[Outpost] GM Dennis - PF2 #2-14 Lost in Flames (Inactive)

Game Master Dennis Muldoon

Maps & Handouts


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Grand Lodge

Rusthenge || Spell Templates | Starship Roles | ◆◇↺

Packet clocks the owlbear over the head with a river rock, while Knab remembers that the owlbear is a lumbering beast, much better at withstanding blows than dodging them (i.e. Reflex lowest, Fort highest among its saves; sorry I missed that the first time!)

Badly wounded before it can even react, the red owlbear turns and runs, it's panic at the flames engulfing its feathers driving it to dive into the stream on the far side of the bend! I'm going to say that it spending an action to dive into the water extinguishes the flames. It's fleeing anyway, so not much difference either way.

Persistent bleed: 1d6 ⇒ 2
Flat check to end persistent bleed: 1d20 ⇒ 18

-----

Initiative!

  • Fangor Will save needed
  • Knab Frightened 1
  • Toanthel Frightened 1
  • Owlbear 2 (blue) - 5 damage
  • Packet
  • Ithuriel Frightened 1
  • Owlbear 1 (red) - 60 damage, fleeing
  • Emdi Frightened 1

    Emdi, Fangor, Knab, and Toanthel may act.

  • Grand Archive

    Dwarven (Ancient-Blooded) Defender / Loremaster 3 | ◆◇↺ | Exploration Mode: Search with Stonecunning
    Stats:
    AC 20 | Fortitude (+10), Reflex (+6), Will (+8) | Perception (+6) w/ Darkvision| Speed 20
    ♥️ 52 | ☘️ □ | ✋✋ Dorn-Dergar | ⚕ none | Reactions (↺): Call on Ancient Blood, Intercept Strike

    Knab points out the obvious "Slow, but strong, this one" he warns his spellcaster friends.

    Reflex lowest save, Fortitude highest save

    With his increased speed, raising his clan dagger in protection, he wades into the water, his stoutness planting him firmly, careful to leave room for Toanthel, and tries to topple the beast!

    ◆) Parry (to AC 23)
    ◆) Stride 30 (SW 5, SW 10, S 15 GDC)
    ◆) Trip Athletics (Frightened 1) vs Owlbear Reflex: 1d20 + 11 - 1 ⇒ (4) + 11 - 1 = 14

    His nerves return to him, even as he struggles to obtain leverage over the rushing water.

    No longer Frightened

    Radiant Oath

    open | LG male (he/him) skilled human (Nidalese) champion (Shelyn) 7 | ◆◇↺ | HP 92/92 | AC 27 (28) | P+9, F+12, R+13, W+11 | DV, NH, 30' | Hero: 1/3 | Focus: 1/1 | Active Conditions: resist cold 1, electricity 1, fire 5; Experienced Mountaineer

    Emdi moves up and draws his shortbow. He will fire an arrow at the closest owlbear.

    Shortbow, Frightened: 1d20 + 10 - 1 ⇒ (17) + 10 - 1 = 26
    Piercing: 1d6 + 1 ⇒ (1) + 1 = 2
    Deadly?: 1d10 ⇒ 4 plus immobilized

    And use Retributive Strike / Ranged Reprisal at the first opportunity.

    Reaction:

    Shortbow: 1d20 + 10 ⇒ (20) + 10 = 30
    Piercing: 1d6 + 1 ⇒ (2) + 1 = 3
    Deadly?: 1d10 ⇒ 8 plus immobilized

    Envoy's Alliance

    Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

    Will: 1d20 + 10 ⇒ (20) + 10 = 30

    The Living God's blessing shields Fangor from the terrific screech, letting him unaffected.

    Then he draws his weapon, and says Have you heard of Razmir, the living god? You should have...

    Deception (Feint): 1d20 + 13 ⇒ (3) + 13 = 16

    As the creature doesn't seems to understand him, Fangor tries to attack it

    Rapier: 1d20 + 13 ⇒ (3) + 13 = 16

    But fails at it too!

    (◆) Interact (draw Rapier)
    (◆) Feint
    (◆) Melee Strike
    (↺) Nimble Dodge (+2 AC) against the first attack against Fangor

    Grand Archive

    NG male half-elf barbarian 6 | ◆◇↺ ♥️ 92/92| AC 25 (27 with shield) | F +12 R +8 (bulwark) W +11 | Perc +11 LLV | Hero Points 2/3 | Focus 1/1 | Spd. 20ft.

    Toanthel steps forward, letting the spirits around them flow into him. His weapons begin to be wreathed in a dark energy as he strikes at the owlbear with his pick.

    ◈ Step
    ◈ Spirit Rage (+5 temp hp, -1 AC, weapons deal +3 negative damage)

    ◈ Strike - Pick (fatal d10)
    1st Attack: 1d20 + 11 - 1 ⇒ (9) + 11 - 1 = 19
    Damage (Piercing): 2d6 + 4 ⇒ (3, 3) + 4 = 10 plus 3 negative
    Critical Damage: 2d10 + 4 ⇒ (3, 9) + 4 = 16 x 2 +1d10 ⇒ 8 plus 3 negative

    The fear subsides from Toanthel.

    Current AC 21

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Knab shares what he knows, but is unable to trip the massive creature. Emdi takes advantage of the opening, though, to bury an arrow in the creature's shoulder. Fangor and Toanthel are not so successful though, both of their strikes sent wide by fear.

    The owlbear, enraged at your intrusion, swipes at Knab as he is the first to wade into the water.

    Talon: 1d20 + 14 ⇒ (7) + 14 = 21
    Piercing damage: 1d10 + 6 ⇒ (2) + 6 = 8

    Talon, agile 2nd: 1d20 + 14 - 4 ⇒ (8) + 14 - 4 = 18
    Piercing damage: 1d10 + 6 ⇒ (7) + 6 = 13

    Talon, agile 3rd: 1d20 + 14 - 8 ⇒ (13) + 14 - 8 = 19
    Piercing damage: 1d10 + 6 ⇒ (10) + 6 = 16

    It screeches in frustration as the surprisingly nimble Knab dodges all three attacks!

    ------

    Initiative!

  • Fangor
  • Knab
  • Toanthel
  • Owlbear 2 (blue) - 7 damage
  • Packet
  • Ithuriel Frightened 1
  • Owlbear 1 (red) - 60 damage, fleeing
  • Emdi

    Packet and Ithuriel may act.

  • Verdant Wheel

    Male Ancient Elf Ranger 3 ◆◇↺ Init +9 | HP 30/39 | AC 20 | Fort +8, Ref +11, Will +7 | Perception +9
    Bear:
    AC20 | HP32/32 | Fort +7, Reflex +7, Will +6

    Ithuriel looks over at the first owlbear and sighs as his prey goes running off into the woods. With a whistle he sends Bear rumbling forward before settling his aim on the remaining beast.

    1 action to direct bear, bear moves forward and jaws. One action to hunt prey on owlbear 2.

