Age of Ashes (PF2)

Game Master Blaydsong

Part 1: Hellknight Hill
Chapter 2: The Ruined Citadel
Starting Date: Wealday, 31st of Erastus, 4719 AR
Current Game Date: Sunday, 4th of Arodus, 4719 AR

Age of Ashes Player's Guide
Breachill Town Map
NPCs and other stuff (Slides)
Roll20 Maps

Symbols: Action ◆ Free Action ◇ Reaction ↺

Common Actions (Basic & Specialty Basic)
Exploration Mode


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Futin examines the bracers, noting how they especially shine in the light. He suspects that they are an item that helps to keep the darkness at bay.


Male Jungle Catfolk Sorceror (Angelic) / 2 HP: 26/26, AC 16, F+7/R+6/W+5, Perc +3, Speed 25, Class DC 18, Default exploration actions - detect magic; Hero points - 0

Neat...these look like they help to penetrate darkness...at least, that's what I've heard...err, read. He shrugs.


Female Human (Skilled, Varisian) | Fighter 2 | HP: 21/32 | AC: 20 (22 w/ Raised Shld) | F: +8, R: +8, W: +4 | Perc: +6 | Class DC: 17 | Spd 25 | Hero: 1/3 | Crit Card: 1/3 | Reactions: AoO, Shld Blck | Conditions: | Explore Activity: Defend

Talina pulled the crowbar, "This one is stuck fast. Let's try another one." Moving to the one on the other side of the one she opened earlier, the warrior tried to pry the cover off carefully.

Athletics: 1d20 + 7 ⇒ (5) + 7 = 12


The dice roller really doesn't like you all of a sudden.

Not certain if it is a flaw in the construction, or something in her technique, but Talina manages once more to jam the lid to this third coffin.


female halfling rogue HP 24/24 | AC 19 | F +5; R +10; W +7; +1 vs. traps | Hero Points 1 | Exploration Activity Avoid Notice | Perception +7 Trap Finder (+8 to find traps); keen eyes, low-light vision

Uff, i can't push any harder. Maybe someone else wants to help?

If nobody else helps, Ahri will do it again.

Athletics: 1d20 + 4 ⇒ (1) + 4 = 5

Bracers to keep the darkness at bay Mr. Futin? Can you attach candles there? Or how does that work?
Seeng how futile at helping Talina she is, Ahri inspects the bracers herself.

Secret Knowledge Checks:

Arcana: 1d20 + 6 ⇒ (2) + 6 = 8
Occultism: 1d20 + 6 ⇒ (20) + 6 = 26


Female Human (Skilled, Varisian) | Fighter 2 | HP: 21/32 | AC: 20 (22 w/ Raised Shld) | F: +8, R: +8, W: +4 | Perc: +6 | Class DC: 17 | Spd 25 | Hero: 1/3 | Crit Card: 1/3 | Reactions: AoO, Shld Blck | Conditions: | Explore Activity: Defend

"Curvă norocoasă!" Talina screams out as she fails to open the coffin. Letting out a calming breath she turns to the rest of the group. "I guess they're only letting us utilize one of their possessions today."


Keep in mind, that Identification should only be 1 roll. If you fail, you can't try again for 1 day.

Ahri takes the bracers from Futin and spends some time examining them. She discovers something completely different from Futin.

Bracers of Missile Deflection


female halfling rogue HP 24/24 | AC 19 | F +5; R +10; W +7; +1 vs. traps | Hero Points 1 | Exploration Activity Avoid Notice | Perception +7 Trap Finder (+8 to find traps); keen eyes, low-light vision

Mh Mr Futin, i believe you were distracted a bit. I think these nice mithril bracers can help the wearer deflect arrows somehow. A very nice and interesting item. Do you see the runes carefully etched in here, barely visible.

Not to question your expertise of course... she adds awkwardly.

As she hears Talina cursing she shrugs.
Too bad we can't get them open. I'm really curious what's inside.
Clearly overeager to make herself useful, she lends the crowbar for a moment, giving it one last try.

