Dr Sirius Bright |
Dr Bright was also close to going down so he sends out a 30ft burst of positive healing energy. Three action heightened heal
healing: 2d10 ⇒ (2, 1) = 3 Healing Hands
PFS2E Pregen Merisiel |
"Seelah! Are you alright?!" Merisiel continues to slash away at the zombie. Her dagger continues to emit a magical glow that seems to come from the rapier and her rings.
Attack 1: 1d20 + 14 + 1 ⇒ (19) + 14 + 1 = 34
Attack 2: 1d20 + 14 + 1 - 4 ⇒ (16) + 14 + 1 - 4 = 27
Attack 3: 1d20 + 14 + 1 - 8 ⇒ (12) + 14 + 1 - 8 = 19
Slashing Damage 1: 2d4 + 4 + 1 ⇒ (1, 1) + 4 + 1 = 7
Slashing Damage 2: 2d4 + 4 + 1 ⇒ (3, 3) + 4 + 1 = 11
Slashing Damage 3: 2d4 + 4 + 1 ⇒ (3, 3) + 4 + 1 = 11
Sneak Attacks if the enemy is still flanked and flat-footed.
Sneak Attack: 2d6 ⇒ (6, 3) = 9
Sneak Attack: 2d6 ⇒ (4, 5) = 9
Sneak Attack: 2d6 ⇒ (4, 1) = 5
Wolstine Delwaris |
@Dr Bright that burst also does damage to the zombie, though only d8s and he gets a will save.
Wolstine continues singing, though the performance is flavorful, not mechanical.
Another mother's breaking heart is taking over...
Wolstine fires three times at the zombie.
+1 Striking Shortbow: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22 for 2d6 ⇒ (6, 1) = 7 piercing
damage.
+1 Striking Shortbow: 1d20 + 12 + 1 - 5 ⇒ (3) + 12 + 1 - 5 = 11 for 2d6 ⇒ (3, 3) = 6 piercing damage.
+1 Striking Shortbow: 1d20 + 12 + 1 - 10 ⇒ (13) + 12 + 1 - 10 = 16 for 2d6 ⇒ (1, 5) = 6 piercing damage.
SeelahPFS2 |
Seelah Raised her shield to block that devestating blow, grunting in pain but staying on her feet. The second blow knocked her into the wall and she collapsed in a heap. Dr. Bright's wave of positive energy hits her and she gasps for breath...
Sheild block, even with that the second blow took her to 0 HP
She mutters a quick prayer and touches herself, healing a small portion of her wounds, picks up her sword and growls as she tries to strike it from the ground.
Longsword: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18
damage: 2d8 + 4 ⇒ (5, 2) + 4 = 11
Lay on hands, 1 action, pick up sword, strike uselessly because all I can roll is low single digit numbers..
DoubleGold |
Pretty sure those d8s will total higher than 3 though dmg: 2d8 ⇒ (3, 1) = 4
will save: 1d20 + 12 ⇒ (13) + 12 = 25 And then I add 10 afterwards cause weakness of 10 to positive damage. Edit, wow it ain't much better, he saved for half which is 2 and then took 10. So he took 12 instead of 11. So the energy gets channeled, healing everyone and burning off the skin of the zombie.
Seelah can't figure out where the goo is vs where the zombies actual skin is, it must be too well covered with dirt and goo and fat.
Wolfstine shoots it once in the leg.
Merisiel crits it and the hits it once severing flesh, muscle and bone.
Update coming, gotta figure out the damage on this thing, and doublecheck to see if sneak attack can be done more than once per round.
Update, so the thing has 163 damage on it. Merisiel actually hit it three times. Sneak attack can be applied as many times per round. In 5e, you only got sneak attack once per round, so I looked up Rogue sneak attack in Pathfinder 2e to be sure. His first hit dealt 42 damage. 16 damage X2 crit=32. Then 10 weakness to slashing so 42. Then 30 damage. Then another 26 all from Merisiel, plus the 12 from positive energy and the 7 from the bow shot. Plus the 46 damage the thing already had. It is dead.
Combat over You see the zombie fall to the ground, its flesh boil and rot and disintegrate the electricity on the floor quickly gets disabled, it was low dc to disable it anyway.
Dr Sirius Bright |
Dr Bright heads over to heal up Seelah.
Medicine: 1d20 + 13 ⇒ (17) + 13 = 30 ((DC 20 to heal 2d8+10))
Crit success
healing: 4d8 + 20 ⇒ (3, 6, 8, 6) + 20 = 43
... then the same on himself.