    Drawing back his bow he furrows his brows and mutters Fly true... and lets two arrows fly straight at the massive owlbear.

    Hunted shot as one action to make two attacks against my hunted prey.

    Bear Jaws: 1d20 + 8 ⇒ (14) + 8 = 22
    Damage: 1d8 + 3 ⇒ (5) + 3 = 8

    +1 striking shortbow, frightened: 1d20 + 10 - 1 ⇒ (4) + 10 - 1 = 13
    Damage: 2d6 ⇒ (2, 6) = 8

    +1 striking shortbow, frightened: 1d20 + 5 - 1 ⇒ (20) + 5 - 1 = 24
    Damage: 2d6 ⇒ (5, 2) = 7
    Deadly: 1d10 ⇒ 10
    Precision if hit: 1d8 ⇒ 5
    Assuming the 24 hits that looks like a 34 damage crit!

    Ithuriel is no longer frightened. What code do you use for the 2E action symbols?

    Grand Archive

    Dwarven (Ancient-Blooded) Defender / Loremaster 3 | ◆◇↺ | Exploration Mode: Search with Stonecunning
    Stats:
    AC 20 | Fortitude (+10), Reflex (+6), Will (+8) | Perception (+6) w/ Darkvision| Speed 20
    ♥️ 52 | ☘️ □ | ✋✋ Dorn-Dergar | ⚕ none | Reactions (↺): Call on Ancient Blood, Intercept Strike

    Knab smiles back at the group through his teeth - several of which are missing or partially rotted - as if to say "did you see that?!" - then focuses his attention back forward...

    Vigilant Seal

    CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

    Packet steps forward and tries to fling a rock at the second owlbear.

    Telekinetic Projectile: 1d20 + 6 ⇒ (1) + 6 = 7 Boo
    Damage: 2d6 + 1 ⇒ (5, 3) + 1 = 9

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    I just keep some Copy/Paste-able ones in my profile. I'll add them to my header here, too; feel free to copy.

    Packet's rock goes wide this time, landing with a rustle in some bushes on the far side of the stream. Ithuriel, meanwhile, takes careful aim and buries an arrow deep in the creature's flank, while his bear latches on with its jaws.

    The red owlbear, it's flames now extinguished and its bleeding clotted, continues its journey across the stream and as far away from you as possible (it has fled off the map).

    --------

    Initiative!

  • Fangor
  • Knab
  • Toanthel
  • Owlbear 2 (blue) - 49 damage
  • Packet
  • Ithuriel
  • Emdi

    Emdi, Fangor, Knab, and Toanthel may act.

  • Grand Archive

    Dwarven (Ancient-Blooded) Defender / Loremaster 3 | ◆◇↺ | Exploration Mode: Search with Stonecunning
    Stats:
    AC 20 | Fortitude (+10), Reflex (+6), Will (+8) | Perception (+6) w/ Darkvision| Speed 20
    ♥️ 52 | ☘️ □ | ✋✋ Dorn-Dergar | ⚕ none | Reactions (↺): Call on Ancient Blood, Intercept Strike

    Knab wades out of the water, flanking the Owlbear with Fangor, smiling at him, and slashes at it with his clan dagger and gauntlet.

    ◆) Step or Stride or Balance
    ◆◆) Twin Feint

    Striking Clan Dagger vs Flanked w/ Sneak Attack: 1d20 + 12 ⇒ (13) + 12 = 252d4 + 4 + 2d6 ⇒ (3, 2) + 4 + (6, 2) = 17 piercing
    Doubled Gauntlet vs Flat-footed w/ Sneak Attack: 1d20 + 8 ⇒ (11) + 8 = 192d4 + 4 + 2d6 ⇒ (2, 3) + 4 + (2, 3) = 14 blunt

    GM - unsure if Knab moved onto a Balancing spot?

    Radiant Oath

    open | LG male (he/him) skilled human (Nidalese) champion (Shelyn) 7 | ◆◇↺ | HP 92/92 | AC 27 (28) | P+9, F+12, R+13, W+11 | DV, NH, 30' | Hero: 1/3 | Focus: 1/1 | Active Conditions: resist cold 1, electricity 1, fire 5; Experienced Mountaineer

    Emdi will fire arrows, but aim away from vital organs. After all, we were the ones intruding on its turf.

    Shortbow, Nonlethal: 1d20 + 10 - 2 ⇒ (14) + 10 - 2 = 22
    Nonlethal: 1d6 + 1 ⇒ (5) + 1 = 6
    Nondeadly?: 1d10 ⇒ 9 plus immobilized
    not sure how "deadly" would work with a nonlethal crit

    Shortbow, Nonlethal, MAP: 1d20 + 10 - 2 - 5 ⇒ (14) + 10 - 2 - 5 = 17
    Nonlethal: 1d6 + 1 ⇒ (3) + 1 = 4
    Nondeadly?: 1d10 ⇒ 3 plus immobilized

    Emdi will then shoo it away. "Go on, git!"

    Demoralize: 1d20 + 9 ⇒ (17) + 9 = 26

    Reaction:

    Shortbow, Nonlethal: 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11
    Nonlethal: 1d6 + 1 ⇒ (4) + 1 = 5
    Nondeadly?: 1d10 ⇒ 4 plus immobilized

    Envoy's Alliance

    Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

    Fangor makes a short prayer to his god Razmir, guide my weapon and strikes

    Rapier vs AC FF: 1d20 + 13 ⇒ (17) + 13 = 30
    Damages, P: 1d6 + 1 + 2d6 ⇒ (5) + 1 + (3, 1) = 10

    Rapier vs AC FF: 1d20 + 13 - 5 ⇒ (20) + 13 - 5 = 28
    Damages, P: 1d6 + 1 + 2d6 ⇒ (5) + 1 + (2, 6) = 14

    His prayers seems to have been answered as he kills in two masterstroke the beast!

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    While Emdi tries to scare the beast away, Knab moves into a flanking position (no need to balance), though he is unable to connect with his blows. He does provide a useful distraction, though, allowing Fangor to slay the beast with two mighty strokes of his rapier! Out of combat!

    Once the dust has settled, you safely continue your exploration of the area, finding nothing else out of the ordinary.

    Any changes to your route? Otherwise I'll move us forward tonight.


    Tino (LG Tian-Shu Paladin)
    Tino's Toughest:
    Tino (human paladin), Takatorra (tengu swordmaster), Yabin the Just (nagaji sorcerer), Ji-Yook (kitsune ninja)

    Ruebella searches for physical evidence of Strange Rituals.

    Knab tries to determine if the Owlbear's behavior fell within a "normal range" for creatures of it's kind - he imagines that wild animals would react strangely if their territory had current or past activity of Strange Rituals.

