GM Worg |
Round 1: FIGHT!
Light Condition: One Torch and Merin's Sword, Normal
Active Buffs: Inspire Courage +1
Active Penalties: None
Green Starving Dog(9,Vanquished)
Allania(-0,Fine)
Hulgur Grimm(-0,Fine)
Chewface(-0,Fine)
Blue Starving Dog(10,Vanquished)
Purple Starving Dog(10,Vanquished)
Screech Razorsong(-0,Fine)
Gobil Sliink(-0,Fine)
Red Starving Dog(0,Fine)
Merin Talusian(-3,Fine)
The red dog moves up to bite at Hulgur.
Actions Taken
Red Dog Bite VS Hulgur Grimm: 1d20 + 6 ⇒ (13) + 6 = 19
Red Dog Bite VS Hulgur Grimm: 1d20 + 2 ⇒ (1) + 2 = 3
Red Dog Bite VS Hulgur Grimm: 1d4 + 1 ⇒ (1) + 1 = 2
Red Dog Bite VS Hulgur Grimm: 1d4 + 1 ⇒ (4) + 1 = 5
And it misses.
GM Worg |
Round 1 & 2: FIGHT!
Light Condition: One Torch and Merin's Sword, Normal
Active Buffs: Inspire Courage +1
Active Penalties: None
Green Starving Dog(9,Vanquished)
Allania(-0,Fine)
Hulgur Grimm(-0,Fine)
Chewface(-0,Fine)
Blue Starving Dog(10,Vanquished)
Purple Starving Dog(10,Vanquished)
Screech Razorsong(-0,Fine)
Gobil Sliink(-0,Fine)
Red Starving Dog(0,Fine)
Merin Talusian(-3,Fine)
All Pathfinders up!
Hulgur Grimm |
Hulgur tries to smash the remaining dog across its back with his staff.
Staff: 1d20 + 6 ⇒ (1) + 6 = 71d8 + 3 ⇒ (3) + 3 = 6
Staff: 1d20 + 6 - 5 ⇒ (9) + 6 - 5 = 101d8 + 3 ⇒ (3) + 3 = 6
But he fails to damage it.
He then steps back to give someone else a chance to get in.
Strike-Strike-Step Use Nimble dodge vs the first attack.
Chewface |
Chewface heads over to the door, content with his team's work on the dogs. He tries to pick it open if possible.
Not sure if it's locked or jammed, but that'd be my remaining two actions. Here's a roll if needed.
Thievery: 1d20 + 5 ⇒ (8) + 5 = 13
Merin Talusian |
Seeing that the others have the dogs well taken care of, Merin's attention goes immediately to the door. With swift measured steps, he approachs the door and goes to body check the door open.
Action 1 - Stride
Action 2 - Force Open
Action 3 - Force Open
Athletics: 1d20 + 5 ⇒ (15) + 5 = 20
Athletics: 1d20 + 5 ⇒ (12) + 5 = 17
Allania Lascarin |
Allania stabs the dog before snapping the end of her shield into it's face. "You able to get that door open?"
Use Double Slice.
Bastard Sword: 1d20 + 9 ⇒ (10) + 9 = 19
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
Shield Boss: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15
Damage: 1d6 + 4 ⇒ (3) + 4 = 7
◆◆ Double Slice
◆ Raise Shield
↺ Shield Block if Attacked
HP 19/19 (Drained 1)
AC 18 (20 with shield raised)
Hero Points 1/1
Gobil Sliink |
◆⃟:Step
◆⃟:Strike (Jaw)
◆⃟:Strike (Tongue)
Jaw: 1d20 + 6 ⇒ (15) + 6 = 21
Damage (B): 1d10 + 5 ⇒ (2) + 5 = 7
Tongue: 1d20 + 2 ⇒ (10) + 2 = 12
Damage (B): 1d4 + 4 ⇒ (1) + 4 = 5
Gobil steps closer before latching his enlarged jaw onto the dog before releasing with a dart of his tongue.
GM Worg |
The dogs vanquished, Merin and Chewface make swiftly for catching Hallod, but find that he has taken off, further into the complex.
This chamber is entered via a short hallway remarkable only for a large steel wheel on the wall. The home is divided into three areas: the larder, the lavatory, and the living space. The larder is a simple storeroom filled with scraps of old meat, a third of a wheel of cheese, a sack of turnips, and a barrel of weak ale. There is also a crate of empty wine bottles in one corner. They are all of a good Chelish vintage and were probably quite valuable.
