Cartmanbeck's Age of Ashes - PF2 Play-by-post

Game Master cartmanbeck

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Hex decision order:
Abalyn
Hawk
Zim
Ash
Isiros


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NG Gnome Transmutation Wizard 6 AC 21 | F +11 R +11 W +12 | Perc +10 | Stealth +11

"I agree. It was simple enough to disable and will likely be just as easy to activate again. We should prevent it from being used ever again."


CG male goblin oracle 7 | HP 94/94 | AC 26 | F +13 R +16 W +13* | Perc +9 | Stealth +13 | 25 ft.

Ash salutes, "On it!"

He then proceeds to set it on fire. With balls of fire. Rays of fire. Explosions of fire. A lot of fire. Just in case. He'll be careful to make sure it doesn't spread past the tower, though. Checking on it every 10 minutes or so to make sure it's crackling nicely and safely.

"I'm trying to keep it to this circle, but if you think the whole thing is going to fall sideways, Isiros, let me know."


NG Human (Versatile) Sorcerer 7 AC 20 (+2 on first ranged weapon attack each day) | F +13 R +10 W +13 | Perc +11 | 25ft| Focus 2/2 | Active Conditions: ---

Hawk will go off and refocus while Ash works on the "campfire".


NG Gnome Transmutation Wizard 6 AC 21 | F +11 R +11 W +12 | Perc +10 | Stealth +11

Zim stands by prepared to cast Produce Flame as required/requested by Ash.

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The tower burns to the ground over the course of about 2 hours. The party is able to keep the fire contained.

Where to, now?


NG Human (Versatile) Sorcerer 7 AC 20 (+2 on first ranged weapon attack each day) | F +13 R +10 W +13 | Perc +11 | 25ft| Focus 2/2 | Active Conditions: ---

The party will setup camp for the night and take shifts for watching.
We've got plenty of tents.

Watch order:
Hawk and Zim
Isiros and Ash
Abalyn and Crys

Assuming we sleep ok, Hawk will choose to go north.

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The group is not bothered during the night. The next morning, Ash casts a spell that lets the group move more quickly, and they head to the North.

This area of the jungle is entirely wilderness, and there seems to be no sign of the cult's handiwork here. However, the party does come across a patch of brightly-colored mushrooms.

Nature: 1d20 + 13 ⇒ (7) + 13 = 20
Nature: 1d20 + 13 ⇒ (19) + 13 = 32
Abalyn determines that these mushrooms (if carefully harvested) could be boiled down into a potent but not deadly poison called False Death.

Nature or Survival to harvest, then Craft to make the poison.


NG Human (Versatile) Sorcerer 7 AC 20 (+2 on first ranged weapon attack each day) | F +13 R +10 W +13 | Perc +11 | 25ft| Focus 2/2 | Active Conditions: ---

If Abalyn wants to try to Harvest them, Hawk will aid her by helping her identify which ones to harvest and carefully handling them.

Spoiler:
Nature Aid: 1d20 + 10 + 4 ⇒ (17) + 10 + 4 = 31

I'll also cast Guidance

And then if Zim wants to Craft them, Hawk will help him by holding his tools and stirring things carefully.

Spoiler:
Craft Aid: 1d20 + 6 + 4 ⇒ (7) + 6 + 4 = 17

I'll also cast Guidance


CG Female Human Investigator 4 HP 40/40 | AC 21| F +6 R +11 W +11 | Perc +11 (+12 vs traps) | Stealth +3 | 25 ft| Active Conditions:

Abalyn attempts to gather the mushrooms.

Nature: 1d20 + 13 + 1 ⇒ (7) + 13 + 1 = 21

Plus another 2 from Hawk’s crit aid for 23.

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Abalyn is able to collect the mushrooms without accidentally ingesting them.