Medicine: 1d20 + 13 ⇒ (9) + 13 = 22 ((DC 20 to heal 2d8+10))
healing: 2d8 + 10 ⇒ (2, 6) + 10 = 18
Dr Bright has Healing Hands - should those have been d10s? He also has Ward Medicine as well as Continual Recovery
PFS2E Pregen Merisiel |
Yeah, seems kinda OP to have it 'per strike' but I also got lucky that all Strikes landed. I usually land 1 strike per round and I consider it fortunate to land another. But to land all 3 is a rare occurrence.
Merisiel sheathes her weapons and takes a cautious look around before heading off to check on Seelah. "That zombie could really throw a punch! Glad you're all OK now."
SeelahPFS2 |
Seelah gets up after the good doctor works on her wounds.
"Thank you, doctor. You are a literal life saver. That thing did hit hard. OK, let's check this place out. Why was it here and was it guarding anything?"
SeelahPFS2 |
"Well, if you don't mind, docotr, I could use a little more attention in a short while. For now, let's see what is in this area..." She wanders over to the very interesting A2 area, also checking the dais or whatever the raised looking area the horrible smashy thing was standing on, having a feeling she didn't want to get up there. :)
Dr Sirius Bright |
Ten minutes later, Dr Bright does more healing. (DC 20)
medicine: 1d20 + 13 ⇒ (11) + 13 = 24 Seelah
medicine: 1d20 + 13 ⇒ (11) + 13 = 24 Dr Bright
medicine: 1d20 + 13 ⇒ (18) + 13 = 31 Wolstine
healing: 2d8 + 10 ⇒ (5, 7) + 10 = 22 Seelah
healing: 2d8 + 10 ⇒ (6, 6) + 10 = 22 Dr Bright
healing: 4d8 + 20 ⇒ (7, 4, 7, 1) + 20 = 39 Wolstine
Wolstine Delwaris |
Wolstine seems to heal slightly more than expected from the medicine check. Godless Healing
Thank you Dr. Shall we all take a look around?
Perception: 1d20 + 10 ⇒ (13) + 10 = 23
PFS2E Pregen Merisiel |
"Right behind you, Seelah." The elf follows Seelah around, instinctively looking for any traps or hostilities nearby.
Searching for traps and hidden objects, with a +1 to detect traps via Trap Finder.
Dr Sirius Bright |
Is that a well or a shaft going down? Dr Bright says as he catches up with Seelah. I suppose we should look into it.
Can we still hear that organ or piano music we heard as we entered?
DoubleGold |
perception: 1d20 + 8 ⇒ (14) + 8 = 22 Seelah
perception: 1d20 + 13 ⇒ (14) + 13 = 27 Dr. Bright
perception: 1d20 + 11 ⇒ (11) + 11 = 22 Merisiel
and Wolfstine had a 23.
Okay, so the heroes realize there is a door down there in A2, but to get there, they must do two things. One find the secret switch and two disable the traps on it with thievery or dispel magic, though they don't have to be done in that order.
DoubleGold |
merisiel thievery: 1d20 + 13 ⇒ (17) + 13 = 30 Merisiel disables the trap.
Now to find the switch switch. You sill have the north end of this floor to explore. Someone lead the way.
Dr Sirius Bright |
We may as well cover the rest of this floor. Eliminate any threats. Dr Bright commented. I ... presume that would be what Kyra would suggest
He starts heading northwards.
PFS2E Pregen Merisiel |
Sorry. Was busy with work because our students had their exams last week. Thanks for the bot.
Merisiel nods her head. "I say we explore the rest of the floor before going down. Make sure we don't miss anything important." She finishes disabling the trap to make sure it won't trigger again in the future, hopefully, and follows Dr. Bright.
Wolstine Delwaris |
Anyone see signs of the switch for this door? Wolstine continues looking around, searching for any likely candidates.
Perception: 1d20 + 10 ⇒ (10) + 10 = 20
DoubleGold |
There is nothing else here. So heroes move up north.
Map
They see more unlit braziers and a metal portal. They still hear faint sounds of music, the piano, but very faint. Not so spooky or scary up north.
thievery: 1d20 + 10 ⇒ (9) + 10 = 19 wolfstine
thievery: 1d20 + 13 ⇒ (13) + 13 = 26 Merisiel This wasn't a trap and nothing bad happens on a failure, so eventually you'd find it.
The wolfstine can't track it, but Merisiel is able to able to find where the wires go, where the lever is connected to and pull it.
You have yet to explore A4 and A5, which you probably want to do before going downstairs, cause you can't come back upstairs once you go down.
DoubleGold |
Seelah walks around and down to A4 and finds 8 undead skeletons roaming the place. They look like they were the cleaning staff when they were alive. They look at you and ignore you, and they have no weapons. You do have instructions to put the dead to rest though, if they could speak for themselves, they'd probably say put us out of our misery.