Atheltics: 1d20 + 4 ⇒ (18) + 4 = 22

Noted on the knowledge checks. I'm starting to miss the take 10/20 mechanics, even though i know some people really wanted to get rid of that.


Male Jungle Catfolk Sorceror (Angelic) / 2 HP: 26/26, AC 16, F+7/R+6/W+5, Perc +3, Speed 25, Class DC 18, Default exploration actions - detect magic; Hero points - 0

Hmm? Futin had been staring off into the unknown, humming to himself.

Oh, sure...probably right. He grins stupidly.


Ahri makes another attempt at the lid. It looks like she may be making some progress, but the lid seems to continue to to be an issue where it jammed. Using her own tools may grant better results. You figure that you could use Thievery to finesse your way into the coffin.


female halfling rogue HP 24/24 | AC 19 | F +5; R +10; W +7; +1 vs. traps | Hero Points 1 | Exploration Activity Avoid Notice | Perception +7 Trap Finder (+8 to find traps); keen eyes, low-light vision

Failing again but feeling some progress, Ahri stands there for a moment, rubbing her index finger around the sides of her nose, when suddenly she lightens up and points into the air.
Oh wait, i have an idea!

She unpacks some smaller tools from her belt pouch and begins to work on the sarcophagus with them.
I really could use a blessing right now

Thievery: 1d20 + 8 ⇒ (8) + 8 = 16


While she's initially unsure about her chances, she quickly realizes that this should be easier than she thought. Unfortunately, hiccups still happens.

Failure, but you've got lots of room for success. :)


Female Human (Skilled, Varisian) | Fighter 2 | HP: 21/32 | AC: 20 (22 w/ Raised Shld) | F: +8, R: +8, W: +4 | Perc: +6 | Class DC: 17 | Spd 25 | Hero: 1/3 | Crit Card: 1/3 | Reactions: AoO, Shld Blck | Conditions: | Explore Activity: Defend

Overhearing the bracer's capabilities, Talina looked at Villar, "Perhaps these might serve you better?"


male Tiefling Investigator 2 | HP 19/20, THP, N/L | AC 18 | F +3, R +9, W +8 | rapier +7 (1d6) | Darkvision; Per +8 Exploration mode standard action: Search -or- Persue a lead as appropriate. | Lead: silver armored corpse | Wounded 1, Unconscious

Villar considered the bracers when Talina suggested he might get the most use out of them and reached out to take them. "I can certainly try them," he nodded politely to Talina, "thanks," Once he had the bracers he turned and shifted his cloak back a bit before he pulled up his left sleeve and took off the glove. He put the bracer in place, shielding the sight of himself from the others, and put his glove back on before pulling his sleeve down. Then he repeated the process with the right arm.

Once everything was in place Villar turned around and looked to where Ahri was still struggling with the sarcophagus and considered what she was doing. He thought she had the right idea and said, "Mind if I try miss?"

Assuming that Ahri let's Villar try:

Vill took out his own thieves tools and set to work on the sarcophagus. He studied the mechanism for a moment and decided that there might be something to help them figure out what was going on her, it was a lead worth pursuing.

Set the sarcophagus as my lead I am pursuing, not sure if that lets me use the bonus or not for thievery so subtract 1 from the total below if it won't work.

Thievery w/PaL: 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25


Finally, after carefully separating the seal that keep the coffin closed, Villar is able to open it to a similar sight as before: this time, set beside the body of Paravicar Yenesta sits a simple-looking pin in the shape of a monkey, of all things.

So far, rather than weapons, these Hellknights were buried with simple trinkets.


female halfling rogue HP 24/24 | AC 19 | F +5; R +10; W +7; +1 vs. traps | Hero Points 1 | Exploration Activity Avoid Notice | Perception +7 Trap Finder (+8 to find traps); keen eyes, low-light vision

As Villar chimes in Ahri is surprised.
Oh, what? Yes of course.
She steps aside and lets him try, but when he actually succeeds she blushes heavily.
Uhm, well done, i guess. I would have gotten to it, eventually.

Now let's see what's in here!

