fine_young_misanthrope |
round 1, Fight!
creature: 1d20 + 9 ⇒ (19) + 9 = 28 howl!
Thalassa perception: 1d20 + 7 ⇒ (17) + 7 = 24 learn and tangle!
Peat perception: 1d20 + 7 ⇒ (17) + 7 = 24 plan, move, and swing!
Caleb perception: 1d20 + 5 ⇒ (15) + 5 = 20 learn and freeze!
Kazmuk perception: 1d20 + 7 ⇒ (10) + 7 = 17, Quick-Tempered for Free action Rage move swing and shield!
Jacen perception: 1d20 + 3 ⇒ (13) + 3 = 16
round 2, Fight!
creature: 1d20 + 9 ⇒ (19) + 9 = 28 bite!
Thalassa perception: 1d20 + 7 ⇒ (17) + 7 = 24 tangle!
Peat perception: 1d20 + 7 ⇒ (17) + 7 = 24 think
Caleb perception: 1d20 + 5 ⇒ (15) + 5 = 20
Kazmuk perception: 1d20 + 7 ⇒ (10) + 7 = 17, Quick-Tempered for Free action Rage scream and smash !
Jacen perception: 1d20 + 3 ⇒ (13) + 3 = 16
Peat thinks and thinks again. Its not going well....
After being screemed at himeself, Kazmuk back screams at the dog! Its frighted, but not overly so. he follows that up with a swing, but the dog is nimble! [occ]AC 19[/ooc]
fine_young_misanthrope |
round 1, Fight!
creature: 1d20 + 9 ⇒ (19) + 9 = 28 howl!
Thalassa perception: 1d20 + 7 ⇒ (17) + 7 = 24 learn and tangle!
Peat perception: 1d20 + 7 ⇒ (17) + 7 = 24 plan, move, and swing!
Caleb perception: 1d20 + 5 ⇒ (15) + 5 = 20 learn and freeze!
Kazmuk perception: 1d20 + 7 ⇒ (10) + 7 = 17, Quick-Tempered for Free action Rage move swing and shield!
Jacen perception: 1d20 + 3 ⇒ (13) + 3 = 16 BLAST!
Jacen fires a bolt of power at the dog. It hit square!
round 2, Fight!
creature: 1d20 + 9 ⇒ (19) + 9 = 28 bite!
Thalassa perception: 1d20 + 7 ⇒ (17) + 7 = 24 tangle!
Peat perception: 1d20 + 7 ⇒ (17) + 7 = 24 think
Caleb perception: 1d20 + 5 ⇒ (15) + 5 = 20
Kazmuk perception: 1d20 + 7 ⇒ (10) + 7 = 17, Quick-Tempered for Free action Rage scream and smash !
Jacen perception: 1d20 + 3 ⇒ (13) + 3 = 16
Post your second round!
Kazmuk Kalingston |
GM, Intimidating Strike lets me Strike and inflict frightened on a hit. It is not a separate check to Demoralize and then Strike. I should have been able to hit the Dog's AC of 19.
fine_young_misanthrope |
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sounds good! Sorry for the mistake on my part.
And with that last hit, the dog drops! What do you do next?
Blueberry Peat |
Peat searches the room.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Kazmuk Kalingston |
Kazmuk tries to bandage himself up.
Medicine DC 15, Field Medic: 1d20 + 8 ⇒ (7) + 8 = 15
Healing w/ Medic Dedication: 2d8 + 5 ⇒ (6, 5) + 5 = 16
Noticing that Peat was bitten by the dog, he engages in some...amateur gardening to treat the damage.
Medicine DC 15, Field Medic: 1d20 + 8 ⇒ (13) + 8 = 21
Healing w/ Medic Dedication: 2d8 + 5 ⇒ (5, 3) + 5 = 13
20 minutes to treat everyone hurt.
fine_young_misanthrope |
As Kazmuk treats the people, Peat searches and finds that this was a repurposed training room changed into a makeshift prison. While the chamber is currently empty, there isnt much but you find a note hidden in one of the beds. This note, left by Elder Ordwi, is written in her own blood and reads, “Knurr has fallen to cult; warn Osprey Cove! I fear they’ll soon take me below.” Her signature was scrawled with a shaky hand.
What happens next.
Thalassa Tempestail |
"We should get back and warn the people of Osprey Cove." Thalassa suggests but she has this feeling that they need to rescue Elder Ordwi, if she is still alive.
"Do you she is still alive and we can rescue Elder Ordwi?"