LN male human fighter 8 | HP 120/120 | AC 26 | F+15 R+12 (+3 Bulwark) W+15 | Perc +17 | 25ft | Mental/Slashing Resist 4, Piercing Resist 3| Active Conditions: ---

Isiros stands nearby curiously watching, "What are we going to do with those?"


CG male goblin oracle 7 | HP 94/94 | AC 26 | F +13 R +16 W +13* | Perc +9 | Stealth +13 | 25 ft.

"Never know when you _really_ need to fall asleep?" Ash cracks. "Probably sell them. That or fry them up with sausage before a long interrupt-free vacation."


CG Female Human Investigator 4 HP 40/40 | AC 21| F +6 R +11 W +11 | Perc +11 (+12 vs traps) | Stealth +3 | 25 ft| Active Conditions:

”I mean, there are a lot of cultists roaming about. Better we have them than they.” Abalyn bites her lip. “Also, I may need to fake my own death after I get around to publishing the Bugle where I tell the truth about Breachton. People in that town looooove him.”


CG male goblin oracle 7 | HP 94/94 | AC 26 | F +13 R +16 W +13* | Perc +9 | Stealth +13 | 25 ft.

Ash laughs, flames flaring briefly in his eyes, "A single mephit almost took out the town council. If they try to go for you, they'll learn their lesson fast."

Apparently, a blinded Ash that can't see the flame is depressed and scared. An Ash that's just incinerated the cultist tower that did it is full of humor and confidence.

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Alrighty, where to next? You can still explore another area today.

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Heading to the Northwest, the group finds nothing of interest in the hex near the elven city.

You can move through one of your already-explored hexes and still explore 2 in one day with Ash's spell, the next day.

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The party turns around and goes back past the tower they destroyed.

Perception: 1d20 + 15 ⇒ (15) + 15 = 30
Perception again: 1d20 + 15 ⇒ (7) + 15 = 22

Between Isiros and Abalyn, the group is able to find tracks, likely made by charau-ka, heading to the northeast. (Indicated on the map with a square).


CG male goblin oracle 7 | HP 94/94 | AC 26 | F +13 R +16 W +13* | Perc +9 | Stealth +13 | 25 ft.

Ash looks northeast. "I think the next tower might be over there. It might make sense for us to kill some Charau-ka since they seem to be all evil cultists and all that and might have information and treasure and stuff."

He points southeast. "Otherwise, I was planning to go that way."

Assuming my spell didn't say going that way was stupid, anyways. I think it won't, like, lead us into impassable gorges or anything, so just steer us away from those.

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The party follows the tracks through the jungle.
Perception: 1d20 + 15 ⇒ (20) + 15 = 35
Perception: 1d20 + 15 ⇒ (8) + 15 = 23

You clearly see a tower coming up in the distance, and are able to sneak up and have a clear look around the area. You see four frog-looking humanoids around the base of the tower, looking blankly out into the jungle. They seem to do little else but watch. The tower itself glows with a slight indigo-colored hue.

Society check to determine what they are.


CG Female Human Investigator 4 HP 40/40 | AC 21| F +6 R +11 W +11 | Perc +11 (+12 vs traps) | Stealth +3 | 25 ft| Active Conditions:

Abalyn peers at the creatures, wondering if they’re blind from the tower.

Society: 1d20 + 14 ⇒ (17) + 14 = 31

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Abalyn recognizes the creatures as grippli. This is the first that your party has seen grippli associated with the Cinderclaw cult.

She's also ON THE SCENE: The expression on the gripplis' faces suggests to you that they're under some sort of mental spell, though determining more about it would likely require an interaction with them.


LN male human fighter 8 | HP 120/120 | AC 26 | F+15 R+12 (+3 Bulwark) W+15 | Perc +17 | 25ft | Mental/Slashing Resist 4, Piercing Resist 3| Active Conditions: ---

Isiros readies his halberd, but otherwise waits for a plan "Thoughts?" he whispers as he nods towards the tower and the creatures.


