Age of Ashes - PF2 AP by DM Doctor Evil

Game Master DM DoctorEvil

Goblinblood Caves map

Citadel Dungeon Level

Loot Tracker


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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

Having left to find the kitchens, Fentus sits back down at the table with some bread, meat and soup just as the plan is announced to get up and leave. Looking at the others in shock, "But we just got here, maybe the guard can come to us and collect Calmont,"

Digging into his food hastily, as he doubts they'll be sitting around for much longer, he looks to Trista, " Youmf haff any of fose books still from the caffle?" Trying to get the words out with a mouth full of food. Digging around in his backpack, he pulls out the one that mentioned his Father, Armand, "I was hoping to look through the others for any other mention of my father, Armand Mourncrag,"


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

"A thorough catalog will take a long while. Maybe we could get the goblins to help us?" Trista considers that for a moment. "We should do a test run on some unimportant books, first. Some goblin groups have...odd...ideas about books."

Trista goes back to reading her--definitely not odd, perfectly normal!--book while she eats.


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)

For whatever it's worth, I figured we were going to finish eating first lol


| 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

Definitely dinner first, then wake the town guard to turn in our friend, then rest and preparations.

Savoring his stew, Valdrin relaxes a bit, letting the warmth settle in his stomach. "I'm sure there is a lot to research, but one task at a time Fentus. I'll be heading off for my nightly prayers shortly, and in retrospect, perhaps tell the Desnans a bit about the travels we had today. They might be interested, especially considering creatures from the Mwangi Expanse are this far north." Taking his spoon, the man digs out a piece of marinated turnip and happily munches on it.


The atmosphere and food at Wizard's Grace does not disappoint. As Elise goes to buy the first round, Trinil at the bar shakes her head. "Your money's no good here, Elise. Nor any of your friends. For the Heroes of Breachill, food and drinks are on the house, or bought by the company! Enjoy! And thank you!" So you have your fill of food and drink as the night progresses.

Elise doesn't really see the cream of Breachill society out this late at night, but there are still interesting people. The half-orc archivist Jorell Blacktusk sits alone at nearby table immersed in some musty old tome, but tips a toast to the group once or twice.

Jorsk Hinterclaw, the dwarven member of the Council, also is in the common room tonight, joined by four or five other unfamiliar looking dwarves. The table is engaged in some harsh talk in Dwarven, but the councilman stops by once, to thank your group and pat everyone on the back.

Eventually, the night winds down, and the group takes the bound Calmont to the locked cellar at Elise's house. There everyone readies to bed down for the night.

Any last activities before bed, if not, what do you do first in the AM. Prepared casters may need to revise their spell list, let me know if there are changes. While resting, you heal your CON mod times your level, so everyone will have healed a few HP also.


| 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 be updating his prepared spells!

Cantrip Daze will be replaced with Divine Lance
1st level Fear will be replaced with Bless.


Leaving the Wizard's Grace, the group looks to turn in their prisoner, the now-muted Calmont. As fortune would have it, the town keeps a constable on duty over-night, and the jail and watch office has a lamp burning. Peering in the side window, you see a burly uniformed man asleep in a chair with his feet on the desk. Rapping loudly on the door, the man startles awake, more than a little breathless. He opens the door, running his hand through his sleep-mussed hair. "Hallo! What's all the...Oh, the heroes! How can I help you fine adventurers?"


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)

"We bring Calmont, the arsonist, to justice. On top of his crimes against Breachill, we found him holding the Bramblebrashers at the Keep violently hostage," Elise states, gesturing at the halfling man slung over Serpens' shoulder with a grim expression on her face.

"We leave him in your capable hands." She pauses, waiting for a reply from the man, arms crossed over her chest. The local scion looks exhausted, her hair frizzy and her clothes torn and bloodstained from the many injuries she had sustained at the keep. She imagined Serpens and, really, many of the rest of them looked the same.


The constable's eyes widen in surprise, but to his credit he recovers quickly. "Calmont! Well, bring him in! Bring him in!" The sleepy guard steps aside, and allows Serpens to haul the prisoner into the small office, and back to the set of cells at the back. The constable fumbles a bit with the keys, but is eventually able to unlock the holding cell. "Really got him trussed up good, dontcha," the man says with some approval.

Eventually, Calmont is untied, but locked in. The halfling starts in almost as soon as the gag is removed. "But the elf gates..." he whines in protest. "I thought we were partners. You'd clear the space and we'd sell Alseta's Ring to the highest bidder, and Breachill would never see any of us ever again! But NO! You are just do-gooders, and liars, and cheats! I should've burnt you all up when I had the chance." He continues on in a similar vein any time any of you are within earshot.

