[PF2 / GMGlyn] CotKK - Falcon Hollow

Game Master GHembree

Falcon Hollow - Map
Action symbols ◆ ↺ ◇

Galesong Charsheet (Pathbuilder)


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Male Human Wizard (Battle Magic; Staff Nexus) 4| HP 36/36| AC 18 (19 w/Shield)| F +6 R +8 W +8 | Perc +6 (Initiative +2) | Stealth +8 | ◆ ↺ ◇ Speed 25 | Hero 3/3 | Focus 1/1 | Spells 1: 2/4; 2: 4/4 | Active Conditions: N/A | Staff Charges: 0

Drake moves forward and brandishes his staff. The runes flare to life as a piece of debris flies toward the creature.

◆Stride
◆◆Telekinetic Projectile: 1d20 + 10 ⇒ (4) + 10 = 143d6 ⇒ (1, 6, 5) = 12

Grand Lodge

Game map | Icons: ◆◇↺

Squall urges Djala to flank the creature as he moves to one side of the undead making his attacks. As he closes with the creature he is hit by an over-powering Stench! (Roll DC16 Fortitude vs sickened 1)). His first and third strike hits the creature, wounding it. It howls in pain hissing "Fighting back? That's just tenderizing the meat! Thank you for saving me the trouble."

Retching her lunch makes Marguerite feel better as she attempts to jam the trap’s machine, but fails. She does note that the trap must be manually reset before it can be triggered again, so for now the spike thrower trap is harmless, but the other trap is still primed ready to be triggered.

Djala tries to make a retributive strike but finds the creature has total cover from the stack of gears. She shifts her Glaive to do a quick battle medicine on Marguerite healing her wounds, before moving to flank the undead creature. She encounters the Stench surrounding it and has to adjust the grip on her Glaive before making an attack. (Roll DC16 Fortitude vs sickened 1. Battle medicine required a free hand, so she would have had to release and adjust her grip on the glaive. I returned your hero point.)

Tik draws a versatile vial, taking a moment to modify it before leaning out and throwing it around the wall past the gears to strike the wall behind the creature. A little of it splashes on the creature causing its skin to sizzle.

Drake moves forward brandishing his staff. The magic unleashed causes a spike from the sprung trap to fly at the creature only to miss.

The creature's jaws extend as it goes to bite Squall, its teeth sink deeply into Squall’s flesh. (using Djala’s retributive strike from previous post.) Djala strikes out slashing into the undead, killing it before it can do more harm and reducing some of the damage to Squall.

GM rolls:

Yellow undead vs Squall
strike Jaws: 1d20 + 11 ⇒ (19) + 11 = 30 to hit, damage: 1d6 + 5 ⇒ (6) + 5 = 11 piercing plus Fever and Paralysis

(Stench 10 ft aura. Anyone starting their turn or entering the aura must roll a DC 16 Fortitude save or become Sickened 1. (critical fail add Slowed 1 as long as sickened)

Everyone can act. (Squall & Djala) need to roll fortitude vs Stench, Squall roll fortitude 16DC vs Fever & Fortitude 16dc vs paralyze)

Status:
Round 3 A
yellow undead (-9-14-11= -34hp) (take cover)
* Marguerite AC19 (28+13= max/36hp) (light) (Sicken 1 ) (Protection +1ac status 8r) (fever 1 day)
* R!Kktik AC20 (38hp)
* Squall AC21 (40-6= 34/54hp) (light) (DC16 Fortitude vs sickened 1)(DC16 Fortitude vs Fever)(DC16 Fortitude vs Paralyzed)
* Drake AC19(20) (21/36hp) (light. Mystic Armor)
* Djalamora AC20 (35/54hp) (light) (DC16 Fortitude vs sickened 1)


Male Ratfolk Alch/4 | AC 20| HP 38/38 | F +8 R +11 W +7 |Perc +7|

Anticipating another undead, Tik heads for the other gear to either disable the trap or drop a bomb on whatever is there.

One action to move, other two actions will depend on what he sees.