Blueberry Peat |
Peat shakes his head. "We still don't really know what is going on here, other than there just being many strange demons and monsters. We should try to get more information. Right now they appear mostly contained to this building, so maybe we can keep them from moving on to Osprey Cove."
Kazmuk Kalingston |
Kazmuk throws in his two cents."We need to warn them, but if we all go we lose out on any chance of rescuing the Elder. We need to send one of us back..." He points to Caine. "Caine my friend, you are the fastest and slipperiest cat I know. Warn Osprey Cove, get help. The rest of us will rush to rescue the Elder."
Blueberry Peat |
Peat nods in agreement with Kazmuk. "Good plan, my friend." They then head over to one of the other doors and listens. "What about this one?" They check over it for traps.
Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Once everyone is in position and ready, if it appears to be safe, they open the door.
Thalassa Tempestail |
Thalassa also looks around the new area quietly for signs of danger.
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
fine_young_misanthrope |
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You don't hear anything at this door and when you open it you find... more doors! Looking and listening at those you hear... nothing! These chambers contain a few bedrolls laid out atop a flimsy mattress of dry grass. Odds are the people who live here are somewhere else. Looking in these rooms your find 17 gp worth of ancient coins and curiosities—
minor treasures that the men and woman here accumulated across their lives.
Where to next?
Blueberry Peat |
Peat gathers the rewards in the group supplies, and then heads to the door at the end of the hallway. "Here we go, then ..." Again, they check for any traps.
Perception: 1d20 + 10 ⇒ (4) + 10 = 14
Thalassa Tempestail |
Thalassa also looks around to the next area that they are searching.
Perception: 1d20 + 8 ⇒ (10) + 8 = 18
fine_young_misanthrope |
You hear some talking on the other side, and trying to door you find its not locked, but its blocked. Athletics check or go around a different way?
Thalassa Tempestail |
Thalassa tries to silently listen first to their conversation, perhaps she might learn a valuable information from them.
Perception: 1d20 + 8 ⇒ (1) + 8 = 9 to listen to their conversation
Hero Point! Perception: 1d20 + 8 ⇒ (6) + 8 = 14 to listen to their conversation
fine_young_misanthrope |
You dont hear a ton, but you do hear more ribbiting voices on the other side. Someone blocked the door, but some froggy people are there.
Shove the door open? Roll athletics!
Blueberry Peat |
Peat holds out his crowbar to the barbarian.
Thalassa Tempestail |
Thalassa readies herself to ambush whoever is on the other side of the room.
fine_young_misanthrope |
The door easily splinters under your push. With a crack you see, stone tables fill this vast hall, many of them covered with cutlery, dishware, goblets, or tools. Rusty iron chandeliers hang from the ceiling, but instead of large candles providing light, huge glowing mushrooms spring out of each holder, bathing the room in a dim bluish-green radiance.
As you push in, two confused frog men look back at you and pull rusty morningstars out...
round 1, fight!
Caleb perception: 1d20 + 5 ⇒ (19) + 5 = 24
Thalassa perception: 1d20 + 7 ⇒ (20) + 7 = 27
Peat perception: 1d20 + 7 ⇒ (15) + 7 = 22
Kazmuk perception: 1d20 + 7 ⇒ (14) + 7 = 21, Quick-Tempered for Free action Rage
Jacen perception: 1d20 + 3 ⇒ (10) + 3 = 13
creatures: 1d20 + 7 ⇒ (20) + 7 = 27
Post your actions!
Caleb Squallbane |
Caleb pops his head in the door, weaves some magic around the closest frogman, and darts back behind his cohorts.
Stride, Cast elemental betrayal (air), Stride
Frog has weakness 2 to damage from air effects
Blueberry Peat |
Peat considers the options against the nearest of these creatures, a loaded hand crossbow in one hand and a light hammer in the other.
◆ Devise Strategem: 1d20 ⇒ 16
Free Recall Knowledge (Society to identify humanoids) from Know Weaknesses feat: 1d20 + 8 ⇒ (19) + 8 = 27
If that's a crit success, I get to alert everyone to get a +1 to next attack roll against that target. From the images, I'm assuming these are Boggards ... let's go with looking to see if I can identify their special attacks or defenses.
◆ Stride
◆ Strike
Peat darts into the room, running between the tables, and fires (probably underneath the table, assuming that's not obstructed) toward the creature near the door. "Get 'em!"
