Quest for the Frozen Flame - PF2 AP by DM Doctor Evil

Game Master DM DoctorEvil

Rockloom to Red Cat Cave Hexmap

Red Cat Cave map

Loot Tracker


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Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

"Yes, starting NE and staying in the clear and heading straight for the cave is better."

He laughs,
"The mammoths that can't fit in any boats can probably find better forage that way."


Since there is general agreement, the scouts follow Hurik's plan. They leave the encampment bright and early, watching the following sadly packing up before they wish to, from the shores of Gleaming Sun Lake. Heading north east along the river's course, the scouts look for a safe place to cross but don't find a good ford on the first day.

They follow back up with the others, and make camp on the western side of the current, with the Burning Mammoths still at their backs.

The next day the scouts set out along the river again. Most the day passes, but by mid-afternoon, they find a good fording spot to move the following and the herd across the river. As the scouts are exploring the river crossing, they see, coming down the river towards the lake, a small flat-bottomed barge which is poled along by five ragged figures. A small supply shed sits as the only enclosed space atop the barge. , but crates are stacked around it.

It is unclear if the bargemen have spotted you so far, but they are all intent on moving the craft safely through the water so far.

Moved you along the track Hurik suggested on the map. The Burning Tusks also move up one hex during this timeframe.


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

"Can anyone make out who the barge is with? It can't be the Burning Mammoth, can it?"

Not sure if it helps. Perception roll? 1d20 + 7 ⇒ (9) + 7 = 16


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

"I may want to see if they know anything. Maybe approach alone? You can see if you need to come later, but they may find one lone shepherd less threatening."

Diurn and Wolf approach the shore with a friendly wave and smile, eager to talk to people after herding mammoths.
"Ho the river. Travelers should exchange information! Let us parlay."

diplomacy: 1d20 + 8 ⇒ (18) + 8 = 26


As Diurn calls out to the travelers, they notice you on the bank, and begin navigating the craft from the current towards the western bank. As they get closer, one of the deckhands tosses a rope towards Diurn, hoping that he will help pull them to the shore. A different man calls out in reply, "Ho yourself, friend! We are happy to speak with you and your friends. Give us a hand with the line and help us secure this craft, if you please." You can see that three of the men don't appear to be armed at all, while the man who spoke and one other have rather large cudgels on a strap behind their backs.

Hurik:
You can see the 5 figures wear brown and blue cloaks, the make of which makes it appear they are not Burning Mammoth or any other Kellid people. The cloaks seems to have a high collar making the faces of the individuals hard to see at this distance.


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

Diurn reflexively catches the rope, then finds a tough bush to secure the rope to. He begins to play a jaunty tune on his flute as they land. For him it is an average performance, but the notes still come together well and crisp and hang in the air.

Performance: 1d20 + 8 ⇒ (10) + 8 = 18

I think traveling musicians get beat up less than the average traveler, and music is the universal delight.


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

Hurik arches a brow at Diurn's actions, but it is not his place to deny anyone their freedom. He just hopes it works out. Still, these people appear to be foreigners, and they are not always to be trusted.

"Mmph. We'll see how this goes." And he steps into view to aid as well


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani will come aboard, asking, "So what brings you all up here? Are you traders or are you looking to stay?"

diplomacy: 1d20 + 4 ⇒ (10) + 4 = 14

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

Kheyji holds back a bit, staying on shore, but takes in the newcomers carefully.

Perception: 1d20 + 7 ⇒ (13) + 7 = 20


One of the bargemen nods as Diurn secures the line. They push a narrow plank out that allows one to board the ship without getting their feet wet. "Come aboard," says the obvious leader. "Let us catch up on news from the lands. You can play us a song while we set out some lunch, yes?"

To Miriani another answers, "We are traders, looking for a base camp to set up and trade with the nomadic people here. Are you alone, or part of a larger group?"

Kheyji:
You don't really see anything hinky about the traders, but you note they are wearing brown and blue cloaks with high collars that mask their faces a bit. The cut and style of the cloaks indicate these are not people of the steppes but outsiders, but you hear the accent in the men's voices which seems to say otherwise. He sounds like someone from the plains.


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

”Wolf doesn’t like boats. You’ve been traveling, good to get outside.”
Diurn gets a little suspicious after being asked on the boat.

