[Tervola] Abomination Vaults [PF2]

Game Master Tervola

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COACH | male human saloon entertainer polymath bard | AC 19/20 | HP 26 | Fort 5T | Ref 7T | Will 7E | Perc +7E | Icons: ◆◇↺

"Nuttin' da kill in here. Let's try door number two." he says pointing to the northern door out of the room.


Jo Yarborough CG Human Inventor 2 | HP 26 | AC 18 | Fort +7 Ref +4 Will +7 | 25ft Move | Perc +5T | Hero Points 1/3 | Icons: ◆◇↺ |
bot:
◆ [dice=Tamper vs Reflex DC]1d20+7[/dice] ◆ [dice=Overdrive, DC16]1d20+8[/dice] ◆ [dice=Strike]1d20+8[/dice] [dice=Slashing]1d8+3[/dice]

Jo sighs and moves towards the other door, but pauses before opening.

"You good Dozer or do you need a few minutes?"

◆ Stride
◆ Stride


Male LG Human Champion (Paladin) 2|HP 36/36|AC 19 or 21 with Shield|Fort +9e|Ref +5t|Will +6e|Peception +4t|Focus Spell 1/1|25ft Move|Icons: ◆◇↺

I'm good, as long as your good holding the front lines for a bit.


LG Medium Humanoid Human (Aasimar) Cleric (Cloistered) 10| HP: 108 | AC: 29 | Perception +18e | Fort +17e Reflex +16t Will +21m (Resolve)| Move 25’ | Low-light vision, Darkvision | Resistance 5 Fire

"Why are we looking for things to kill? I thought we were exploring and defending ourselves if the need were to arise. Maybe we should stop rushing about like some sort of crazed hobos bent on murder and take a look around." the doctor says, clearly puzzled by the shift in motivations.
Will delay until something changes. If nothing happens when Jo opens the door then just skip my turn.


Male CN Human (Undine) Gunslinger (Way of the Drifter) 2|HP 26/26|AC 18|Fort +7e|Ref +10e|Will +4t|Peception +6e|25ft Move|Icons: ◆◇↺

Teach will reload his gun and nod in agreement with the doctor

we might as well take our time. When I used to raid places with my crew whenever we rushed in more men would die. I always told them sweep the area with a fine tooth comb. Ya find more gold that way ZEEHAHAHA


Jo Yarborough CG Human Inventor 2 | HP 26 | AC 18 | Fort +7 Ref +4 Will +7 | 25ft Move | Perc +5T | Hero Points 1/3 | Icons: ◆◇↺ |
bot:
◆ [dice=Tamper vs Reflex DC]1d20+7[/dice] ◆ [dice=Overdrive, DC16]1d20+8[/dice] ◆ [dice=Strike]1d20+8[/dice] [dice=Slashing]1d8+3[/dice]

Jo shrugs, but maintains the position by the door.

”I was just keeping an eye on things here. Coach seemed to feel pretty motivated, but I am a bit concerned about Dozer. He’s looking a little peaky.”


COACH | male human saloon entertainer polymath bard | AC 19/20 | HP 26 | Fort 5T | Ref 7T | Will 7E | Perc +7E | Icons: ◆◇↺

"I'm just lookin to get da most outta my spell. Dat enchantment on Teach's gun's only gonna last fer a minute. So I figure as long as we're up to it, we might as well try fer a twofer on da spell. We can always come back fer da loot after da danger's dealt with."


Male LG Human Champion (Paladin) 2|HP 36/36|AC 19 or 21 with Shield|Fort +9e|Ref +5t|Will +6e|Peception +4t|Focus Spell 1/1|25ft Move|Icons: ◆◇↺

I understand and I'm for checking things out a bit. But I don't think we should go much farther without resting. I am not feeling the best after those bugs.