Screech Razorsong |
"Good job, Allania! You smash dem doggos real good! Zarongel be very proud of you!"
"Gobil! You bite like goblin! You sure you a gnomie?"
"Me will need to taste those... later." comments Screech. "Until then, lets go get that Longshanks!"
If the door is open, Screech moves in, heedless of the risk. A goblin does as a goblin does!
Merin Talusian |
Merin follows Allania into the room, quickly going to double check the latrine first. "He can't have gone far. He was just there!" he cries out as he sweeps the curtain aside. "Chewface, check to see if he's using magic to hide while we continue forward!"
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
Chewface |
Chewface obliges with a magical scan as the party runs through the door. "If he's too good at hiding, he won't show up. But he's not, I bet." He picks up a bottle, and is disappointed to find it empty.
Gobil Sliink |
"Maybe part Goblin! Know of any toad loving tribes? Haha!" Gobil replies to his fellow bard before quickly following him into the next room.
Search.
GM Worg |
A thorough search of the room reveals a lockbox hidden under the bed. There are also a number of small bottles that are all shaped the same.
The leftover smell and color of the residue liquid would lead you to believe these are for a mutagen known as Juggernaught.
Critical Success gets second spoiler.
Something sweet smelling is also mixed in.
Bits of trash and a few pieces of gear can be found with a simple search, including a whetstone, a dagger, 15 feet of rope, a hammer, 2 candles, and a coin purse with 2 gp, 8 sp, and 14 cp.
The door leading out of here is on the eastern wall. It appears unlocked.
Merin Talusian |
Merin is not of the mindset to perform a thorough search. The man that set up Bort's death taunted them from 20 feet away less then 10 seconds ago. He has to be close. If the space can't hold a human body in it, Merin's not interested. We can search for things later.
As such, he's sweeping the curtain aside to check the lavatory, and if he's not there, he immediately goes for the door.
Hulgur Grimm |
Hulgur ignored the vials and joined the search for Halldor.
Perception: 1d20 + 5 ⇒ (3) + 5 = 8
Chewface |
Crafting: 1d20 + 4 ⇒ (13) + 4 = 17 (Untrained, so this only works for Recall Knowledge. Disregard if it's for Identify or something else.)
Chewface takes a quick sniff at the vials before heading forward. He returns to his spot near the back, dagger at the ready.
GM Worg |
The Pathfinders make their way to the door to chase after Hallod the fiend and bully! The passageway leading from this chamber begins as worked stone, but as it goes further and further, it becomes more of a natural cavern passage, worked only here and there to make it more passable.
After ten minutes of travelling through the cave, the party comes to a large natural chamber, the center of which is occupied by a pool of
brackish water. Stalactites and stalagmites occupy much of the room, but
a path between them leads around the pool and to another corridor on the opposite side of the cave.
As soon as you enter into the large chamber, a strange blue glow emanates up from the pool, sending a cascade of shimmering light to the ceiling above.
Then the head of a considerably large snake bobs out of the water, sparks of electricity coming from its fangs. A metal tail rattles and more sparks shower the room.
Search Allania: 1d20 + 5 ⇒ (18) + 5 = 23
Follow the Expert Gobil Sliink: 1d20 + 5 ⇒ (15) + 5 = 20
Follow the Expert Hulgur Grimm: 1d20 + 5 ⇒ (11) + 5 = 16
Follow the Expert Merin Talusian: 1d20 + 6 ⇒ (5) + 6 = 11
Follow the Expert Screech Razorsong: 1d20 + 4 ⇒ (6) + 4 = 10
Follow the Expert Chewface: 1d20 + 2 ⇒ (16) + 2 = 18
Search Giant Lightning Serpent: 1d20 + 7 ⇒ (19) + 7 = 26
GM Worg |
Round 1: FIGHT!
Light Condition: Merin's Sword, Normal
Active Buffs: None
Active Penalties: None
Giant Lightning Serpent(0,Fine)
Allania(-0,Fine)
Gobil Sliink(-0,Fine)
Chewface(-0,Fine)
Hulgur Grimm(-0,Fine)
Merin Talusian(-3,Fine)
Screech Razorsong(-0,Fine)
The Lightning Serpent moves to the far side of the room, and rattles its electric tail. Suddenly, a blast of lightning surges forth and washes over the party!
60ft Line targeting Allania, Hulgur, Merin, and Screech.
Lightning Damage: 2d10 ⇒ (6, 7) = 13 Basic Reflex Save DC17.
Actions Taken
Stride 1, Lightning Rattle 2.