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

"Which following were you from, stranger?" Kheyji asks.


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"Suit yourself," says the man aboard the flat-bottomed boat. "What news to share then, friend?"

Another man answers Khejyi's query. "We are not Kellid people, and not of any following. We are merely traders trying to make a few coins. Come aboard, if you want, and take a look at our wares. Some fine items, and you could have first rights" The man sweeps a welcoming arm to motion you aboard.


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

Diurn speaks: "We are not travelers as you are. You probably have the more interesting stories. I can tell you about herding animals."

Wolf cautiously smells the boat and leads the way.


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

Hurik ponders this, unsure if there is treachery here or honest tradesmen or something in between, "There are few merchants that dare these lands." A nod to the others ,and he dares to get on the boat


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani comes onto the boat and begins to look through the wares.

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome
DM DoctorEvil wrote:
Another man answers Khejyi's query. "We are not Kellid people, and not of any following. We are merely traders trying to make a few coins. Come aboard, if you want, and take a look at our wares. Some fine items, and you could have first rights" The man sweeps a welcoming arm to motion you aboard.

”How do you come to speak our language so well? I have not met any outsiders with such control of the tongue.”

Can I roll something to see if Kheyji believes him?


In 2e, its a perception check to try to gauge if someone is telling you lies or truths. It's also a secret check, so will roll with +7 and tell you tomorrow. Sorry, it got late so will get you updates next time.


Miriani scrambles over the rocks and the planks onto the barge. Two of the cloaked men take her to the center part of the barge, which appears to be a supply shed built right atop the flat deck. "Our best wares are inside here. Come on in, and let us show you!" One of the man leans into unlock the small door.

Two others move towards the plank to shore, while the leader continues to treat with the rest. "We are happy to provide a meal for you travelers. Come aboard and break bread with us, eh? Or at the very least, tell us what people you are from? And where are the others?"

Kheyji:
You don't believe these traders at all. They speak the tongue with the same accent as locals, they wear cloaks that cover most of their face and head, you have never heard of tradesmen in the open country in this part of the plains. It's all just too much to be believable.

Secret Rolls:

Kheyji: 1d20 + 7 ⇒ (10) + 7 = 17

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

Kheyji whispers a quick prayer to Sister Cinder and then says, in an unnaturally loud voice, "Stop!" She uses the bullhorn cantrip.

She sets her feet and holds her hands ready to cast. "These are not who they claim to be! Miriani! Come back!"


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

Hurik takes out his weapon , trusting the godsmouth, now ready for a fight


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

She jumps back, fur rising. Her hands get ready to throw the storm at them.


As Kheyji shouts a warning and Miriani jumps back from the two bargemen, the amicable discussion turns into a fight with Hurik and Miriani aboard the watercraft.

Initiative:

Red Dulasi leader: 1d20 + 8 ⇒ (4) + 8 = 12
Blue Dulasi leader: 1d20 + 8 ⇒ (13) + 8 = 21
Green Dulasi deckhand: 1d20 + 3 ⇒ (3) + 3 = 6
Yellow Dulasi deckhand: 1d20 + 3 ⇒ (2) + 3 = 5
Purple Dulasi deckhand: 1d20 + 3 ⇒ (7) + 3 = 10
Miriani: 1d20 + 3 ⇒ (16) + 3 = 19
Hurik: 1d20 + 7 ⇒ (13) + 7 = 20
Kheyji: 1d20 + 7 ⇒ (14) + 7 = 21
Diurn: 1d20 + 7 ⇒ (15) + 7 = 22

It might take me a bit to get the map, raft, tokens set up. So bear with me.


Barge Battle - Round 1

22 Diurn
21 Kheyji
21 Blue Dulasi Leader
20 Hurik
19 Miriani
12 Red Dulasi Leader
10 Purple Dulasi deckhand
6 Green Dulasi deckhand
5 Yellow Dulasi deckhand

Once I get the map up, Diurn (and wolf) and Kheyji are up first.


Ok, I think the map is ready. Link at top margin. Diurn and Kheyji have first actions. The circle on top of the boat, is the enclosed area, so things are not visible from outside.