    Ruebella's Knowledge:

    Forest Lore +9
    Mountain Lore +9
    Survival +9

    Knab's Knowledge:

    Any Skill (Lore) +7
    Arcana (**) +11
    Crafting (*) +9
    Lore: Engineering (*) +9
    Lore: Pathfinder (*) +9
    Lore: Underworld (*) +9
    Medicine (**`) +12
    Nature (**) +11
    Occult (*) +9
    Religion (**) +11 or 19 Assurance
    Society (*) +9

    Unless we discover something, I don't see a reason to change route

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Knab thinks it's not unusual for owlbears to be very aggressive in defending their territory, and doesn't notice any malign influence on these ones. Neither Ruebella nor anyone else finds any evidence of strange rituals in this area.

    Verdant Wheel

    Male Ancient Elf Ranger 3 ◆◇↺ Init +9 | HP 30/39 | AC 20 | Fort +8, Ref +11, Will +7 | Perception +9
    Bear:
    AC20 | HP32/32 | Fort +7, Reflex +7, Will +6

    Ithuriel makes sure to gather their horses in case they are alarmed by the sound sof battle and scent of owlbears.

    So, ready to press on everyone?

    Grand Archive

    Dwarven (Ancient-Blooded) Defender / Loremaster 3 | ◆◇↺ | Exploration Mode: Search with Stonecunning
    Stats:
    AC 20 | Fortitude (+10), Reflex (+6), Will (+8) | Perception (+6) w/ Darkvision| Speed 20
    ♥️ 52 | ☘️ □ | ✋✋ Dorn-Dergar | ⚕ none | Reactions (↺): Call on Ancient Blood, Intercept Strike

    Knab grabs some salts and wraps and other medicinal tools from his personal effects, and looks down over his body, seeing no significant wounds (sometimes the adrenaline takes over and prevents one from knowing they've been hurt).

    He circles to Ithuriel, then Fangor, then Emdi, then Packet, then Toanthel, inspecting each similarly.

    Finally stowing his implements with a casual shrug.

    Battle Medicine Tracker (Day Three):

    □ Emdi
    □ Fangor
    □ Ithuriel
    □ Knab
    □ Packet
    □ Toanthel

    Envoy's Alliance

    Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

    Ready.

    Fangor looks at Knab and says My god provide me the ability to heal my wounds. No need for a godless man to help me with that.
    But thanks for you attention. I will provide the same if you need my help and the help of my God.

    Radiant Oath

    open | LG male (he/him) skilled human (Nidalese) champion (Shelyn) 7 | ◆◇↺ | HP 92/92 | AC 27 (28) | P+9, F+12, R+13, W+11 | DV, NH, 30' | Hero: 1/3 | Focus: 1/1 | Active Conditions: resist cold 1, electricity 1, fire 5; Experienced Mountaineer

    Emdi proposes a slightly different route, [ooc]dashed line[ooc], which should make it easier to avoid crossing our own path later.

    Vigilant Seal

    CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

    Packet crinkles his nose as he climbs back onto Catch Up.

    "I can still smell that burnt owlbear."

    Ready! I'm fine with whichever route folks would like to take.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    (1 of 2)

    Finding Game Trails:

    Finding Game Trails: Day 3
    Rubella Forest Lore: 1d20 + 9 ⇒ (6) + 9 = 15
    Toanthel Scouting Lore: 1d20 + 7 ⇒ (6) + 7 = 13
    ---
    Ithuriel Survival: 1d20 + 7 ⇒ (15) + 7 = 22
    Fangor Survival: 1d20 + 8 ⇒ (20) + 8 = 28
    Packet Survival: 1d20 + 7 ⇒ (12) + 7 = 19

    Finding Game Trails: Day 7
    Rubella Forest Lore: 1d20 + 9 ⇒ (15) + 9 = 24
    Toanthel Scouting Lore: 1d20 + 7 ⇒ (9) + 7 = 16
    ---
    Ithuriel Survival: 1d20 + 7 ⇒ (2) + 7 = 9
    Fangor Survival: 1d20 + 8 ⇒ (9) + 8 = 17
    Packet Survival: 1d20 + 7 ⇒ (4) + 7 = 11

    Subsisting:

    Subsisting Day 4:
    Ithuriel Survival: 1d20 + 7 - 5 ⇒ (17) + 7 - 5 = 19
    Rubella Survival: 1d20 + 9 - 5 ⇒ (9) + 9 - 5 = 13
    Fangor Survival: 1d20 + 8 - 5 ⇒ (13) + 8 - 5 = 16
    Toanthel Survival: 1d20 + 7 - 5 ⇒ (13) + 7 - 5 = 15
    Packet Survival: 1d20 + 7 - 5 ⇒ (20) + 7 - 5 = 22
    Russ Langmore Fishing Lore (river hexes only): 1d20 + 5 - 5 ⇒ (10) + 5 - 5 = 10

    Subsisting Day 5:
    Ithuriel Survival: 1d20 + 7 - 5 ⇒ (4) + 7 - 5 = 6
    Rubella Survival: 1d20 + 9 - 5 ⇒ (15) + 9 - 5 = 19
    Fangor Survival: 1d20 + 8 - 5 ⇒ (1) + 8 - 5 = 4
    Toanthel Survival: 1d20 + 7 - 5 ⇒ (13) + 7 - 5 = 15
    Packet Survival: 1d20 + 7 - 5 ⇒ (10) + 7 - 5 = 12
    Russ Langmore Fishing Lore (river hexes only): 1d20 + 5 - 5 ⇒ (13) + 5 - 5 = 13

    Subsisting Day 6:
    Ithuriel Survival: 1d20 + 7 - 5 ⇒ (4) + 7 - 5 = 6
    Rubella Survival: 1d20 + 9 - 5 ⇒ (19) + 9 - 5 = 23
    Fangor Survival: 1d20 + 8 - 5 ⇒ (1) + 8 - 5 = 4
    Toanthel Survival: 1d20 + 7 - 5 ⇒ (7) + 7 - 5 = 9
    Packet Survival: 1d20 + 7 - 5 ⇒ (14) + 7 - 5 = 16
    Russ Langmore Fishing Lore (river hexes only): 1d20 + 5 - 5 ⇒ (1) + 5 - 5 = 1

    Subsisting Day 7:
    Ithuriel Survival: 1d20 + 7 - 5 ⇒ (19) + 7 - 5 = 21
    Rubella Survival: 1d20 + 9 - 5 ⇒ (16) + 9 - 5 = 20
    Fangor Survival: 1d20 + 8 - 5 ⇒ (15) + 8 - 5 = 18
    Toanthel Survival: 1d20 + 7 - 5 ⇒ (11) + 7 - 5 = 13
    Packet Survival: 1d20 + 7 - 5 ⇒ (7) + 7 - 5 = 9
    Russ Langmore Fishing Lore (river hexes only): 1d20 + 5 - 5 ⇒ (15) + 5 - 5 = 15