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Fort: 1d20 + 9 ⇒ (16) + 9 = 25 vs. sickened

Fort: 1d20 + 9 ⇒ (3) + 9 = 12 vs. fever
Hero Point: Fort: 1d20 + 9 ⇒ (17) + 9 = 26

Fort: 1d20 + 9 ⇒ (1) + 9 = 10 vs. paralyzed
(Eh, I'll save the Hero Point. How long does it take to recover?)

Grand Lodge

Game map | Icons: ◆◇↺
"Squall" Blacktail wrote:

[dice=Fort]1d20+9 vs. sickened

[dice=Fort]1d20+9 vs. fever
Hero Point: [dice=Fort]1d20+9

[dice=Fort]1d20+9 vs. paralyzed
(Eh, I'll save the Hero Point. How long does it take to recover?)

Paralysis:
incapacitation occult 

Any living creature hit by a ghast's attack must succeed at a DC 16 Fortitude save or become Paralyzed. It can attempt a new save at the end of each of its turns, and the DC cumulatively decreases by 1 on each such save. Note since it has the incapacitation trait and is lower level than you, increase your success by one level.

Grand Lodge

Game map | Icons: ◆◇↺
R!Kktik wrote:

Anticipating another undead, Tik heads for the other gear to either disable the trap or drop a bomb on whatever is there.

One action to move, other two actions will depend on what he sees.

Taking a seek action?:
(Secret Roll:) Tik doesn't see any creature there.
Grand Archive

F Ancient Elf Field Medic Champion 4 (she/her) | HP 54/54 | AC 20 (+1 shield) | Fort +10; Ref +6; Will +8 | Perc +6 (low-light) | Spells: Focus 2/2 | Hero Pts: 2/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

Fort vs. stench: 1d20 + 10 ⇒ (13) + 10 = 23

Thank you, I forgot about the free hand thing.

Djala frowns as Squall stops moving, but concerned about the other trapped area, she moves around the walls past the other mass of gears. 2 Strides.

options for last action:

If there's another ghoul there, she'll attack. If not, she'll lay on hands herself.

Ghoul
Fort vs. stench: 1d20 + 10 ⇒ (10) + 10 = 20
glaive: 1d20 + 11 ⇒ (20) + 11 = 31 for slashing, holy: 2d8 + 4 ⇒ (5, 6) + 4 = 15 plus deadly, if relevant: 1d8 ⇒ 1

Lay on Hands
+12 HP to Djala


Male Ratfolk Alch/4 | AC 20| HP 38/38 | F +8 R +11 W +7 |Perc +7|

Yes, Tik will take a Seek.

"Seems to be clear. I'll try to disable the other trap."

The ratfolk Strides to the gear.

So Stride-Seek-Stride.


Human Angelkin Sorcerer 4 | AC 19 | Spd 25 | ♥️ 36 | Perc Init 7 | Dipl +12 | Decep +10 | Acro Thievery +9 | Rel +7 | Alcohol, Intim, Perf, Society +6 | Stealth +5 | Med Nature Surv +3 | All others +2 | ◆◇↺ | Spells 1(3/4), 2(5/5)

Embarrassed by her inability to disable the device, Marguerite tries to vomit again: 1d20 + 7 ⇒ (12) + 7 = 19

Then, she will try to disable the device near her: 1d20 + 9 ⇒ (14) + 9 = 23

Grand Lodge

Game map | Icons: ◆◇↺

Anticipating another undead, Tik moves halfway to the other gear pile with his nose twitching.

Squall avoids being sickened and feels free of any fever. His muscles begin to freeze, but the creature’s paralyzation power isn’t strong enough and quickly fades.

Ignoring the stench Djala quickly strides the other gear pile finding another undead creature hiding she dispatches it with a single! Standing over the dead body she heals more of her wounds by laying on hands.

Azarim mental approval washes over the group ”Nice shot! Keep that up and we will be done by dinner.”

Tik and Marguerite quickly move to disable the devices making the room safe.

Combat is over

Status:
Marguerite AC19 (36hp) (light) (Sicken 1 )
R!Kktik AC20 (38hp)
Squall AC21 (34/54hp) (light)
Drake AC19(20) (21/36hp) (light. Mystic Armor)
Djalamora AC20 (35+12= 47/54hp) (light)


Male Human Wizard (Battle Magic; Staff Nexus) 4| HP 36/36| AC 18 (19 w/Shield)| F +6 R +8 W +8 | Perc +6 (Initiative +2) | Stealth +8 | ◆ ↺ ◇ Speed 25 | Hero 3/3 | Focus 1/1 | Spells 1: 2/4; 2: 4/4 | Active Conditions: N/A | Staff Charges: 0

Drake squats down next to the creature to examine it and see if he knows what it is.