CG Female Human Investigator 4 HP 40/40 | AC 21| F +6 R +11 W +11 | Perc +11 (+12 vs traps) | Stealth +3 | 25 ft| Active Conditions:

”Hm. Those are grippli, not boggards. Maybe this tower has some kind of mental powers?”


CG male goblin oracle 7 | HP 94/94 | AC 26 | F +13 R +16 W +13* | Perc +9 | Stealth +13 | 25 ft.

"So... avoid it, or burn it? Dispel them, knock them out, or... scare the mind control out of them?" Ash asks, looking for direction.


NG Human (Versatile) Sorcerer 7 AC 20 (+2 on first ranged weapon attack each day) | F +13 R +10 W +13 | Perc +11 | 25ft| Focus 2/2 | Active Conditions: ---

I've got nothing. But I'll follow whatever lead you choose.


NG Gnome Transmutation Wizard 6 AC 21 | F +11 R +11 W +12 | Perc +10 | Stealth +11

"I do not like the idea of leaving these towers active, if we are able to deactivate them."


CG male goblin oracle 7 | HP 94/94 | AC 26 | F +13 R +16 W +13* | Perc +9 | Stealth +13 | 25 ft.

"Okay, so if I understand it right - we're going to lead with a warning fireball, they'll rush us, Abalyn will run in and disable the tower? Or we'll keep burning it. Hopefully that frees the Grippli, and if not, we knock them out gently?"


NG Human (Versatile) Sorcerer 7 AC 20 (+2 on first ranged weapon attack each day) | F +13 R +10 W +13 | Perc +11 | 25ft| Focus 2/2 | Active Conditions: ---

"An earthball might be a little safer. Zim, if you'd cast Haste on Abalyn, I'll prepare to make the sky fall."

Assuming Zim casts Haste and Abalyn is ready to move, Hawk will cast Earthball hitting the pillar and all the Grippli except the pink one.

Earthball:
Bludgeoning damage: 6d6 ⇒ (5, 3, 3, 1, 2, 2) = 16

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Reflex Red: 1d20 + 11 ⇒ (15) + 11 = 26 Success
Reflex Blue: 1d20 + 11 ⇒ (6) + 11 = 17
Reflex Orange: 1d20 + 11 ⇒ (7) + 11 = 18
Reflex Tower: 1d20 + 8 ⇒ (19) + 8 = 27 Success

Initiative:

Isiros(battlefield circumstance): 1d20 + 15 + 2 ⇒ (5) + 15 + 2 = 22
Ash: 1d20 + 11 ⇒ (3) + 11 = 14
Hawk Grenek: 1d20 + 10 ⇒ (11) + 10 = 21
Zimbartel: 1d20 + 10 ⇒ (19) + 10 = 29
Abalyn Tisane: 1d20 + 13 ⇒ (5) + 13 = 18
Crys: 1d20 + 12 ⇒ (10) + 12 = 22
Purple: 1d20 + 13 ⇒ (1) + 13 = 14
Red: 1d20 + 10 ⇒ (20) + 10 = 30
Blue: 1d20 + 10 ⇒ (7) + 10 = 17
Orange: 1d20 + 10 ⇒ (16) + 10 = 26
Tower: 1d20 + 16 ⇒ (1) + 16 = 17

The <red> grippli is smashed by a ball of rock, but quickly recovers. He runs forward a bit, then nocks an arrow and fires at Hawk, who he heard making all the casty noise.
bow: 1d20 + 11 ⇒ (3) + 11 = 14 damage: 1d6 + 3 ⇒ (5) + 3 = 8
bow: 1d20 + 6 ⇒ (3) + 6 = 9 damage: 1d6 + 3 ⇒ (2) + 3 = 5
But he misses with both attacks.