    Subsisting Day 8:
    Ithuriel Survival: 1d20 + 7 - 5 ⇒ (4) + 7 - 5 = 6
    Rubella Survival: 1d20 + 9 - 5 ⇒ (14) + 9 - 5 = 18
    Fangor Survival: 1d20 + 8 - 5 ⇒ (17) + 8 - 5 = 20
    Toanthel Survival: 1d20 + 7 - 5 ⇒ (18) + 7 - 5 = 20
    Packet Survival: 1d20 + 7 - 5 ⇒ (1) + 7 - 5 = 3
    Russ Langmore Fishing Lore (river hexes only): 1d20 + 5 - 5 ⇒ (19) + 5 - 5 = 19

    Subsisting Day 9:
    Ithuriel Survival: 1d20 + 7 - 5 ⇒ (14) + 7 - 5 = 16
    Rubella Survival: 1d20 + 9 - 5 ⇒ (12) + 9 - 5 = 16
    Fangor Survival: 1d20 + 8 - 5 ⇒ (14) + 8 - 5 = 17
    Toanthel Survival: 1d20 + 7 - 5 ⇒ (4) + 7 - 5 = 6
    Packet Survival: 1d20 + 7 - 5 ⇒ (15) + 7 - 5 = 17
    Russ Langmore Fishing Lore (river hexes only): 1d20 + 5 - 5 ⇒ (18) + 5 - 5 = 18

  • Day 4: Travel, Travel; Game trails found in new and adjacent hexes; 7 Subsisting successes
  • Day 5: Reconnoiter, Travel; 3 Subsisting successes
  • Day 6: Travel, Reconnoiter; 3 Subsisting successes
  • Day 7: Travel, Travel; Game trails found in new and adjacent hexes; 6 Subsisting successes
  • Day 8: Reconnoiter, Travel; 5 Subsisting successes
  • Day 9: Travel, Reconnoiter; 4 Subsisting successes

    Totals for this leg:

  • 6 days supplies spent
  • 5 days supplies found (3 remaining successes)

  • Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    (2 of 2)

    You travel for another 6 days through the forest, without any more animal attacks. You don't find anything that seems connected to strange rituals, though you do at one point find a huge stone figure, at least twice as tall as any of you, nearly completely obscured by climbing vines. Time has worn away all but the vaguest features, and you are not able to discern any useful or interesting information about it, aside from a certainty that it is incredibly ancient.

    On the morning of your 9th day of travel, the terrain around you begins to change. The forest thins and the terrain becomes rocky as you begin to gain elevation, rising into the hills.

    We've reached a new type of terrain (Hills), and with it a few changes:

  • Instead of looking for game trails to speed your Reconnoiter, you now need to climb to vantage points to get a lay of the land. This requires Athletics to Climb, or an easier Scouting or Mountain Lore check. If you'd like me to roll one of those for you in any Hill hex we enter, please give me which skill and your modifier.
  • Subsisting is more difficult now that you have passed out of the lush forest; the DC is raised by 5. If you no longer wish me to roll for you (for fear of crit failures), let me know. Otherwise I'll keep rolling the same checks.

    I'm going to pause here for a moment for folks to react, and to respond to the two points above.


  • Tino (LG Tian-Shu Paladin)
    Tino's Toughest:
    Tino (human paladin), Takatorra (tengu swordmaster), Yabin the Just (nagaji sorcerer), Ji-Yook (kitsune ninja)

    Knab will definitely inspect the Statue. His vague question about it is something like "Why did whoever built this place it here?"

    Knab's Knowledge:

    Any Skill (Lore) +7
    Arcana (**) +11
    Crafting (*) +9
    Lore: Engineering (*) +9
    Lore: Pathfinder (*) +9
    Lore: Underworld (*) +9
    Medicine (**`) +12
    Nature (**) +11
    Occult (*) +9
    Religion (**) +11 or 19 Assurance
    Society (*) +9

    Knab also has Stonecunning, if that will apply here.

    Coming into the Mountains, Ruebella will continue to lead, climbing smartly using her knowledge of Hills and Mountains to find less strenuous paths (she is not a particularly skilled climber), and has the following suggestion for the group.

    "We have gathered a lot of supplies trekking the Iobarian Forest - but forageables are harder to obtain at higher elevations - why don't we cease for a few days and rely on our backstocks while we climb, and tentatively resume once we descend?"

    Ruebella's Knowledge:

    Forest Lore +9
    Mountain Lore +9
    Survival +9

    She looks around the group to see what others think.

    Party Survivalists:

    Emdi @ +0 (Untrained)
    Fangor @ +8 (Trained)
    Ithuriel @ +7 (Trained)
    Packet @ +7 (Trained)
    Ruebella/Knab @ +9 (Expert)
    Toanthel @ +7 (Trained)

    Rolling Mountain Lore daily - waiting to see what others think viz Subsist, rolled at -4 against DC 15...

    Verdant Wheel

    Male Ancient Elf Ranger 3 ◆◇↺ Init +9 | HP 30/39 | AC 20 | Fort +8, Ref +11, Will +7 | Perception +9
    Bear:
    AC20 | HP32/32 | Fort +7, Reflex +7, Will +6

    Ithuriel is also interested in the statue and will spend time scraping away the clinging vines to expose more of it in hopes it might reveal something more interesting. With a sigh he eventually gives up!

    As they head up into the hills he nods to Ruebella. That might be wise, I am not as familiar with this terrain, Castrovel is jungle and forest as far as the eye can see.

    On this leg of the journey Ithuriel will drop to the rear of the group and help manage the horses. He begs off clambering about like a mountain goat due to a dodgy hip, he is after all an old man (and not trained in Athletics!).

    Envoy's Alliance

    Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

    Fangor takes his time to study the statue getting a +2 on his roll.

    Could be these ancient Cyclops?

    Listening to Ruebella he says Wise words little one. I agree. Lets stop trying foraging until we get back to a more amenable terrain.

    Grand Archive

    NG male half-elf barbarian 6 | ◆◇↺ ♥️ 92/92| AC 25 (27 with shield) | F +12 R +8 (bulwark) W +11 | Perc +11 LLV | Hero Points 2/3 | Focus 1/1 | Spd. 20ft.

    "We can live off our supplies for a while."

    Tough choice. +10 Athletics vs. +7 Scouting Lore. Does Toanthel have any sense how much easier scouting will be?

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Several of you spend some time studying the statue as best you can. The size makes Fangor's cyclopean theory plausible, though the ravages of time have erased any hope of confirmation (nothing to be learned here).

    @Toanthel, you'd be (slightly) better off rolling Athletics in that case. So far I have Ruebella (+9 Mountain Lore) and Toanthel (+10 Athletics) attempting to find vantage points.

    As for the subsisting, that doesn't need to be a group decision if you don't want it to be. Some folks can stop attempting checks while others continue; it doesn't slow the group down.

