues his prayer, first bolstering his divine strike with an added prayer for accuracy. True Strike, then Divine Lance
Divine Lance: 1d20 + 8 ⇒ (20) + 8 = 28
or Divine Lance: 1d20 + 8 ⇒ (12) + 8 = 20
Good damage: 1d4 + 4 ⇒ (2) + 4 = 6
| Dungeon Master S |
Cilik's rock is enough! The rock strike's it's neck, breaking it! The party isn't out of the woods yet though, as most of them lay dying.
Round 4:
Penryn: Unconscious at 0
Blodgett: Stable
Cilik: Kill
Kaleb: Stable
Jasper: Go
Elvanthain: Dying 2
Kaleb: 1d20 ⇒ 15 STABLE
Kaleb: 1d20 ⇒ 17 PERSISTENT ENDS
| Dungeon Master S |
Jasper and Cilik stand over four of their unconscious friends. The battle was awful, and nearly took their lives. Hopefully it was worth it.
For narrowly defeating the two mutated wolves the heroes each earn 120 XP.
The glowing, oily pool in the center of the den gives off an acrid smell.
This water is tainted by something unnatural.
Did you crit? Check out the spoiler below
The chemicals are mutagenic in nature, causing those who drink it to change, often at a terrible price.
| Jasper Tosscobble |
Tears roll down Jasper's face as he surveys the carnage. "Why must we do this? Oh, all this being trapped and having to restore our good name... it's starting to be too much for me!"
Nature: 1d20 + 8 ⇒ (19) + 8 = 27
Jasper gets his emotions in check and takes a moment to study the pool, unsure if they are in a safe place or not. "This water has definitely been tainted. And whatever the source, it's not natural. I'm sure our ranger friend will want to know."
He then takes Kaleb's medicine kit to see if he can help bring the group back to consciousness. He starts with Blodgett, then Elvanthain, Kaleb, and Penryn (who probably wakes up on his own).
Medicine (Treat Wounds) vs DC 15: 1d20 + 8 ⇒ (14) + 8 = 22
Healing (Blodgett): 2d8 ⇒ (8, 1) = 9
Medicine (Treat Wounds) vs DC 15: 1d20 + 8 ⇒ (3) + 8 = 11
Medicine (Treat Wounds) vs DC 15: 1d20 + 8 ⇒ (7) + 8 = 15
Healing (Kaleb): 2d8 ⇒ (3, 7) = 10
Medicine (Treat Wounds) vs DC 15: 1d20 + 8 ⇒ (4) + 8 = 12
Unable to do much for the moment for Elvanthain or Penny, he asks Blodgett, "Can you help me to carry our elven friend back? Honestly, right now we all just need rest and food at an inn."
| Blodgett Quattlebaum |
Wobbly and crusted with dried blood, the Barbarian rests on one knee, his breathing labored and painful. Yeah, Blodgett says, lemme catch my breath and I'll carry 'em.
| Kaleb "Lucky" Happyfoot |
Kaleb finishes off a few more turnips as he regains consciousness. Gaining 2 extra hp
"I feel like we've gotten in a bit over our heads here I'm not sure we can really stand another thrashing of this sort today..."
| Dungeon Master S |
Jasper works to get the party back on their feet. Eventually Penryn wakes up. He gets a good feeling about Jasper's nod to the water as being... problematic.
Penryn's discovery of the polluted water earns the heroes 30 XP.
What now?
| Blodgett Quattlebaum |
Better tell Noala 'bout the water, Blodgett says, getting the elf on his shoulder, Elvanthan's long hair dragging in the mud and dirt of the road. An' then we head back to the Feedmill Inn.
| Dungeon Master S |
Limping and wounded still, the party makes their way back to Noala. She's easy to find. The ranger is also banged up, though not nearly as badly. She is burning a pair of mangy wolf bodies. "These were stragglers that I caught trying to sneak out of the clearing as you went in. Tell me, what did you find?"
When she sees your condition she adds, "Tell me on the way back to Etran's Folly. We need to get you patched up and rested."
| Kaleb "Lucky" Happyfoot |
Kaleb nods moving to grab a turnip out of his bag only to find he's already eaten the last one.
"We could use a fresh meal too." adds Kaleb as they head back, ignoring her question for now and focusing on life's essentials.
| Jasper Tosscobble |
"Yes, I'm starving," the constantly hungry halfling agrees. As they walk, he fills Noala in. "We found a cave with an oily pool that is tainted somehow. The cave also had wolves, and even the flora sprung up to attack us. It was a close thing. If I had to guess, it could be this water is the source of problems. I'm not sure what needs to be done to purify the water, but it's at least the next clue," he says this last bit beaming with a smile, as if using the word 'clue' made him sound like his sleuth-y cousin.
| Dungeon Master S |
"Was the pool bubbling? Was it a spring? I think you're right, but how is it turning.... bad? I don't know of any caves nearby that contain access to any significant source of water." She thinks a little longer, and just as the party pulls up to the Feedmill adds, "Let's travel to the oldest, largest blight in the woods. This will require a one-day journey through pretty unforgiving wilderness. Rest well, and I'll see you after breakfast. I'll grab some supplies."
Penryn Shortfall
|
Crafting (for earlier check to ID the pool): 1d20 + 7 ⇒ (15) + 7 = 22
Penryn gives Jasper a sidelong glance at the mention of 'clues', but it's tempered by the fact that his cousin has patched him up more than once since they arrived in this surprisingly rough little town.
"Not sure how it's turning bad," he offers the ranger as they walk, "but it's a glowing pool, sort of oily like Jasper said, with an acrid smell to it." When Noala suggests a longer journey to the worst blight around, Penny stops in his tracks and says, "The plants and wolves that were changed by this blight almost killed us all! You think we're going to survive facing something worse, just because we've had some rest and a hearty breakfast? What's your plan for dealing with whatever is there?"
| Dungeon Master S |
"To be honest, I don't know. I do know that you lot and I are the most capable people within a care's shot of the problem to do anything about it. It's not going to be easy, but if we don't do it, no one will."
| Jasper Tosscobble |
"We've got to help them, Penny. I know it's scary and dangerous, but we have to at least try," Jasper says, continuing to blindly commit himself to anyone who asks for help. He seems to make up his mind, and adds, "I'm going with Noala regardless of anything. Come or not, that's your choice."