SecretKnowledgeCheck:

Society: 1d20 + 6 ⇒ (8) + 6 = 14


Ahri examines the new find, but can't think of any reason why a Hellknight would treasure a little pin shaped like a monkey. Guilty pleasure, perhaps?

Technically, Society can't identify magic items, RAW. But if you roll high enough, I will probably be able to give you enough information to figure it out.


Male Jungle Catfolk Sorceror (Angelic) / 2 HP: 26/26, AC 16, F+7/R+6/W+5, Perc +3, Speed 25, Class DC 18, Default exploration actions - detect magic; Hero points - 0

Futin can try again...he'll detect magic again, then take a look at they monkey pin.

Secret check:
Arcana: 1d20 + 5 ⇒ (4) + 5 = 9


female halfling rogue HP 24/24 | AC 19 | F +5; R +10; W +7; +1 vs. traps | Hero Points 1 | Exploration Activity Avoid Notice | Perception +7 Trap Finder (+8 to find traps); keen eyes, low-light vision

Oh sorry, that wasn't meant to id, more to get some context on the symbol if possible, since the monkey seemed interesting.

Secret Check:

Arcana: 1d20 + 6 ⇒ (10) + 6 = 16


Ahri Choi wrote:
Oh sorry, that wasn't meant to id, more to get some context on the symbol if possible, since the monkey seemed interesting.

Ah gotcha! I misunderstood the intent, but kinda took it that way, anyways. :)

Switching gears, Ahri realizes that she's looking at a (surprise, surprise!) Monkey Pin.


female halfling rogue HP 24/24 | AC 19 | F +5; R +10; W +7; +1 vs. traps | Hero Points 1 | Exploration Activity Avoid Notice | Perception +7 Trap Finder (+8 to find traps); keen eyes, low-light vision

Mh how convenient, this pin let's you climb like a monkey!

Are there more sarcophagi? If so...i'm gonna give you some dice rolls to not further drag this out so long.

Ahri looks for other sarcophagi to open.

Thievery rolls to get the sarcophagi open:

Thievery: 1d20 + 8 ⇒ (9) + 8 = 17
Thievery: 1d20 + 8 ⇒ (11) + 8 = 19
Thievery: 1d20 + 8 ⇒ (9) + 8 = 17
Thievery: 1d20 + 8 ⇒ (20) + 8 = 28
Thievery: 1d20 + 8 ⇒ (19) + 8 = 27
Thievery: 1d20 + 8 ⇒ (1) + 8 = 9


I was going to say the same thing. :)

Encouraged by the results so far, Ahri gets to work on the other two coffins.

It takes some time, but she manages to get them open, revealing near identical situations in each.

One contains the remains of the Master of Blades Renten Viselli, with a small piece of polished amber containing a tiny insect inside.

The other contains Paralictor Loreen Sinelle, along with a pair of rings; one of which is an intricate gold band with a square-cut ruby, and the other is a think, plain iron band.


female halfling rogue HP 24/24 | AC 19 | F +5; R +10; W +7; +1 vs. traps | Hero Points 1 | Exploration Activity Avoid Notice | Perception +7 Trap Finder (+8 to find traps); keen eyes, low-light vision

Uh very interesting. This place has a lot of history, even though it is the history of oppressive people. And more trinkets!

Secret rolls:

Arcana: 1d20 + 6 ⇒ (19) + 6 = 25
Arcana: 1d20 + 6 ⇒ (7) + 6 = 13


Ahri immediately recognizes the first item as a Feather Step Stone

The rings currently elude the young halfling.


Female Human (Skilled, Varisian) | Fighter 2 | HP: 21/32 | AC: 20 (22 w/ Raised Shld) | F: +8, R: +8, W: +4 | Perc: +6 | Class DC: 17 | Spd 25 | Hero: 1/3 | Crit Card: 1/3 | Reactions: AoO, Shld Blck | Conditions: | Explore Activity: Defend

Talina was slightly crestfallen at the lack of weapons, but at least the effort wasn't for not.

