[GDX, PF2/Farol] #2-19 Enter the Pallid Peak (Inactive)

Game Master Farol

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Potipher successfully directs the workers with her good advice. Boss Patin ignores her comment and is glad that the travelers decided to help them.

Hornbori uses all his strength to push some logs further down the river, but he seems to be doing very little. The same as Kornel, who make some semi-helpful observations and is quickly ignored.

Mandoo and Arfsnarf jumps on the logs with ease and begins to move some logs forwards.

@Symeon feel free to make your check.

After few hours, when the work is done, Boss Patin gratefully invites you to share their camp for the night.

"I am Patin, this is Chuck, Charles and two mans named Bob. Come join us, it is getting dark so why don't you join us. It will be safer that way."

Over a hearty stew, Boss Pattin tells their story: "Nothing has gone right on this trip. Couple days ago, duergar raiders attacked, tried to take us, prisoner! We sent them back up the Crag, but they left us bloodied. That’s why this mess happened. We want to be gone from here as soon as we can."

In gratitude of your help they hand over a satchel containing a lesser leaper’s elixir, a sunrod, minor elixir of life and a lesser salamander’s elixir.

Since you are a bit closer to Droskar's Crag you can see smoke coming from the volcano.

Grand Archive

3-98 | "Mrs. Perkins" | NG female (she/her) human (Irriseni) witch 6 | ◆◇↺ | AC 23 (24) | HP 62/62 | P+9, F+12, R+12, W+11 (bonuses vs witches, hags) | Explore: Search | NV, HOH, 25' | Spells 1st B [ ] F [ ] FB [ ] 2nd B [ ] I [ ] SA [X] 3rd S [ ] H [X] | Hero (1/3) | Spirit Dwelling: 5th | Active conditions: darkvision, water breathing, swim speed

"Duergar! Well, now, that's no good at all. Were they looking for items or money? Looking for slaves? Protecting their territory?"

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

Mandoo eats his stew heartily and listens to the men's stories. He knew it might be a while before he had another decent meal. The monk then takes the proffered satchel from Patin and his men and stows it for later processing. "Thank you. Very generous."

Mandoo's profile has a "Party Loot" section where the stuff he picks up during the adventure is listed. If the group decides that someone else should have possession of one of these items, let Mandoo know and he'll gladly hand it over.

Grand Archive

HP 35/35 | AC 18 (19 with shield) | Fort +7, Ref +6, Will +9, (+1 vs undead) | Perc +7 | Spells 1st (4/4) 2nd (3/3) | Spell DC 19 | Hero (0/3) | Exploration: Search for hazards

Kornel sits with the crew, but barely touches his stew, only sipping a few spoonfuls. Instead, the scruffy man just sits there, smiling and occasionally making small talk. "Duergar? Ah hah, perhaps the volcano is their territory. A little squabble is, ah, expected among neighbors, eh?"

Grand Archive

NG Male Gutsy Halfling Teacher Investigator (Medic) 5 Surgeon Instructor | HP 51/51 | AC: 22 | F +8 R +13 W +12 | Perc +12 | 25 feet | Class DC 21 |1 Hero point| Exploration Activity: Investigate (Society +13)| Active Investigations: Case of the Jistikan Relic; Case of the Interference| Active Conditions: None

Symeon hangs back on the boat and tries to direct efforts to dislodge the bloackage. Nature (Expert): 1d20 + 9 ⇒ (12) + 9 = 21
"Mandoo, hit that one to your left, yup that one, free, it should free the next four, but you'll have to leave the one you're standing on cause it'll break free too!"

He sits down at the camp with the loggers and asks Patin questions in halfliung if what ever he is saying is every unclear or hard to understand. "Druegar... I wondered if there might be some of them arounf, but to be honest, I'm surprised that they took so little time to take over the Craig... unless there's a route to the Underdark there."

Symeon doesn't need/can't hold most of those items. He has a hand full of minor elixirs as well.

Grand Archive

3-98 | "Mrs. Perkins" | NG female (she/her) human (Irriseni) witch 6 | ◆◇↺ | AC 23 (24) | HP 62/62 | P+9, F+12, R+12, W+11 (bonuses vs witches, hags) | Explore: Search | NV, HOH, 25' | Spells 1st B [ ] F [ ] FB [ ] 2nd B [ ] I [ ] SA [X] 3rd S [ ] H [X] | Hero (1/3) | Spirit Dwelling: 5th | Active conditions: darkvision, water breathing, swim speed

Mrs. Perkins has plenty of space in her giant handbag for holding extra stuff, and she also has hard candy for everyone.

She hands Mandoo a shielding salve and an oil of potency. "Just in case," she says, dropping her crankiness for a brief second.

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

Mandoo is a little surprised at Mrs Perkins's relatively gentle tone as she proffers her vials. He quickly swallows the mouthful of stew he was chewing, and carefully putting down his spoon, accepts the gifts with both hands. "Thank you, Mrs Perkins. I'll put these to good use."

Horizon Hunters

male goblin (razortooth) sorcerer 8 | ♥️78 (pearly white spindle) | ⛨25 slick; resistance 1 negative | F+15 R+15 W+13 | Perc+10 darkvision | stealth+14 | speed 25ft | focus☐☐ | spells 1st☐☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☐☐☐☐ | Skeleton key☐ | Ventriloquist's Ring☐ | Exploration: Avoid Notice | ⚕ none

Arfsnarf dives into his bowl of stew with reckless, sloppy abandon.

He throws in his remark at Mrs. Perkins' question. If they was trying to take this group here prisoner, it's probably slaves. Did they already get anybody else?


