Age of Ashes - PF2 AP by DM Doctor Evil

Game Master DM DoctorEvil

Goblinblood Caves map

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CG Female Rogue 2 | ♥️ 25/26 | AC 18 | Fort 5; Ref 9; Will 6 | Perc +6 | ☘️ 0/1 | | Speed 25ft | Class DC 16 | ⚕: immune to battle meds | ✋: rapier | 46/46 arrows | Exploration Action: Search (+1 circ bonus on trap detection/saving throws/ac v traps)

"That mud drake thing in the courtyard was from the jungle, too. I'm betting there's a connection there," She comments distractedly, moving quickly toward Serpens' unconscious body. She kneels down next to him, frowning deeply.

"Valdrin, anything you can do for him? I couldn't face my family again if something happened with him while we're out here," she says, a little pleadingly. "Ugh, remind me to get a first aid kid next time we're in town."


HP: 40/40|AC:18 | Fort: +8, Refl: +8, Will: +8 | Perc: +6, Init: +0, Speed 25ft Spell Slots 1st 4/4 ~ 2nd 4/4 | Focus pts 1/1 | Hero Points 1/1

Fentus watches Trist begin plucking the bird of its prized feathers, eying the remains of the bird hungrily, "Do you think it tastes any good?"

Looking to Valdrin, then to Mr. Serpens, "We should be able to wake 'em up, doesn't look like he was hurt too bad, just knocked out,"


Since Valdrin has been tied up, I will post his quick action to get Serpens up again, so you can move on.

Valdrin kneels beside the wounded elf, and dresses the wounds as best he can based on his healing training and divine gifts. He spends 10 minutes or so ministering to Serpens, who eventually coughs, sputters, and returns to consciousness.

The elf rises, grabs his cane, and announces. "What are you all waiting for? Let's go, let's go!" in his playfully arrogant way.

There are 3 passages to the north, and three to the south that lead off from this large vaulted hallway. At the far eastern end, there are three wooden doors adjacent to each other. Near the doors, a pile of rubble indicates where the stairs from above have fallen or been filled in with masonry and detritus from the battlement collapse above. They do not seem passable without days of effort to clear.

Treat Wound DC 15: 1d20 + 10 ⇒ (5) + 10 = 15
Hp restored to Serpens: 2d8 ⇒ (8, 7) = 15 NICE

He has Assurance on Healing so the first roll isn't really necessary. He cannot use Treat Wounds on Serpens again for at least 10 more minutes. Serpens is at 15/26hp


HP: 40/40|AC:18 | Fort: +8, Refl: +8, Will: +8 | Perc: +6, Init: +0, Speed 25ft Spell Slots 1st 4/4 ~ 2nd 4/4 | Focus pts 1/1 | Hero Points 1/1

During the time while Valdrin is tending to Mr. Serpens, Fentus will take a plucked bird and use his firey magic to cook the bird.

Holding a torch in one hand, and a chicken/turkey/emeperor bird Leg in the other hand he says "We know that the Goblins home was north, they claim Undead to the south and Monsters to the East, I'd suggest we go North and investigate their home. If we can clear it out of any cultists it could be a decent base camp and place to rest if we need too,"


CG Female Rogue 2 | ♥️ 25/26 | AC 18 | Fort 5; Ref 9; Will 6 | Perc +6 | ☘️ 0/1 | | Speed 25ft | Class DC 16 | ⚕: immune to battle meds | ✋: rapier | 46/46 arrows | Exploration Action: Search (+1 circ bonus on trap detection/saving throws/ac v traps)

"Good idea, Fentus," Elise comments, glancing about their current vicinity. "If you all let me scout ahead quietly, I can give things a look and make sure we don't run into any traps or anything."

DM, which exploration action would be best for looking around for traps and the like while also being stealthy? I was looking at the exploration actions, and Search seems most appropriate, but Scout has the stealth aspect...just doesn't say anything about traps. Do we sacrifice stealth for searching when searching for traps ahead?


NG female (she/her) suli human thaumaturge 4 HP 44/44 | AC 21 | F +9 R +11 W +8 | Perc +8 | speed 25 ft | focus 0/0| Hero 0 | Active Conditions: None| Esoteric Lore +9

"And we might be able to meet Big Bumble!" Trista adds, excitedly as the group makes its way toward the goblin territory.


You would use Search to continue to scour, like looking for traps or secret doors. Scout would be to work ahead, but more on recon or forward observation than continuous Seek actions. Either way you'll move at half-speed or slower.