"Remember, we'll need to return these back to their original owners. The last thing we'd want are spirits of angry Hellknights after us for stealing from them." She said remembering some cautionary stories she'd heard as a child.


female halfling rogue HP 24/24 | AC 19 | F +5; R +10; W +7; +1 vs. traps | Hero Points 1 | Exploration Activity Avoid Notice | Perception +7 Trap Finder (+8 to find traps); keen eyes, low-light vision

Yeah right. Well maybe in the afterlife they recognize they have quite something to make up for, at least most of them to halflings... Nobody wants them to come spooking around though.
Clearly, Ahri sees the matter a bit different, but isn't pleased by the thought of hellknight spirits either.

Master Futin, these rings elude me, maybe you can take a look?


Male Jungle Catfolk Sorceror (Angelic) / 2 HP: 26/26, AC 16, F+7/R+6/W+5, Perc +3, Speed 25, Class DC 18, Default exploration actions - detect magic; Hero points - 0

Sure!

Secret check gold band:
Arcana: 1d20 + 5 ⇒ (16) + 5 = 21

Secret check iron band:
Arcana: 1d20 + 5 ⇒ (14) + 5 = 19


Futin realizes that the two rings are a working set, known as Doubling Rings


Male Jungle Catfolk Sorceror (Angelic) / 2 HP: 26/26, AC 16, F+7/R+6/W+5, Perc +3, Speed 25, Class DC 18, Default exploration actions - detect magic; Hero points - 0

Wow, that's a cool item. Futin explains that, by the way...but please read the item in the link, as he'd probably not explain it well.

Futin nods at the items, seemingly satisfied as he explains how they work. That said...who can use these things?


Female Human (Skilled, Varisian) | Fighter 2 | HP: 21/32 | AC: 20 (22 w/ Raised Shld) | F: +8, R: +8, W: +4 | Perc: +6 | Class DC: 17 | Spd 25 | Hero: 1/3 | Crit Card: 1/3 | Reactions: AoO, Shld Blck | Conditions: | Explore Activity: Defend

"From what you describe, it sounds as though none of us would benefit from those rings. Perhaps it would be best to leave them with their original owner?"


Male Jungle Catfolk Sorceror (Angelic) / 2 HP: 26/26, AC 16, F+7/R+6/W+5, Perc +3, Speed 25, Class DC 18, Default exploration actions - detect magic; Hero points - 0

Futin nods and shrugs. Fine by me! He hands back the rings, happy to simply not be responsible for them.


female halfling rogue HP 24/24 | AC 19 | F +5; R +10; W +7; +1 vs. traps | Hero Points 1 | Exploration Activity Avoid Notice | Perception +7 Trap Finder (+8 to find traps); keen eyes, low-light vision

Ahri looks at Talina and Futin in disbelief, but says nothing about it.

Allright....what's next? Do you have a plan? What are you actually doing here exactly?


Male Jungle Catfolk Sorceror (Angelic) / 2 HP: 26/26, AC 16, F+7/R+6/W+5, Perc +3, Speed 25, Class DC 18, Default exploration actions - detect magic; Hero points - 0

Well, we came in here looking for Warbal's people - the Brumblebashers. We found them, but then heard of issues here down below. I don't think we figured this place would be quite so big!

Futin wanders down to the south, nonchalantly looking around as they talk.


female halfling rogue HP 24/24 | AC 19 | F +5; R +10; W +7; +1 vs. traps | Hero Points 1 | Exploration Activity Avoid Notice | Perception +7 Trap Finder (+8 to find traps); keen eyes, low-light vision

Warbal, was that the goblin you spoke to? Where are they now and what kind of issues? Is the place haunted? Or are devils now roaming free here?
Ahri follows Futin, getting a bit excited.