GM Worg |
Round 1: FIGHT!
Light Condition: Merin's Sword, Normal
Active Buffs: None
Active Penalties: None
Giant Lightning Serpent(0,Fine)
Allania(-(13),Reflex Save)
Gobil Sliink(-0,Fine)
Chewface(-0,Fine)
Hulgur Grimm(-(13),Reflex Save)
Merin Talusian(-3(+13),Reflex Save)
Screech Razorsong(-(13),Reflex Save)
Pathfinders are up!
Slide 3
Hulgur Grimm |
Reflex: 1d20 + 6 ⇒ (3) + 6 = 9
Hero Point: 1d20 + 6 ⇒ (18) + 6 = 24
He strides up to the Serpent and tries to strike it with his staff.
Staff: 1d20 + 6 ⇒ (2) + 6 = 81d8 + 3 ⇒ (2) + 3 = 5
He then glares at it trying to intimidate the creature.
Intimidation: 1d20 + 6 ⇒ (6) + 6 = 12 vs Will DC.
Nimble Dodge vs first attack.
Screech Razorsong |
reflex save: 1d20 + 4 ⇒ (5) + 4 = 9 Not a crit fail.. so...
Screech yells out in pain from the nasty lightning bolt.
"Snakey has a nasty bite,
open mouth and let out light!
Hulgur gonna make it pay,
Screech will stay out of the way!
Inspire courage, +1/+1
Screech then steps back and pulls out a minor healing potion.
Merin Talusian |
okay, What's the -3 from? If it's from the previous day, I already dealt with that, and you agreed with that in the next post. That said...
Reflex, DC 17: 1d20 + 4 ⇒ (4) + 4 = 8Using my Hero Point
Reflex,DC 17(HP): 1d20 + 4 ⇒ (14) + 4 = 18
Merin grunts in pain, as another serious obstacle appears to block the group from chasing down Hallod. With a moment to calm his emotions, He grabs his holy symbol to channel the Dawnflower's grace, only for that power to be a trickle of what he was expecting.
Action 1-3 - Heal
Heal: 1d10 ⇒ 1Ugh....Everyone heals 1
Allania Lascarin |
Reflex: 1d20 + 7 ⇒ (17) + 7 = 24
Avoiding the worst of the electricity from behind her shield Allania steps in and strikes back.
Use Double Slice.
Bastard Sword; Inspire: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
Damage: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Shield Boss; Inspire: 1d20 + 9 - 2 + 1 ⇒ (2) + 9 - 2 + 1 = 10
Damage: 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
◆ Step
◆◆ Double Slice
HP 14/19 (Drained 1)
AC 18 (20 with shield raised)
Hero Points 1/1
Chewface |
Chewface sidles into the chamber, sniffs the ozone, and points at the snake. A bolt of fire shoots from his finger. "Not so sure what it is...looks simple though. We'll bash it good!"
Stride, two actions to cast. What check is it to ID? I assumed Nature, but if not I could do that next round.
Produce Flame, IC: 1d20 + 8 ⇒ (2) + 8 = 10
Damage, IC: 1d4 + 5 ⇒ (4) + 5 = 9
Gobil Sliink |
"What in the world is that thing!" Gobil says slackjawed.
◆: Stride.
◆: Take Cover.
He tries to get close but the corner is already crowded so he hunkers down in case of another wave of electricity.
GM Worg |
Round 2: FIGHT!
Light Condition: Merin's Sword, Normal
Active Buffs: Bardic Performance
Active Penalties: None
Giant Lightning Serpent(16,Fine)
Allania(-5,Fine)
Gobil Sliink(-0,Fine)
Chewface(-0,Fine)
Hulgur Grimm(-5,Fine)
Merin Talusian(-5,Fine)
Screech Razorsong(-12,Fine)
okay, What's the -3 from? If it's from the previous day,
Oversight from the Excel Sheet not saving correctly.
@Chewface Nature can work, and note that it is a Recall Knowledge action, which is secret.@Allania You are no longer drained. The drain condition from that specific encounter gets removed when you are healed.
The shocking serpent takes some bites at Allania, as she dealt a rather devastating blow to it.
Giant Lightning Serpent Fangs VS Allania: 1d20 + 11 ⇒ (12) + 11 = 23
Giant Lightning Serpent Fangs VS Allania: 1d20 + 7 ⇒ (17) + 7 = 24
Giant Lightning Serpent Fangs VS Allania: 1d8 + 2 + 1d4 ⇒ (8) + 2 + (1) = 11
Giant Lightning Serpent Fangs VS Allania: 1d8 + 2 + 1d4 ⇒ (6) + 2 + (2) = 10
The bites and electric shock from its teeth knocks the fighter unconcious! The serpent then coils up as its last action.