2 Perception checks everyone. DC for the first one is 22. DC for the second one is 20. No danger is here. If anyone makes the dc 22, I need a crafting or athletics check from someone, crit failing this is bad. Failing this you can try again.
DoubleGold |
Merisiel finds the treasure bundle. Lutes, piccolos, harps, and many more instruments.
But doesn't see the other important thing she can see.
Speaking of treasure bundles, one of the rooms had two treasure bundles that I missed instead of one. I need a perception, society and thievery to obtain it.
Wolstine Delwaris |
For the room we are in.
Perception: 1d20 + 10 ⇒ (6) + 10 = 16
Perception: 1d20 + 10 ⇒ (14) + 10 = 24
For the treasure bundle
Perception: 1d20 + 10 ⇒ (10) + 10 = 20
Society: 1d20 + 11 ⇒ (10) + 11 = 21
Thievery: 1d20 + 10 ⇒ (11) + 10 = 21
DoubleGold |
Wolfstine does spot the noble crest decorating the far southeastern wall and it reads “Oborov” and features a sword piercing a heart, with strange rainbow squares of colors scattered throughout the design: one red, orange, yellow, green, blue, indigo, and violet. And with her society check, she is able to figure out that rainbow squares are not normally part of the Oborov noble crest.
She is not able to obtain the treasure via thievery. But hey 21, that can count as an aid and you succeeded on two of those three checks. This was in A7 the corpse room.
Dr Sirius Bright |
perception: 1d20 + 13 ⇒ (20) + 13 = 33 DC 22
perception: 1d20 + 13 ⇒ (7) + 13 = 20 DC 20
Of course the undead are laid to rest. Their chores are over.
SeelahPFS2 |
While everyone else is searching Seelah will lay the dead down to their final rest....
Looks like everyone got all the rolls expect maybe the thievery...Which... she actually has and I can roll if needed. Huh... didn't notice that before.
DoubleGold |
You find the treasure bundles and the vines hurting the place. You find the third and final set of vines blocking one of the areas. Now athletics or crafting. Crit failure is bad, failures you can try again. the worst that can happen for failing is that you are locked out of a treasure bundle.
DoubleGold |
Seelah cuts the vines up, which now shrivel up and unblock a path to another room downstairs. You still have 8 skeletons in this room moving about ignoring you, don't even seem to notice you. Feel free to put them to rest or ignore then. Then move to another room. the last room upstairs.
phaeton_nz |
((I believe we put them to rest))
DoubleGold |
The skeletons die again as you attack them, putting their souls to rest. They don't attack back.
Heroes then proceed to A5, there are a bunch of arrow slits here so you can attack from a distance. Of course the monster is already dead, so this area does you no good. Let me know when you want to head downstairs.
DoubleGold |
The heroes drop down in the hole downstairs. It is dark and eerie down here. The music is louder and with a phantom of the opera kind of tone. Heroes see a black cat down here with her four kittens. They can hear the cat meowing aggressively at you all. Come any closer and you don't know what will happen. Slide 2
Dr Sirius Bright |
I don't know ,... but He pulls out a bit of rations Here kitty kitty kitty ... got some food for ya
He holds it out in the hope that mama cat will take it and be content.
Wolstine Delwaris |
Is that really a cat?
Nature: 1d20 + 8 ⇒ (5) + 8 = 13
Careful. We don't want to antagonize her. If she is really a cat, she will likely defend her litter pretty aggressively.
DoubleGold |
I don't know ,... but He pulls out a bit of rations Here kitty kitty kitty ... got some food for ya
He holds it out in the hope that mama cat will take it and be content.
Give me an appropriate skill check please. or if you have feat that works too. Usually it is survival for this kind of stuff, since animal handling no longer exists.
Wolfstine knows it is a regular cat.DoubleGold |
Dr. Sirius tames the cat, keeping it from causing noise to alert other things here. In fact, you hear it purring. The other cats take a liking to you. You all see no treasure or traps here. I don't recommend taking the cats with you, if it gets spooked by a monster it will run and possibly alert other monsters.
This area is clear, now where to?
Dr Sirius Bright |
Dr Bright pets the cat as it purrs and actually contemplates taking them home but decides not to. Maybe collecting them on the way back out might be an option. So, reluctantly he leaves them with a bit more food.
It is clearly obvious he is a cat person.
Dr Sirius Bright |
*nods* If they are still here and want to go ... sure. It would be nice to have feline company at home.
He then grins. And if Lady Merisiel here is a cat ... does that make Lady Kyra a cat person too?