Round 1 -bold can act
Red -8 hp
Zimbartel
Orange -16 hp
Isiros
Crys
Abalyn Tisane (Quickened)
Tower -8 hp
Blue -16 hp
Ash
Purple
Hawk Grenek


NG Gnome Transmutation Wizard 6 AC 21 | F +11 R +11 W +12 | Perc +10 | Stealth +11

Zim tries to slow down the approaching red grippli with a blast of cold

Cast True Strike
Cast Ray of Frost
Attack: 2d20 ⇒ (1, 12) = 13: 12 + 12 = 24
Damage: 3d4 + 4 ⇒ (2, 4, 1) + 4 = 11

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The orange one moves toward you and does the same, two arrows heading for Hawk.

bow: 1d20 + 11 ⇒ (11) + 11 = 22damage: 1d6 + 3 ⇒ (6) + 3 = 9 Hawk is hit!
bow: 1d20 + 6 ⇒ (9) + 6 = 15 damage: 1d6 + 3 ⇒ (3) + 3 = 6

Round 1 -bold can act
Red -19 hp
Zimbartel
Orange -16 hp
Isiros
Abalyn Tisane Quickened
Crys
Tower -8 hp
Blue -16 hp
Ash
Purple
Hawk Grenek -9 hp
Crys


LN male human fighter 8 | HP 120/120 | AC 26 | F+15 R+12 (+3 Bulwark) W+15 | Perc +17 | 25ft | Mental/Slashing Resist 4, Piercing Resist 3| Active Conditions: ---

Isiros runs towards the tower and tries to knock out one of the grippli

Will save: 1d20 + 13 ⇒ (6) + 13 = 19 not yet, phew.

strike w/ halberd: 1d20 + 17 - 2 ⇒ (11) + 17 - 2 = 26 nonlethal piercing: 2d10 + 7 ⇒ (1, 8) + 7 = 16

"◆ stride, ◆stride, ◆ Strike
Reaction ↺ AoO if enemy would provoke"

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Isiros hits the creature with his halberd and deals it a nice chunk of nonlethal damage.


CG Female Human Investigator 4 HP 40/40 | AC 21| F +6 R +11 W +11 | Perc +11 (+12 vs traps) | Stealth +3 | 25 ft| Active Conditions:

Abalyn takes a deep breath and runs with supernatural speed to the other side of the tower.

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As Abalyn reaches the far end of the tower, it fires an indigo-colored beam at her.
beam attack: 1d20 + 20 ⇒ (6) + 20 = 26
Abalyn Will save: 1d20 + 12 ⇒ (4) + 12 = 16 Fail, but not crit-fail! Abalyn is confused for 1 round.

The blue grippli, seeing a dangerous melee fighter coming toward the group, casts entangle at Isiros' feet. (Catching its ally as well, so as to slow the fighter as much as possible.)
Isiros (and the red grippli) will need to make a Reflex save on his turn, DC 23, or be slowed -10.
That was the purple guy... bah.

The blue grippli steps over and shoots twice at Abalyn.
bow: 1d20 + 11 ⇒ (13) + 11 = 24 damage: 1d6 + 3 ⇒ (3) + 3 = 6 Hit.
bow: 1d20 + 6 ⇒ (14) + 6 = 20 damage: 1d6 + 3 ⇒ (2) + 3 = 5

Hawk might recognize?:

Occultism: 1d20 + 11 ⇒ (14) + 11 = 25

Hawk recognizes that the tower was attempting to take control of Abalyn's mind, which has caused her to be confused about who is her ally and who is not, temporarily.

Round 1 -bold can act
Red -35 hp
Zimbartel
Orange -16 hp
Isiros
Abalyn Tisane -6 hp Quickened, Confused 1 round
Crys
Tower -8 hp
Blue -16 hp
Ash
Purple
Hawk Grenek -9 hp


NG Human (Versatile) Sorcerer 7 AC 20 (+2 on first ranged weapon attack each day) | F +13 R +10 W +13 | Perc +11 | 25ft| Focus 2/2 | Active Conditions: ---

Reaction to recognize spell when the pillar attacks Abalyn.
"Watch out. That thing was trying to take control of your mind. Maybe that is what it has done to the grippli. Its done enough to confuse Abalyn right now."