Boss Patin tries to answer the question
"They carried shackles and seemed to be interested in grabbing us as slaves. Cursed dark dwarves!" he gives a glimpse to Hornbori

"I don't have problems with dwarves, just they are monsters, trying to catch slaves that they work to death underground. We did not have problems with druegars before, the ones that came after us did not seem to have any slaves with them. But who knows. We don't want to stay here any longer than we need to."

The rest of the evening you spend on chatting and eating.

The next day after making it past the logjam, you finish your journey without incident and soon reach Gold Falls Inn, a former dwarven ruin that has been transformed into lodging with spectacular views of the waterfall. Mierson Berekland, a human innkeeper, welcomes you and supplies them for their trip up Droskar’s Crag. Luna’s map leads you to a cliff ledge where rocky debris hides a pair of shattered gates that open into the mountain.

The journey from Fold Falls Inn was relatively short, but the entrance was well hidden. Either by the volcano eruption or on purpose.

The dark basalt walls, ceiling, and floor are worked stone, though they bear signs of damage from the explosion of Droskar’s Crag, such as cracks and missing chunks. The floors are clean of rubble and are not difficult terrain to walk on.

The ceilings are 10 feet high, and the halls are in darkness. As you come closer to the entrance you feel the heat coming from inside.

Added map to the slides, I also added a table with environmental effects, when you enter we will be operating in Mild Heat 95-104 F (35-40 C).

Grand Archive

HP 35/35 | AC 18 (19 with shield) | Fort +7, Ref +6, Will +9, (+1 vs undead) | Perc +7 | Spells 1st (4/4) 2nd (3/3) | Spell DC 19 | Hero (0/3) | Exploration: Search for hazards

Bothered by the mountain's humidity, Kornel loosens several buttons on his undershirt and takes off his tattered coat. "Well, ah hah, this is certainly a change of environment for me. How does the saying go, variety is the spice of life, eh?" His grin seems a bit pained.

As they enter the cave, Kornel retrieves a torch from his backpack and lights it.

"Ah hah. This is exciting, no?" he says while glancing at the other party members, with his unblinking eyes, perhaps to gauge their mental preparedness.

Grand Archive

3-98 | "Mrs. Perkins" | NG female (she/her) human (Irriseni) witch 6 | ◆◇↺ | AC 23 (24) | HP 62/62 | P+9, F+12, R+12, W+11 (bonuses vs witches, hags) | Explore: Search | NV, HOH, 25' | Spells 1st B [ ] F [ ] FB [ ] 2nd B [ ] I [ ] SA [X] 3rd S [ ] H [X] | Hero (1/3) | Spirit Dwelling: 5th | Active conditions: darkvision, water breathing, swim speed

"Yes, dear, it's very special."

Mrs. Perkins casts light on her bonnet and follows others in. It's a far cry from her native Irrisen, so she's sweating quite a bit.

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

Mandoo pulls out the Wayfinder he carries on a lanyard around his neck and activates it to cast a bright light in a 20-foot radius. Then, from his backpack, he extracts the Sunrod that the loggers gave them earlier and offers it to Kornel in case he would prefer to use it instead of a hot burning torch. Looks like it was going to be quite warm enough in this cave without adding to the heat unnecessarily.

"I expect we'll run into the automated dwarven guardians pretty soon, so keep your eyes peeled. Lead the way Hornbori; I'm right behind you." Mandoo pulls out his bow and holds it in his left hand ready to use.

Much like Mrs Perkins, Mandoo was more used to dealing with cold weather conditions rather than this stifling heat. Unlike Mrs Perkins though, he was more than happy to shed all unnecessary clothing from his torso in an effort to facilitate the removal of the excess heat from his body.

I see that we have a fighter, a monk, an investigator, two sorcerers and a witch with us. Mandoo, like Symeon, does better at range with a shortbow, but one or both of them may have to take a more hands-on approach if we come up against multiple opponents.

Radiant Oath

Dwarf (Rock Dwarf) Fighter 8 - HP 122/122, AC 27 - Perception +16 (+18 Init.) - F: +16*/ R: +13/ W: +15* - Speed: 20 - Hero Points: 1/1, Active Conditions: None; Default Exploration Activity: Search

Hornbori does lead the way, with his tower shield raised and his battle axe in hand.

"Duergar are irredeemable villains! Unfit for any community, without even most basic decent feelings. You mind me, if there are duergar here we'll face traps, treachery and slaves."

Tower Shield (Core Rules, p. 270) - If you would normally provide lesser cover against an attack, having your tower shield raised provides standard cover against it (and other creatures can Take Cover as normal using the cover from your shield).

TL:DR: Stay behind me. Take Cover makes a good 3rd action.

Grand Archive

NG Male Gutsy Halfling Teacher Investigator (Medic) 5 Surgeon Instructor | HP 51/51 | AC: 22 | F +8 R +13 W +12 | Perc +12 | 25 feet | Class DC 21 |1 Hero point| Exploration Activity: Investigate (Society +13)| Active Investigations: Case of the Jistikan Relic; Case of the Interference| Active Conditions: None

Symeon takes off his traveling frock and folds it up into his bag. Underneath he has a basic white button down shirt that he rolls the sleeves up on and undoes the top button. "A bit toasty in here. Remember to keep drinking water as you'll risk dehydrating yourself with sweating." He then pulls out a belt with various pouches and moves his healer's tools from the frock into the belt before straping it on. Finally he grabs his bow. All the while he's mentally going over the facts of duergar being in this place and what they are trying to do.
Taking a minute to pursue a lead on the slavers in the craig. Also should have picked up one on the armor and the ruins they protect.

"Ready, let's get moving.

The tower shield will be nice to have. Found out two scenarios ago, unless he's got someone to heal, Symeon doesn't have many good third action options.