LG Medium Humanoid Human (Aasimar) Cleric (Cloistered) 10| HP: 108 | AC: 29 | Perception +18e | Fort +17e Reflex +16t Will +21m (Resolve)| Move 25’ | Low-light vision, Darkvision | Resistance 5 Fire

"Can we come back though? This place is alive with creatures and factions we know nothing about. Assuming these rooms will be in the same condition we leave them in is taking liberties. We've already found one hidden passage here as well. How do we know we aren't turning our backs to a secret tunnel where danger is waiting to spring on us if we don't take the time to look for it? It seems like you're the only one up to it Coach. Dozer definitely isn't and I'm going to advocate for my patient. This seems like a relatively safe space, as long as we search for hidden passages, to post up and treat our gravely injured friend. We don't know what dangers may lie ahead and I don't want Dozer any closer to releasing this mortal coil before we find out."


Jo Yarborough CG Human Inventor 2 | HP 26 | AC 18 | Fort +7 Ref +4 Will +7 | 25ft Move | Perc +5T | Hero Points 1/3 | Icons: ◆◇↺ |
bot:
◆ [dice=Tamper vs Reflex DC]1d20+7[/dice] ◆ [dice=Overdrive, DC16]1d20+8[/dice] ◆ [dice=Strike]1d20+8[/dice] [dice=Slashing]1d8+3[/dice]

"I can keep an eye out while you folks do your thing."

if we drop out of initiative Jo would be adjusting from the 2handed grip to 1handed and pulling out the shield while we look around/treat wounds. if still in initiative, just adjust grip to 1hands


Jo Yarborough CG Human Inventor 2 | HP 26 | AC 18 | Fort +7 Ref +4 Will +7 | 25ft Move | Perc +5T | Hero Points 1/3 | Icons: ◆◇↺ |
bot:
◆ [dice=Tamper vs Reflex DC]1d20+7[/dice] ◆ [dice=Overdrive, DC16]1d20+8[/dice] ◆ [dice=Strike]1d20+8[/dice] [dice=Slashing]1d8+3[/dice]

Jo motions for the doc to heal up Dozer.

"Get him fixed up so we're in fighting shape. Unfortunate to let the magic expire, but also it's a risky play to plow forward when Dozer looks to be barely on his feet. Let's take a few minutes and get our bearings. Plenty of time to explore this place.

The inventor twists a dial on the armor and steam begins to slowly vent.


Male LG Human Champion (Paladin) 2|HP 36/36|AC 19 or 21 with Shield|Fort +9e|Ref +5t|Will +6e|Peception +4t|Focus Spell 1/1|25ft Move|Icons: ◆◇↺

Thanks Jo, I hate to be a burden but I do feel a bit weak which is a different feeling for me.


LG Medium Humanoid Human (Aasimar) Cleric (Cloistered) 10| HP: 108 | AC: 29 | Perception +18e | Fort +17e Reflex +16t Will +21m (Resolve)| Move 25’ | Low-light vision, Darkvision | Resistance 5 Fire

"Nonsense. You aren't a burden. Quite the opposite in fact. We just need you tippy top moving forward. Now see here... these bits are supposed to be on the inside. That's your first problem. " The Doctor says as she sets about putting Dozer's pieces back in order.
Treat Wounds+Guidance: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Healing: 2d8 ⇒ (5, 3) = 8


COACH | male human saloon entertainer polymath bard | AC 19/20 | HP 26 | Fort 5T | Ref 7T | Will 7E | Perc +7E | Icons: ◆◇↺

I'll search the room (perception +6) while we stop to heal.


Coach: 2d20 ⇒ (20, 9) = 29

What luck! It does not really help, but with a bit of fuzzy logic, I can use some to help out with the other.

As the group takes a moment to heal up Assuming Dozer will take this moment to refocus?, the squabbling Mudlickers finish up. One takes care of his charge, while the other closes the door to the south.

Закрытые двери в этом месте безопаснее.

undercommon:
Closed doors are safer in this place.

After that he start butchering the fallen and taking parts to the sinkhole.

Coach wanders around the area for a bit, but finds nothing interesting in here. Taking a moment to look over the giant frog, he notices several large bite marks. With a bit of concentration, he feels confident that this creature was attacked by a drake.

I have no active effects going, Dozer down 7 hp, everyone at full focus, all doors closed


Male LG Human Champion (Paladin) 2|HP 36/36|AC 19 or 21 with Shield|Fort +9e|Ref +5t|Will +6e|Peception +4t|Focus Spell 1/1|25ft Move|Icons: ◆◇↺

Since we are in no rush at the moment. Dozer will refocus then use his lay on hands then refocus again.