Female Human (Skilled, Varisian) | Fighter 2 | HP: 21/32 | AC: 20 (22 w/ Raised Shld) | F: +8, R: +8, W: +4 | Perc: +6 | Class DC: 17 | Spd 25 | Hero: 1/3 | Crit Card: 1/3 | Reactions: AoO, Shld Blck | Conditions: | Explore Activity: Defend

"Best we can surmise, there are cultists down here doing who knows what. That's what we're trying to find, the cultists." Talina fought back the memories of her nightmare from the other night.


female halfling rogue HP 24/24 | AC 19 | F +5; R +10; W +7; +1 vs. traps | Hero Points 1 | Exploration Activity Avoid Notice | Perception +7 Trap Finder (+8 to find traps); keen eyes, low-light vision

Cultists? A hellknight cult? Or an Asmodean cult? Do you have any leads or are we just going to search the whole premise here?

Have you meet them before? You Talina? Are you allright?


Female Human (Skilled, Varisian) | Fighter 2 | HP: 21/32 | AC: 20 (22 w/ Raised Shld) | F: +8, R: +8, W: +4 | Perc: +6 | Class DC: 17 | Spd 25 | Hero: 1/3 | Crit Card: 1/3 | Reactions: AoO, Shld Blck | Conditions: | Explore Activity: Defend

The warrior shook her head, "I'm fine. Bad dreams is all."


male Tiefling Investigator 2 | HP 19/20, THP, N/L | AC 18 | F +3, R +9, W +8 | rapier +7 (1d6) | Darkvision; Per +8 Exploration mode standard action: Search -or- Persue a lead as appropriate. | Lead: silver armored corpse | Wounded 1, Unconscious

With the introductions seemingly over Villar went through the door to the south and began to examine the area down there.

Basically I'm going to go through the opening to the south and check out the area down there next before we go the rest of the way through our current area.


With a new member in tow, Futin leads the way through the south archway, followed closely by Villar.

Narrow stone walls filled with coffin-sized compartments stretch from the floor to the ceiling in this dark, claustrophobic chamber. Most of the compartments are occupied with shroud-covered bodies, though some of them are conspicuously empty.

GM Screen:

Futin: 1d20 + 3 ⇒ (4) + 3 = 7
Villar: 1d20 + 8 ⇒ (13) + 8 = 21
Talina: 1d20 + 6 ⇒ (12) + 6 = 18
Ahri: 1d20 + 7 ⇒ (18) + 7 = 25
Cicero: 1d20 + 6 ⇒ (10) + 6 = 16
Alak: 1d20 + 7 ⇒ (5) + 7 = 12
Red: 1d20 + 7 ⇒ (18) + 7 = 25
Blue: 1d20 + 7 ⇒ (8) + 7 = 15
Green: 1d20 + 7 ⇒ (14) + 7 = 21
Brown: 1d20 + 7 ⇒ (1) + 7 = 8

Villar catches sight of movement along the south wall, seeing what looking like floating helmets, with shadows hanging from them in the shapes of what looks like spines.

While He catches sight of the strange apparitions, one of them eludes his gaze long enough to attack

◆ Ranged Nail Strike: 1d20 + 9 ⇒ (11) + 9 = 20
Piercing Damage: 1d4 + 2 ⇒ (3) + 2 = 5
◆ Ranged Nail Strike: 1d20 + 4 ⇒ (7) + 4 = 11
Piercing Damage: 1d4 + 2 ⇒ (3) + 2 = 5
◆ Ranged Nail Strike: 1d20 - 1 ⇒ (13) - 1 = 12
Piercing Damage: 1d4 + 2 ⇒ (4) + 2 = 6
DC 16 Fortitude Save for each successful hit.

Initiative:
Red
Ahri
Green
Villar
Talina
Cicero
Blue
Alak
Brown
Futin

Ahri is up!


female halfling rogue HP 24/24 | AC 19 | F +5; R +10; W +7; +1 vs. traps | Hero Points 1 | Exploration Activity Avoid Notice | Perception +7 Trap Finder (+8 to find traps); keen eyes, low-light vision

Ahri moves forward to see something, but stays in cover behind Talina, then considers what she actually sees.