If I understand right, you'll go north towards the Bumblebrashers lair first, but which of the three passages do you try?


| Male NG Medium Human Cleric 2 |
Temp Immune to Battle Medicine:
| Medic Battle Medicine 1/1 | ♥️ 28/28 | AC 16 | F +6 R +6 W +10 | Perc +8 | Class DC 18 | Speed 25ft | 1st: 3/3 | Healing Font 2/2 | ✋: Walking Staff ✋: Torch| Active Conditions: (Light Cast, Torch) | Default Exploration ( Searching) | ☘️ 1/1

After finishing up patching Serpens up, Valdrin looks around at the others, hands still in his bag, "Does anyone need patching up as well? I hate to take too much time down here, but will if in need. Other than that, I think we should take the middle path to see our friend's home."

Always searching and on the look out!


CG Female Rogue 2 | ♥️ 25/26 | AC 18 | Fort 5; Ref 9; Will 6 | Perc +6 | ☘️ 0/1 | | Speed 25ft | Class DC 16 | ⚕: immune to battle meds | ✋: rapier | 46/46 arrows | Exploration Action: Search (+1 circ bonus on trap detection/saving throws/ac v traps)

"Middle path sounds excellent," Elise replies, taking point to slowly search the middle path ahead of the party for any traps or nasty surprises.

Elise has the +1 circumstance bonus on trap finding


NG female (she/her) suli human thaumaturge 4 HP 44/44 | AC 21 | F +9 R +11 W +8 | Perc +8 | speed 25 ft | focus 0/0| Hero 0 | Active Conditions: None| Esoteric Lore +9

"Let's try the left door first!"

Trista will Scout as her exploration activity.


The group comes to consensus on the middle hallway towards the Bumblebrashers' lair. Elise takes the lead, creeping along slowly checking regularly for traps or other hidden surprises along the narrow, dark hallway.

The passage runs northeast, then after 20' or so, turns true north, but only for about another 10 feet before ending in a door that is closed.

This is a 10' wide hallway, so need to establish marching order. Sounds like Elise is in the lead, who is next etc?


| N Human Male Magus (Sparkling Targe) 4| AC 20| Class DC 19 | Perception +6| Fortitude +9, Reflex +7, Will +8 | Speed 25 ft | | ♥️ 48/48| Shield 1 20/20 | Shield 20/20 | ☘️ 1/1 | Focus: 1/1 | ⚕: | ✋: Bastard Sword +1, Steel Shield

Olaf heads in with the main group, shield raised while the scouts did their thing.

Id lead the main the group with the defend action, if the group is fine with the slower speed, while Elise scouts


NG female (she/her) suli human thaumaturge 4 HP 44/44 | AC 21 | F +9 R +11 W +8 | Perc +8 | speed 25 ft | focus 0/0| Hero 0 | Active Conditions: None| Esoteric Lore +9

Trista follows along, eyes and ears peeled.

Trista would go just next to Olaf. Scouting


Elise stops at the door, and as others watch (there is artificial light from spells and torches, otherwise pitch dark), she looks for traps and tests the lock on the door. Finding no traps, and determining the door is not locked, she slowly opens the door, the light spilling into this long, narrow room.

This room is filled with once-fine seating made from mahogany and velvet which has been broken into pieces and used to fashion crude shelters along the floor. To the north, a door is heavily barricaded by crates, trash, and other detritus. There are doors on both the east and west side of this room as well.

Standing in the room, prepared for your arrival from the noise in the central hall way, are three humanoid figures. One is a tall, lanky frog-like amphibian looking foe with a bow and a club. Behind him are two simian looking humanoids who cavort about wildly. They carry sickles and whips along with hide armor.

All three of the creatures in this room prepare to attack upon the door opening.

Will move to initiative and encounter mode with first post upcoming. Tactical map is updated, as is the dungeon level map.


Antechamber - Round 1

24 Werrt, Amphibian
20 Fentus
19 Venak, Red Simian
16 Elise
16 Serpens
12 Valdrin
12 Skorp, Blue Simian
7 Trista
6 Olaf

The amphibious humanoid croaks in a strange language, making attack motions at the simians. It then fires its bow at Elise who is first in the door. The foe then drops his bow, and draws a club, emitting a very loud croaking sound that instills fear in all within 30'

Elise takes 8hp dmg, and is at 10/26hp. All within 30' (Elise, Olaf, Trista) must make a DC 18 Will save or be frightened 1. Fentus is up next, but he starts well back in the narrow hallway.