Now only down 1HP


The collapsed ceiling at the middle of this room has left a ragged hole in the wooden roof. Rotten tapestries, their designs completely obscured by mold, hang in tatters on the walls between arrow slits and ruined side tables. The remains of a fancy dining table lie mostly pulverized by the fallen ceiling.

No problem, Dozer has -1, everyone has focus.


Male LG Human Champion (Paladin) 2|HP 36/36|AC 19 or 21 with Shield|Fort +9e|Ref +5t|Will +6e|Peception +4t|Focus Spell 1/1|25ft Move|Icons: ◆◇↺

When everyone is ready Dozer will move forward while on Guard.


COACH | male human saloon entertainer polymath bard | AC 19/20 | HP 26 | Fort 5T | Ref 7T | Will 7E | Perc +7E | Icons: ◆◇↺

Coach will move up with his bow drawn and Repeat a Spell (inspire courage)


Male LG Human Champion (Paladin) 2|HP 36/36|AC 19 or 21 with Shield|Fort +9e|Ref +5t|Will +6e|Peception +4t|Focus Spell 1/1|25ft Move|Icons: ◆◇↺

Looks clear guys. Dozer will move keeping on guard.


Jo Yarborough CG Human Inventor 2 | HP 26 | AC 18 | Fort +7 Ref +4 Will +7 | 25ft Move | Perc +5T | Hero Points 1/3 | Icons: ◆◇↺ |
bot:
◆ [dice=Tamper vs Reflex DC]1d20+7[/dice] ◆ [dice=Overdrive, DC16]1d20+8[/dice] ◆ [dice=Strike]1d20+8[/dice] [dice=Slashing]1d8+3[/dice]

Approaching the door, Jo grabs the hidden tools again, cranking on some of the mechanisms of the armor.

Overdrive, DC15: 1d20 + 7 ⇒ (8) + 7 = 15 success, but only barely. 1 minute, +2 damage and resist bumps up to fire3/cold3

Tucking the tools away, and grabbing the sword with a two-handed grip again, the inventor gives a nod.


LG Medium Humanoid Human (Aasimar) Cleric (Cloistered) 10| HP: 108 | AC: 29 | Perception +18e | Fort +17e Reflex +16t Will +21m (Resolve)| Move 25’ | Low-light vision, Darkvision | Resistance 5 Fire

The Doctor, with a wistful look at Dozer's last remaining scratch, nods her agreement.


As the characters advance further into the room, a shiver starts in the rubble. With a wail sounding like the roar of the wind, and shrieks of pain a vortex of ghostly kobolds rise from the rubbish.

Coach Will DC18(fear): 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25 Frightened 1
Dozer Will DC18(fear): 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13 Confused 1, Frightened 2

Init:

Coach: 1d20 + 6 ⇒ (16) + 6 = 22
Teach: 1d20 + 5 ⇒ (6) + 5 = 11
Dozer: 1d20 + 3 ⇒ (5) + 3 = 8
Jo: 1d20 + 4 ⇒ (4) + 4 = 8
Dr: 1d20 + 6 ⇒ (14) + 6 = 20
Haunt: 1d20 + 11 ⇒ (9) + 11 = 20

Round 1.
Bardic Inspiration +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Coach Frightened 1
Haunt
Dr
Teach
-1 Dozer Confused 1, Frightened 2
Jo


COACH | male human saloon entertainer polymath bard | AC 19/20 | HP 26 | Fort 5T | Ref 7T | Will 7E | Perc +7E | Icons: ◆◇↺

first let me try an occult (+3) check to identify the haunt


secret:
recall: 1d20 + 3 ⇒ (2) + 3 = 5

These were slain by the Mudlickers. Diplomacy (in Draconic is easier) to get them to leave peacefully. Undercommon will further enrage them.