CG male goblin oracle 7 | HP 94/94 | AC 26 | F +13 R +16 W +13* | Perc +9 | Stealth +13 | 25 ft.

"Oh good, she won't mind this then."

Ash launches a fireball into the midst of the Grippli, and the tower. Thankfully Abalyn is on the other side of the tower so gets little more than a burst of warmth.

Fireball: 6d6 ⇒ (1, 6, 6, 3, 2, 3) = 21 DC 22

"Leave her alone! There's more where that came." Ash proclaims loudly, as he steps forward.


CG Female Human Investigator 4 HP 40/40 | AC 21| F +6 R +11 W +11 | Perc +11 (+12 vs traps) | Stealth +3 | 25 ft| Active Conditions:

Abalyn forgets what she’s doing, and things are attacking, and it’s scary. She feels the sting of an arrow and tries to shake it off.

Flat 11: 1d20 ⇒ 14

Right. Disabling the tower. That’s what we’re doing.

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Reflex Blue: 1d20 + 11 ⇒ (5) + 11 = 16 Fail
Reflex Orange: 1d20 + 11 ⇒ (6) + 11 = 17 Fail
Reflex Purple: 1d20 + 13 ⇒ (14) + 13 = 27

Abalyn shakes off the feeling of confusion, and realizes that the tower will likely continue to try to make her its thrall.

The <purple> caster guy, after being hit by fire, tries to tangle up Isiros.
Casting Entangle under Isiros, also hitting red.

Round 1 -bold can act
Red -35 hp
Zimbartel
Orange -37 hp
Isiros
Abalyn Tisane -6 hp Quickened
Crys
Tower -8 hp
Blue -37 hp
Ash
Purple -10 hp
Hawk Grenek -9 hp


NG Human (Versatile) Sorcerer 7 AC 20 (+2 on first ranged weapon attack each day) | F +13 R +10 W +13 | Perc +11 | 25ft| Focus 2/2 | Active Conditions: ---

"I know you might not understand or believe me, but we really aren't here to hurt you. Your under the control of that pillar. Maybe of Dahak himself."

Hawk moves forward and casts on Isiros.

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The <red> grippli, looking very hurt, will simply attack Isiros with three arrows, since he's mostly held still by the vines growing around his feet. He does move back just 10 feet, though.

He's using a special ability called Hail of Arrows to shoot 3 arrows at Isiros with only 2 actions, and the damage from all three is combined for resistances.

arrow: 1d20 + 11 ⇒ (10) + 11 = 21 damage: 1d6 + 3 ⇒ (5) + 3 = 8
arrow: 1d20 + 6 ⇒ (9) + 6 = 15 damage: 1d6 + 3 ⇒ (4) + 3 = 7
arrow: 1d20 + 1 ⇒ (18) + 1 = 19 damage: 1d6 + 3 ⇒ (2) + 3 = 5

Unfortunately he misses with all three shots.

Round 2 -bold can act
Red -35 hp
Zimbartel
Orange -37 hp
Isiros
Abalyn Tisane -6 hp Quickened
Crys
Tower -8 hp
Blue -37 hp
Ash
Purple -10 hp
Hawk Grenek -9 hp


LN male human fighter 8 | HP 120/120 | AC 26 | F+15 R+12 (+3 Bulwark) W+15 | Perc +17 | 25ft | Mental/Slashing Resist 4, Piercing Resist 3| Active Conditions: ---

Isiros reacts to the red grippli since it can't step into difficult terrain and would provoke AoO. He aims to stab the webbing on their feet in an attempt to make them faint.

not using guidance yet
Nonlethal strike w/ halberd: 1d20 + 17 - 2 ⇒ (10) + 17 - 2 = 25 nonlethal piercing: 2d10 + 7 ⇒ (2, 5) + 7 = 14

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The <red> grippli goes down, knocked out but not dying thanks to Isiros' nonlethal focus.