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

Diurn curses under his breath.
Dee, you naive shepherd rube!! Now you gotta save en!! Way too trusting.
Diurn starts to inspire his friends with a song.
> lingering composition then inspire courage focus point used 3 rounds inspire
perform: 1d20 + 8 ⇒ (16) + 8 = 24
He urges wolf to get on the boat.
command animal >stride strike


Dog (Archetype: Good Boy) AC 16| Fort +7, Ref +5, Will +5 |HP 15/20 | Speed 35'| Melee jaws +7 [+2/-3], Damage 1d6+2P Per +7; low-light vision, scent (imprecise) 30 feet

The wolfhound bounds up the ramp his teeth bared to engage instinctively going to back to back with the barbarian.
Single move to engage single bad guy single move strike — note action economy with wolf is one to one —so not as good as animal companion

bite vs blue: 1d20 + 8 ⇒ (19) + 8 = 271d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8

inspire courage = You inspire your allies with words or tunes of encouragement. You and all allies in the area gain a +1 status bonus to attack rolls, damage rolls, and saves against fear effects

Radiant Oath

NG | she/her | Human | Cleric of Sister Cinder| HP 35/35 | AC 18 (19 w/Shield) | F +8 | R +7 | W +10 | Perc +8 | Stealth +7 | 30 ft | Hero Points 0/3 | Active conditions : awesome

Kheyji will cast Fire Ray (2 actions) and then the Shield cantrip (1 action).

Fire Ray: 1d20 + 7 ⇒ (8) + 7 = 15 +1 for inspire courage = 16. If it hits it does fire damage: 2d6 ⇒ (4, 3) = 7+1 for inspire courage = 8

Kheyji thrusts forward her hand with a cry, sending a gout of fire streaking towards the nearest bad guy (blue). With her other hand, she calls up a shield of burning light.

"Who are you people?!" she yells.


Dog (Archetype: Good Boy) AC 16| Fort +7, Ref +5, Will +5 |HP 15/20 | Speed 35'| Melee jaws +7 [+2/-3], Damage 1d6+2P Per +7; low-light vision, scent (imprecise) 30 feet

Wolf noticed there was a wall in the way and decided to attack the nearest enemy in easy reach and engaged a deckhand (pink)


Barge Battle - Round 1 - continued

The flute song starts creating a melody that inspires all the scouts and seems to continue in their heads, even after Diurn lowers the instrument. He commands Wolf to board the barge and attack.

Wolf leaps on the plank to shore and takes a big chunk out of the behind of one of the bargemen. The man yelps in pain and turns to face the canine attacker.

That's a critical hit, BTW

Kheyji launches a fiery bolt at the barge leader. She is strangely directed by the flute playing of Diurn, and what would've been a miss with the flames, actually catches the target instead, dealing a bit more damage than expected. She then spins up a warding spell to protect herself.

As the fire cools around him, Blue Leader draws a sap from under his robes, and makes to smack Miriani in the head. The blow lands especially hard and Mirani sees stars for a few moments as pain fills her skull. She is somehow able to avoid his second blow, twisting her head away just in time.

Miriani takes 10 dmg, but non-lethal. She and Hurik are up now.

Blue sap vs Miriani: 1d20 + 7 ⇒ (12) + 7 = 19
Blue sap vs Miriani, second strike: 1d20 + 7 - 5 ⇒ (12) + 7 - 5 = 14
Non Lethal dmg to Miriani: 1d6 + 4 ⇒ (6) + 4 = 10


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AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

She yowls in pain and reacts. If they have AoO, I'm so dead!
First she leaps with a power and grace that has to be magical. She flips in the air and comes down on the cliff above the bow of the boat. "It's over Icehole! I have the high ground."

Blue lightning reaches from her claws at the one who hurt her and the one torn up by the dog.

♦ Jump spell to leap onto the cliff.
♦♦ Electric arc against Mr. Pink and Mr. Blue. Reflex DC 18

electric boogaloo: 1d4 + 4 ⇒ (3) + 4 = 7

P.S. Icehole of course refers to the hole you chip in the frozen ground to do your business into during the winter. 10 points to anybody who gets the other reference for Icehole.


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

"Well then," Hurik... smiles? His teeth flash in a grin like a predator who kills as much for pleasure as need, "Let's get to the killing."