COACH | male human saloon entertainer polymath bard | AC 19/20 | HP 26 | Fort 5T | Ref 7T | Will 7E | Perc +7E | Icons: ◆◇↺

"Well hullo dere! We was hopin ta get ta meet da brave kobolds what conquered dis here tower. Any wordsa wisdom y'all could impart? he says hoping they understand common.

diplomacy: 1d20 + 7 - 1 ⇒ (14) + 7 - 1 = 20

+1 if this counts as make an impression and I can use versatile performance. Either way my last action is to sustain inspire courage.


The haunt seems to ignore Coach completely. Roaring down on Dozer, they seem to enter his helmet and continue shrieking.

Routine: 1d10 + 4 ⇒ (4) + 4 = 8
This is a DC18 basic will save. It does not list fear, so inspiration will not apply. After taking damage, you can make a DC 11 flat check to end the confused condition. If you are still confused I need Dozer to make shield bashes against the closest creature. You can stride if needed, but no going into stances.

Bardic Inspiration +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Coach
Haunt
Dr
Teach
-7 Dozer Confused 1, Frightened 2
Jo


LG Medium Humanoid Human (Aasimar) Cleric (Cloistered) 10| HP: 108 | AC: 29 | Perception +18e | Fort +17e Reflex +16t Will +21m (Resolve)| Move 25’ | Low-light vision, Darkvision | Resistance 5 Fire

The Doctor tries to ID with an Occultism of +5.


Dr., I would need you to spend an action to move into the room. At least a little bit. These damned spirits only exist and influence the boundaries of the room. Anything past the doorway does not exist for them.

Dr hidden check:
Quicker to roll physical dice in truck. That was a 3, for a total of 8.

Coach seems to be on the right track. But he was not frightened when he tried, and the spirits only have eyes for Dozer with his frightened condition.


Jo Yarborough CG Human Inventor 2 | HP 26 | AC 18 | Fort +7 Ref +4 Will +7 | 25ft Move | Perc +5T | Hero Points 1/3 | Icons: ◆◇↺ |
bot:
◆ [dice=Tamper vs Reflex DC]1d20+7[/dice] ◆ [dice=Overdrive, DC16]1d20+8[/dice] ◆ [dice=Strike]1d20+8[/dice] [dice=Slashing]1d8+3[/dice]

Jo moves in and tries to assess the danger.

◆ Stride

Recall Knowledge, Occultism +7T or Religion +4T?

◆ Raise Shield


LG Medium Humanoid Human (Aasimar) Cleric (Cloistered) 10| HP: 108 | AC: 29 | Perception +18e | Fort +17e Reflex +16t Will +21m (Resolve)| Move 25’ | Low-light vision, Darkvision | Resistance 5 Fire

Something in that room isn't right... best wait to see and not get caught up in it.

Delay


Still need Dozer to make the DC18 basic Will save. If you critically succeed, the confused condition is still there. You take any damage, you get to make a DC11 flat check to remove that condition before your turn. It looks like against Jo as the closest creature. At least the Frightened 2 will make things more survivable.

Dr had to move, made her Knowledge check, and did nothing for the last action. Teach is staying on delay as there does not appear to be anything to shoot. Jo moves up to the normal partner, not noticing anything wrong. After Dozer finishes up, Coach is up and maybe Teach is jumping in.

Secret Occult:
Jo Occult: 1d20 + 7 ⇒ (4) + 7 = 11

This is so far outside of Jo's experience, there is nothing definite.

Bardic Inspiration +1 status bonus to attack rolls, damage rolls, and saves against fear effects.
Coach
Haunt
Dr
Teach DELAY
-7 Dozer Confused 1, Frightened 2
Jo


Male LG Human Champion (Paladin) 2|HP 36/36|AC 19 or 21 with Shield|Fort +9e|Ref +5t|Will +6e|Peception +4t|Focus Spell 1/1|25ft Move|Icons: ◆◇↺

Will Save: 1d20 + 5 ⇒ (14) + 5 = 19


LG Medium Humanoid Human (Aasimar) Cleric (Cloistered) 10| HP: 108 | AC: 29 | Perception +18e | Fort +17e Reflex +16t Will +21m (Resolve)| Move 25’ | Low-light vision, Darkvision | Resistance 5 Fire

No. The Doctor wanted to ID from where she was, the player was told the character couldn't do that, so the character did nothing. No actions used.