Allania has the Dying condition.
GM Worg |
Round 2: FIGHT!
Light Condition: Merin's Sword, Normal
Active Buffs: Bardic Performance
Active Penalties: None
Giant Lightning Serpent(16,Fine,Bloodied)
Allania(-26,Dying 1)
Gobil Sliink(-0,Fine)
Chewface(-0,Fine)
Hulgur Grimm(-5,Fine)
Merin Talusian(-5,Fine)
Screech Razorsong(-12,Fine)
Chewface Nature: 1d20 - 1 ⇒ (16) - 1 = 15
This is not a common animal to find in nature. You know that when the Giant Lightning Serpent is coiled up, its reach increases and it can make an attack of opportunity.
Hulgur Grimm |
Hulgur tries to quickly bring down the serpent.
Staff: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 251d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Staff: 1d20 + 6 + 1 - 5 ⇒ (17) + 6 + 1 - 5 = 191d8 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Staff: 1d20 + 6 + 1 - 10 ⇒ (4) + 6 + 1 - 10 = 11d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Chewface |
Sorry, I figured it was Nature and was planning on not making the check if that was the case. But might as well, actually.
"You jerk! 'Course you'd work with this guy!" Chewface tries to shoot the serpent again, this time with a bit more precision. "Don't get too close when it's all coiled, it'll get you first."
Recall Knowledge, then Produce Flame again.
Produce Flame: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
Damage: 1d4 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Merin Talusian |
Merin's eyes widen as Allania falls. With another prayer, he calls more power, this time to heal the fallen fighter.
Action 1 - Stride
Action 2-3 - Heal on Allania
Heal: 1d10 + 8 ⇒ (5) + 8 = 13
Allania Lascarin |
Allania's eyes flutter open as her wound stops burning. "Ughh." She stands up, grabbing her shield and defending herself.
◆ Stand up
◆ Grab Shield
◆ Raise Shield
HP 13/20
AC 18 (20 with shield raised)
Hero Points 1/1
Gobil Sliink |
"AH great. It is going to keep playing keep away from me then?" Gobil says frustrated he can't help.
◆:Grab Shield
◆:Raise Shield
GM Worg |
Victory!
Light Condition: Merin's Sword, Normal
Active Buffs: Bardic Performance
Active Penalties: None
Giant Lightning Serpent(30,Vanquished)
Allania(-13,Wounded 1)
Gobil Sliink(-0,Fine)
Chewface(-0,Fine)
Hulgur Grimm(-5,Fine)
Merin Talusian(-5,Fine)
Screech Razorsong(-12,Fine)
Final stats for your recovery and conditions.
Sorry for the ~5pm post. Dad needed my help with early morning heavy lifting.
Allania Lascarin |
With the snake defeated Allania reaches down and grabs her sword. Some of her hair smoking and standing on end. "That little guy packed some heat. But can't let it slow us down, we have to keep on him before he gets away." Allania continues down the tunnel.
Merin Talusian |
"Yes, we need to go quickly,"Merin agrees, as he moves up to Allania. "Give me a second to deal with the worst of these wounds, and we can get moving." With a couple expertly placed poutices and bandage, he nods to the others. "Anyone else really badly off?" He asks before laying eyes on Screech. With a pause as the others move forward, the priest kneels and quickly patches the goblin up as well.
Using Battle Medicine on Allania. It's only 1 action to use, Though it's 1/day per person.
Medicine,DC 15: 1d20 + 6 ⇒ (20) + 6 = 26 Yes! Great timing for a crit!
Allania is healed for 4d8 ⇒ (6, 2, 8, 1) = 17and loses the Wounded condition.
Likewise, Battle Medicine on Screech
Medicine,DC 15: 1d20 + 6 ⇒ (13) + 6 = 19
Screech is healed 2d8 ⇒ (7, 3) = 10
Allania Lascarin |
Battle Medicine doesn't remove the wounded condition unfortunately. The 10 minute treat wounds does though. Part of the downside for treating the wounds so quickly.
Allania appreciates the numbing salve as it helps loosen her back up. "Thanks Merin."
GM Worg |
Sounds like the party is going straight for Hallod.
The tunnel beyond the snake’s lair twists and turns for a great distance; ten minutes of travel into the tunnel, you all detect a faint natural light up ahead, and the air becomes notably cleaner, smelling vaguely of grass.