Action 1- RAGE!You tap into your inner fury and begin raging. You gain a number of temporary Hit Points equal to your level plus your Constitution modifier. This frenzy lasts for 1 minute, until there are no enemies you can perceive, or until you fall unconscious, whichever comes first. You can’t voluntarily stop raging. While you are raging:
You deal 2 additional damage with melee weapons and unarmed attacks. This additional damage is halved if your weapon or unarmed attack is agile.
You take a –1 penalty to AC.
You can’t use actions with the concentrate trait unless they also have the rage trait. You can Seek while raging.
After you stop raging, you lose any remaining temporary Hit Points from Rage, and you can’t Rage again for 1 minute.
Draconic instinct: While raging, you can increase the additional damage from Rage from 2 to 4 and change its damage type to match that of your dragon’s breath weapon instead of the damage type for your weapon or unarmed attack. If you do this, your Rage action gains the arcane and evocation traits, as well as the trait matching the damage type.

Seeing the one before him is already overwhelmed, Hurik lets his draconic instincts guide him... and moves to finish him off. When the Dragon is upon him, there is something that detests the weak. It is not pretty, but this cold rage serves him well.

Second Action, strike on the Pink one. Bardic inspiration included. To hit: 1d20 + 9 ⇒ (10) + 9 = 19
If that hits, dmg: 1d12 + 5 ⇒ (2) + 5 = 7+4 more (Cold Damage) 11 points total

3rd Action- If Pink is dead, he moves forward and twists to face his foes so he won't have a foe at his back. If Pink lives, he strikes again.

to hit if Pink yet lives, penalty for 2nd attack included. 1d20 + 4 ⇒ (14) + 4 = 18
dmg: 1d12 + 5 ⇒ (2) + 5 = 7 +4 more (Cold Damage)
11 points total


Barge Battle - Round 1 - continued

Miriani casts a spell catapulting herself over the barge and onto the bluff overlooking the moored boat. She then blasts electrical energy down on the robed attackers, scoring damaging hits on both.

At the fore of the small craft, Hurik spins up into a furious rage, and the temperature around him drops precipitously. He savagely strikes out at the nearest foe, who was already wounded from Wolf and the electrical spell. The man could perhaps have withstood the weapon blow, but the icy blast that accompanies it is just too much, and he falls dead on the deck. Hurik then steps over to the next nearest foe, smiling bestially at the fear in the man's eyes.

Red Leader barks a word and then delays a moment for Green to get into position. Once Hurik is flanked by the two men, they both attack him with sap and bare fist. With his rage out of control, Hurik gets hit by all 4 strikes. The barbarian is left with battered and bloody, but still standing.

Blue Leader steps forward with a growing grin on his face. Rather than attacking Hurik, he merely pulls out a set of iron manacles and dangles them from his hands menacingly. "Can't wait to add you to our haul, fierce one. Someone will pay handsomely for you!" He motions to the other bargeman, who advances on his order to the edge of the boat, gathering and throwing the rest of the mooring rope overboard.

End of Round 1

Hurik takes 27hp of non-lethal damage. With the temp HP, he is left at 12/38. I believe 'Icehole' is from the same '80s cinematic masterpiece that warned of the dangers of ESS. And I believe the correct usage is "fargin' icehole'

Blue DC 17 Reflex: 1d20 + 7 ⇒ (2) + 7 = 9
Pink DC 17 Reflex: 1d20 + 7 ⇒ (3) + 7 = 10
Green fist, flanking: 1d20 + 7 ⇒ (10) + 7 = 17
Green fist, flanking, 2nd attack: 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20
Red sap, flanking: 1d20 + 7 ⇒ (19) + 7 = 26
Red sap, flanking, second attack, agile: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21
Green NL bludgeoning vs Hurik, both strikes: 2d4 + 6 ⇒ (4, 2) + 6 = 12
Red NL bludgeoning vs Hurik, both strikes: 2d6 + 8 ⇒ (5, 2) + 8 = 15


Barge Battle - Round 2

Inspire Courage active - 2 more rounds

22 Diurn
21 Kheyji
21 Blue Dulasi Leader (15hp dmg)
20 Hurik (12/38hp remaining, raging 1 round)
19 Miriani
12 Red Dulasi Leader
9 Green Dulasi deckhand
5 Yellow Dulasi deckhand

Inspire Courage remains active due to Lingering Performance. Diurn, Wolf, and Khejyi are up now.