After doing some preparation you make a step towards the entrance.

The crumpled remains of iron doors leave this entryway open to the elements. Ash, dirt, and other debris cover the floor. The bloodied bodies of a gnome and human lie near the entrance, arms outstretched toward the exit, away from the dwarf likenesses standing in each corner. Below the remains, a map carved into the stone floor spreads across this chamber. A wide hallway leads east out of the room, and to the south, a narrow set of stairs leads down.

Hornbori takes another step with his tower shield raised high...

As you enter the 3 figures of guardians in 1.400-year-old suits of steel armor moves turns their heads and begins to move forwards.

GM Screen:

Mandoo, Avoid Notice: 1d20 + 10 ⇒ (18) + 10 = 28
Arfsnarf Ah'sneeze, Avoid Notice: 1d20 + 8 ⇒ (14) + 8 = 22
Hornbori, Son of Mjothvitnir, Defend: 1d20 + 8 ⇒ (18) + 8 = 26
Symeon Isafira, Investigate: 1d20 + 9 ⇒ (3) + 9 = 12
Kornel Pastovic, Search: 1d20 + 6 ⇒ (11) + 6 = 17
Potipher Perkins, Search: 1d20 + 6 ⇒ (7) + 6 = 13

Guard green: 1d20 + 9 ⇒ (4) + 9 = 13
Guard red: 1d20 + 9 ⇒ (19) + 9 = 28
Guard blue: 1d20 + 9 ⇒ (14) + 9 = 23

Turn Tracker - bold can go, Round 1


Mandoo
Hornbori

Guard Red
Guard Blue

Arfsnarf
Kornel
Potiper
Symeon

Guard Green

Horizon Hunters

male goblin (razortooth) sorcerer 8 | ♥️78 (pearly white spindle) | ⛨25 slick; resistance 1 negative | F+15 R+15 W+13 | Perc+10 darkvision | stealth+14 | speed 25ft | focus☐☐ | spells 1st☐☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☐☐☐☐ | Skeleton key☐ | Ventriloquist's Ring☐ | Exploration: Avoid Notice | ⚕ none

Arfsnarf complains about the heat only for a moment before turning to cast light on Hornbori's battle axe. He follows at the back of the group.

Fine, let's delve into sweaty cave. Hey wait up!

Radiant Oath

Dwarf (Rock Dwarf) Fighter 8 - HP 122/122, AC 27 - Perception +16 (+18 Init.) - F: +16*/ R: +13/ W: +15* - Speed: 20 - Hero Points: 1/1, Active Conditions: None; Default Exploration Activity: Search

"Steady!" says Hornbori in a warning tone. "Let them come to us here in the hallway."

1. Raise Tower Shield (+2 AC).
2. Take Cover (+4 AC).
3. Congratulate self on job well done.

Tower Shield (Core Rules, p. 270) - If you would normally provide lesser cover against an attack, having your tower shield raised provides standard cover against it (and other creatures can Take Cover as normal using the cover from your shield).

TL:DR: Stay behind me. Take Cover makes a good 3rd action.

Grand Archive

1 person marked this as a favorite.
3-98 | "Mrs. Perkins" | NG female (she/her) human (Irriseni) witch 6 | ◆◇↺ | AC 23 (24) | HP 62/62 | P+9, F+12, R+12, W+11 (bonuses vs witches, hags) | Explore: Search | NV, HOH, 25' | Spells 1st B [ ] F [ ] FB [ ] 2nd B [ ] I [ ] SA [X] 3rd S [ ] H [X] | Hero (1/3) | Spirit Dwelling: 5th | Active conditions: darkvision, water breathing, swim speed
GM Farol wrote:
Potiper

That's Mrs. Perkins to you!

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

Turning the corner, Mandoo quickly spots the guard directly in front of them and the one on the right. He taps Hornbori on the shoulder and pointing them out says, "Watch out. There's one; and there's another."

From the relative safety provided by Hornbori and his mighty shield, Mandoo takes a moment to center himself for the coming fight. His pulse slows and his senses sharpen as his feet slide into a longer stance and his body turns to the side.

Action 1 (◆): Monastic Archer Stance

He then focuses his Ki into his bow; pulls out two arrows in quick succession; and sends them flying at the nearest guard he can see.

Action 2 (◆): Ki Strike (Shortbow) + Flurry of Blows vs Guard Red

Ki Strike gives a +1 status bonus to the attacks and they deal an extra 1d6 of (in this case) force damage.

Shortbow 1: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Shortbow 1 Damage: 1d6 + 1 ⇒ (4) + 1 = 5 piercing damage
Shortbow 1 Extra Damage: 1d6 + 1 ⇒ (6) + 1 = 7 force damage

A crit! Double the damage, plus ...
Shortbow Deadly d10: 1d10 + 1 ⇒ (7) + 1 = 8 piercing damage

Shortbow 2: 1d20 + 8 + 1 - 5 ⇒ (8) + 8 + 1 - 5 = 12
Shortbow 2 Damage: 1d6 + 1 ⇒ (6) + 1 = 7 piercing damage
Shortbow 2 Extra Damage: 1d6 + 1 ⇒ (5) + 1 = 6 force damage

He then shifts slightly to take advantage of Horbori's shield.

Action 3 (◆): Take Cover - AC 22 against attacks going through Hornbori's space

Radiant Oath

1 person marked this as a favorite.
Dwarf (Rock Dwarf) Fighter 8 - HP 122/122, AC 27 - Perception +16 (+18 Init.) - F: +16*/ R: +13/ W: +15* - Speed: 20 - Hero Points: 1/1, Active Conditions: None; Default Exploration Activity: Search

Actually, Mandoo, it's AC 24. Your base is AC 20. Just being behind me gives you cover, which is AC 22. "Taking Cover" gives you a further +2 for a total of 24 AC.