Werrt bow: 1d20 + 6 ⇒ (16) + 6 = 22
Elise Piercing Dmg: 1d8 + 2 ⇒ (6) + 2 = 8

Amphibian, Recall Knowledge Society DC 16:
This creature is a boggard, and amphibious humanoid usually found in damp, fetid places like jungles, swamps, or mires. The are known to be fierce fighters, easy to anger, and single-minded in purpose once engaged in a fight. They have a fright-inducing croak, and can use their long tongues to grab foes.

Simians, Recall Knowledge Society DC 15:
These baboon-like creatures are called Charau-Ka and are native to the Mwangi Expanse. They are masters of thrown weapons, and also can quicken themselves when hyped up during combat.

Initiative:

Werrt: 1d20 + 8 ⇒ (6) + 8 = 14
Skorp, Blue: 1d20 + 6 ⇒ (13) + 6 = 19
Venak, Red: 1d20 + 6 ⇒ (10) + 6 = 16
Elise: 1d20 + 6 ⇒ (2) + 6 = 8
Olaf: 1d20 + 4 ⇒ (1) + 4 = 5
Trista: 1d20 + 6 ⇒ (4) + 6 = 10
Valdrin: 1d20 + 8 ⇒ (16) + 8 = 24
Fentus: 1d20 + 4 ⇒ (9) + 4 = 13
Serpens: 1d20 + 7 ⇒ (17) + 7 = 24


HP: 40/40|AC:18 | Fort: +8, Refl: +8, Will: +8 | Perc: +6, Init: +0, Speed 25ft Spell Slots 1st 4/4 ~ 2nd 4/4 | Focus pts 1/1 | Hero Points 1/1

Fentus unable to really see what's happening but hears Elise cry out after the "Thwip" of a bow goes off, casts a spell offering her divine guidance against whatever threat she faces farther in the room.

I cast guidance on Elise, grants a +1 on a single Attack/Saving Throw/Skill check or ability check for the next round.


Fentus Mourncrag wrote:

Fentus unable to really see what's happening but hears Elise cry out after the "Thwip" of a bow goes off, casts a spell offering her divine guidance against whatever threat she faces farther in the room.

I cast guidance on Elise, grants a +1 on a single Attack/Saving Throw/Skill check or ability check for the next round.

That's just one action. Want to take any others?


HP: 40/40|AC:18 | Fort: +8, Refl: +8, Will: +8 | Perc: +6, Init: +0, Speed 25ft Spell Slots 1st 4/4 ~ 2nd 4/4 | Focus pts 1/1 | Hero Points 1/1

Yeah just a bit of a pickle, being crammed into this hallway, don't want to move into the front and clog things up and I can't totally see the enemies from where I'm at either, so not too much I can do.


CG Female Rogue 2 | ♥️ 25/26 | AC 18 | Fort 5; Ref 9; Will 6 | Perc +6 | ☘️ 0/1 | | Speed 25ft | Class DC 16 | ⚕: immune to battle meds | ✋: rapier | 46/46 arrows | Exploration Action: Search (+1 circ bonus on trap detection/saving throws/ac v traps)

Elise gasps with blinding pain, an arrow slamming into her shoulder. "Three enemies ahead," She cries, taking a moment to assess the amphibian in front of her before moving in to stab at the creature.

Society, plus guidance: 1d20 + 6 + 1 ⇒ (6) + 6 + 1 = 13 womp womp.

Rapier: 1d20 + 7 ⇒ (17) + 7 = 24
Rapier damage, piercing: 1d6 ⇒ 4

Actions: Recall knowledge, stride, strike


Antechamber - Round 1 - continued

After Elise takes an arrow to the shoulder, Fentus feels a little hemmed in by the hallway and the party, but he casts a cantrip on Elise, giving her just a little more ability with whatever she chooses to do.

The Red Simian is up next. But you notice some hesitancy in the baboon-like creature before it attacks. It spends a few precious seconds not attacking, but just waiting and watching. The monkey-man shrieks loudly and beats its chest in a show of defiance. When it does act, it grabs a large chunk of furniture detritus and throws it at the doorway where the party entered, but misses quite badly it seems, as the furniture crashes into the nearby wall, loudly but harmlessly.