◆ Hide

Secret Check:
Stealth: 1d20 + 10 ⇒ (19) + 10 = 29

◆ Strike Shortbow: 1d20 + 8 ⇒ (19) + 8 = 271d6 ⇒ 21d6 ⇒ 2
◆ Strike Shortbow: 1d20 + 8 - 5 ⇒ (1) + 8 - 5 = 41d6 ⇒ 31d6 ⇒ 6


Ahri finds the sweet spot in Talina's shadow, and uses it to her advantage. She's not exactly sure what she is seeing, but the nails that they are firing into her new comrades reveals a non-friendly aura.
Not sure if you were looking for identification, but just a friendly reminder that Recall Knowledge costs an action. Also, Hiding will only give you sneak attack for one action, after which you are revealed, unless you hide again.

Her first shot finds a sweet spot somewhere in that shadow (Crit!; assuming that was against the closest target), but her second falls far short of the mark in her excitement.

Another one of the ghostly creatures floats closer to the group and launches an attack against Talina.

◆ Stride
◆ Ranged Nail Strike: 1d20 + 9 ⇒ (19) + 9 = 28
Piercing Damage: 1d4 + 2 ⇒ (2) + 2 = 4
◆ Ranged Nail Strike: 1d20 + 4 ⇒ (1) + 4 = 5
Piercing Damage: 1d4 + 2 ⇒ (4) + 2 = 6
DC 16 Fortitude Save for each successful hit.

Crit hit, as Talina is flat-footed until her turn. :(

Initiative:
Red; -8HP
Ahri
Green
Villar; -5 HP
Talina; -8 HP
Cicero
Blue
Alak
Brown
Futin

Villar and Talina are up! I need a Fort Save from both of you.


female halfling rogue HP 24/24 | AC 19 | F +5; R +10; W +7; +1 vs. traps | Hero Points 1 | Exploration Activity Avoid Notice | Perception +7 Trap Finder (+8 to find traps); keen eyes, low-light vision

All fine! I wanted to do a recall knowledge but figured i could use the hide first and attack twice, but forgot to change the text. Which skill are they for recall knowledge?


Female Human (Skilled, Varisian) | Fighter 2 | HP: 21/32 | AC: 20 (22 w/ Raised Shld) | F: +8, R: +8, W: +4 | Perc: +6 | Class DC: 17 | Spd 25 | Hero: 1/3 | Crit Card: 1/3 | Reactions: AoO, Shld Blck | Conditions: | Explore Activity: Defend

Not sure that's actually a crit. My non-shielded AC is 20. Will wait for the final ruling before updating HP.

Fort save: 1d20 + 8 ⇒ (5) + 8 = 13

Well that's not good.

Sword in hand Talina moved in on the nearest enemy and took a swing before raising her shield again.

◆ Stride

◆ Strike: 1d20 + 9 ⇒ (7) + 9 = 16
Damage?: 1d8 + 3 ⇒ (2) + 3 = 5 Slashing

◆ Raise Shield


Ahri Choi wrote:
All fine! I wanted to do a recall knowledge but figured i could use the hide first and attack twice, but forgot to change the text. Which skill are they for recall knowledge?

Religion would be the 'official' skill check for these creatures, but I always allow other skills to be used, at a modified DC. Would it be helpful if I included the 'Recall' skill at the beginning of every encounter?

Talina Vandotanos wrote:
Not sure that's actually a crit. My non-shielded AC is 20. Will wait for the final ruling before updating HP.

Unfortunately, it is. At the beginning of an encounter, everyone is considered flat-footed until their turn (in lieu of a surprise round).

Despite their shadowy appearance, the creatures are quite solid, and Talina successfully hits.