Hornbori makes his stand in the corridor, he hopes that the guardians will break on his iron defense. You can feel a hot wind blowing from inside the mountain, and you can see Hornbori beard move to those gusts. Small figure of steel is waiting for the guardians to come by.

Mandoo however is not wasting his time, in quick succession he sends two arrows at one of the guards. First arrows pin the guard to the wall, his armor breaking, the other hits the wall and falls to the ground. That is a crit for 32 points of dmg.

One of the guardians near the opposite corner moves with a dwarven determination towards Hornbori. Without any expression on his face, he takes a swing and punches the dwarf.

Attack@Hornbori: 1d20 + 11 ⇒ (20) + 11 = 31
Damage, bludgeoning: 1d8 + 6 ⇒ (3) + 6 = 9 Crit for 18 dmg, you can use a shield block, but some GMs advise against it ;) I don't want to be that GM who destroyed your two tower shields ;)

The guardian put his weight to it and pushed the shield aside smashing into plate armor. A solid dent is left in a place of a hit.

The other guardian moves forwards and tries to punch Hornbori from the other side

Attack@Hornbori: 1d20 + 11 ⇒ (5) + 11 = 16
Damage, bludgeoning: 1d8 + 6 ⇒ (7) + 6 = 13

But this punch lands on the shield.

Turn Tracker - bold can go, Round 1

Mandoo
Hornbori -18

Guard Red -26 broken armor
Guard Blue


Arfsnarf
Kornel
Mrs. Perkins
Symeon

Guard Green

Grand Archive

1 person marked this as a favorite.
HP 35/35 | AC 18 (19 with shield) | Fort +7, Ref +6, Will +9, (+1 vs undead) | Perc +7 | Spells 1st (4/4) 2nd (3/3) | Spell DC 19 | Hero (0/3) | Exploration: Search for hazards

(A nat 20. Typical.)

Kornel chuckles when he sees how good the group's strategic position is, muttering, "Ah, I see, this is a, what is the word, a choke-point, eh?" Just then, unfortunately, one of the guardian statues gets a lucky punch in, temporarily bypassing Hornbori's impressive defenses, and Kornel's smirk turns tiny bit towards sour. The Varisian mage begins spellcasting electricity upon the stony guardians.

Electricity damage: 1d4 + 4 ⇒ (3) + 4 = 7
(Basic Ref save, DC 18.)

◆◆ Cast a Spell: Electric Arc, targeting blue and red; ◆ Cast a Spell: Shield.

(I also have a magic weapon buff to spare, if you guys think it might be strategically superior to the good ol' electric arc spam.)


Ref, blue, red: 2d20 ⇒ (8, 10) = 18 Both fail

Kornel sends a bolt of magic lightning towards the guardians, as the lightning flies towards guards, Hornbori's hair on his chin raise in all direction. The dwarf sees the small sparks jumping between his armor and a shield. It is like his armor would want to pull the electricity to him. Fortunately Kornel magic is precise enough and he forces the arc to hit two guards.

Turn Tracker - bold can go, Round 1

Mandoo
Hornbori -18

Guard Red -33 broken armor
Guard Blue -1

Kornel shield
Arfsnarf
Mrs. Perkins
Symeon

Guard Green

Grand Archive

NG Male Gutsy Halfling Teacher Investigator (Medic) 5 Surgeon Instructor | HP 51/51 | AC: 22 | F +8 R +13 W +12 | Perc +12 | 25 feet | Class DC 21 |1 Hero point| Exploration Activity: Investigate (Society +13)| Active Investigations: Case of the Jistikan Relic; Case of the Interference| Active Conditions: None

Would Symeon get a free action Devise a Stratagem for these?

Symeon takes a moment to calculate the angles and velocity for firing an arrow at the blue trimmed armor at that moment.
Devise Stratagem: 1d20 ⇒ 11

Additional Recall Knowledge check:

Secret roll: 1d20 ⇒ 12 +11 for Society; +9 for Arcana, Crafting, Medicine, Occultism, Nature, Academia Lore, or Surgery Lore; +7 for Religion.

He also sees of he recognizes anything salient about them.

Figuring he has a good opportunity, he adds an arrow to his bow, notches, aims and fires.
Short end of the bow, +1 Stratagem: 11 + 10 = 21
Damage, Piercing: 1d6 ⇒ 1
Strategic strike: 1d6 ⇒ 6

He then tries to line up the tower shield to better provide cover.

◆ or ◇ Devise, ◆ Strike, ◆Take Cover, if he has an extra action then ◆ Stride to get behind Hornbori


You said that guardians were your lead right? If so then yes, you can use strategem as a free action.

Symeon, Recall Knowledge:

Besides the previously learned things, you know that as a construct it is mindless, and its two lowest saves are reflex and will.

Symeon takes a shot using his bow. The arrow flies over Hornbori and breaks on the guardian's armor. The hardness of the creature blocking most of the hit.

Turn Tracker - bold can go, Round 1

Mandoo
Hornbori -18

Guard Red -33 broken armor
Guard Blue -2

Kornel shield
Symeon

Arfsnarf
Mrs. Perkins

Guard Green

Radiant Oath

1 person marked this as a favorite.
Dwarf (Rock Dwarf) Fighter 8 - HP 122/122, AC 27 - Perception +16 (+18 Init.) - F: +16*/ R: +13/ W: +15* - Speed: 20 - Hero Points: 1/1, Active Conditions: None; Default Exploration Activity: Search

No Shield Block this turn.