Elise tries to place the amphibian creature, and even with a touch of magical aid, she cannot place this creature. Maybe she doesn't know much about the wider world at all, so far? She then rushes in, knowing the others are stuck behind her and assaults the frog-thing, hitting it with her rapier for slight damage.

Serpens and Valdrin are up next. I will wait till tomorrow to see if they are both back active before botting them if needed.


| Male NG Medium Human Cleric 2 |
Temp Immune to Battle Medicine:
| Medic Battle Medicine 1/1 | ♥️ 28/28 | AC 16 | F +6 R +6 W +10 | Perc +8 | Class DC 18 | Speed 25ft | 1st: 3/3 | Healing Font 2/2 | ✋: Walking Staff ✋: Torch| Active Conditions: (Light Cast, Torch) | Default Exploration ( Searching) | ☘️ 1/1

Valdrin will move forward, and looking at the grouping will aim a spell towards the blue simian. "These things don't look friendly, be careful!"

ACTIONS

◆ Stride
◆◆ Cast Daze DC 18 Will (-4 HP Nonlethal | Crit Fail is Stunned 1)


Antechamber - Round 1 - continued

Valdrin steps to the threshold of the narrow room and casts a spell meant to mentally damage the ape-creature's mind. The spell has good effect and he can see the monkey wincing in internal pain.

Serpens strides forward twice, into melee range with the simian and raps it really hard with both hands swinging like a baseball bat. The poor victim reaches to cover his head, but drops to the ground a second later, apparently stunned to death.

Blue Simian DC 18 Will: 1d20 + 4 ⇒ (10) + 4 = 14
Serpens Cane strike: 1d20 + 10 ⇒ (19) + 10 = 29 CRITICAL
Bludgeoning dmg to Blue: 1d10 + 4 ⇒ (5) + 4 = 9 18 dmg

With Blue Simian dead, Trista and Olaf are up next.


NG female (she/her) suli human thaumaturge 4 HP 44/44 | AC 21 | F +9 R +11 W +8 | Perc +8 | speed 25 ft | focus 0/0| Hero 0 | Active Conditions: None| Esoteric Lore +9

Trista consults her tome about the amphibious creature, then advances on it and takes a swing.

Esoteric Lore: 1d20 + 7 ⇒ (5) + 7 = 12
Regular failure, triggering Personal Antithesis.

short sword: 1d20 + 7 ⇒ (14) + 7 = 21 for slashing: 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4
And 3 weakness

Exploit Vulnerability, Stride, Strike


| N Human Male Magus (Sparkling Targe) 4| AC 20| Class DC 19 | Perception +6| Fortitude +9, Reflex +7, Will +8 | Speed 25 ft | | ♥️ 48/48| Shield 1 20/20 | Shield 20/20 | ☘️ 1/1 | Focus: 1/1 | ⚕: | ✋: Bastard Sword +1, Steel Shield

Unable to come to grips with either of the remaining creatures, Olaf strides forward as best he can and casts as spell, electric arcs shooting from his outstretched blade.

Stride, Cast Electric Arc

Damage, Electric Arc: 1d4 + 3 ⇒ (3) + 3 = 6
Both red and black, Basic Reflex save for half (I think none on a critical), Class DC 18


Antechamber - Round 1 - concluded

Knowledge of the amphibious humanoid escapes Trista for now, but she moves in to attack physically anyway. She scores a hit on the frog-man, exploiting weakness a bit to get extra damage.

Olaf enters the narrow room, and since he can't get into melee, he casts a spell sending a bolt of electrical energy arcing from foe to foe. The amphibian takes limited damage, but the full bolt and then some. The simian target lets out a loud screech, and all its fur seems to stand on end as the electricity courses through it.

End of Round 1

Werrt DC 18 Reflex: 1d20 + 5 ⇒ (14) + 5 = 19
Venak DC 18 Reflex: 1d20 + 8 ⇒ (1) + 8 = 9 Critical Fail

Electic Arc is a basic save, so critical fail is double damage. Success means half damage.


Antechamber - Round 2

24 Werrt, Amphibian (11hp dmg)
20 Fentus
19 Venak, Red Simian (12hp dmg)
16 Elise (10hp remaining)
16 Serpens
12 Valdrin
7 Trista (frightened 1, fading)
6 Olaf

Not sure any of Olaf, Trista, or Elise rolled DC 18 Will saves from last round, so will do so now.