Stepping back to the office at the front of the watch office, the duty constable says, "Councilor Gardenia will want to talk to you about this I reckon, but maybe in the morning? Are you staying here? Where and when should I tell her to meet you all?"


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 looks around, raising an eyebrow at the rest of the group and shrugs. "I will be staying at my home in town, but I can't speak for the others. Perhaps at the Wizard's Grace in the morning? Break our fasts together."

Like I said in discussion, Elise doesn't have a huge place - it's more like a small apartment off her family lot kind of thing? At least, that's how I imagined it. She's not a big-time adventurer, so I didn't think it made sense for her to have a big place. She has space for like one or two people to sleep on a bed/couch, but if others want to stay, it'd have to be sleeping on the floor, haha. I know Fentus has a hookup with Trin ;) and Valdrin talked about temple lodgings.


The floor of Elise's tiny place compared to a dungeon room is still an upgrade I suppose. We will see if any one sorts it out besides Valdrin.

The constable nods his understanding. "Can't believe you caught him!" he says, clearly in awe, the sight of your bruised, bloody, and battered selves only adding to the effect.

Valdrin peels off for the Desnan temple while Elise drags her tired self home, inviting any others, even if they must sleep on the floor.

Any other activity before morning?


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 steps over to the cell after Calmont's outburst, whispering to him, "Look, Cal, ol' buddy, what did you want me to do? Fight an entire tribe of Goblins by myself? Sit tight, try to control yourself and I'll see about getting you out for good behavior. Gonna be hard to do if you can't control yourself. Really you shouldn't have got caught by those goblins," He adds the last bit rather sarcastically.

Diplomacy: 1d20 + 8 ⇒ (15) + 8 = 23

Stepping back away from the cell, he motions to the rest of the group, "Hopefully shouldn't have any more problems with Calmont, as for sleeping arragements, I'll see if Trini has any rooms available, otherwise any ol' alleyway will do for me, though folks around look at me rather strange when I do," Shaking his head as he says this, unable to understand why sleeping in alleyways would seem strange.


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)

"If you would like somewhere a little warmer, Fentus, and Trinil doesn't have another room...here is my address," Elise says, shaking her head. "But if you want an alleyway, who am I to stop you?"


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

"I have a place at the inn. Let's meet up in the morning outside the council building."


Calmont blinks at Fentus then shuts his mouth mid-rant. While it looks like it pains him to do so, he actually shuts up for a while, muttering to himself instead of whining out loud. "Don't forget the elf-gates. It's gonna make us rich!" he whispers to Fentus when he has a chance, winking conspiratorially.

Back at Wizard's Grace, Trista gets back to her room and spends a few minutes with The Book before drifting off to sleep.

Fentus finds the rooms at the inn are all full and as he readies to leave for a night on the streets, the hand of Trinil grabs him by the back of the collar and pulls him into a room warm with fire and soft touches. "I have food!" she whispers in his ear as the lights go down.

At the Desnan temple, Valdrin finds just one young acolyte awake. The youth shows him to a simple monastic cell, and teh devout priest prays his evening orisons, studying new spells and preparing for another day to to the Dawnflower's work.

We will turn the page to the next morning.


Eastern Isger, Village of Breachill, Rova 2, the day after the Call for Heroes.

While it seems your group has been together for weeks now, the Call for Heroes was really just yesterday. The fire, the Bumblebrashers, a Hellknight Keep and dungeon, and strange cultists from Mwangi all in a one day. In different places across the village of Breachill, your group wakes as the dawn rises, glinting off the large statue of the founder of the town, Lamont Breachton. A hint of all is in the air on this morning in early Rova, but it will warm up nicely for the trek back to the Citadel.

For now, breakfast at Wizard's Grace begins when all the company is reassembled. Plates of eggs and sausages and fried potatoes are pass along and everyone eats what they can. Soon enough, Councilor Greta Gardenia enters along with her small goblin friend Warbal.

"Congratulations on completing your mission," says Greta with a smile of pride. "The town cannot thank you enough. Capturing the arsonist Calmont and helping Warbal's kin is a fantastic deed. In the manner of Lamont Breachton himself, you are truly heroes now!" She presents you with your reward for completion, a small burlap sack full of 20gp. "Tell us what your learned during your day at the Hill?" she asks.

For completing the mission, you will now be eligible for a 10% reduction in purchases for items from vendors in Breachill. I split the 20gp 6 ways and included it on the Loot Tracker. We can have a shopping session later if needed.

