GM Computerpro82 |
Tandang manages to shove the first column into a more stable position. Miss Sorbet look at one of the columns but can't seem to relate her crafting skills to this situation.
Dalea moves to shove one of the columns back into place. For a moment, the column sways, threatening to fall. Dalea manages to decrease the sway, but the column is still in danger of collapse.
Column status:
Untouched: 2 3 4 5
Fixed 1
Collapsed
Please let me know which column you are attempting to fix and move your token near that column
Eltis |
Eltis watches, fearing the column may fall back on Dalea.
"Oh my. I fear I may do more harm than good in this situation..."
No crafting, only +1 to athletics. :)
He will cast Guidance on whoever steps forward to try next and will do so once per round until everyone has had the bonus..
GM Computerpro82 |
Just to be clear, you can make multiple attempts to stabilize the columns. The questions will be: how much damage you might take while you are stabilizing them; and whether something else might happen here, based on what happens while you stabilize the columns.
If there are any questions, please ask so we can keep moving.
GM Computerpro82 |
I prefer Aid rolls before main checks, but I haven't seen many Aid rolls in PF2. Unless the scenario specifically states the Aid DC is lower (and this one does not) the DC of 20 makes it not worthwhile for most characters to try and Aid another.
GM Computerpro82 |
Delea somehow manages a spectacular feat of athleticism and stabilizes two of the columns with one spectacular maneuver.
Because I have to reward a natural 20.
Column status:
Untouched: 4 5
Fixed 1 2 3
Collapsed
Please let me know which column you are attempting to fix and move your token near that column
I have also been remiss in my GM duties. Hero points to Dalea and Miss Sorbet. I you see an act worthy of a hero point for the remainder of the scenario, point it out as I can award a couple more.
Miss Sorbet, Chain of Aster |
Miss Sorbet tries column 4.
Crafting DC 18: 1d20 + 7 ⇒ (18) + 7 = 25
Tandang Boreas |
Tandang moves to the last column (5) to adjust its alignment compared to others.
DC 21 Athletics: 1d20 + 6 ⇒ (13) + 6 = 19
He pushes with all his strength but it seems it won't budge. "Maybe a little help here?"
GM Computerpro82 |
Miss Sorbet uses her crafting skills to get the fourth column steadied.
Tandang tries to shove the fifth column into place, but can't quite manage it.
Column status:
Untouched: 5
Fixed 1 2 3 4
Collapsed
Please let me know which column you are attempting to fix and move your token near that column
GM Computerpro82 |
Elduin manages to put together enough shims and braces to hold the final column in place.
Hazard mitigation complete and success reported. Moving to the next area. I have moved you on the map.
Most of this room is taken up by an open mass grave filled with bones. A statue of a young dwarf woman with long braids and a falcon on her shoulder watches over the room, but the statue’s face has been utterly destroyed.
The pit in the middle of the room is filled with bones and thus difficult terrain.
Tandang Boreas's Perception (T): 1d20 + 9 ⇒ (15) + 9 = 24
Miss Sorbet's Perception (T): 1d20 + 6 ⇒ (19) + 6 = 25
Elduin Nerifiel's Perception (T): 1d20 + 6 ⇒ (20) + 6 = 26
Lendaru's Perception (T): 1d20 + 5 ⇒ (7) + 5 = 12
Dalea Obova's Perception (T): 1d20 + 3 ⇒ (5) + 3 = 8
Eltis's Perception (T): 1d20 + 7 ⇒ (8) + 7 = 15
Unfortunately for the creatures hiding in the mass grave full of bones, most of the party spots them and ruins their surprise. They are obviously hostile.
Tandang Boreas, Defend: 1d20 + 9 ⇒ (19) + 9 = 28
Miss Sorbet, Scout: 1d20 + 6 ⇒ (15) + 6 = 21
Elduin Nerifiel, Avoid Notice: 1d20 + 6 ⇒ (10) + 6 = 16
Lendaru, Avoid Notice: 1d20 + 5 ⇒ (5) + 5 = 10
Dalea Obova, Defend: 1d20 + 3 ⇒ (17) + 3 = 20
Eltis, Avoid Notice: 1d20 + 7 ⇒ (7) + 7 = 14
DUERGAR SHARPSHOOTER 1 Stealth: 1d20 + 5 ⇒ (11) + 5 = 16
DUERGAR SHARPSHOOTER 2 Stealth: 1d20 + 5 ⇒ (9) + 5 = 14
DUERGAR SHARPSHOOTER 3 Stealth: 1d20 + 5 ⇒ (12) + 5 = 17
DUERGAR BOMBARDIER 4 Stealth: 1d20 + 6 ⇒ (7) + 6 = 13
Initiative
Round 1
Bold May act
Tandang Boreas
Miss Sorbet
Dalea Obova
DUERGAR SHARPSHOOTER 3
DUERGAR SHARPSHOOTER 1
Elduin Nerifiel
Eltis
DUERGAR SHARPSHOOTER 2
DUERGAR BOMBARDIER 4
Lendaru
Miss Sorbet, Chain of Aster |
Miss Sorbet delays.