Elise DC 18 Will: 1d20 + 6 ⇒ (12) + 6 = 18
Trista DC 18 Will: 1d20 + 6 ⇒ (5) + 6 = 11 Fail
Olaf DC 18 Will: 1d20 + 6 ⇒ (17) + 6 = 23

The croak of the great frog thing fades but Trista was frightened throwing off her memory of the beast. Werrt moves back from the melee, finding a more advantageous position. Its tongue shoots out of the mouth, striking Serpens and grabbing him -- holding him still and flat footed. The amphibian follows up with a strike from his club that flattens Serpens, knocking him unconscious.

Serpens is unconscious and dying 1 again. Fentus is up for the good guys.

Werrt Tongue: 1d20 + 10 ⇒ (17) + 10 = 27
Werrt Club vs grabbed Serpens, 2nd strike: 1d20 + 10 - 5 ⇒ (20) + 10 - 5 = 25 Critical Hit
Critical Bludgeoning Dmg vs Serpens: 1d6 + 6 ⇒ (3) + 6 = 9 18hp dmg


HP: 40/40|AC:18 | Fort: +8, Refl: +8, Will: +8 | Perc: +6, Init: +0, Speed 25ft Spell Slots 1st 4/4 ~ 2nd 4/4 | Focus pts 1/1 | Hero Points 1/1

Running into the room, dropping his half-eaten drumstick, shocked to see Mr. Serpens down again, then eying the half-frog warily. Summoning a ball of flame he throws it at the Frog creature.

Produce Flame Attack: 1d20 + 8 ⇒ (10) + 8 = 18
Produce Flame: 1d4 + 4 ⇒ (2) + 4 = 6

Looking to the others, "Its wrong to eat this thing right? We can't just consider it big frog legs?"


* Stride
** Produce Flame


Antechamber - Round 2 - continued

Fentus pushes into the room, and flings a ball of conjured flame at the amphibian, hitting and mildly burning the slimy skin.

Where the Red Simian was perhaps hesitant before, the killing of its kin, and the electrical arc on it, have brought it whole-heartedly into the fray now. The monkey-man grabs a chunk of masonry and hurls it at Elise, trying to smash her skull with it. Luckily the stonework only grazes Elise, but she is still pretty wobbly after. The simian then moves farther back, shrieking loudly and tosses more debris at Trista, but this pile of rubble misses.

Elise is at 2hp by my reckoning. The rest of the party is up now. I will bot Serpens again (for a death save) if he doesn't join by the time everyone is ready.

Venak thrown debris: 1d20 + 8 ⇒ (19) + 8 = 27
Elise Bludgeoning dmg: 1d6 + 3 ⇒ (5) + 3 = 8
Venak thrown debris, 2nd strike: 1d20 + 8 - 5 ⇒ (7) + 8 - 5 = 10


NG female (she/her) suli human thaumaturge 4 HP 44/44 | AC 21 | F +9 R +11 W +8 | Perc +8 | speed 25 ft | focus 0/0| Hero 0 | Active Conditions: None| Esoteric Lore +9

Trista steps up to the amphibious creature and slashes again.

short sword: 1d20 + 7 ⇒ (2) + 7 = 9 for slashing: 1d6 + 1 + 2 ⇒ (3) + 1 + 2 = 6
short sword: 1d20 + 7 - 4 ⇒ (20) + 7 - 4 = 23 for slashing: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5
Weakness 3 to me


| Male NG Medium Human Cleric 2 |
Temp Immune to Battle Medicine:
| Medic Battle Medicine 1/1 | ♥️ 28/28 | AC 16 | F +6 R +6 W +10 | Perc +8 | Class DC 18 | Speed 25ft | 1st: 3/3 | Healing Font 2/2 | ✋: Walking Staff ✋: Torch| Active Conditions: (Light Cast, Torch) | Default Exploration ( Searching) | ☘️ 1/1

Reaching into his divine powers, Valdrin send forth the warm energy into Serpens, stabilizing the elf before moving into the room. "Might need another break after this!"


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CG Female Rogue 2 | ♥️ 25/26 | AC 18 | Fort 5; Ref 9; Will 6 | Perc +6 | ☘️ 0/1 | | Speed 25ft | Class DC 16 | ⚕: immune to battle meds | ✋: rapier | 46/46 arrows | Exploration Action: Search (+1 circ bonus on trap detection/saving throws/ac v traps)

"Ohhh, you may need to be stabilizing me soon," Elise groans, staggering forward over Serpens and stabbing into the amphibian.