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 puffs up his chest. One step closer to getting that river named after him.

Well of course we are heroes. We told you so. Elise here is descended from heroic stock after all.

We learned the hell is the sight of some pretty nasty business - and the home of some pretty dangerous cultists. The Bramblebashers arein over their heads and need some reinforcement. Naturally it is up to us to provide 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

Well they say the way to a man's heart is through his stomach for a reason!

Fentus thanks Trini for the food and the night well spent, attempting to actually clean himself up and look somewhat presentable before joining the other's at the Wizard's Grace's common area for breakfast. "Phew, I am starving, believe it or not, always appreciate a nice breakfast in the morning!"

Quickly stuffing his mouth as it seems Mr. Serpens laid down the gist of what happened, stopping only to add, "Please don't execute Calmont, he still knows more information about the situation within the castle, keeps raving about something called Alseta's Ring and the Elf Gates,"

Throwing back some water before adding, "I also least learned the name of my father, Armand Mourncrag, not sure if you knew him when the Hellknights were still here, maybe he came to town from time to time for supplies? He had to've to at least meet my mom. Still hoping to learn how they met,"


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 gives a mildly embarrassed glance to Mr. Serpens over his boasting about her family's adventuring legacy...not that he's wrong, just that she isn't one to lean on her family's laurels.

She notes Fentus's improved appearance and his cheerful demeanor; not to mention Trinil's improved mood and files that information away for later, a small smile playing on her face.

To Councilor Greta, Elise says, "Whatever is going on in there, lots of things from Mwangi are somehow populating the Keep." Elise frowns thoughtfully. "Not sure how they're getting in, but maybe it's related to this whole...Elf gate thing?" Elise shrugs, resolving to ask her contacts around town what they might know about Alseta's Ring and Elf Gates and the like. It had been some time since she had tapped into her Finch persona...perhaps some information exchanges were in order.

"Warbal, Helba and her people are alright. They helped us capture Calmont. We have to go and clear out more so it's safe for them to reclaim their space again, though."


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 adds, "Not to mention the undead that the goblins mentioned were in the keep. It seems that there is still quite a bit to clean up."


| 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 stays in the back of the group while they talk of their expliots, finding himself uncharasticly shy for the moment as he works to order his thoughts and listen to the group for any missed details.

Only Spell list changes will be now that I have rested I've added a single Shocking Grasp to my available spells (not that I actually cast my other 1st level spell)


Greta and Warbal both deny any knowledge of Armand Mountcrag. "We had little dealings with the Hellknights when they were here, besides supplying them I suppose," Greta says with a shrug. "In any event they mostly left like 25 years ago, and completely abandoned the Citadel 8 years ago. We have almost no contact with them after the main force left. There might be something in the Archive but that may be the only place in Breachill that would have records."

"It sounds like you ran into some strange things, none of them good." Greta does look concerned and Warbal lets a long sigh when you tell of the dangers faced.

"Help my Helba! Help my Bumblebrashers!" says the goblin ambassador plaintively, gripping Elise's arm as she speaks. "Make it safe for them! Make it safe for us!"

Greta nods. "I am unable to offer you more monetary rewards, but there seems to be much to do to secure whatever is happening at the Citadel. I beseech you to continue to aid Breachill, if you can."

While more words are said, the sentiment and information does not really change and breakfast is over rather quickly, even with Trinil continuing to pile up sausages and toast in front of Fentus with a blushing smile.

Any other activity while back in the village or are you ready to go see about the rest of the Citadel?


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 wants to pick up a healer's kit so Valdrin isn't the only one keeping us all alive. She can help a little :)

Elise nods at Warbal, placing a hand gently over the goblin woman's. She smiles softly at them. "Have no fear, Warbal. We will." She looks up at Greta, a serious look on her face and nods again. "Breachill is my home. I will do whatever it takes."

After their breakfast is over, Elise stands and grins at the others. "I just need to get myself a healer's kit and then I will be ready to go back."


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

"Well, no time like the present. I wonder if the Citadel itself might have some records for you Fentus--ones that aren't being used as bear bedding." Trista is ready to head out soon after breakfast.


I will just subtract the 5gp for healer's tools, and assume it happens off camera. Same with other purchases if any. Unless others want more interaction, I will push you back to the fortress.

After receiving their reward and a fine breakfast, with a quick trip to Quarters and Bits thrown in, the group is eventually ready to head back to the Hellknight Keep. Climbing up the road to the site, they reconsider what was found yesterday, and discuss the Cinderclaw cultists, Dahak, Malarunk, Armand Mountcrag, Alseta's Ring, strange creatures from the far-off jungle, a list of Hellknights interred somewhere nearby, and Big Bumble. Lots of action and leads to follow up on for one day.