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

Diurns’s song lingers {2 remaining} as he steps south and illuminates the three attackers on the side of the boat in a wash of bright colors.

Link to Color Spray

Step > Color Spray 15’ cone>> DC 18 Will save

Dee knows his new barbarian friend may not know how to best take advantage of the magic spray and shouts advice then a curse to the slavers. ”Hit and move!!! You bastages, this is fargin’ war.!!”


Dog (Archetype: Good Boy) AC 16| Fort +7, Ref +5, Will +5 |HP 15/20 | Speed 35'| Melee jaws +7 [+2/-3], Damage 1d6+2P Per +7; low-light vision, scent (imprecise) 30 feet

Wolf looks at the human for instructions and sees him doing some magic stuff. Not directly threatened he just turns to the boat and growls.


Barge Battle - Round 2 -continued

Keeping his morale-raising performance resonating, Diurn sees the slavers have lined up perfectly for one of his incapacitating spells. He steps up and unleashes a cone of flashing lights and swirling colors at the port side of the boat. The dazzling display leaves most of the crew blinded, stunned, and dazzled to varying degrees.

Wolf just stands at the plank board waiting.

That's a good use of the spell! Kheyji is still up. I will run the cleric later today if no post.

green slaver: 1d20 + 3 ⇒ (5) + 3 = 8 critical fail
Yellow Slaver: 1d20 + 3 ⇒ (7) + 3 = 10 fail
Blue Slaver boss: 1d20 + 4 ⇒ (10) + 4 = 14 fail


Will run Kheyji to keep things moving.

Barge Battle - Round 2 continued

Stepping a bit closer, the cleric seeing the blows that Hurik had already taken, casts a healing spell that covers the distance and renews some of his hurts. Hurik feels the slightly pleasant sensation of the healing fire cover him, and much of his damage is restored.

While the dazzling display of magic covers him, the Blue Leader is rendered completely stunned, and cannot act for a moment. After recovers he is blind, and only staggers along the gunwale of the barge, trying to get away from the combatants.

She casts 2 action Heal on Hurik. He recovers 14hp, and is now at 26/38. Hurik and Miriani are up now.

Kheyji distance Heal: 1d8 + 8 ⇒ (6) + 8 = 14


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani doesn't seem amused at first, "Sparkly lights?! What the heck is that going... Oh!" She ends up impressed.

Still, one of them seems unaffected and he's next to Hurik, so she hurls a blast of water at him.

Hydraulic push, Targeting red
attack: 1d20 + 8 ⇒ (17) + 8 = 25
damage: 3d6 ⇒ (5, 6, 4) = 15 and I also get a 5' push. If I crit, that's 30 and a ten foot push.


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

Hurik is hungry for another kill, so badly that he neglects to thank those who are making the kills, and his continued freedom, possible, "You think you can abduct us? ENSLAVE us? I hope you die slow as your broken ribs slowly claw at your hearts."

Seeing the blast of water shoot by him, he steps away and north and west so he can focus on the other foe before him. The one that seems weakest, most affected!
First action, Stride to shift location.
Second action, STRIKE! Attack to hit Green! 1d20 + 9 ⇒ (11) + 9 = 20
Dmg: 1d12 + 5 ⇒ (6) + 5 = 11
Third Action, STRIKE on green 1d20 + 4 ⇒ (14) + 4 = 18
If Dmg 1d12 + 5 ⇒ (6) + 5 = 11


Barge Battle - Round 2 - concluded

Safe at distance now, Miriani unleashes her hydraulic spell which blasts the Red Leader knocking him back along the deck of the barge and into the center tent.

Hurik steps out of the way of the flanking attack by the slavers, and then uses his heavy weapon to first break the jaw of Green Slaver, and then crush its skull. The poor target falls lifeless to the deck, not really seeing what hit him.

Seeing the odds stacked against them, Red Leader moves to grab a barge-pole and begins to try to shove off the beached boat. The line has already been cut, so his pushes amount to little this turn, but the barge slowly starts to point out towards the current.

Yellow Slaver is still too stunned this turn to act.