Religion: 1d20 + 6 ⇒ (15) + 6 = 21


M Stormtossed Tengu Bounty Hunter Ranger 4 | HP 54 | AC 21 | F +9, R +10, W +10 | Perc +10 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

After Djala swiftly dispatches the ghouls, Squall takes a moment to shake himself, to make sure the paralysis has indeed not taken hold. He moves to watch the southern door as he waits for his companions to disarm the traps and Djala to tend his wounds. "Well done," he tells her when she joins him.

Grand Lodge

Game map | Icons: ◆◇↺

Drake takes a moment to study the undead creatures and determines that they are Ghasts, a stinky form of ghouls. He also detects the same yellow residue necromantic energy that seems to infuse the lower complex.

Squall moves the southern doors as the others finish making the traps safe and tend wounds.

It takes Djala almost an hour to heal everyone using lay-on-hands.

Opening the southern door reveals a immense chamber. In the northern two-thirds you see orderly rows of square pillars, each carved with words large enough to be read from arm’s length. The pillars rise from floor to ceiling and are almost entirely surrounded by a three-foot-high stone wall. Further south, six looming stone statues of dwarves stand in circular alcoves to either side of an open hallway. Two side hallways lead from the room to the east and west. In the southern part of the room you spy a curious sight, A decapitated body of an armored dwarf thrashes and twitches. Occasionally, the animated remains stand up. Take a few staggering steps in a random direction, and then tumble onto the ground in a fresh set of shuddering fits. Where the body’s head should be is a faint, spectral shape of yellow smoke in which burn two tiny pinpoints of light where the eyes should be.

Azarim mentally chimes in ::I remember this place, from when I was infiltrating the cult, they called it the Archives. Each pillar recounts a specific dwarven commander’s recollection of their experiences leading troops during the Shining Crusades against the Whispering Tyrant and agents of the Whispering Way. The pillars date back more than 800 years. Mr. Stumbly is new though.::

Status:
Marguerite AC19 (36hp) (light)
R!Kktik AC20 (38hp)
Squall AC21 (54hp) (light)
Drake AC19(20) (36hp) (light. Mystic Armor)
Djalamora AC20 (54hp) (light)


Male Ratfolk Alch/4 | AC 20| HP 38/38 | F +8 R +11 W +7 |Perc +7|

R!Kktik eyes the animated corpse speculatively, keeping his distance and ready to bolt if necessary. "Drake, where its head should be...does that seem like the same mystical energy that we've been dealing with since the graveyard?"

Grand Lodge

Game map | Icons: ◆◇↺

R!Kktik asks if the mystical energy where the head should be on the walking corps is the same stuff from the graveyard.

Marguerite studies it from afar, and she concludes that it is more ghost-like.

Azarim mentally offers ::So the Ghost of the dead dwarf is haunting his headless body?::

Recall:

Marguerite Ruysch, Religion:(wis): 1d20 + 7 ⇒ (17) + 7 = 24
Djalamora Vestrilavia, Occultism:(int): 1d20 + 7 ⇒ (3) + 7 = 10
Drake Stormrider, Occultism:(int): 1d20 + 10 ⇒ (4) + 10 = 14
Azarim, Religion:(wis): 1d20 + 13 ⇒ (12) + 13 = 25
R!Kktik, Occultism:(int): 1d20 + 4 ⇒ (12) + 4 = 16

Status:
Marguerite AC19 (36hp) (light)
R!Kktik AC20 (38hp)
Squall AC21 (54hp) (light)
Drake AC19(20) (36hp) (light. Mystic Armor)
Djalamora AC20 (54hp) (light)


Male Human Wizard (Battle Magic; Staff Nexus) 4| HP 36/36| AC 18 (19 w/Shield)| F +6 R +8 W +8 | Perc +6 (Initiative +2) | Stealth +8 | ◆ ↺ ◇ Speed 25 | Hero 3/3 | Focus 1/1 | Spells 1: 2/4; 2: 4/4 | Active Conditions: N/A | Staff Charges: 0

"I think it is safe to assume that it is, but I can not say with 100% certainty. Necromancy is not really my field of study." Drake says to R!Kktik.