Soon enough the imposing towers of the structure are visible. The partially ajar entry doors look no different than the day before. The crumbled and partially-open walls still offer easy access inside the main level of the keep, and you are all aware of the secret entrance to the dungeon level. Now the question remains, where do you go next?

Just let me know your intentions. Still unexplored sections of the above ground structure, or back to the dungeon, and if so, where?


| 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

As the group walks back in the morning, Olaf ventures to the group, "I say we keep clearing out that dungeon, seems to be the place most dangerous and I'd have to have any of those things come up on us while we explore the rest of the keep."


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)

Added the tools to my equip. Love handwaving shopping, lol. <3

Elise meanders along, mostly keeping pace with Mr. Serpens. At Olaf's words, Elise nods emphatically. "Agreed. If you all let me sneak along ahead, I can keep an eye out for traps of anything of that nature."

Elise will do the scout exploration action to keep an eye out for traps. She has a +1 circumstance bonus to trap detection. Maybe we go to the hallway to the left of the room where we stopped exploring? The one where we fought the charau-ka and all?


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 watch out for Big Bumble, Elise. Hopefully he's found some food in the rest of the dungeon." Trista follows along, sword and book in hand.


With determined purpose, the group moves past the Citadel and around to the secret entrance to the dungeon. Moving the rock as Helba showed you, the door swings open easily. Inside, the cavern is pitch-dark. A low, rumbling growl, and the padding of heavy feet nears you and soon the great grizzly, Big Bumble comes into the patch of light shown by the open doorway. The bear is huge in size, and as foul smelling and dirty as anything you've seen, yet he sniffs the air gingerly, rising up on his rear legs to do so for a moment, and almost looking as graceful as a dancer. Big Bumble lowers back to all fours and takes a cautious step towards the exit, but then lowers his head and growls at your gorup, his fur bristling. It's pretty clear he might like to pass you and go outside, but you're blocking his way.

Want ot let the bear out into the world, or stop it? Once inside, where do you go? The dungeon map is still linked at top for your decision-making pleasure.


| 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

Handwaving the shopping does quicken things, lol. Also, I appreciate the extra set of hands with treating wounds!

"By all means, go ahead if it means we will be safer overall," Valdrin mentions, taking a note as to how his supplies were faring.

Valdrin will be doing the Seek exploration, as keeping an eye out for any dangers closer to the group


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

Standing there as the others block the doorway, "By Asmodeus' forked beard, get out the way, Big Bumble's coming through!" Exclaiming, as he dramatically dives out of the way, looking to the others.

acrobatics to dive outta the way dramatically: 1d20 + 2 ⇒ (20) + 2 = 22

Big bumble is my good luck charm


| 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

Got caught up with work before I could edit the post. Here's for the current situation.

Standing aside, Valdrin gives the furry beast ample room to leave. "Go and do bear things in the forest!" he laughs, making his way to stand next to Fentus. "You're quite the acrobat. Also seem happier and cleaner than yesterday. That's quite good! Now that our furry friend is on their way out, I have a feeling we should deal with the undead mentioned yesterday."

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 nods respect at the bear Hopefully the goblins dont get wind of this... he observes.

Serpens makes his way back to the room on the right side of the hallway. There were still two doors we left unopened this way so let us make haste


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 presses herself against the wall to allow Big Bumble to pass, happy to follow the crowd on this one. "We can always let them know. I'm sure the bear depends on the goblins for food a little bit," She replies to Serpens's concern.

free big bumble


The grizzly passes past you without incident, sniffling and blinking in the bright sun, which it has not seen for some time. The last you ever see of Big Bumble is him waddling slowly off towards a small stream, without a care in the world...

Once in the dungeon, the hinged secret door swings shut making the wide central hallway pitch dark once again. After firing up some lighting, you see the remains of your fight with the emperor birds (and Fentus eternal snacking) here. Big Bumble has turned any remains into a gory mess, but at Mr Serpens direction, you move off towards where you last saw cultists. The parlor room, which had a rafter jungle of torn bedsheets and curtains above, was the last room you were in before returning to the village.

Two unopened doors remain in this room, one directly to the east, and another set in a diagonal wall on the northeast. No sounds are heard from the eastern door, but from the other comes a dim, but still audible sound of croaking frogs.

Which door do you choose, or maybe some other starting point?


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)

"Croaking from beyond this door..." Elise comments, drawing her rapier in preparation for a fight. "Shall we? Prepare yourselves before I open this door..."