After another five minutes of travel, the tunnel you have been traversing opens into a cave, and you can see a forest beyond the cave’s mouth. The roots of a large tree block the middle of this entrance, as if the tree had grown into a hillside that has since eroded away. Beyond the tree is a large pond; a path around the water begins to one side beneath a curtain of moss hanging from the tree. The cave itself is piled high with two rows of neatly stacked crates and boxes.
From the tree on the far side of the chamber, Hallod drops down. He is a rough-looking man. He is bald and has a prominent scar running down his face. He is wearing filthy leather armor and carries a nasty kukri and crossbow. He aims the crossbow at you, "I wondered when Bort's lackeys would arrive. Let's do this!"
Search Allania: 1d20 + 5 ⇒ (4) + 5 = 9
Follow the Expert Gobil Sliink: 1d20 + 5 ⇒ (6) + 5 = 11
Follow the Expert Hulgur Grimm: 1d20 + 5 ⇒ (13) + 5 = 18
Follow the Expert Merin Talusian: 1d20 + 6 ⇒ (3) + 6 = 9
Follow the Expert Screech Razorsong: 1d20 + 4 ⇒ (2) + 4 = 6
Follow the Expert Chewface: 1d20 + 2 ⇒ (10) + 2 = 12
Search Hallod: 1d20 + 9 ⇒ (14) + 9 = 23
Bad Luck, Pathfinders.
GM Worg |
Round 1: FIGHT!
Light Condition: Merin's Sword, Normal
Active Buffs: None
Active Penalties: None
Hallod(0,Fine)
Hulgur Grimm(-5,Fine)
Chewface(-0,Fine)
Gobil Sliink(-0,Fine)
Merin Talusian(-5,Fine)
Allania(-0,Wounded 1)
Screech Razorsong(-2,Fine)
Hallod draws from his pouch a vial, one that looks like the ones from earlier in the cave. He drinks it, and his muscles appear to bulge and grow as he does.
He then raises his crossbow and takes a shot at Gobil. "Hey shorty, if your so short, how bout you retort?!" His aim is off, however, and the bolt flies to the right of Gobil.
Hallod Heavy Crossbow VS Gobil: 1d20 + 10 ⇒ (4) + 10 = 14
Hallod Heavy Crossbow VS Gobil: 1d10 + 2 ⇒ (4) + 2 = 6
GM Worg |
Round 1: FIGHT!
Light Condition: Merin's Sword, Normal
Active Buffs: None
Active Penalties: None
Hallod(0,Fine)
Hulgur Grimm(-5,Fine)
Chewface(-0,Fine)
Gobil Sliink(-0,Fine)
Merin Talusian(-5,Fine)
Allania(-0,Wounded 1)
Screech Razorsong(-2,Fine)
Chewface |
I was about to post and then combat breaks out! All the better.
"Don't hit him yet!" Chewface scuttles to the front of the pack, hopping up to touch Allania's weapon. It glows and starts to leave an afterimage in its wake. "Now hit him, hard!"
Stride, then Magic Weapon for Allania.
Hulgur Grimm |
Hulgur moves ahead, glares at Hallod and them takes cover behind the crates.
"I should make you suffer like Bort did, Hallod."
Stride
Demoralize
Take Cover
Intimidation: 1d20 + 6 ⇒ (3) + 6 = 9 I don't think I've rolled well for any PC today.
Merin Talusian |
"Remember, try not to kill him, if possible. We need to bring him in to the Sheriff," Merin flatly states, as he moves forward in the boxes, calling a blessing from the Dawnflower as he goes.
Action 1-2 - Cast Bless
Action 3 - Stride
GM Worg |
As Merin and Hulgur approach...
Perception Hulgur Grimm: 1d20 + 5 ⇒ (18) + 5 = 23
Perception Merin Talusian: 1d20 + 6 ⇒ (19) + 6 = 25
Both of them easily see that the ground is tripwired with more traps. Crossing those wires will cause something deadly to happen. With seeing that, they realize if they put in those areas the traps will also activate.
Marked with a white dotted line.
So Hulgur, now that you see the line, do you wish to change your action to prevent ending your turn on it and setting off the trap?
And yes, you roll the perceptions as you get near the ropes because the adventure calls for that.
Hulgur Grimm |
Changed position.
GM Worg |
@Merin So with these particular traps, you are safe if you don't end your movement in them. If you want, you can remain at that front square you went to earlier, or allow an ally to get there.
@Everyone There is no disable option for these traps at this time.