Grand Archive

3-98 | "Mrs. Perkins" | NG female (she/her) human (Irriseni) witch 6 | ◆◇↺ | AC 23 (24) | HP 62/62 | P+9, F+12, R+12, W+11 (bonuses vs witches, hags) | Explore: Search | NV, HOH, 25' | Spells 1st B [ ] F [ ] FB [ ] 2nd B [ ] I [ ] SA [X] 3rd S [ ] H [X] | Hero (1/3) | Spirit Dwelling: 5th | Active conditions: darkvision, water breathing, swim speed

"What in tarnation is happening here? Get away from Hornbori!"

Mrs. Perkins casts life boost ◆ on Hornbori, and then 2-action spirit object ◆◆. Her religious text, the Acts of Iomedae, sprouts legs, runs over, and begins thumping Red.

Spirit Object: 1d20 + 9 ⇒ (3) + 9 = 12
Bludgeoning: 2d4 + 4 ⇒ (3, 3) + 4 = 10

Hornbori has fast healing 4.

Horizon Hunters

male goblin (razortooth) sorcerer 8 | ♥️78 (pearly white spindle) | ⛨25 slick; resistance 1 negative | F+15 R+15 W+13 | Perc+10 darkvision | stealth+14 | speed 25ft | focus☐☐ | spells 1st☐☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☐☐☐☐ | Skeleton key☐ | Ventriloquist's Ring☐ | Exploration: Avoid Notice | ⚕ none
Kornel Pastovic wrote:
(I also have a magic weapon buff to spare, if you guys think it might be strategically superior to the good ol' electric arc spam.)

I find it's always worth applying it to frontliners if you have it to spare.

The goblin watches as the automatons unleash violence on his team. He realizes it's time to unload their best spells now!

Good thinking Kornel! Metal things don't like shocks!

He begins his own incantation, and surprising the normally juvenile and immature goblin demonstrates sudden precise control in his gesticulations. The irritating goblin voice also hones in as he intones in Draconic.

◆◆◆ Cast (somatic, verbal) Magic Missile

Aimed at RED unless/until it goes down, then onto BLUE.
Force damage, missile 1: 1d4 + 1 ⇒ (2) + 1 = 3
Force damage, missile 2: 1d4 + 1 ⇒ (3) + 1 = 4
Force damage, missile 3: 1d4 + 1 ⇒ (3) + 1 = 4


Mrs Perkins uses her witch powers to keep the dwarf in good health and tries to attack one of the guardians with animated Acts of Iomedae. But they fail to connect.

Arfsnarf gather his magical powers and sends three magical missiles towards the guardians, the first missile hits the wounded guardian and sends him to the ground.

The other two hit the armor of the other guardian but leave no scratch on the armor. I checked it but each missile hits on its own and hardness apply to each one of them, 1d4+1 does not go beyond hardness.

The third guardian moves towards the dwarf and swings with his fist.

Attack: 1d20 + 11 ⇒ (1) + 11 = 12
Damage, bludgeoning: 1d8 + 6 ⇒ (2) + 6 = 8

And misses completely.

Turn Tracker - bold can go, Round 2

Mandoo
Hornbori -14 fast healing till the end of round 5

Guard Red -36 broken armor
Guard Blue -2
Guard Green

Kornel shield
Symeon
Arfsnarf
Mrs. Perkins

Radiant Oath

Dwarf (Rock Dwarf) Fighter 8 - HP 122/122, AC 27 - Perception +16 (+18 Init.) - F: +16*/ R: +13/ W: +15* - Speed: 20 - Hero Points: 1/1, Active Conditions: None; Default Exploration Activity: Search

1. Raise Shield
2. Battle Medicine on self
3. Strike

Battle Medicine (DC 20): 1d20 + 12 ⇒ (11) + 12 = 23
Regain Hit Points: 2d8 + 10 ⇒ (2, 3) + 10 = 15

Battle Axe v. Red: 1d20 + 12 ⇒ (4) + 12 = 161d8 + 4 ⇒ (3) + 4 = 7

Knowing that manners are everything to Potipher, the dwarf grunts "Thank you, Mrs. Perkins! Very helpful."

He quickly chews a bit of willow bark to help take the edge off his wound, then from behind the shelter of his shield, swings at the guardian on his right. But his axe merely skitters across the rounded shape of the guardian's carapace.

Horizon Hunters

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N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

Mandoo watches as the tall guard sidles up to him and does not like it one bit. He remembers that he prefers working from range and decides to put some distance between himself and the guard. He slides past Symeon and Arfsnarf ("Coming through") and stops when he is adjacent to Kornel.

Action 1 (◆): Stride (25 feet) - Ending in the square to the right of Kornel.

Mandoo leans toward the pale sorcerer and says, "These guys are tough. I don't suppose you have something up your sleeve that might harden my bow and arrows by any chance?"

I am going to proceed under the assumption that Kornel tells Mandoo that he intends to cast Magic Weapon on his bow... If that is not the case, then Mandoo will not delay on Kornel's turn.

Action (◇): Delay until the end of Kornel's turn.

Mandoo waits until Kornel casts the spell on his shortbow and then quickly pulls two more arrows and sends them flying at the nearest (green) guard.

Action 2 (◆): Strike (Shortbow) + Flurry of Blows with Magic Weapon vs Guard Green

Shortbow 1: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 28
Shortbow 1 Damage: 2d6 + 1 ⇒ (2, 3) + 1 = 6 piercing damage

If a crit (fingers crossed), then double the damage, plus ...
Shortbow Deadly d10: 1d10 + 1 ⇒ (6) + 1 = 7 piercing damage

Shortbow 2: 1d20 + 8 + 1 - 5 ⇒ (18) + 8 + 1 - 5 = 22
Shortbow 2 Damage: 2d6 + 1 ⇒ (5, 1) + 1 = 7 piercing damage

The monk is impressed by the improvement he notices in the handling of his bow. "Nice work, Kornel. This should help quite a bit."