COACH | male human saloon entertainer polymath bard | AC 19/20 | HP 26 | Fort 5T | Ref 7T | Will 7E | Perc +7E | Icons: ◆◇↺

Hey doc, Doze ain't lookin too good. I don't like dat look in his eye. I tink we gotta shake him outta it.


LG Medium Humanoid Human (Aasimar) Cleric (Cloistered) 10| HP: 108 | AC: 29 | Perception +18e | Fort +17e Reflex +16t Will +21m (Resolve)| Move 25’ | Low-light vision, Darkvision | Resistance 5 Fire

"Yes, there's clearly something wrong with that room. You seem to have an understanding of what's going on. Care to share with the rest of the class, Coach?"


COACH | male human saloon entertainer polymath bard | AC 19/20 | HP 26 | Fort 5T | Ref 7T | Will 7E | Perc +7E | Icons: ◆◇↺

"I seen some boys on da field take a blow to da noggin 'n confuse friend from foe. Sometimes a little slap snaps em right outta it."

"Meanwhile dere's angry kobold spirits in here. If any y'all know a way to pacify 'em, or help 'em on ta dere final restin' place, dat oughtta save poor Dozer n da rest of us from any more o dere possessions. I tried talkin at 'em but dey didn't listen."


LG Medium Humanoid Human (Aasimar) Cleric (Cloistered) 10| HP: 108 | AC: 29 | Perception +18e | Fort +17e Reflex +16t Will +21m (Resolve)| Move 25’ | Low-light vision, Darkvision | Resistance 5 Fire

"Yes... well maybe we should move out of the room for now. Just until we can exercise these spirits since the focus seems to be in there. Sort of like walking into a trap and trying to disarm it while its going off and plunging you to your death. I would prefer to make my attemps to appease them from outside their realm of influence. "


Male LG Human Champion (Paladin) 2|HP 36/36|AC 19 or 21 with Shield|Fort +9e|Ref +5t|Will +6e|Peception +4t|Focus Spell 1/1|25ft Move|Icons: ◆◇↺

Flat Check: 1d20 ⇒ 5

Since Dozer is confused he will attack Jo since he is next to him.

Attack w/ Shield Boss: 1d20 + 7 ⇒ (15) + 7 = 22
Bludgeoning Damage: 1d6 + 4 ⇒ (4) + 4 = 8
2nd Attack w/ Shield Boss: 1d20 + 7 - 5 ⇒ (14) + 7 - 5 = 16
Bludgeoning Damage: 1d6 + 4 ⇒ (2) + 4 = 6
3rd Attack w/ Shield Boss: 1d20 + 7 - 10 ⇒ (10) + 7 - 10 = 7
Bludgeoning Damage: 1d6 + 4 ⇒ (6) + 4 = 10


Jo Yarborough CG Human Inventor 2 | HP 26 | AC 18 | Fort +7 Ref +4 Will +7 | 25ft Move | Perc +5T | Hero Points 1/3 | Icons: ◆◇↺ |
bot:
◆ [dice=Tamper vs Reflex DC]1d20+7[/dice] ◆ [dice=Overdrive, DC16]1d20+8[/dice] ◆ [dice=Strike]1d20+8[/dice] [dice=Slashing]1d8+3[/dice]

well heck. Jo does have the Shield Block reaction... so, may as well utilize it.

↺ Shield Block normal steel shield, so, hardness 5, Should reduce damage to 3 for the shield and Jo.

Shield Tracker. 5/10/20 -3HP


Thanks for patience. Now that Dozer did his thing and is not confused just Frightened, moving to next round. Coach and those on delay are up. Will wait about 24 hours before moving to Haunt.


Male LG Human Champion (Paladin) 2|HP 36/36|AC 19 or 21 with Shield|Fort +9e|Ref +5t|Will +6e|Peception +4t|Focus Spell 1/1|25ft Move|Icons: ◆◇↺

Dozer will move out of the room as soon as possible.


COACH | male human saloon entertainer polymath bard | AC 19/20 | HP 26 | Fort 5T | Ref 7T | Will 7E | Perc +7E | Icons: ◆◇↺

Coach shrugs and follows Dozer out of the room.