    Radiant Oath

    open | LG male (he/him) skilled human (Nidalese) champion (Shelyn) 7 | ◆◇↺ | HP 92/92 | AC 27 (28) | P+9, F+12, R+13, W+11 | DV, NH, 30' | Hero: 1/3 | Focus: 1/1 | Active Conditions: resist cold 1, electricity 1, fire 5; Experienced Mountaineer

    I'm not sure if we're supposed to be opening the Subsist spoilers. I assume that Emdi isn't contributing very much, even in the forest. He will quit foraging in the hills, and may stop foraging altogether except in river squares.

    Envoy's Alliance

    Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

    Fangor has Athletics +8

    Fangor tries to climb up despite his advanced age.

    Vigilant Seal

    CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

    Packet, while not the strongest of halflings, is still a Hollock halfling, and comfortable enough climbing hills. + 6 Athletics

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺
    Emdi Emmay wrote:
    I'm not sure if we're supposed to be opening the Subsist spoilers. I assume that Emdi isn't contributing very much, even in the forest. He will quit foraging in the hills, and may stop foraging altogether except in river squares.

    It's fine for you to open those ones if you'd like; they're only in spoilers to keep things tidy. Your Fishing Lore is part of the roll block I copy-paste each day, but I only counted it the day you were in a river hex.

    For finding a vantage point, I see:

  • Ruebella - Mountain Lore +9
  • Toanthal - Athletics +10
  • Fangor - Athletics +8
  • Packet - Athletics +6

    I don't see Packet weighing in on the foraging while in the hills, but it sounds like everyone else wants to forgo those rolls for now. I'm not going to roll them for now, but Packet if you decide you'd like to keep doing them I'll go back and roll them retroactively.

  • Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Reaching Vantage Points/Finding Game Trails/Subsisting:

    Reaching Vantage Points (Day 9)
    Ruebella Mountain Lore: 1d20 + 9 ⇒ (17) + 9 = 26
    Toanthal Athletics: 1d20 + 10 ⇒ (20) + 10 = 30
    Fangor Athletics: 1d20 + 8 ⇒ (3) + 8 = 11
    Packet Athletics: 1d20 + 6 ⇒ (15) + 6 = 21

    Reaching Vantage Points (Day 10)
    Ruebella Mountain Lore: 1d20 + 9 ⇒ (11) + 9 = 20
    Toanthal Athletics: 1d20 + 10 ⇒ (16) + 10 = 26
    Fangor Athletics: 1d20 + 8 ⇒ (10) + 8 = 18
    Packet Athletics: 1d20 + 6 ⇒ (1) + 6 = 7

    Reaching Vantage Points (Day 12)
    Ruebella Mountain Lore: 1d20 + 9 ⇒ (15) + 9 = 24
    Toanthal Athletics: 1d20 + 10 ⇒ (15) + 10 = 25
    Fangor Athletics: 1d20 + 8 ⇒ (5) + 8 = 13
    Packet Athletics: 1d20 + 6 ⇒ (10) + 6 = 16

    Reaching Vantage Points (Day 13)
    Ruebella Mountain Lore: 1d20 + 9 ⇒ (7) + 9 = 16
    Toanthal Athletics: 1d20 + 10 ⇒ (18) + 10 = 28
    Fangor Athletics: 1d20 + 8 ⇒ (2) + 8 = 10
    Packet Athletics: 1d20 + 6 ⇒ (7) + 6 = 13

    Reaching Vantage Points (Day 15)
    Ruebella Mountain Lore: 1d20 + 9 ⇒ (7) + 9 = 16
    Toanthal Athletics: 1d20 + 10 ⇒ (13) + 10 = 23
    Fangor Athletics: 1d20 + 8 ⇒ (7) + 8 = 15
    Packet Athletics: 1d20 + 6 ⇒ (18) + 6 = 24

    Reaching Vantage Points (Day 16)
    Ruebella Mountain Lore: 1d20 + 9 ⇒ (9) + 9 = 18
    Toanthal Athletics: 1d20 + 10 ⇒ (15) + 10 = 25
    Fangor Athletics: 1d20 + 8 ⇒ (9) + 8 = 17
    Packet Athletics: 1d20 + 6 ⇒ (19) + 6 = 25

    Finding Game Trails (Day 18)
    Rubella Forest Lore: 1d20 + 9 ⇒ (20) + 9 = 29
    Toanthel Scouting Lore: 1d20 + 7 ⇒ (8) + 7 = 15
    ---
    Ithuriel Survival: 1d20 + 7 ⇒ (7) + 7 = 14
    Fangor Survival: 1d20 + 8 ⇒ (12) + 8 = 20
    Packet Survival: 1d20 + 7 ⇒ (10) + 7 = 17

    Subsisting (Day 18):
    Ithuriel Survival: 1d20 + 7 - 5 ⇒ (9) + 7 - 5 = 11
    Rubella Survival: 1d20 + 9 - 5 ⇒ (18) + 9 - 5 = 22
    Fangor Survival: 1d20 + 8 - 5 ⇒ (18) + 8 - 5 = 21
    Toanthel Survival: 1d20 + 7 - 5 ⇒ (20) + 7 - 5 = 22
    Packet Survival: 1d20 + 7 - 5 ⇒ (13) + 7 - 5 = 15
    Russ Langmore Fishing Lore (river hexes only): 1d20 + 5 - 5 ⇒ (2) + 5 - 5 = 2

  • Day 10 Travel, Travel; Vantage point success
  • Day 11 Reconnoiter, Travel
  • Day 12 Travel, Reconnoiter; Vantage point success
  • Day 13 Travel, Travel; Vantage point success
  • Day 14 Reconnoiter, Travel
  • Day 15 Travel, Reconnoiter; Vantage point success
  • Day 16 Travel, Travel; Vantage point success
  • Day 17 Reconnoiter, Travel
  • Day 18 Travel, Reconnoiter; Game trail success; 8 Subsist successes

    Totals for this leg:

  • 9 days supplies spent (30 remaining)
  • 1 day supplies found (5 successes remainder)

    ----------

    Traveling through the hills, the weather takes a nasty turn, raining for several days. On one particularly stormy day, you take temporary shelter in a large cave nearby. While you wait for the storm to pass, you notice that the interior of the cave is lined with worked stone and shattered mosaics reaching at least 10 feet off the floor. As with the statue, however, time has faded all details to the point that you are unable to learn much of interest.

    Nothing to roll here, just breaking the travel up into chunks.

  • Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Reaching Vantage Points/Finding Game Trails/Subsisting:

    Reaching Vantage Points (Day 19)
    Ruebella Mountain Lore: 1d20 + 9 ⇒ (7) + 9 = 16
    Toanthal Athletics: 1d20 + 10 ⇒ (17) + 10 = 27
    Fangor Athletics: 1d20 + 8 ⇒ (5) + 8 = 13
    Packet Athletics: 1d20 + 6 ⇒ (7) + 6 = 13

    Finding Game Trails (Day 21)
    Rubella Forest Lore: 1d20 + 9 ⇒ (5) + 9 = 14
    Toanthel Scouting Lore: 1d20 + 7 ⇒ (19) + 7 = 26
    ---
    Ithuriel Survival: 1d20 + 7 ⇒ (20) + 7 = 27
    Fangor Survival: 1d20 + 8 ⇒ (13) + 8 = 21
    Packet Survival: 1d20 + 7 ⇒ (15) + 7 = 22

    Subsisting (Day 21)
    Ithuriel Survival: 1d20 + 7 - 5 ⇒ (13) + 7 - 5 = 15
    Rubella Survival: 1d20 + 9 - 5 ⇒ (5) + 9 - 5 = 9
    Fangor Survival: 1d20 + 8 - 5 ⇒ (6) + 8 - 5 = 9
    Toanthel Survival: 1d20 + 7 - 5 ⇒ (12) + 7 - 5 = 14
    Packet Survival: 1d20 + 7 - 5 ⇒ (4) + 7 - 5 = 6
    Russ Langmore Fishing Lore (river hexes only): 1d20 + 5 - 5 ⇒ (5) + 5 - 5 = 5

    Reaching Vantage Points (Day 22)
    Ruebella Mountain Lore: 1d20 + 9 ⇒ (2) + 9 = 11
    Toanthal Athletics: 1d20 + 10 ⇒ (11) + 10 = 21
    Fangor Athletics: 1d20 + 8 ⇒ (20) + 8 = 28
    Packet Athletics: 1d20 + 6 ⇒ (14) + 6 = 20

  • Day 19 Travel, Travel; Vantage point success
  • Day 20 Reconnoiter, Travel
  • Day 21 Travel, Reconnoiter; Game trail success; 2 Subsisting successes
  • Day 22 Travel, Travel; Vantage point success
  • Day 23 Reconnoiter, ?

    Totals for this leg:

  • 5 days supplies spent
  • 1 days supplies found (1 success remainder); 26 days remaining

    -----

    As you explore on the 23rd day of your journey, you find yourself once again in the midst of a storm. Rain pours down, the wind howls, and much of the terrain is washed away by flooding. Every few minutes, the swollen river seems to surge in a very unusual manner, the water suddenly rising and becoming more violent before retreating just as quickly.

    GM Screen:

    Fangor Nature: 1d20 + 8 ⇒ (14) + 8 = 22
    Emdi Nature: 1d20 + 5 ⇒ (17) + 5 = 22
    Toanthel Nature: 1d20 + 7 ⇒ (10) + 7 = 17
    Packet Nature: 1d20 + 7 ⇒ (7) + 7 = 14
    Knab Nature: 1d20 + 11 ⇒ (7) + 11 = 18
    Ithuriel Nature: 1d20 + 7 ⇒ (9) + 7 = 16

    Initiative:
    Fangor Avoid Notice (Stealth): 1d20 + 11 ⇒ (10) + 11 = 21
    Emdi Search (Percept): 1d20 + 5 ⇒ (19) + 5 = 24
    Toanthel Defend (Percept): 1d20 + 9 ⇒ (10) + 9 = 19
    Packet Avoid Notice (Stealth): 1d20 + 12 ⇒ (19) + 12 = 31
    Knab Search (Percept): 1d20 + 11 ⇒ (6) + 11 = 17
    Ithuriel Search (Percept): 1d20 + 11 ⇒ (12) + 11 = 23

    FM: 1d20 + 5 ⇒ (10) + 5 = 15
    YA1: 1d20 + 16 ⇒ (18) + 16 = 34
    YA2: 1d20 + 16 ⇒ (11) + 16 = 27
    GL1: 1d20 + 7 ⇒ (16) + 7 = 23
    GL2: 1d20 + 7 ⇒ (19) + 7 = 26
    GL3: 1d20 + 7 ⇒ (3) + 7 = 10

    The swollen river, overflowing its natural banks, rises several feet up an embankment. The swirling water rises and grows more violent with each surge before quickly subsiding. The source of this flooding is obvious, each pulse flowing out of a short monolith that rises from atop a stony plinth hewn from a large boulder. Wreathed in flames despite the driving rain and the water swirling around its base, glowing runes cover the monolith’s surface. Barely audible over the sounds of the surging river, you hear a voice. Though you can’t make out any words over the howl of the wind, it sounds like someone in distress! To make matters worse, you spot a large, slimey creature among the bushes on the far side of the river!

    Going to go into rounds as you react to the situation.

    -----

    Initiative!

  • Packet
  • ?
  • Emdi
  • Ithuriel
  • Fangor
  • Toanthel
  • Knab

    Packet is first to act!

    ---------

    Terrain and Weather Notes

  • The flooded area looks to be about 3 feet deep (difficult terrain for Medium or larger creatures, greater difficult terrain for Small creatures).
  • The plinth at the base of the monolith rises to just above the surface of the water. You think you could stand on the plinth next to the monolith, if you wanted, and would gain some measure of stability against the swirling water.
  • The embankment stands 10 feet above the ground below (7 feet above the water level). The walls are slick with mud; no check needed to go down, DC 15 Athletics to Climb back up.
  • The driving rain imparts a -2 circumstance penalty to Perception checks.
  • Strong winds, always blowing away from the monolith, make flying difficult. Treat area as difficult terrain while flying, and must succeed at a DC 20 Acrobatics to Maneuver in Flight in order to fly closer to the monolith.

  • Vigilant Seal

    CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

    Packet interrupts his mumbling about the awful weather when he hears a voice crying out.

    "Someone's in trouble!"

    Packet hurries to the edge of the embankment and seeks for the person in distress with his keen eyesight.

    Perception: 1d20 + 9 - 2 + 2 ⇒ (12) + 9 - 2 + 2 = 21

    Grand Archive

    Dwarven (Ancient-Blooded) Defender / Loremaster 3 | ◆◇↺ | Exploration Mode: Search with Stonecunning
    Stats:
    AC 20 | Fortitude (+10), Reflex (+6), Will (+8) | Perception (+6) w/ Darkvision| Speed 20
    ♥️ 52 | ☘️ □ | ✋✋ Dorn-Dergar | ⚕ none | Reactions (↺): Call on Ancient Blood, Intercept Strike

    Ruebella kicks backwards adding a little propulsion to Knab's dismount - she then urges their horse to move away from the scream "C'mon Russ" she says, the two of them having grown close these weeks on the road, his fish being a real treat on days when he is able to ply his trade.

    Knab squints at the monolith (or worm!?) to see if he can get an immediate read on the situation.

    Knab has Automatic Knowledge with the Religion skill for which he must use Assurance @ 19 - he will use this as the first Free Action (◇) on his turn after whatever it is Acts!

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    Packet moves forward, bravely rushing to render aid. As he approaches, the flames around the monolith flare with an unbearable light! Packet, please make a Fortitude save.