Mandoo does not like wasting arrows on shots that are extremely unlikely to find their target. Instead of a third shot, he decides to move and place himself between Mrs Perkins ("Excuse me Mrs Perkins; coming through.") and any potential danger that the guards may pose to her.

Action 3 (◆): Stride (25 feet)

I've placed Mandoo in the square directly above Mrs Perkins, but it may be that by the end of Kornel's turn, that square is occupied. If so, then I'll select another square.

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:
Kornel Pastovic wrote:

Delay has to be done at the start of your turn.

Delay wrote:
Trigger Your turn begins.
But that's fine: I'll Stride next to Mandoo on my turn, instead of the other way around. Magic Weapon is two-actions anyway, so I'm not doing much else on my turn anyway.

Dang it! You're right of course. I keep skipping over the trigger text when I read the Delay action description. OK, how about this...

A) Ignore Mandoo's Action 1 Stride as written and go straight into the Delay.

B) I'll assume that Kornel moves to the square directly above Mrs Perkins and casts Magic Weapon on Mandoo's shortbow.

C) Mandoo now does a Stride to generate distance and to get a clean line of sight on the green guard.

Action 1 (◆): Stride (25 feet) - Ending in the square to the right of Arfsnarf.

C) Mandoo then carries out his Action 2 Flurry of Strikes as before.

D) That leaves Mandoo with an unused action, which will be as follows:

With nothing better to do, and Hornbori holding the guards in place, Mandoo nocks another arrow and sends it flying (AKA crit hunting) after his first two...

Action 3 (◆): Strike (Shortbow) vs Guard Green

Shortbow 3: 1d20 + 8 + 1 - 10 ⇒ (6) + 8 + 1 - 10 = 5
Shortbow 3 Damage: 2d6 + 1 ⇒ (5, 2) + 1 = 8 piercing damage

... with predictable results.


Ok, to make all this fall into piece, I will delay the blue guard to be in the same order as green (rather than auto-magically move green forward in initiative)

Hornbori takes a swing with his axe, but the armor of the guard is to hard to be penetrated. Then he raises his shield and takes cover behind it.

The guard takes a swing... but does not hit...

Turn Tracker - bold can go, Round 2

Hornbori -14 fast healing till the end of round 5

Guard Red -36 broken armor


Kornel
Symeon
Arfsnarf
Mrs. Perkins

Mandoo delayed

Guard Blue -2
Guard Green

Grand Archive

HP 35/35 | AC 18 (19 with shield) | Fort +7, Ref +6, Will +9, (+1 vs undead) | Perc +7 | Spells 1st (4/4) 2nd (3/3) | Spell DC 19 | Hero (0/3) | Exploration: Search for hazards

Kornel chuckles at Mandoo's suggestion, in his own, characteristic hollow laugh. "Ah hah hah. I see you have, ah, met spellcasters like me before, eh? Watch."

He grasps Mandoo's weapon, and spellcasts an enhancement. The bow begins glowing in monochrome colors.

◆ Stride, ◆◆ Cast a Spell: Magic Weapon on Mandoo's shortbow.


Kornel moves and uses his spell to empower Mandoo's bow. The Monk sends arrow barrage at one of the guards. The arrow finds their mark but make less damage than his previous attempt. Hit yes, crit no.

Turn Tracker - bold can go, Round 2

Hornbori -14 fast healing till the end of round 5

Guard Red -36 broken armor

Kornel
Mandoo delayed
Symeon
Arfsnarf
Mrs. Perkins

Guard Blue -2
Guard Green -7

Grand Archive

3-98 | "Mrs. Perkins" | NG female (she/her) human (Irriseni) witch 6 | ◆◇↺ | AC 23 (24) | HP 62/62 | P+9, F+12, R+12, W+11 (bonuses vs witches, hags) | Explore: Search | NV, HOH, 25' | Spells 1st B [ ] F [ ] FB [ ] 2nd B [ ] I [ ] SA [X] 3rd S [ ] H [X] | Hero (1/3) | Spirit Dwelling: 5th | Active conditions: darkvision, water breathing, swim speed

Mrs. Perkins tells her book to attack Green. I had been treating spirit object like spiritual weapon - an attacker that doesn't take up space. But based on I believe that spirit object generates a physical object - one that can (a) be attacked, and (b) gives flanking. I've put an icon on the map for a walking book, let me know if we want to play it another way (I'm fine with any ruling).

Spirit Object: 1d20 + 9 ⇒ (19) + 9 = 28
Bludgeoning: 2d4 + 4 ⇒ (1, 3) + 4 = 8

"Hornbori, attack them!"

Mrs. Perkins' pendant flashes.

Guidance from her pendant of the occult.


I think you are correct with regards to spirit object, it takes space, it has ac and other stats -> it can flank
Mrs. Perskins yet again animates her book which attacks one of the guards. Due to it being distracted by armored dwarf, the book hits with great strength at the guardian. Crit due to flanking. 16 dmg (- hardness)

Turn Tracker - bold can go, Round 2

Hornbori -14 fast healing till the end of round 5

Guard Red -36 broken armor

Kornel
Mandoo delayed
Symeon
Arfsnarf

Mrs. Perkins

Guard Blue -2
Guard Green -17 broken armor

Horizon Hunters

male goblin (razortooth) sorcerer 8 | ♥️78 (pearly white spindle) | ⛨25 slick; resistance 1 negative | F+15 R+15 W+13 | Perc+10 darkvision | stealth+14 | speed 25ft | focus☐☐ | spells 1st☐☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☐☐☐☐ | Skeleton key☐ | Ventriloquist's Ring☐ | Exploration: Avoid Notice | ⚕ none

Uh, how Hornbori doing up there? Iron dwarves giving you bruises yet? the goblin asks, a bit of nervousness in his voice.

