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I think we are climbing down, but I may have misinterpreted... :p

cmlobue |

Graeyson finds perches so quickly that he can help another character get down (turning one failure into success or one critical failure into failure).

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Thank the gods! ^_^

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Fun reminder about 2e mechanics!
Source Core Rulebook pg. 479 4.0
Choose an ally attempting a recurring skill check while exploring, such as climbing, or performing a different exploration tactic that requires a skill check (like Avoiding Notice). The ally must be at least an expert in that skill and must be willing to provide assistance. While Following the Expert, you match their tactic or attempt similar skill checks. Thanks to your ally’s assistance, you can add your level as a proficiency bonus to the associated skill check, even if you’re untrained. Additionally, you gain a circumstance bonus to your skill check based on your ally’s proficiency (+2 for expert, +3 for master, and +4 for legendary).
Mr.Graeyson is an expert in Acrobatics...so long as he is willing to assist
Acrobatics: 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11
I will use my hero point as well
Acrobatics: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
Jom watches the extravagance with which Graeyson descends and tries to replicate. At the first perch he almost completely loses his balance, but he catches himself.

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Ooo, neat!

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"...The placement of barricades is nearly done, and we want you to meet us there through the fastest means necessary; once they realize our trap, we need to act quickly. This map’s incomplete, so feel free to depart from it if you find a faster route..."

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Acrobatics: 1d20 + 8 ⇒ (12) + 8 = 20
Charlies balances himself as they go down a steep slope. Thankfully, he is with reliable agents that are good at going down such kind of obstacles.

Estes, Charlies' Angel |

Estes extends his magnificent white wings and begins gliding down the steep tunnel to help his balance as he goes down as well.
Acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19 with Glider Form evolution feat (if that helps)

cmlobue |

Going to post the next task to keep moving, but I still need an Acrobatics, Athletics or Survival check from Ennoia
Haohji nearly falls, but Graeyson manages to grab an arm and steady him before he hits the rocks.
You find that the sharp slope ends in a wandering cavern. As you make your way around its perimeter, you find a metallic grate securing the only apparent exit from the room. The grate appears to be completely sealed, with no knob, lock, or other mechanism to open it. Near the grate, an inscription in a mixture of Dwarven and Undercommon glows faintly on the wall.
Each PC can attempt an Occultism, Religion, or Society check to Decipher Writing. A character who knows both Dwarven and Undercommon gains a +1 circumstance bonus to checks against this obstacle, while one who can read neither takes a –1 circumstance penalty. Only the best result will count (so there is no reason for anyone to not attempt the check).

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The orc smiles and says {b]"Well done, it is great so see acrobatics done so well. Better than falling with style."[/b]
He squints at the inscription. {b]"Fancy writings, not my strong suit."[/b]
Religion -1 circ: 1d20 + 3 - 1 ⇒ (20) + 3 - 1 = 22

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Religion: 1d20 ⇒ 15
Huh, what do you make of that?

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Acrobatics: 1d20 + 7 ⇒ (14) + 7 = 21
Ennoia elects to try keeping her balance as she walks to catch up with her companions. Her agile legs and spectacular stepwork allow her to walk unhindered and quickly join them. She frowns as she struggles to decipher the strange writings.
Society: 1d20 + 4 - 1 ⇒ (14) + 4 - 1 = 17
"I'm not sure, but I start gathering a few things from these scribblings. Wait a second..."
Apologies for being late, yesterday was hectic.

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Yeah, I just rolled untrained, since the GM said that we might as well try. ;p

cmlobue |

Studley might not know much about words, but he happens to have checked out the very book he needed last week. He realizes the text draws heavily on Successful Methods for the Enslavement of Lesser Races, but between quotations, text alludes to two hidden switches near the grate that, if pushed at the same time, cause it to open.
A low rumble can be heard nearby as a spider the size of a halfling is blown against the wall, reeking of corrosive stench and clearly dead. The duergars placed some bombs nearby in a makeshift trap, and now you have to make your way past them! Only one character can attempt the check, though others can Aid. You can attempt a Crafting check to Recall Knowledge regarding the bombs’ composition, a Perception check to Seek where any hidden bombs might lie, or a Thievery check to disable the obvious traps.