GM Computerpro82 |
Miss Sorbet takes a moment to think an delays.
Dalea doesn't hesitate and moves up to land a smack to the head on one of the Duergar laying in the pile of bones.
Note: The pile of bones is only a couple of feet deep. The Duergar are lying in the bones trying (in vain apparently) to hide.
Initiative
Round 1
Bold May act
Tandang Boreas
Dalea Obova
DUERGAR SHARPSHOOTER 3
DUERGAR SHARPSHOOTER 1 (-7 HP)
Miss Sorbet- Delaying
Elduin Nerifiel
Eltis
DUERGAR SHARPSHOOTER 2
DUERGAR BOMBARDIER 4
Lendaru
Tandang Boreas |
Tandang gets inside and blasts an icy ray against Duergar Sharpshooter 2. "Be careful!"
Ray of Frost Attack vs Duergar Sharpshooter 2: 1d20 + 8 ⇒ (9) + 8 = 17
Spell Damage: 1d4 + 4 ⇒ (3) + 4 = 7 cold damage
◆ Stride
◆◆ Cast a Spell, Ray of Frost
GM Computerpro82 |
Tandang hits one of the Duergar with any icy ray.
DUERGAR SHARPSHOOTER 3
◆ Stand up
◆ Loads his Crossbow with an odd looking bolt
◆ Takes a shot at Dalea
Attack roll with Crossbow: 1d20 + 7 ⇒ (8) + 7 = 15
Bola Bolt This shot deals no damage, but on a hit, the target must succeed at a DC 16 Reflex save or be knocked prone and immobilized until it is freed with a successful DC 15 check to Escape. This check can be attempted either by the target or a creature adjacent to the target.
But the bolt misses
DUERGAR SHARPSHOOTER 1
◆ Stand up
◆ Draw their light hammer
◆ Strike at Dalea
Attack with Light Mace (agile, finesse, shove) with the penalty for nonlethal: 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11
Nonlethal Bludgeoning Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Also missing with their swing
Round 1
Bold May act
Tandang Boreas
Dalea Obova
DUERGAR SHARPSHOOTER 3
DUERGAR SHARPSHOOTER 1 (-7 HP)
Miss Sorbet- Delaying
Elduin Nerifiel
Eltis
DUERGAR SHARPSHOOTER 2 (-7 HP)
DUERGAR BOMBARDIER 4
Lendaru
Miss Sorbet, Chain of Aster |
"Don't you guys know that you're supposed to come closer to me so I can blow you up?"
◆ Stride
◆ Step
◆ Strike vs. 1
Halberd: 1d20 + 5 ⇒ (8) + 5 = 13
Piercing Damage: 1d10 + 2 ⇒ (8) + 2 = 10
GM Computerpro82 |
Miss Sorbet moves up to the enemies and strikes at one with her Halberd, but misses.
Round 1
Bold May act
Tandang Boreas
Dalea Obova
DUERGAR SHARPSHOOTER 3
DUERGAR SHARPSHOOTER 1 (-7 HP)
Miss Sorbet
Elduin Nerifiel
Eltis
DUERGAR SHARPSHOOTER 2 (-7 HP)
DUERGAR BOMBARDIER 4
Lendaru
Eltis |
Eltis moves up a little bit for a better view.
"Ug, they look nasty."
He tests to see if a little holy energy bothers them.
divine lance: 1d20 + 7 ⇒ (18) + 7 = 25
good damage: 1d4 + 3 ⇒ (4) + 3 = 7
Eltis |
Eltis moves up a little bit for a better view.
"Ug, they look nasty."
He tests to see if a little holy energy bothers them.
[dice=divine lance] 1d20+7
[dice=good damage] 1d4+3
Edit: targeting the closest, #2 I think..
GM Computerpro82 |
Fort Save with +2 versus Magic, DC 17 Duergar 1: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Fort Save with +2 versus Magic, DC 17 Duergar 2: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Fort Save with +2 versus Magic, DC 17 Duergar 3: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
Fort Save with +2 versus Magic, DC 17 Duergar 4: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
Elduin impales the various Duergar with debris in the area, dropping one of them (Duergar #2).
Eltis moves up and shots a beam of Good energy and one of the Duergar (I am changing your target to #1, as #2 is dropped) and the Duergar drops as the Good energy courses through their body.