Rapier: 1d20 + 7 ⇒ (1) + 7 = 8

Rapier: 1d20 + 2 ⇒ (2) + 2 = 4

I feel like at this point if Elise dies, she deserves it. These rolls...

Actions: Stride, Strike 2x


Antechamber - Round 2 - continued

As the fight continues, Trista stabs out at Werrt, missing with one strike, but skewering the frog-thing on the second as it blurts out a loud croak.

Valdrin uses his divine healing to stop the bleeding on the fallen Serpens and stabilize him for the time being.

Heedless of her own wounds, Elise continues to press the amphibian, but her strikes are both affected by her pain, and she misses twice.

Trista's second strike is a nat 20, so Critical (does the weakness damage double?). Looking for a post from Olaf, or I will run him later today.


| N Human Male Magus (Sparkling Targe) 4| AC 20| Class DC 19 | Perception +6| Fortitude +9, Reflex +7, Will +8 | Speed 25 ft | | ♥️ 48/48| Shield 1 20/20 | Shield 20/20 | ☘️ 1/1 | Focus: 1/1 | ⚕: | ✋: Bastard Sword +1, Steel Shield

Olaf strides forward as the combat intensifies and stands over Mr Serpen's prone form, shield raised and blade flashing.

Stride, Strike, Raise Shield

Attack, Bastard Sword: 1d20 + 8 ⇒ (20) + 8 = 28
Guessing that's a crit
Damage, S, Critical hit assumed in the dice: 2d8 + 8 ⇒ (8, 5) + 8 = 21
Hope that's enough, of course this time I didn't spell strike and get the crit

Shield Raised, AC 20, will use the Shield Block action if attacked to negate 5 damage


Antechamber - Round 2 - concluded

Stepping over the body of the unconscious but stable Serpens, Olaf lunges with his bastard sword hitting the wounded frog-man in the midsection and tearing a mortal wound into its innards. Werrt drops to the ground dead, while Olaf raises his shield to protect against any thrown missiles from the remaining foe.

End of Round 2


Antechamber - Round 3

20 Fentus
19 Venak, Red Simian (12hp dmg)
16 Elise (2hp remaining)
16 Serpens (unconscious, stable)
12 Valdrin
7 Trista
6 Olaf

With the death of the frog, Fentus is up first to start Round 3, with just one baboon foe remaining.


HP: 40/40|AC:18 | Fort: +8, Refl: +8, Will: +8 | Perc: +6, Init: +0, Speed 25ft Spell Slots 1st 4/4 ~ 2nd 4/4 | Focus pts 1/1 | Hero Points 1/1

Intimidate: 1d20 + 8 ⇒ (14) + 8 = 22

Roaring at the remaining Simean creature, "Surrender or be damned to Hell! the Hellknights that lived here cursed anyone who died within to eternal Damnation!"

Demoralize, if successfully beat its will dc (10 + will save) then its frightened 1, or frightened 2 if crit success.

He then throws a fireball at it, grinning wickedly.

Produce Flame attack: 1d20 + 8 ⇒ (17) + 8 = 25
damage: 1d4 + 4 ⇒ (3) + 4 = 7


* Demoralize
** Produce Flame


Antechamber - Round 3 - concluded

Fentus shouts curses at the ape-like creature, and while it does not seem to understand the spoken language, the body language is clear enough. The baboon thing seems to shrink inside itself a bit, cowering somewhat in fear of the roaring sorceror. Then Fentus pitches fire at the last foe, and with the pungent smell of monkey fur filling the room, the bit of fire is the end of Venak.

End of Combat

Well done!. Took some hits, but cleared this room. Out of Encounter mode now and back to exploration. What is next for each of you in any order?


HP: 40/40|AC:18 | Fort: +8, Refl: +8, Will: +8 | Perc: +6, Init: +0, Speed 25ft Spell Slots 1st 4/4 ~ 2nd 4/4 | Focus pts 1/1 | Hero Points 1/1

As the smoking creature falls, Fentus casts his gaze at the creatures bodies, "Truth be told, I made that last bit up," He says with a slight chuckle.