He decides to stop talking and send another barrage of force missiles at one of them.

◆◆◆ Cast (somatic, verbal) Magic Missile vs BLUE

Force damage BLUE, 3 missiles: 3d4 + 3 ⇒ (2, 2, 2) + 3 = 9


Arfsnarf sends three magic missiles which smash the guard with broken armor. All three missiles make the cracks bigger. But the guard is still standing.

Turn Tracker - bold can go, Round 2

Hornbori -14 fast healing till the end of round 5

Guard Red -36 broken armor

Kornel
Mandoo
Symeon
Arfsnarf
Mrs. Perkins

Guard Blue -2
Guard Green -26 broken armor


Botting Symeon to move things forwards.

Devise Stratagem@Green: 1d20 ⇒ 5

Figuring he has a good opportunity, he adds an arrow to his bow, notches, aims, and fires.
Short end of the bow, +1 Stratagem: 5 + 10 = 15
Damage, Piercing: 1d6 ⇒ 2
Strategic strike: 1d6 ⇒ 4

Short end of the bow, +1 Stratagem: 1d20 + 10 - 5 ⇒ (19) + 10 - 5 = 24
Damage, Piercing: 1d6 ⇒ 5

◇ Devise, ◆ Strike, ◆Strike


Symeon misses his first arrow but hits the other.

The guardians begins to hit on the Dwarf.

Green, Attack: 1d20 + 11 ⇒ (11) + 11 = 22
Damage, bludgeoning: 1d8 + 4 ⇒ (3) + 4 = 7

Green, Attack: 1d20 + 11 - 5 ⇒ (19) + 11 - 5 = 25
Damage, bludgeoning: 1d8 + 4 ⇒ (4) + 4 = 8

First fist, hits the shield, and does no harm. But the other punch finds its way and hits Hornbori. Shield Block?

And then the guard grabs Hornbori by the armor. 3rd action to grab.

Blue, Attack: 1d20 + 11 ⇒ (17) + 11 = 28
Damage, bludgeoning: 1d8 + 4 ⇒ (5) + 4 = 9

Blue, Attack: 1d20 + 11 - 5 ⇒ (1) + 11 - 5 = 7
Damage, bludgeoning: 1d8 + 4 ⇒ (1) + 4 = 5

The other guardian follows puts some weight into his hit and punches Hornbori leaving another dent in his armor and also grabbing him

Turn Tracker - bold can go, Round 3

Hornbori -14 (-31+4=-27 shield block?) fast healing till the end of round 5 | grabbed by Green and Blue (escape DC21)

Guard Red -36 broken armor

Kornel
Mandoo
Symeon (+1 action left form last round - ideal for Battle Medicine)
Arfsnarf
Mrs. Perkins

Guard Blue -2
Guard Green -31 broken armor

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

Noticing that the guardian he's been shooting at seems to be on his last feet, Mandoo continues to concentrate his fire on the nearest metal man.

Not sure how long Guard Green will last, but if any of Mandoo's arrows takes it down, then all futher attacks are to be directed at Guard Blue instead.

Action 1 (◆): Strike (Shortbow) + Flurry of Blows with Magic Weapon vs Guard Green

Shortbow 1: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Shortbow 1 Damage: 2d6 + 1 ⇒ (2, 2) + 1 = 5 piercing damage

If a crit (fingers crossed), then double the damage, plus ...
Shortbow Deadly d10: 1d10 + 1 ⇒ (5) + 1 = 6 piercing damage

Shortbow 2: 1d20 + 8 + 1 - 5 ⇒ (10) + 8 + 1 - 5 = 14
Shortbow 2 Damage: 2d6 + 1 ⇒ (6, 4) + 1 = 11 piercing damage

The crit hunt continues.

Action 2 (◆): Strike (Shortbow) with Magic Weapon vs Guard Green

Shortbow 3: 1d20 + 8 + 1 - 10 ⇒ (19) + 8 + 1 - 10 = 18
Shortbow 3 Damage: 2d6 + 1 ⇒ (3, 5) + 1 = 9 piercing damage

Action 3 (◆): Strike (Shortbow) with Magic Weapon vs Guard Green

Shortbow 4: 1d20 + 8 + 1 - 10 ⇒ (20) + 8 + 1 - 10 = 19
Shortbow 4 Damage: 2d6 + 1 ⇒ (6, 6) + 1 = 13 piercing damage

Well, when one goes crit hunting, sometimes one bags a crit! Double the damage, plus ...
Shortbow Deadly d10: 1d10 + 1 ⇒ (6) + 1 = 7 piercing damage

Wow! Can't fault the dice on this turn.

Grand Archive

3-98 | "Mrs. Perkins" | NG female (she/her) human (Irriseni) witch 6 | ◆◇↺ | AC 23 (24) | HP 62/62 | P+9, F+12, R+12, W+11 (bonuses vs witches, hags) | Explore: Search | NV, HOH, 25' | Spells 1st B [ ] F [ ] FB [ ] 2nd B [ ] I [ ] SA [X] 3rd S [ ] H [X] | Hero (1/3) | Spirit Dwelling: 5th | Active conditions: darkvision, water breathing, swim speed

Potipher frowns. She'll give up trying to thump the creatures for the time being, and says some soothing words to Hornbori.

"Don't you dare collapse on us!"

That might be as soothing as she gets.

Soothe: 1d10 + 4 ⇒ (8) + 4 = 12

"And you, Mister Mandoo, good shooting!"

Guidance on Mandoo.