DUERGAR BOMBARDIER 4
◆ Stand up
Targets 1= Dalea, 2=Miss Sorbet, 3= Tandang: 2d3 ⇒ (2, 2) = 4
For some reason, he finds Miss Sorbet particularly threatening
◆ He throws an Acid Flask at Miss Sorbet
Acid Flask Attack Roll: 1d20 + 8 ⇒ (7) + 8 = 15
Acid Damage 1 + 1d6 Persistent
◆ And throws a second Flask at Miss Sorbet
Acid Flask Attack Roll: 1d20 + 8 - 5 ⇒ (1) + 8 - 5 = 4
Acid Damage 1 + 1d6 Persistent
Missing with one flask for 1 Damage, which Miss Sorbet resists and critically missing with the other.
Initiative
Round 1/2
Bold May act
Tandang Boreas
Dalea Obova
DUERGAR SHARPSHOOTER 3 (-5 HP)
DUERGAR SHARPSHOOTER 1 (-12 HP)
Miss Sorbet
Elduin Nerifiel
Eltis
DUERGAR SHARPSHOOTER 2 (-7 HP)
DUERGAR BOMBARDIER 4 (-5 HP)
Lendaru
GM Computerpro82 |
Dalea moves up and slashes the Bombardier, hitting once and missing once.
Reflex Save sharpshooter 3 with +2 versus Magic DC 18: 1d20 + 7 + 2 ⇒ (2) + 7 + 2 = 11
Reflex Save bombardier 4 with +2 versus Magic DC 18: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21
The Sharpshooter moves too slowly and gets the brunt of the damage, while the Bombardier moves more quickly, and escapes some damage
Initiative
Round 2
Bold May act
Tandang Boreas
Dalea Obova
DUERGAR SHARPSHOOTER 3 (-11 HP)
DUERGAR SHARPSHOOTER 1 (-12 HP)
Miss Sorbet
Elduin Nerifiel
Eltis
DUERGAR SHARPSHOOTER 2 (-7 HP)
DUERGAR BOMBARDIER 4 (-16 HP)
Lendaru
Tandang Boreas |
Tandang steps closer and evokes a jumble of rocks that magically appears from the cieling over 3 and 4. "You're not going anywhere!"
◆◆ Cast a Spell, Scatter Scree, DC 18 basic Reflex save (of 3 and 4) vs Spell Damage: 1d4 + 4 ⇒ (4) + 4 = 8 bludgeoning damage
◆ Step
GM Computerpro82 |
Reflex Save sharpshooter 3 with +2 versus Magic DC 18: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15
Reflex Save bombardier 4 with +2 versus Magic DC 18: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Both of the Duergar are slow and can't evade Tandang's spray of rocks. The Bombardier falls into the bones, bleeding out.
The last remaining Duergar loads another Bola Bolt
target selection 1= Dalea; 2=Miss Sorbet; 3=Lendaru;4=Tandang; 5=Elduin; 6=Eltis: 1d6 ⇒ 4
He takes shot at Tandang, who had just hit him with a spell.
◆ Load Crossbow
◆ Strike at Tandang
Attack roll with Crossbow: 1d20 + 7 ⇒ (18) + 7 = 25
Bola Bolt This shot deals no damage, but on a hit, the target must succeed at a DC 16 Reflex save or be knocked prone and immobilized until it is freed with a successful DC 15 check to Escape. This check can be attempted either by the target or a creature adjacent to the target.
◆ Load Crossbow
Initiative
Round 2/3
Bold May act
Tandang Boreas DC 16 Reflex save or be knocked prone and immobilized
Dalea Obova
DUERGAR SHARPSHOOTER 3 (-15 HP)
DUERGAR SHARPSHOOTER 1 (-12 HP)
Miss Sorbet
Elduin Nerifiel
Eltis
DUERGAR SHARPSHOOTER 2 (-7 HP)
DUERGAR BOMBARDIER 4 (-16 HP)
Lendaru
Eltis |
Eltis moves up a few feet, shakes his head and targets the last dark dwarf with another mini-holy smite...
divine lance: 1d20 + 7 ⇒ (17) + 7 = 24
lawful or good damage: 1d4 + 3 ⇒ (3) + 3 = 6
GM Computerpro82 |
And Eltis drops the last Duergar with a ray of goodness and sunshine, anathema to the Dark Dwarves.
You are out of combat, and have completed the Temple Route.
As you all should have seen, we have used one of the two days remaining in this part of the scenario. We should see a House Announcement to start the final section within the next day, so I don't see any reason to start into the other path.
There is no rest programmed in moving from this section to the next, but you could refocus if necessary. You could also return to the base camp to purchase equipment/supplies if you like.
Expect to proceed quickly into combat when we return, in about a day.