Hand crossbow attack: 16 + 8 = 24 Another +1 if that Society check was a crit
Hand crossbow damage (piercing): 2d6 ⇒ (6, 6) = 12
Thalassa Tempestail |
Thalassa enters the room and slashes them with the winds from her hands.
Slashing Gust Spell Attack: 1d20 + 8 ⇒ (17) + 8 = 25 vs two frog men
Spell Damage: 2d4 ⇒ (4, 1) = 5 slashing damage
Slashing Gust has an air trait, if that matters.
◆ Stride
◆◆ Slashing Gust
fine_young_misanthrope |
round 1, fight!
creatures: 1d20 + 7 ⇒ (20) + 7 = 27 tongue grab!
Thalassa perception: 1d20 + 7 ⇒ (20) + 7 = 27 wind slash!
Caleb perception: 1d20 + 5 ⇒ (19) + 5 = 24 ready!
Peat perception: 1d20 + 7 ⇒ (15) + 7 = 22 bolt to the skull!
Kazmuk perception: 1d20 + 7 ⇒ (14) + 7 = 21, Quick-Tempered for Free action Rage
Jacen perception: 1d20 + 3 ⇒ (10) + 3 = 13
As you enter the creatures rush up to you!
One moves up to Thalassa, shoots out its tongue!
creature bite : 1d20 + 8 ⇒ (10) + 8 = 18 grab on hit, but you can move up to 10 feet
And then swings its mace!
creature bite : 1d20 + 3 ⇒ (9) + 3 = 121d6 + 3 ⇒ (5) + 3 = 8
One moves up to Peat, shoots out its tongue!
creature bite : 1d20 + 8 ⇒ (15) + 8 = 23grab on hit, but you can move up to 10 feet
And then swings its mace!
creature bite : 1d20 + 3 ⇒ (9) + 3 = 121d6 + 3 ⇒ (4) + 3 = 7
Thalassa slashes both with the wind. It nearly crits, but they dodge at the last moment!
Caleb prepares for the violence making the frogs ready to take damage.
Peat aims at the one next to him and fires right between the large eyes. it instantly drops to the ground!
Post when you can!
Kazmuk Kalingston |
Kazmuk walks up to the last creature and intimidatingly smacks it.
Intimidating Strike: 1d20 + 9 ⇒ (2) + 9 = 11
Hero pointed Intimidating Strike: 1d20 + 9 ⇒ (13) + 9 = 22
Creature is Frightened 1 on success, Frightened 2 on crit
Bludgeoning, Rage: 1d10 + 4 + 2 ⇒ (1) + 4 + 2 = 7
◆ Stride
◆◆ Intimidating strike
fine_young_misanthrope |
round 1, fight!
creatures: 1d20 + 7 ⇒ (20) + 7 = 27 tongue grab!
Thalassa perception: 1d20 + 7 ⇒ (20) + 7 = 27 wind slash!
Caleb perception: 1d20 + 5 ⇒ (19) + 5 = 24 ready!
Peat perception: 1d20 + 7 ⇒ (15) + 7 = 22 bolt to the skull!
Kazmuk perception: 1d20 + 7 ⇒ (14) + 7 = 21, Quick-Tempered for Free action Rage run and smash!
Jacen perception: 1d20 + 3 ⇒ (10) + 3 = 13 into the wall!
Kazmuk runs up and smacks the frogman in the face. Hes still up but hes frightened!
Jacen runs in last and shots wide of the frog man!
round 2, fight!
creatures: 1d20 + 7 ⇒ (20) + 7 = 27 CROAK!
Thalassa perception: 1d20 + 7 ⇒ (20) + 7 = 27
Caleb perception: 1d20 + 5 ⇒ (19) + 5 = 24
Peat perception: 1d20 + 7 ⇒ (15) + 7 = 22
Kazmuk perception: 1d20 + 7 ⇒ (14) + 7 = 21, Quick-Tempered for Free action Rage
Jacen perception: 1d20 + 3 ⇒ (10) + 3 = 13
The frogman is cared and emits a terrifying croak! DC 17 will save or you are frightened 1!
It then smashes a morning start at Kazmuk
smash kazmuk: 1d20 + 8 ⇒ (9) + 8 = 171d6 + 3 ⇒ (3) + 3 = 6
smash kazmuk: 1d20 + 3 ⇒ (18) + 3 = 211d6 + 3 ⇒ (3) + 3 = 6
Post when you can!
Thalassa Tempestail |
DC 17 Will save: 1d20 + 10 ⇒ (13) + 10 = 23 vs Terrifying Croak
Thalassa continues slashing winds at them to make them quiet. "Shut up your croaking mouth!"