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The orc excitedly points to the two switches. After they open he cheers
"Huzzah!!"
"I will help you nimble and smart guys."
AID craft: 1d20 + 1 ⇒ (5) + 1 = 6
AID perception: 1d20 + 3 ⇒ (20) + 3 = 23
AID thievery: 1d20 + 1 ⇒ (17) + 1 = 18
"Maybe they lay there, and let me hand you those tools, but I have no F&*^ing idea what these bombs are made of!!"

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The rogue treads carefully towards the traps, intending to help Graeyson disabling some obvious ones.
Aid, Thievery: 1d20 + 7 ⇒ (17) + 7 = 24
"There, that should help a bit."

cmlobue |

Studley is not much help with the trap, probably because of all the book learning he' been doing, but Graeyson figures out how to turn them off, and Ennoia points out where some of the components are salvageable, granting the group two lesser acid flasks.
As you traverse farther into the tunnels, you hear the sounds of pitched battle between the Eagle Knights and the duergars far in the distance, but you’re at a risk of becoming lost if they charge forward too hastily! With time pressure bearing down, one character must take the lead. Only one character can attempt the check to guide the party there, though others can Aid. You can attempt a Nature check, an Underground Lore check to Recall Knowledge about underground terrain, or a Survival check to Sense Direction.

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Aid (Nature): 1d20 + 1 ⇒ (2) + 1 = 3
Well, I'm not great at either of those, so I'm going to try and help. I forgot that when I was building him planned to take the helpful feat for humans, then took Toughness instead... d'oh! >.<

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Sounds like either or...

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Aid (Nature or Survival, same score): 1d20 + 1 ⇒ (3) + 1 = 4
Timidly, Ennoia leaves the lead to the more experienced Pathfinder. She attempts to help, but proves ultimately not very successful. She's about to apologize, but decides against it. However, she uses the opportunity to study Graeyson's expert performance.

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Nature check to Aid: 1d20 + 6 ⇒ (16) + 6 = 22
Charlies help the ranger in guiding them to the place of commotion.

cmlobue |

There is some spirited discussion about which direction to take to reach the sounds of fighting - there is a lot of echoing in here - but Graeyson eventually takes charge and leads you to your position.
You each get the following bonuses for successes in the skill portion of the quest: the aforementioned acid, +1 circumstance bonus to initiative and duergar take -1 penalty to saves against spells and abilities you use.
>Slide 4< The circled area is elevated, and the squares marked C have stalagmites or other obstacles in them that make them difficult terrain and provide cover.
As you exit the winding tunnels, you enter a large cavern that is barricaded at several points. The Eagle Knights are fighting the duergars in one corner of the room, and suddenly a smaller group of duergars routs and heads straight for you!
”Studley Initiative”: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
”Graeysonnitiative”: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 26
”Haohji Initiative”: 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
”Charlies Initiative”: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 23
”Jpm Initiative”: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Red Initiative: 1d20 + 4 ⇒ (13) + 4 = 17
Green Initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Blue Initiative: 1d20 + 4 ⇒ (4) + 4 = 8
Yellow Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Studley, you marked your intiative as +0 on the slides, but in PF2, initiative is usually the same as perception, so I have changed it here.
Round 1 - bolded may go
Graeyson
Charlies
Jomanerhen
Studley
Green
Red
Haohji
Ennoia
Yellow
Blue

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Jom, with his lit wayfinder jingling at his hip, moves forward to near where the tunnel exits into the large cavern and takes cover from the oncoming duergar. He grips his large sword in both hands, seemingly waiting for something.
Move (northest 1 square, then north 4 squares), take cover