Jo Yarborough CG Human Inventor 2 | HP 26 | AC 18 | Fort +7 Ref +4 Will +7 | 25ft Move | Perc +5T | Hero Points 1/3 | Icons: ◆◇↺ |
bot:
◆ [dice=Tamper vs Reflex DC]1d20+7[/dice] ◆ [dice=Overdrive, DC16]1d20+8[/dice] ◆ [dice=Strike]1d20+8[/dice] [dice=Slashing]1d8+3[/dice]

uh… if I’m up, move out of the room I guess?


COACH | male human saloon entertainer polymath bard | AC 19/20 | HP 26 | Fort 5T | Ref 7T | Will 7E | Perc +7E | Icons: ◆◇↺

I know haunts have always been a weird element of Pathfinder. My recollection is that they were often a chance for the cleric to shine as channeling was often one of the few ways to combat them. This is my first time experiencing them in 2e though, so who knows.
With this particular one at least, it seems like in order to make an ID check to try to learn how to combat it, you have to move into the room. I tried and likely crit failed seeing as how my attempt based on the info did nothing. We could always just bypass this room, but there may be loot or at least XP involved, not to mention that our agreement with Chief Skrawng was to clear the whole floor.


Male LG Human Champion (Paladin) 2|HP 36/36|AC 19 or 21 with Shield|Fort +9e|Ref +5t|Will +6e|Peception +4t|Focus Spell 1/1|25ft Move|Icons: ◆◇↺

Will Save: 1d20 + 5 ⇒ (7) + 5 = 12
Flat Check: 1d20 ⇒ 5


COACH | male human saloon entertainer polymath bard | AC 19/20 | HP 26 | Fort 5T | Ref 7T | Will 7E | Perc +7E | Icons: ◆◇↺

knowing the initiative order I will stick around and try to tank Dozer's last volley of friendly fire. Casting shield and moving to interpose myself in the doorway to protect the others.


ok, here we go. hope things are right. We will be out of the room and out of combat after this post.

Dozer swings widely at Jo only hitting once. Jo did not let the surprise attack totally connect. Getting the shield in the way to partially absorb the blow. Dr and Teach remain outside of the room.

The Haunt races around the room for a moment, then zeros in on Dozer again.

routine: 1d10 + 4 ⇒ (1) + 4 = 5 Will use the earlier post of Dozer failing Will save. Not confused, just full damage.

After the Haunt leaves psychic and sonic damage pure flavor text, not keywords on Dozer everyone leaves the room.

Round 3
The haunt flits around the room, sensing nobody to attack, it quickly turns on itself. The component spirits are ripping each other apart, until the last one slumps to the floor and fades away. End of encounter.

Nobody is confused, or frightened. Dozer is -12, Jo is -1 with some shield damage. Everybody still has focus points. I put a Hero point on Slides for Dozer, for taking being the punching bag like a champ.


Jo Yarborough CG Human Inventor 2 | HP 26 | AC 18 | Fort +7 Ref +4 Will +7 | 25ft Move | Perc +5T | Hero Points 1/3 | Icons: ◆◇↺ |
bot:
◆ [dice=Tamper vs Reflex DC]1d20+7[/dice] ◆ [dice=Overdrive, DC16]1d20+8[/dice] ◆ [dice=Strike]1d20+8[/dice] [dice=Slashing]1d8+3[/dice]

Shuffling about, Jo waits for the others to decide what their doing. Meanwhile, the inventor looks at the small ding in the shield and winces slightly at it.

"Not sure what you were so mad about there Dozer, but I can get this fixed up once we pop a squat. Meanwhile, you're not looking so hot... again."


Male LG Human Champion (Paladin) 2|HP 36/36|AC 19 or 21 with Shield|Fort +9e|Ref +5t|Will +6e|Peception +4t|Focus Spell 1/1|25ft Move|Icons: ◆◇↺

Yeah I am sorry Jo, I had something get in my head.

Dozer will use his Lay on Hands to heal 6HP. Thats much better, now lets see if we can get rid of these spirits, I am not great at it but I can try.

Religion: 1d20 + 3 ⇒ (9) + 3 = 12

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