Slashing Gust Spell Attack: 1d20 + 8 ⇒ (20) + 8 = 28 vs frog man
Spell Damage: 2d4 ⇒ (1, 1) = 2 slashing damage
Slashing Gust has an air trait, if that matters.
She then retreats from the frog man closest to her.
◆◆ Slashing Gust
◆ Stride
fine_young_misanthrope |
It aint much, but the combined pain from all the other things and the crit takes the beast down.
You look around the room and find a dose of blue dragonfly poison (Pathfinder Bestiary 45), enough materials to create three caltrop snares, a shrinking potion, a dose of violet venom (Pathfinder Bestiary 2 286), and a wand of heal. You may be able to sell some things you dont want, but besides that there isnt much more in the room. What would you like to do next?
Blueberry Peat |
Peat recommends one of the druids take the wand, since their own meager spell-casting powers are not potent enough to use it yet. If no one wants the poisons or the snares, though, Peat would be happy to use those.
They then move across the room to the door opposite the one they entered and listen, then will open it if they hear nothing of note, once everyone has taken time to heal or do whatever else is necessary.
Perception: 1d20 + 7 ⇒ (16) + 7 = 23
Thalassa Tempestail |
Thalassa takes the wand of heal. "This will be useful." she says. She also provides healing to those who need it and refocuses after doing so.
fine_young_misanthrope |
Several nests of mud, rusted metal, and splinters have been spread through this chamber, leaving any indication of the room’s original purpose unclear.
Looking around the room, you find nothing of interest.
Kazmuk Kalingston |
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Kazmuk does the healing for the party.
DC 15 Medicine, Kazmuk: 1d20 + 8 ⇒ (2) + 8 = 10
DC 15 Medicine, Kazmuk: 1d20 + 8 ⇒ (3) + 8 = 11
DC 15 Medicine, Kazmuk: 1d20 + 8 ⇒ (1) + 8 = 9
damage, Kazmuk: 1d8 ⇒ 6
DC 15 Medicine, Kazmuk: 1d20 + 8 ⇒ (7) + 8 = 15
healing, Kazmuk: 2d8 + 5 ⇒ (4, 2) + 5 = 11
DC 15 Medicine, Peat: 1d20 + 8 ⇒ (17) + 8 = 25
healing, Peat: 4d8 + 5 ⇒ (6, 3, 4, 1) + 5 = 19
DC 15 Medicine: 1d20 + 8 ⇒ (11) + 8 = 19
healing, Thalassa: 2d8 + 5 ⇒ (6, 3) + 5 = 14
After like an hour, everyone is healed up. He then follows behind Peat, shield raised and fists reloaded.
Blueberry Peat |
There are two rooms off to the east, as well.
Peat moves ahead to two unexplored doors and opens the interior one to the south once everyone is caught up to the location and in position.
fine_young_misanthrope |
All those small rooms are quick easy rooms to search. There isnt much there. Turns out only the head of a cult makes the big bucks!
D11-you carefully get near the door and prepare... after an exhaustive search you find... Each of these rooms contains one or more stone toilets,
but the ancient magic that once kept them clean and fresh has long ago failed.
d10- the north room- The sound of falling water and the pungent smell of mold fills the air of this moist chamber. Dripping rills of what seems like an endless supply of water trickle like rain into a large mud-filled basin dug into the broken stone foundation of the floor, yet the artificial rain never seems to flood the room. A series of glowing runes are clustered together on the eastern wall. As you enter, a voice from the mud-filled pit yells in a croaking voice, explain themselves!
Diplomacy to make some friends, perception to make some violence! Choose!
Blueberry Peat |
Since they don't actually breathe, the pungent smell doesn't bother Peat all that much, so they begin speaking right up. "Oh, hello there. I'm Blueberry Peat, and these are my friends. We're just exploring a bit, but didn't mean to interfere with your ... um, mud bath? And who would you be?"
Diplomacy: 1d20 + 6 ⇒ (14) + 6 = 20
fine_young_misanthrope |
There is a tense moment, then the frogwoman says, I dont enjoy the interuption, but I am GURGA. If you give me a moment, and turn around, Ill properly introduce myself.
She waits for you to not look. Do you turn around?
Thalassa Tempestail |
Thalassa tries to know if she is trying to trick them with something else.
Perception +8 to Sense Motive
Blueberry Peat |
Peat says, "Oh, excuse us ..." and steps out of the room to give the frogwoman some privacy.