    Packet Fortitude save:
    DC 18:
    Spoiler:
    Success/Crit success No effect.
    Failure Dazzled for one round.
    Critical Failure Blind for one round, then dazzled for one round.

    As packet approaches the top of the embankment, he can see a hand reaching up from the bushes below. Suddenly, that shoots up and tries to grab him!

    Creepy hand: 1d20 + 17 ⇒ (10) + 17 = 27
    Slashing damage: 2d4 + 4 ⇒ (2, 2) + 4 = 8
    Athletics vs. Packet Fort DC: 1d20 + 12 ⇒ (2) + 12 = 14
    Athletics vs. Packet Fort DC: 1d20 + 12 ⇒ (2) + 12 = 14

    Proving that no good deed goes unpunished, the sharp nails on the hand gouge into Packet as they wrap around, grabbing the detective and trying to pull him down into the water! Packet digs in his heels, though, and resists the pull!

    A snarl erupts from the shrub, and you can now see that the hand is on the end of the tail of a large, quadrupedal creature that had been hiding in the bushes.

    -----

    Initiative!

  • Packet 8 damage, Grabbed, Fort save needed
  • ?
  • Emdi
  • Ithuriel
  • ?
  • Fangor
  • Toanthel
  • Knab
  • ?

    Emdi and Ithuriel may act.

  • Vigilant Seal

    1 person marked this as a favorite.
    CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

    Oh no!

    Fortitude save: 1d1d20 + 7 ⇒ (9) + 7 = 16

    Hero point!

    Fortitude save: 1d1d20 + 7 ⇒ (18) + 7 = 25 Better!

    Verdant Wheel

    Male Ancient Elf Ranger 3 ◆◇↺ Init +9 | HP 30/39 | AC 20 | Fort +8, Ref +11, Will +7 | Perception +9
    Bear:
    AC20 | HP32/32 | Fort +7, Reflex +7, Will +6

    Ithuriel quickly tris to help out Packet.

    Drawing his bow he draws a bead on the strange quadruped and lets fly a pair of arrows.

    ◆ Draw bow
    ◆ Mark the creature grabbing Packet
    ◆ Hunted shot

    Shot 1: 1d20 + 10 ⇒ (20) + 10 = 30
    Damage: 1d6 ⇒ 1

    Shot 2: 1d20 + 5 ⇒ (11) + 5 = 16
    Damage: 1d6 ⇒ 2

    Deadly: 1d10 ⇒ 3
    Precision on first hit: 1d8 ⇒ 3

    That looks like a crit for 11 on the first shot and an extra 2 damage if a 16 hits which seems unlikely.

    Radiant Oath

    open | LG male (he/him) skilled human (Nidalese) champion (Shelyn) 7 | ◆◇↺ | HP 92/92 | AC 27 (28) | P+9, F+12, R+13, W+11 | DV, NH, 30' | Hero: 1/3 | Focus: 1/1 | Active Conditions: resist cold 1, electricity 1, fire 5; Experienced Mountaineer

    Emdi rushes up behind Packet. Unfortunately, this will take 2 move actions.

    If he has his shortbow out, he'll Recall Knowledge. Nature +5

    If he doesn't have his shortbow out, he'll draw it.

    If Packet is attacked again, Emdi will use his reaction.

    Reaction:

    Shortbow: 1d20 + 12 ⇒ (8) + 12 = 20
    Piercing: 1d6 + 1 ⇒ (3) + 1 = 4
    Crit: Deadly: 1d10 ⇒ 3 plus immobilized

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    I'll leave it up to you whether you were walking along with your bow out. Also, just to be clear about the geometry here: this is a large creature standing 10 feet below the level where you are. You can target it, Ithuriel, and that nat 20 will definitely hit, but it does have some substantial cover from you where you are right now.

    GM Screen:
    Nature to Recall Knowledge: 1d20 + 5 ⇒ (8) + 5 = 13

    Ithuriel draws his bow and takes careful aim, perfectly placing his first arrow in a narrow window. His second arrow flies wide, while Emdi strides forward, wracking his brain unsuccessfully to figure out what this creature is.

    Knab gets a quick first reaction of the monolith. He recognizes some of the runes as cyclopean writing, and others have a distinctively abyssal feeling. He thinks it could be disabled by disrupting the runes (2 action activity), either magically (using Religion, Occultism, or Arcana), or physically (via a more difficult Thievery check). Knab thinks his knowledge of the Cyclops language would help him in disabling, as would knowledge of Abyssal (+1 circumstance bonus for one, +2 for both). The flames wreathing the monolith look dangerous, and an incautious attempt may be painful (damage on a failed check).

    Initiative!

  • Packet 8 damage, grabbed
  • Creepy hand creature 11 damage
  • ?
  • Emdi
  • Ithuriel
  • ?
  • Fangor
  • Toanthel
  • Knab
  • ?

    Fangor, Toanthel, and Knab may act.

  • Envoy's Alliance

    Cleric 9 AC 27 | HP 69/69| F +13 R +20 W +15 | Init +16 Perception, +20 Stealth| low-light vision Trap Finder +1| Exploration Mode Avoid Notice | Resist negative5 cold1 electricity1

    Fangor moves to be closer to the monolith and the creature, then he calls for his ancestry to strike the creature.

    I call you wind! I call you thunder! Strike my enemies!

    Damages E, Basic Reflex DC21: 3d4 + 4 ⇒ (1, 3, 4) + 4 = 12

    (◆) Stride
    (◆◆) Cast a spell (Electric Arc)
    (↺) Nimble Dodge, +2 AC against the first attack against Fangor

    @GM to disable the monolith, do we need to be standing next to it? I suppose so, but I prefer to ask :)

    Grand Archive

    Dwarven (Ancient-Blooded) Defender / Loremaster 3 | ◆◇↺ | Exploration Mode: Search with Stonecunning
    Stats:
    AC 20 | Fortitude (+10), Reflex (+6), Will (+8) | Perception (+6) w/ Darkvision| Speed 20
    ♥️ 52 | ☘️ □ | ✋✋ Dorn-Dergar | ⚕ none | Reactions (↺): Call on Ancient Blood, Intercept Strike

    "I can do it"

    By choice words, Knab indicates the Monolith, and activating his Handsome Dwarven Speed Bands (as he calls them), dashes across the shore line, careful to berth a 10-foot wide area around the large creature!

    Disabling Monolith:

    He recognizes some of the runes as cyclopean writing, and others have a distinctively abyssal feeling. He thinks it could be disabled by disrupting the runes (2 action activity), either magically (using Religion, Occultism, or Arcana), or physically (via a more difficult Thievery check). Knab thinks his knowledge of the Cyclops language would help him in disabling, as would knowledge of Abyssal (+1 circumstance bonus for one, +2 for both). The flames wreathing the monolith look dangerous, and an incautious attempt may be painful (damage on a failed check).