Grand Archive

NG Male Gutsy Halfling Teacher Investigator (Medic) 5 Surgeon Instructor | HP 51/51 | AC: 22 | F +8 R +13 W +12 | Perc +12 | 25 feet | Class DC 21 |1 Hero point| Exploration Activity: Investigate (Society +13)| Active Investigations: Case of the Jistikan Relic; Case of the Interference| Active Conditions: None

Thanks for the bot, and sorry to hold things up!

Symeon, after firing two shots, pops the lid off of something on the top of his bow and uses a small ball inside to add a poultice to Hornbori's wounds.

Battle Medicine, Expert, DC 20: 1d20 + 9 ⇒ (12) + 9 = 21
Healed: 2d8 + 15 + 2 ⇒ (6, 8) + 15 + 2 = 31

The slave sinks in and patches the man up.

The next round he takes his bow and takes aim one more time at any enemy still standing.

Devise Stratagem: 1d20 ⇒ 17

Feeling he has a good bead on one of the enemies, he fires the shot.

Short end of the bow, +1 Stratagem: 17 + 10 = 27
Damage, Piercing: 1d6 ⇒ 4
Strategic strike: 1d6 ⇒ 3

He then turns and fires a second shot.

Short end of the bow +1: 1d20 + 9 - 5 ⇒ (1) + 9 - 5 = 5
But the arrow seems to oddly enough fly backwards. He then tries to take cover behind Hornbori.

Grand Archive

HP 35/35 | AC 18 (19 with shield) | Fort +7, Ref +6, Will +9, (+1 vs undead) | Perc +7 | Spells 1st (4/4) 2nd (3/3) | Spell DC 19 | Hero (0/3) | Exploration: Search for hazards

Kornel spellcasts electricity from his hand.

Electricity damage: 1d4 + 4 ⇒ (3) + 4 = 7
(Basic Ref save, DC 18.)

◆◆ Cast a Spell: Electric Arc, targeting both; ◆ Cast a Spell: Shield, doesn't really matter.

Horizon Hunters

male goblin (razortooth) sorcerer 8 | ♥️78 (pearly white spindle) | ⛨25 slick; resistance 1 negative | F+15 R+15 W+13 | Perc+10 darkvision | stealth+14 | speed 25ft | focus☐☐ | spells 1st☐☐☐☐ 2nd☐☐☐☐ 3rd☐☐☐☐ 4th☐☐☐☐ | Skeleton key☐ | Ventriloquist's Ring☐ | Exploration: Avoid Notice | ⚕ none

Arfsnarf decides to get to work on the strongest remaining guard.

◆◆ Cast (somatic, verbal) Acid Arrow vs BLUE
Spell attack vs BLUE, acid damage: 1d20 + 9 ⇒ (18) + 9 = 273d8 ⇒ (1, 5, 1) = 7 double if crit
1d6 persistent acid damage

He then throws up one of his arms, summoning a temporary arcane force shield.

◆ Cast (verbal) shield


Mandoo with his first arrow finishes off the destroyed guardian, then the remaining set of his shots are deflected by the armor, Until the last shot again hits the guardian straight in the face.

The broken armor allowed for Kornel, Symeon, and Arfsnarf to finish the guardians off.

Combat over. Hornbori is healed.

The room is quiet now, the stone guardians wrapped in destroyed armors are on the ground and the two dead bodies of prospectors are covered in a layer of ash. You feel the heat as you stand there.

What do you do? Green arrow or red Arrow?

Horizon Hunters

N Male Human Summoner 6 | ♥️ 74/74 | ❌ negative 1 | AC 21 (Shield); Eid:24 (Protected) | F+11 R+10 W+14; Eid:F+14 R+11 W+11 | Perc +14; Eid:+11 | Speed 25'; Eid:+35' | Focus □□ | Spells DC 21; Slots: 2□□ 3 □□ | Hero 1 | Exp: Detect Magic (Init +16); Eid: Scout | ✋ BM Baton, Staff of FR | Status:

After a quick search of the guardians and the prospectors' remains, Mandoo says, "Let's leave the prospectors her for the time being. We'll take them back with us when we leave."

"If we ever leave, that is," he adds to himself.

Looking at the two exits, Mandoo points to the wider (red) one. "That way looks best. More room for us to fight if we run into any more guardians."

Grand Archive

3-98 | "Mrs. Perkins" | NG female (she/her) human (Irriseni) witch 6 | ◆◇↺ | AC 23 (24) | HP 62/62 | P+9, F+12, R+12, W+11 (bonuses vs witches, hags) | Explore: Search | NV, HOH, 25' | Spells 1st B [ ] F [ ] FB [ ] 2nd B [ ] I [ ] SA [X] 3rd S [ ] H [X] | Hero (1/3) | Spirit Dwelling: 5th | Active conditions: darkvision, water breathing, swim speed

"Mister Isafira," Mrs. Perkins asks, "If you would be so kind, could you take a closer look at these bodies and see if there's some clues as to what we should be looking out for?"

"I would, but my eyesight isn't what it used to be."

She picks up her heavy tome of The Acts of Iomedae, no longer animated, and tucks it back into an oversized purse.

Radiant Oath

Dwarf (Rock Dwarf) Fighter 8 - HP 122/122, AC 27 - Perception +16 (+18 Init.) - F: +16*/ R: +13/ W: +15* - Speed: 20 - Hero Points: 1/1, Active Conditions: None; Default Exploration Activity: Search

Hornbori gasps. "That was a close-run thing! Good dwarven work, these."

He pulls himself together and moves to examine the bodies.

Medicine: 1d20 + 9 ⇒ (2) + 9 = 11

Realizing he can't tell much, he moves on to guarding the approaches.

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