GM Numbat |
Venture-Captain Luna Aldred stands at one end of a wide stone bridge, facing the path back to base camp. At the far end of the bridge, a pair of tall doors stands open. Within, a marvelous city rises, seemingly unscathed by the passage of centuries. From afar, the research possibilities seem endless. As Pathfinder agents gather on the bridge, preparing to enter the city, Luna scans the area carefully. The muffled sounds of clanking armor and shuffling footsteps announce the approach of unwanted company.
Soon, a massive group of Aspis agents strides out onto the bridge. The leader of the Aspis, a man wearing a fortune in diamond jewelry, casually tosses a dagger from hand to hand.
“You aren’t so tough now, ‘venture-captain’. I do wish you didn’t have to die, but this is merely business. Profit margins are razor-thin these days.”
Luna casts a glance behind her for just a moment, smiling at the assembled Pathfinder agents. Her teeth sharpen into fangs as she charges to attack. While some Aspis agents stay behind to engage with her, many more rush past her, making a break for the city’s doors. The venture-captain can’t hold back this tide alone!
Table GMs, run Event 5: The Door In.
GM Computerpro82 |
Tandang Boreas, Defend: 1d20 + 9 ⇒ (5) + 9 = 14
Miss Sorbet, Scout: 1d20 + 6 ⇒ (11) + 6 = 17
Elduin Nerifiel, Avoid Notice: 1d20 + 6 ⇒ (18) + 6 = 24
Lendaru, Avoid Notice: 1d20 + 5 ⇒ (15) + 5 = 20
Dalea Obova, Defend: 1d20 + 3 ⇒ (11) + 3 = 14
Eltis, Avoid Notice: 1d20 + 7 ⇒ (12) + 7 = 19
ASPIS DEFENDER 1 Initiative: 1d20 + 7 ⇒ (16) + 7 = 23
ASPIS DEFENDER 2 Initiative: 1d20 + 7 ⇒ (11) + 7 = 18
ASPIS USURPER 3 Initiative: 1d20 + 7 ⇒ (3) + 7 = 10
ASPIS RECRUITS 4 Initiative: 1d20 + 7 ⇒ (12) + 7 = 19
Here we go. Defend the City!
New map on slide 9
Initiative
Round 1
Bold may act
Elduin Nerifiel
ASPIS DEFENDER 1
Lendaru
ASPIS RECRUIT 4
Eltis
ASPIS DEFENDER 2
Miss Sorbet
Tandang Boreas
Dalea Obova
ASPIS USURPER 3
GM Computerpro82 |
Fort Save Aspis Defender 1: 1d20 + 8 ⇒ (1) + 8 = 9
Fort Save Aspis Usurper 3: 1d20 + 3 ⇒ (9) + 3 = 12
Fort Save Aspis Recruit 4: 1d20 + 4 ⇒ (4) + 4 = 8
The Aspis are weak in the path of Elduin's Telekinesis.
The first Aspis draws a dagger and moves forward
◆ Draw dagger
◆ Stride
◆ Raise Shield
Initiative
Round 1
Bold may act
Elduin Nerifiel
ASPIS DEFENDER 1 (HP -6)
Lendaru
ASPIS RECRUIT 4 (HP -6)
Eltis
ASPIS DEFENDER 2
Miss Sorbet
Tandang Boreas
Dalea Obova
ASPIS USURPER 3 (HP -6)
GM Computerpro82 |
Lendaru fires up his weapons, but misses with a spell.
Elduin, apologies. I have corrected.
Based on the amount of damage received, the Aspis recruit rethinks her life choices and runs away.
Initiative
Round 1
Bold may act
Elduin Nerifiel
ASPIS DEFENDER 1 (HP -12)
Lendaru
ASPIS RECRUIT 4 (HP -6)
Eltis
ASPIS DEFENDER 2
Miss Sorbet
Tandang Boreas
Dalea Obova
ASPIS USURPER 3 (HP -6)
GM Computerpro82 |
Eltis pulls a hand crossbow and fires at the first Aspis Agent, but misses.
The second Aspis draws a dagger and moves forward
◆ Draw dagger
◆ Stride
◆ Raise Shield
Initiative
Round 1
Bold may act
Elduin Nerifiel
ASPIS DEFENDER 1 (HP -12)
Lendaru
ASPIS RECRUIT 4 (HP -6)
Eltis
ASPIS DEFENDER 2
Miss Sorbet
Tandang Boreas
Dalea Obova
ASPIS USURPER 3 (HP -6)
Miss Sorbet, Chain of Aster |
"Why, when they look so explodable?"
◆ Stride
◆ Stride
◆ Strike vs. 1
Halberd: 1d20 + 5 ⇒ (15) + 5 = 20
Piercing Damage: 1d10 + 2 ⇒ (4) + 2 = 6