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Studley moves and readies a javelin in his primary hand as his poleweapon is held by his off hand. He prepares to throw at anyone he can get a clear shot at.
Studley readies javelin throw to hit anyone not in cover. Feel free to roll for him if needed. And thanks for adjusting initiative, I was in 1E mindset. move-draw-ready throw
"I will take this spot to the left and leave you squishies clear fields of fire. Don't run too far ahead of me." Studley whispers to his new friends.

cmlobue |

You can have weapons drawn before the encounter, since you are expecting a fight.

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Charlies floods his angel eidolon, Estes with power, making his Speed gain an additional 20-ft status bonus (via Evolution Surge focus spell). He then extends his aura as a magical shield to protect his eidolon. As he does so, Estes makes his move out into the caverns where the duergars are.
◆◆ Cast a Spell, Evolution Surge
◆ Act Together (◆ Cast a Spell, Protect Companion of Charlies; ◆ Stride of Estes)
↺ Life Block (if triggering damage to Estes is more than 10)
Estes' Speed is now at 45 ft, and has +1 circumstance bonus to AC for 1 rd.

cmlobue |

The Pathfinders move themselves into position.
Red moves forward, fires an unusual shot at Graeyson, then ducks behind a stagamite.
Light Crossbow: 1d20 + 7 ⇒ (5) + 7 = 12
If that hits, Graeyson must make a DC 16 Reflex save or be knocked prone.
Green tries the same on Estes, but can't hide after firing.
Light Crossbow: 1d20 + 7 ⇒ (13) + 7 = 20
If that hits, Estes must make a DC 16 Reflex save or be knocked prone.
Round 1 - bolded may go
Graeyson (Reflex save?)
Charlies (Reflex save? for Estes)
Jomanerhen
Studley
Green
Red
Haohji
Ennoia
Yellow
Blue

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Ennoia, firmly gripping her elven curved blade, moves in the shadows to approch the duergars and hopefully strike from behind. She nimbly circles around the duergar, hoping not to get noticed.
Assuming she starts her movement out of view and doesn't need to initially Hide before starting to Sneak:
◆ Sneak
◆ Sneak
◆ Sneak Stealth mod is +7 for the GM's hidden roll. Stealth rules for reference
↺ Nimble Dodge (+2 circumstance bonus to AC vs triggering attack if needed)

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Haohji bursts forward, sliding up behind the stalagmite between him and Red and taking cover!
◆ Stride
◆ Stride
◆ Take Cover (AC goes up to 21, if I am reading this correctly.)

cmlobue |

Ennoia and Haohji try not to be seen.
Blue climbs the pillar and drops prone behind an outcropping.
Yellow advances and throws something at Jomanerhen.
Lesser Alchemist's Fire: 1d20 + 8 ⇒ (3) + 8 = 11
Fire Damage: 1d8 ⇒ 2 plus 1 persistent plus 1 splash
A bit of heat washes over he and Graeyson, but both are mostly unharmed.
Round 2 - bolded may go
Graeyson (-1 HP)
Charlies (Reflex save? for Estes)
Jomanerhen (-1 HP)
Studley
Green
Red
Haohji
Ennoia
Yellow
Blue

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Jom takes in a breath, tightens his grip on his sword, smiles, and then rushes into the cavern. With agility, he rushes toward the fallen duergar blue and swings down in a big chop.
<><> Sudden Charge (30ft move spd)
2h Bastard sword: 1d20 + 12 ⇒ (19) + 12 = 31
S: 1d12 + 4 ⇒ (8) + 4 = 12
Jom swiftly takes a hand off of the sword and draws one of the shortswords at his side. When his hand closes on the grip of the shortsword, the a ring on each of his hands flash magically.
free action: remove a hand
<> draw a weapon
S: 1d8 + 4 ⇒ (4) + 4 = 8