Initiative:
Red; -8HP
Ahri
Green; -6 HP
Villar; -5 HP
Talina; -8 HP
Cicero
Blue
Alak
Brown
Futin

Just waiting on Villar to post.


male Tiefling Investigator 2 | HP 19/20, THP, N/L | AC 18 | F +3, R +9, W +8 | rapier +7 (1d6) | Darkvision; Per +8 Exploration mode standard action: Search -or- Persue a lead as appropriate. | Lead: silver armored corpse | Wounded 1, Unconscious

Villar was caught almost totally off guard when one of the shadowy things slipped his gaze and opened fire on him. Fortunately it only got one good shot at him before he could react, unfortunately that one good shot connected.
Fort: 1d20 + 3 ⇒ (4) + 3 = 7
Villar grunted in pain as the nail stabbed through his defenses and realized it was worse than just that when he felt something off about the wound. Villar began to move, pulling his rapier, and lashed out once he reached the nearest of the enemies in a lunge.
rapier: 1d20 + 7 ⇒ (10) + 7 = 171d6 ⇒ 6


The nails that hit both Talina and Villar seem to embed themselves into their flesh, causing wracking pain and bleeding to occur.

Both Enfeebled 1 and taking Persistent Bleed 1. These conditions won't be removed until the nail is, which is an Interact Action.

Villar retaliates against the closest targets and also finds it easier to hit than expected.

Cicero walks into the room and telekinetically launches a nearby object at Talina and Villar's target, finishing it off and causing the helmet to crash to the ground.

◆ Stride
◆◆ Telekinetic Projectile: 1d20 + 8 ⇒ (8) + 8 = 16
Bludgeoning Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Another of the spooks (Blue) moves closer and fires some nails at Talina.

◆ Step
◆ Ranged Nail Strike vs. Talina: 1d20 + 9 ⇒ (7) + 9 = 16
Piercing Damage: 1d4 + 2 ⇒ (2) + 2 = 4
◆ Ranged Nail Strike vs. Talina: 1d20 + 4 ⇒ (8) + 4 = 12
Piercing Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Alak makes his way into the room as well, and walks right past Talina and Villar, sword in hand. They can both see the haunted look in his face as he passes, but there is no hesitation in his movements this time. He takes a swing at one of the creatures with his massive greatsword.

◆ Stride
◆ Stride
Greatsword Strike vs. Blue: 1d20 + 10 ⇒ (12) + 10 = 22
Slashing Damage: 1d12 + 4 ⇒ (10) + 4 = 14

A fourth creature (Brown) floats forward and launches some nails at Cicero.

◆ Stride
◆ Ranged Nail Strike vs. Cicero: 1d20 + 9 ⇒ (19) + 9 = 28
Piercing Damage: 1d4 + 2 ⇒ (1) + 2 = 3
◆ Ranged Nail Strike vs. Cicero: 1d20 + 4 ⇒ (8) + 4 = 12
Piercing Damage: 1d4 + 2 ⇒ (3) + 2 = 5

Cicero Fort Save: 1d20 + 4 ⇒ (6) + 4 = 10

One of the nails slams into the elf hard, leaving a significant wound that is bleeding more severely.

Initiative:
Red; -8HP
Ahri
Green
Villar; -5 HP; Enfeebled 1/Persist. Bleed 1
Talina; -8 HP; Enfeebled 1/Persist. Bleed 1
Cicero; -6 HP; Enfeebled 2/Persist. Bleed 1d4
Blue; -14 HP
Alak
Brown
Futin

Hindsight being what it is, I should have had the results of the Fort saves before Talina and Villar went, so the penalties will start after their recent turns.

Futin is up!


Male Jungle Catfolk Sorceror (Angelic) / 2 HP: 26/26, AC 16, F+7/R+6/W+5, Perc +3, Speed 25, Class DC 18, Default exploration actions - detect magic; Hero points - 0

Yikes!

Futin moves next to Talina and pulls out his healers kit. He tries to quickly bind the worst wound that he sees.

Battle Medicine please don't crit fail: 1d20 + 3 ⇒ (16) + 3 = 19

He then thinks hard about these creatures to see if he's encountered them before...in text of course.

Secret recall knowledge:
religion: 1d20 + 4 ⇒ (3) + 4 = 7

Can't get on the map right now, but assuming it's a single stride to get to Talina

Yay healing!: 2d8 ⇒ (8, 7) = 15


Sorry for my delay in posting, guys. Between work and lack of sleep, my ass has been getting kicked. Just a forwarning that my posts will probably be in the afternoons/evenings for a bit, until things calm down, with some exception.