Round 2 -bold can act
Zimbartel
Orange -37 hp
Isiros
Abalyn Tisane -6 hp Quickened
Crys
Tower -8 hp
Blue -37 hp
Ash
Purple -10 hp
Hawk Grenek -9 hp


Zim doesn't want to hurt any of the grippli too badly if can help it, and Orange and Blue already appear to be in rough shape. He targets the Purple grippli with his Ray of Frost.

Cast True Strike
Cast Ray of Frost
Attack: 1d20 + 1d20 ⇒ (9) + (9) = 18: 9+12 = 21
Cold damage: 3d4 + 4 ⇒ (1, 3, 3) + 4 = 11

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The <purple> grippli takes a bunch of cold damage from Zim.

His <orange> ally turns and shoots four arrows at Abalyn.
arrow: 1d20 + 11 ⇒ (11) + 11 = 22 damage: 1d6 + 3 ⇒ (1) + 3 = 4
arrow: 1d20 + 7 ⇒ (12) + 7 = 19 damage: 1d6 + 3 ⇒ (5) + 3 = 8
arrow: 1d20 + 3 ⇒ (1) + 3 = 4 damage: 1d6 + 3 ⇒ (1) + 3 = 4
arrow: 1d20 + 3 ⇒ (10) + 3 = 13 damage: 1d6 + 3 ⇒ (5) + 3 = 8

But he misses with all four.

Round 2 -bold can act
Zimbartel
Orange -37 hp
Isiros
Abalyn Tisane -6 hp Quickened
Crys
Tower -8 hp
Blue -37 hp
Ash
Purple -21 hp
Hawk Grenek -9 hp


CG Female Human Investigator 4 HP 40/40 | AC 21| F +6 R +11 W +11 | Perc +11 (+12 vs traps) | Stealth +3 | 25 ft| Active Conditions:

Abalyn takes a deep breath and, knowing her very mind is at stake, takes out her thieves tools and attempts to disable the tower.

Thievery: 1d20 + 14 ⇒ (16) + 14 = 30


LN male human fighter 8 | HP 120/120 | AC 26 | F+15 R+12 (+3 Bulwark) W+15 | Perc +17 | 25ft | Mental/Slashing Resist 4, Piercing Resist 3| Active Conditions: ---

Isiros double strides forward and then tries to stab non-lethally

nonlethal strike vs purple: 1d20 + 17 - 2 ⇒ (4) + 17 - 2 = 19 piercing: 2d10 + 7 ⇒ (7, 4) + 7 = 18

actions: 1 stride. 2 stride. 3 strike

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Abalyn is able to scratch out just the right symbols on the side of the tower, disabling its magical power instantly!

Isiros misses the purple baddie, who suddenly seems very confused about why he is being attacked by a Hellknight.

The grippli are all essentially stunned for a round while the magic that was controlling them dissipates. You guys each have a round to convince them that you mean no harm.


NG Human (Versatile) Sorcerer 7 AC 20 (+2 on first ranged weapon attack each day) | F +13 R +10 W +13 | Perc +11 | 25ft| Focus 2/2 | Active Conditions: ---

"Grippli warriors, we do not wish to harm you any further. You've been under the control of this tower, forced to act against your will and nature. We've only fought you to allow ourselves the opportunity to disable the tower and end it's control on you. We ask now for peace."

Diplomacy: 1d20 + 14 ⇒ (11) + 14 = 25


LN male human fighter 8 | HP 120/120 | AC 26 | F+15 R+12 (+3 Bulwark) W+15 | Perc +17 | 25ft | Mental/Slashing Resist 4, Piercing Resist 3| Active Conditions: ---

Isiros slings his halberd onto his back and tries to aid Hawk, "We mean no harm, and if the magic here proves anything, we may have a common enemy. Please, hear us out."

Diplomacy: 1d20 + 11 ⇒ (19) + 11 = 30

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