Moving forward to Mr. Serpens, looking to Valdrin, "Is there anything I can do to help you with him? I'm not much of a healer but I can offer you guidance while you try,"


CG Female Rogue 2 | ♥️ 25/26 | AC 18 | Fort 5; Ref 9; Will 6 | Perc +6 | ☘️ 0/1 | | Speed 25ft | Class DC 16 | ⚕: immune to battle meds | ✋: rapier | 46/46 arrows | Exploration Action: Search (+1 circ bonus on trap detection/saving throws/ac v traps)

Elise takes a deep breath and leans against the wall, still holding her rapier, and moves over by where Serpens lays, sinking down onto the ground next to him. "Gods, again...yes, please, anything you can do for him," She says, trying to put pressure on her own wounds. She looks around at the rest, her face drawn and exhausted. "I don't know what's wrong with me, but I can't hit anything and it's driving me mad," she grumbles, leaning against the wall and working to catch her breath.


NG female (she/her) suli human thaumaturge 4 HP 44/44 | AC 21 | F +9 R +11 W +8 | Perc +8 | speed 25 ft | focus 0/0| Hero 0 | Active Conditions: None| Esoteric Lore +9

Trista surveys the scene, and she attempts to console Elise, "Well, we're dealing with such unfamiliar foes. Have you ever seen such a thing? I haven't, and my education was very thorough. What are all these strange creatures doing in the middle of nowhere?"

She looks over the fallen creatures and there equipment, searching for anything interesting or useful. "It's no wonder the resident goblins fled. These intruders were as fierce as they were unusual."


| Male NG Medium Human Cleric 2 |
Temp Immune to Battle Medicine:
| Medic Battle Medicine 1/1 | ♥️ 28/28 | AC 16 | F +6 R +6 W +10 | Perc +8 | Class DC 18 | Speed 25ft | 1st: 3/3 | Healing Font 2/2 | ✋: Walking Staff ✋: Torch| Active Conditions: (Light Cast, Torch) | Default Exploration ( Searching) | ☘️ 1/1

Making his way to Serpens, Valdrin looks at Elise while pulling out bandages and ointments, "Have the entrances covered, and I suggest we all sit tight for a while. I only have one spell left, and it isn't the healing variety. It looks like mostly everyone here needs some treatment, though I'll see what I can do to help our elf first." Chuckling a bit, he looks at the two ladies as he starts to treat Serpens' wounds, "Honestly, the both of you frighten me more than these creatures. While your aim hasn't been as true as the others Elise, your tenacity is quite something to watch. Trista, you seemed aloof when we met, but your skill with the knowledge you have, is quite something to behold."

Bandaging the elf, Valdrin sighs a bit, "This venture has become more challenging than expected. Should we find a better spot to rest up a bit, or should we continue?"

Treat Wounds Serpens | Assurance: 2d8 ⇒ (4, 5) = 9
Treat Wounds Serpens | Assurance: 2d8 ⇒ (3, 2) = 5
Treat Wounds Serpens | Assurance: 2d8 ⇒ (1, 8) = 9

That's 30 minutes of treat wounds if we aren't interrupted. We should stay a little longer for more heals, or at least move somewhere more defendable, so we can get all wounds dressed.


CG Female Rogue 2 | ♥️ 25/26 | AC 18 | Fort 5; Ref 9; Will 6 | Perc +6 | ☘️ 0/1 | | Speed 25ft | Class DC 16 | ⚕: immune to battle meds | ✋: rapier | 46/46 arrows | Exploration Action: Search (+1 circ bonus on trap detection/saving throws/ac v traps)

Elise is at 2/26 HP - I don't have it updated in my status bar. DM, what's the time of day right now?

Elise sighs again, adjusting painfully as she watches Valdrin work on her guardian. "I don't know how much further I can go in this state," She admits. "It might be a good idea to find somewhere to properly rest up."


| Male NG Medium Human Cleric 2 |
Temp Immune to Battle Medicine:
| Medic Battle Medicine 1/1 | ♥️ 28/28 | AC 16 | F +6 R +6 W +10 | Perc +8 | Class DC 18 | Speed 25ft | 1st: 3/3 | Healing Font 2/2 | ✋: Walking Staff ✋: Torch| Active Conditions: (Light Cast, Torch) | Default Exploration ( Searching) | ☘️ 1/1

Oh boy! You're getting treated next!


As the sounds of melee die down in the cluttered antechamber, you can clearly the angry roar of a big animal behind the barricaded door to the north. It seems the door is secure enough for now, so the group hunkers down as Valdrin tends to the wounds of Mr Serpens. The elf fight comes to after a few minutes, but the priest continues to spend time with him, restoring most of his lost vitality in the process.

As Trista searches over the bodies of the fallen foes, she finds the usual mundane weapons: club, bow & arrows, whips, sickles and the like. One thing of note: each of the fallen foes wears a similar symbol on a thong about their necks. It appears to be a smoking dragon claw.