Ever-faithful Futin casts a spell at the most threatening enemy, attacking whatever mental capacities it may have, then shields himself from a counterattack.

◆◆ Daze
◆ Shield

Will Save (Red) vs. DC 18: 1d20 + 10 ⇒ (12) + 10 = 22

The red helmet turns to stare at Talina before turning it's attention back to Alak. The knight immediately counter-attacks against the creature.

◆ Terrifying Stare:
(fear, mental, visual) All creatures that can see the hellcrown and are suffering from its bleeding nail must attempt a DC 16 Will saving throw. A creature that fails is frightened 1, and on a critical failure becomes fleeing for as long as it’s frightened. Any creature that attempts a save is then temporarily immune for 10 minutes.

◆ Ranged Nail Strike vs. Alak: 1d20 + 9 ⇒ (14) + 9 = 23
Piercing Damage: 1d4 + 2 ⇒ (4) + 2 = 6

↺ Attack of Opportunity vs. Red: 1d20 + 10 ⇒ (16) + 10 = 26
Slashing Damage: 1d12 + 4 ⇒ (2) + 4 = 6

The Armiger makes short work of the creature before he turns back to his intended target.

Initiative:
Red
Ahri
Green
Villar; -5 HP; Enfeebled 1/Persist. Bleed 1
Talina; -8 HP; Enfeebled 2/Persist. Bleed 1d4
Cicero; -6 HP; Enfeebled 2/Persist. Bleed 1d4
Blue; -14 HP
Alak; -6 HP
Brown
Futin

Ahri, Villar & Talina are up! @Villar/Talina - Make sure to get your Flat Checks at the end of your posts for the bleeding. I'll get some damage for you at that point.


Female Human (Skilled, Varisian) | Fighter 2 | HP: 21/32 | AC: 20 (22 w/ Raised Shld) | F: +8, R: +8, W: +4 | Perc: +6 | Class DC: 17 | Spd 25 | Hero: 1/3 | Crit Card: 1/3 | Reactions: AoO, Shld Blck | Conditions: | Explore Activity: Defend

Rolling Bleed for the last turn, since I forgot to roll it.

Bleed from last round: 1d4 ⇒ 2
Flat Check for last round: 1d20 ⇒ 3

As Talina started to feel the fear well up within her, it suddenly dissipated as Sir Alak destroyed the thing.

Feeling an unnatural throbbing from the site of the nail, the warrior painfully removed it.

◆ Interaction: Pull the nail

She then moved up and swung at the thing in front of the Hellknight.

◆ Stride

◆ Strike: 1d20 + 9 ⇒ (12) + 9 = 21
Damage: 1d8 + 3 ⇒ (4) + 3 = 7 Slashing

Persistant Bleed: 1d4 ⇒ 3
Flat Check: 1d20 ⇒ 6


I'm thinking that I need to include all conditions right off the bat, from now on, to prevent this kind of mixup in the future.

When Talina pulls the nail from her body, the pain and bleeding seem to stop immediately.

Bleeding Nail:
If hit with a nail Strike, the target must attempt a DC 16 Fortitude save. On a failure, the nail is embedded in the creature, making it enfeebled 1 for 1 minute and giving it 1 persistent bleed damage (enfeebled 2 and 1d4 persistent bleed damage on a critical failure). Each additional embedded nail increases the enfeebled value by 1 (to a maximum of enfeebled 4) and the bleed damage by 1. A creature can remove a nail with an Interact action to reduce the enfeeblement and amount of bleed damage. Pulling out the last nail removes both conditions.

You can omit the bleeding at the end of your turn. :)

Then she helps out their knightly friend by slashing her sword through Alak's current foe.

Initiative:
Red
Ahri
Green
Villar; -5 HP; Enfeebled 1/Persist. Bleed 1
Talina; -10 HP
Cicero; -6 HP; Enfeebled 2/Persist. Bleed 1d4
Blue; -14 HP
Alak; -6 HP
Brown
Futin

Ahri and Villar are still up!

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