When everyone is ready, Elise will open the northeast door.


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'll have drawn and lit a torch as they head off into the dungeon, offering to cast Light on any of the front liners that wanted it.

Nodding to Elise to signal he is ready at the door, already preparing himself to start throwing balls of fire at whatever is on the other side.


| 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 cast light on any of the others as well, lighting his own torch, as having four light sources is a better idea, or so he thinks.

"I'll stay near you all in the front and help out as best I can."

Holding his walking staff in a firm grip, he readies himself for the next room.


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)

If possible, I was hoping to have Elise be sneaky about going in to try to get justification for a stealth initiative (if fighting us what's coming)...wanna try to get some use out of the surprise attack ability.


| 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

No worries! I'm gonna hang out with Serpens and Olaf because I think I can help them better when closer, and in case Bless is needed.


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)

Oh, I was more aiming that at DM, my bad. Not trying to say y'all are positioning badly or anything. :)


| 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

That's okay, lol!


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It's going to be hard to be stealthy while opening a door in a pitch black dungeon with 4 light sources backlighting you. Probably not really feasible unless you take a total different tactic or in a situation where you can lie in wait for someone rather than being the explorer.

Once everyone is basically ready, Elise opens the door (no traps). A steady dripping from the stone ceiling in this ruined bedroom has created a deep, bog-like puddle in the middle of the broken floor. Ringing the puddle are splintered pieces of wood stuck into the flagstones' rubble, rising up like bizarre foliage.

The room is dark, but as the light from the party spills into the space, you don't immediately see any foes. Instead, you hear the subtle croaking of frogs coming from the room.

What now? The dungeon and tactical maps have been updated to reflect the new area.


| 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 peers into the room over the rim of his shield.

"Don't see anything, but that croaking gives me the creeps." he growls lowly, "Head in then?" he asks, and if he gets some affirmation, leads with the way behind his shield.


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 close behind.


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)

"Let's go," Elise whispers, following closely behind Olaf and looking up at the ceiling just in case the frogs were going to drop on them as the charau-ka did.


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 will stay just inside the doorway, not trying to clutter the area. Ready to throw a ball of fire at the first hostile creature that shows itself.


Olaf, shield raised, leads the group into the damp, puddle-filled room. While Elise looks up, the actual threat is in the water. The group is somewhat taken aback as three frog-like humanoids stand up from the central pool and prepare to attack with clubs and slings.

Entering Encounter Mode. Map is updated

Initiative:

Fentus: 1d20 + 4 ⇒ (17) + 4 = 21
Elise: 1d20 + 6 ⇒ (16) + 6 = 22
Olaf: 1d20 + 4 ⇒ (4) + 4 = 8
Trista: 1d20 + 6 ⇒ (9) + 6 = 15
Serpens: 1d20 + 7 ⇒ (7) + 7 = 14
Valdrin: 1d20 + 8 ⇒ (9) + 8 = 17
Red Frogman: 1d20 + 6 ⇒ (18) + 6 = 24
Blue Frogman: 1d20 + 6 ⇒ (13) + 6 = 19
Yellow Frogman: 1d20 + 6 ⇒ (9) + 6 = 15


North Chambers - Round 1

24 Red Frogman
22 Elise
21 Fentus
19 Blue Frogman
17 Valdrin
15 Trista
15 Yellow Frogman
14 Serpens
8 Olaf

The red foe emits a loud croak that you've heard before, but still makes all of you shudder with fear for a moment. Then it flicks its long tongue at Olaf, sticking to the magus and grabbing him. Finally, the creature makes a melee attack on the tongue-wrapped Olaf

Red Tongue vs Olaf: 1d20 + 10 ⇒ (20) + 10 = 30 CRIT (but no damage:|)
Red Club, 2nd strike: 1d20 + 10 - 5 ⇒ (16) + 10 - 5 = 21
Olaf Bludgeoning dmg: 1d6 + 6 ⇒ (2) + 6 = 8

Olaf is grabbed, and while not truly immobilized, can only move within the length of the frog tongue (10'); he is flat-footed as well. He takes 8hp dmg and is at 14/28 per my notes. Elise and Fentus are up now.


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

True to his intentions, Fentus steps into the room and throws a fireball at the Blue Spotted Frog man.

Produce Flame: 1d20 + 8 ⇒ (20) + 8 = 28

damage: 1d4 + 4 ⇒ (3) + 4 = 7

On a crit, if 28 is a critical success, the target takes double damage and is lit on fire, taking 1d4 fire damage every round. Though, they are in a pool of water so that last bit is probably negated

"Croak on this, frogman!"

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