DC 20 Religion:
This is an unusual symbol associated with the cult of Dahak, the god of evil dragons. His more well-known symbol is that of a falling, burning scale, but this symbol is one use by those worshippers who focus more on his aspect of god of destruction than of evil dragons or greed.

In addition to the door you entered, the room has the barricaded door to the norht, and one each on the east and west walls as well.

After 30 minutes or so of rest, nothing has interrupted your rest...yet.

Its hard to tell the exact time in the underground dungeon, but given the Call for Heroes was at noon, and you fought a fire, found the ruins, captured Calmont (and let him go again) and explored so far, I'd say its early evening -- around 5-6 pm.

I'm also not sure any one attempted the DC15 Society check to ID the monkey things, so that's still possible if you wish it.


HP: 40/40|AC:18 | Fort: +8, Refl: +8, Will: +8 | Perc: +6, Init: +0, Speed 25ft Spell Slots 1st 4/4 ~ 2nd 4/4 | Focus pts 1/1 | Hero Points 1/1

Religion: 1d20 + 6 ⇒ (8) + 6 = 14

Checking the holy symbols while Valdrin heals up Mr. Serpens and Elise, "I've seen a lot of temples in Absalom, but nothing for whoever this is,"

While wondering around waiting, Fentus will return to his dropped drumstick on the floor and pick it up, brushing it off, scorching it a bit more before continuing to finish eating it.


| N Human Male Magus (Sparkling Targe) 4| AC 20| Class DC 19 | Perception +6| Fortitude +9, Reflex +7, Will +8 | Speed 25 ft | | ♥️ 48/48| Shield 1 20/20 | Shield 20/20 | ☘️ 1/1 | Focus: 1/1 | ⚕: | ✋: Bastard Sword +1, Steel Shield

A little annoyed he let another get in front of the enemy and get hurt while he was stuck back in the hall, Olaf stands guard in the middle of the room in such a place where he can quickly charge any of the doors while the group rests, heals and loots the bodies.

Dont have anything I need to be doing during the rest time so I’ll keep watch

oh, I am trained in society, didn’t think I was

Society, DC 15: 1d20 + 7 ⇒ (20) + 7 = 27

While watching for danger, Olaf does get a better look at the simian things and eventually grunts, ”Oh, right. Those are Charau-Ka, also from Mwangi. Fascinating. They are supposed to be real good at throwing stuff, as we’ve learned. Wonder if that strange symbol has anything to do with why creatures from so far away are here.”


CG Female Rogue 2 | ♥️ 25/26 | AC 18 | Fort 5; Ref 9; Will 6 | Perc +6 | ☘️ 0/1 | | Speed 25ft | Class DC 16 | ⚕: immune to battle meds | ✋: rapier | 46/46 arrows | Exploration Action: Search (+1 circ bonus on trap detection/saving throws/ac v traps)

Elise shakes her head at Fentus, frowning at the holy symbols. "I don't know much about religion, honestly. Seems more Valdrin's wheelhouse." She watches the sorcerer's slightly feral behavior with mild amusement, huffing with pained laughter.

At Olaf's words, Elise purses her lips and furrows her brows in thought, adjusting her seat on the ground painfully. "Everything odd we have encountered so far is from the Mwangi Expanse. How in the world is it all getting here in Breachill?"


NG female (she/her) suli human thaumaturge 4 HP 44/44 | AC 21 | F +9 R +11 W +8 | Perc +8 | speed 25 ft | focus 0/0| Hero 0 | Active Conditions: None| Esoteric Lore +9

Esoteric Lore: 1d20 + 7 + 1 - 2 ⇒ (6) + 7 + 1 - 2 = 12

Trista compares the symbol to illustrations in her book, but she doesn't find anything that matches.

"I don't want to press beyond our capacity, but I am so curious about what is behind that door."

Trista points at the barricaded door to the north.

The Exchange

AC 19 Fort +6, Ref +9, Will +5 | HP 26/26 Ancient Elf Reputation Seeker Fighter 2 | Exploration Activity: Stealth +7 | Cane in right hand, left hand open | Conditions: None

Serpens smarts at all the beatings he is taking.

Given the fact that this is a hellknight's citadel its probably some form of devil, if not asmodeus himself. We should be careful we dont get the evil on us

Once everyone is ready he gets ready to work on the door

Thievery: 1d20 + 7 ⇒ (11) + 7 = 18

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