End of Round 2


Barge Battle - Round 3

Inspire Courage active - 1 more round

22 Diurn/Wolf
21 Kheyji
21 Blue Dulasi Leader (15hp dmg, dazzled 9 rds)
20 Hurik (26/38hp remaining, raging 2 round)
19 Miriani
12 Red Dulasi Leader (15hp dmg)
5 Yellow Dulasi deckhand (dazzled 9 rds)

Diurn and Kheyji are up again to start Round 3.


Human Bard (Maestro) 3 HP: 35/35 | AC 18 |Per+8 | Fort +6 /Ref +8/ Will +8 Focus 2/2

Link to spell

Diurn plays a harsh set of notes on his flute and flings the sonic burst to the dazzled leader (blue). His inspiration still continues as the pleasing notes still hang on the wind above the din.

attack/sonic damage: 1d20 + 9 ⇒ (10) + 9 = 192d6 + 1 ⇒ (6, 2) + 1 = 9

He commands his loyal companion to protect the barbarian on the boat.
Cast spell >> Command stride >


Dog (Archetype: Good Boy) AC 16| Fort +7, Ref +5, Will +5 |HP 15/20 | Speed 35'| Melee jaws +7 [+2/-3], Damage 1d6+2P Per +7; low-light vision, scent (imprecise) 30 feet

Command 2-20: 1d20 ⇒ 12
The hound moves up the ramp to a protecting stance in front of the barbarian before the ramp falls into the water, nimbly leaping to prove he didn't need human contraptions.


Barge Battle - Round 3 - continued

Diurn continues using his melodic magic to good effect. This time he shouts words that blast the eardrums of the already dazzled Blue Leader, causing him sonic damage and making the man hold his ears in pain. Then Wolf leaps all the way aboard the raft, even as it starts to unmoor from the gravelly shore.

Kheyji is up now.


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:
DM DoctorEvil wrote:

Barge Battle - Round 2 - concluded

Safe at distance now, Miriani unleashes her hydraulic spell which blasts the Red Leader knocking him back along the deck of the barge and into the center tent.

From this angle wouldn't he have to check to see if he's knocked into the water?


I will run Kheyji later tonight, if no post.


Barge Battle - Round 3 - continued

Kheyji casts a spell on Hurik, giving him divine Guidance for a single action over the next few seconds. Then she lights up the Red Leader with a divine good spell. The spell hurts the slaver captain, but does not drop him.

Blue Slaver leader still blinks his eyes from the dazzling spell effect, and no his ears ring as well. But he knows its now a life or death struggle, and advances trying ot attack Wolf with his sap. He is able to see the dog, but cannot connect with his attack.

Hurik is up (with Guidance) as well as Miriani

Kheyji Divine Lance spell: 1d20 + 6 ⇒ (11) + 6 = 17
Good dmg vs Red Leader: 1d4 + 3 ⇒ (3) + 3 = 6
DC 5 Flat check vs concealment: 1d20 ⇒ 20 Success
Blue Leader sap vs Wolf: 1d20 + 7 ⇒ (7) + 7 = 14


AC 20 | HP 44/44 | HP 2/3 | F 11, R 10, W 7 | Per +5 | Conditions:

Miriani focuses on the ones closest to her friends. While the dog was an annoying companion, she still didn't want to see it hurt.

Electric arc on Blue and Yellow Reflex DC 18
electric damage: 1d4 + 4 ⇒ (4) + 4 = 8


Male Kellid Human Barbarian (Dragon Instinct) -3; AC 20 (Before raging), HP: 50/53, Saves F+9, R+7, W+8*

Hurik longs to hurt more foes, and thanks ot his allies he has the opportunity to do so. If he were not so lost in the dragon fury, he might worry about the unmooring, but his focus is on the hunt.

He strides forward to the main post, joining against the canine's foe who appears to be already wounded to finish the task.

First action stride.
Second Action Strike at Blue, inspiration counted in, but saving guidance for second strike 1d20 + 9 ⇒ (2) + 9 = 11
If hits. Dmg with inspiration 1d12 + 5 ⇒ (11) + 5 = 16

If that's a miss, or Blue isn't killed by it, third action is another strike. Guidance added to it. To hit: 1d20 + 5 ⇒ (5) + 5 = 10
Dmg: 1d12 + 5 ⇒ (12) + 5 = 17
If Blue goes down with first strike... and he can't hit yellow from there, he'll probably move towards red.

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