    ◇) Automatic Knowledge (vs Monolith)
    ◆) Activate Bracelet of Dashing (to 30-feet movement)
    ◆◆) Stride x2 (across shore - avoiding large creature by 10-ft)

    @Fangor - Yes - on the Plinth.

    GM - Knab is trained or better in every skill to potentially disable the Monolith - any way for him to gauge the relative difficulty of attempting one over the others?

    GM - would Religion apply to any of the creatures Knab can see? If so, he will again use Automatic Knowledge @ 19 as the first (◇) action of his next turn - prioritizing the creature closest to him if both...

    Knab's Knowledge:

    Any Skill (Lore) +7
    Arcana (**) +11
    Crafting (*) +9
    Lore: Engineering (*) +9
    Lore: Pathfinder (*) +9
    Lore: Underworld (*) +9
    Medicine (**`) +12
    Nature (**) +11
    Occult (*) +9
    Religion (**) +11 or 19 Assurance
    Society (*) +9

    Stonecunning (@ +9 Passive)!

    Grand Archive

    NG male half-elf barbarian 6 | ◆◇↺ ♥️ 92/92| AC 25 (27 with shield) | F +12 R +8 (bulwark) W +11 | Perc +11 LLV | Hero Points 2/3 | Focus 1/1 | Spd. 20ft.

    Trying to draw attention away from packet, Toanthel moves ahead, rushing down the embankment with his shield held before him, which he tries to slam into the creature.

    ◈◈ Sudden Charge I think that was 40 feet of movement, difficult to tell with the terrain.

    Strike - +1 Striking Shield Boss (attached to shield)
    1st Attack: 1d20 + 11 ⇒ (6) + 11 = 17
    Damage (Bludgeoning): 2d6 + 4 ⇒ (1, 1) + 4 = 6

    If I did not have to stride before the charge.
    ◈ Raise Shield

    Automatic Knowledge 18 if Arcana applies to identify the creature.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    GM Screen:
    Reflex save vs. electric arc: 1d20 + 10 ⇒ (8) + 10 = 18

    The creature is caught by surprise by Fangor's lightning, taking the full brunt of the spell (failed the save). Yes, you need to be adjacent, and each attempt takes two actions.

    Knab, meanwhile, moves to deal with the monolith. Knab thinks that the magical approach (Religion, Arcana, Occultism) is easier than the physical approach (Thievery). There's no difference between the magic skills. He also suspects it might take multiple successes to fully disable. Religion does not apply to either creature.

    Toanthel, meanwhile, slides nimbly down the embankment and attacks the creature, hoping to draw its attention before raising his shield, though his attack misses. Arcana applies to the large hand-tailed creature, but an 18 isn't enough to know anything more than that it has the beast trait.

    (Post 1 of 2. Next post coming in ~45 minutes.)

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    (Post 2 of 2)

    GM Screen:
    1N, 2E, 3S: 1d3 ⇒ 1

    The monolith flares, and the water surges from it heading up the northern branch of the river! Toanthel, please make me a Fortitude save.

    Toanthel Fort save:
    DC 18:
    Spoiler:
    Crit Success You take advantage of the undertow after the surge to reposition yourself. you can immediately Step, ignoring the difficult terrain caused by the water.
    Success You are unaffected by the surge.
    Failure You are pushed 10 feet away from the monolith.
    Critical Failure You are pushed 15 feet away from the monolith and knocked prone.

    Fangor, Emdi, Knab:
    You gained a sense for the timing of the river's surges when examining them earlier. You get a +2 circumstance bonus to Fortitude saves made to resist them.

    The slimy creature, noticing Toanthel in the water, swims towards the barbarian! Three Swim actions.

    Meanwhile, another creepy hand tail darts out of the bushes, revealing another of those creatures! It tries to grab the Knab, though the veteran agent recovers quickly from his surprise (Deny Advantage prevents you being flat-footed to this attack).

    tail claw: 1d20 + 17 ⇒ (13) + 17 = 30
    Slashing damage: 2d4 + 4 ⇒ (1, 2) + 4 = 7
    Athletics vs. Fort DC: 1d20 + 12 ⇒ (11) + 12 = 23

    It grabs the dwarf and pulls him down into the water, where it slashes at him with a claw!

    claw, agile 2nd attack: 1d20 + 17 - 4 ⇒ (16) + 17 - 4 = 29
    slashing damage: 2d6 + 4 ⇒ (4, 4) + 4 = 12

    --------

    Initiative!

  • creepy hand creature 1
  • Packet 8 damage, grabbed
  • creepy hand creature 2 23 damage
  • Emdi
  • Ithuriel
  • ?
  • Fangor
  • Toanthel
  • Knab 19 damage, grabbed
  • Monolith
  • slimy creature

    Packet may act.

  • Grand Archive

    Dwarven (Ancient-Blooded) Defender / Loremaster 3 | ◆◇↺ | Exploration Mode: Search with Stonecunning
    Stats:
    AC 20 | Fortitude (+10), Reflex (+6), Will (+8) | Perception (+6) w/ Darkvision| Speed 20
    ♥️ 52 | ☘️ □ | ✋✋ Dorn-Dergar | ⚕ none | Reactions (↺): Call on Ancient Blood, Intercept Strike

    "Whelp - there went that plan!" laments the dwarf as he is pulled down into the water by this "butt-limbed water-badger" of sorts...

    ...based on it's inability to outflank him, Knab reckons it won't be too difficult to recede into his "cavern of memory" to recall disparate pieces of information he has come across at some point in his long life - his "spelunker" tends to take it's time navigating the eidetic labyrinth...

    ...he looks over to see how thin these beasts are spreading his jolly company, and decides that he might as well be prepared to fight this critter by his lonesome...

    Grand Archive

    NG male half-elf barbarian 6 | ◆◇↺ ♥️ 92/92| AC 25 (27 with shield) | F +12 R +8 (bulwark) W +11 | Perc +11 LLV | Hero Points 2/3 | Focus 1/1 | Spd. 20ft.

    Fortitude: 1d20 + 9 ⇒ (4) + 9 = 13

    The tide knocks Toanthel away from the monolith.

    Grand Lodge

    Rusthenge || Spell Templates | Starship Roles | ◆◇↺

    For ease of PbP, the DC to escape is 22.

    Vigilant Seal

    CG Halfling Rogue/Sorcerer | HP 42/42 | AC 21 | Class DC 20 | F: +7, R: +12, W: +9 | Perc: +9 | Speed 30ft | Ranged: Sling +10 1d6+4, Melee: +1 Striking Short Sword +11 2d6 +4 Active conditions: None

    Acrobatics: 1d20 + 10 ⇒ (7) + 10 = 17

    Acrobatics: 1d20 + 10 - 5 ⇒ (11) + 10 - 5 = 16

    Acrobatics: 1d20 + 10 - 10 ⇒ (8) + 10 - 10 = 8

    Packet squirms and tries to escape, but to no avail.

    "Somebody kill it!"

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