Grand Lodge

Game map | Icons: ◆◇↺

To the west is a short hallway with a door, to the east there is a hallway, and to the south are the carved pillars, dwarf zombie/ghost, and statues.


Male Ratfolk Alch/4 | AC 20| HP 38/38 | F +8 R +11 W +7 |Perc +7|

"I think we'd better avoid that...whatever it is...for now. Let's check the door to the west, but watch to see if that thing comes after us."


Male Human Wizard (Battle Magic; Staff Nexus) 4| HP 36/36| AC 18 (19 w/Shield)| F +6 R +8 W +8 | Perc +6 (Initiative +2) | Stealth +8 | ◆ ↺ ◇ Speed 25 | Hero 3/3 | Focus 1/1 | Spells 1: 2/4; 2: 4/4 | Active Conditions: N/A | Staff Charges: 0

"Sounds like a good plan R!Kktik." Drake says as he follows R!Kktik to the western door. He reaches down and picks up Shadow, placing the cat onto his bag.

Grand Lodge

Game map | Icons: ◆◇↺

R!Kktik suggests avoiding the ghost-zombie in favor of the west door.

Drake agrees with Tik and places the cat Shadow into her carrying bag.

The party moves quietly to the west door trying not to draw attention to themselves. Checking the door they find it is locked, but Marguerite pulls out her thieves tools and goes to work! It takes only a moment before you hear the lock click open.

Standing ready the group opens the door, within this room stands the disfigured corpse of a cleric of Nethys, his eyes and mouth stitched shut with coarse cord. He clutches a weird metal cage locked around a rotting dwarf’s head in one of his desiccated hands. The room is otherwise empty, as if the creature were imprisoned.

This undead priest that was once a man despite having his eyes and lips cruelly stitched shut can still sense the world around him. Immediately moving forward to the door it attacks with a fist strike while protecting the metal cage in its other hand. The powerful fist strike critically hits Squall with a solid thunk where you see the waves ripple through his body. (If Djala is not Paralyzed she can use the retributive strike reaction.)

(Aura of Despair - 30 feet. Living creatures are Frightened 1 while in a mummy guardian's despair aura. They can't naturally recover from this fear while in the area but recover instantly once they leave the area. When a creature first enters the area, it must succeed at a DC 22 Will save (after taking the penalty from being frightened) or be Paralyzed for 1 round. The creature is then temporarily immune for 24 hours. Everyone - Roll DC22 will save)

GM rolls:

Marguerite Ruysch, Thievery:(dex): 1d20 + 9 ⇒ (11) + 9 = 20

Initiative:
Marguerite Ruysch, Initiative : 1d20 + 7 + 1 ⇒ (14) + 7 + 1 = 22
R!Kktik, Initiative : 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Djalamora Vestrilavia, Initiative : 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Squall Blacktail, Initiative : 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19
Drake Stormrider, Initiative : 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
guardian, Initiative : 1d20 + 16 ⇒ (8) + 16 = 24

Guardian:
◆ Stride
◆ Stride
strike Fist : 1d20 + 16 ⇒ (17) + 16 = 33 to hit; damage: 2d6 + 7 ⇒ (2, 1) + 7 = 10 bludgeoning plus Blinding -rot
strike Fist w/-5map: 1d20 + 16 - 5 ⇒ (13) + 16 - 5 = 24 to hit; damage: 2d6 + 7 ⇒ (5, 1) + 7 = 13 bludgeoning plus Blinding -rot

Blinding Rot Saving Throw DC 22 Fortitude
Stage 1 carrier with no ill effect (1 minute)

Everyone is Frightened 1 & needs to roll save vs Despair Paralyze 1 round DC22 before taking their action.

Round 1 A
Guardian (purple) (0= 0hp)
* Marguerite AC19 (36hp) (light)
* Squall AC21 (54-20?= 34?/54hp) (light) (Fortitude DC22 save vs Blinding-Rot)
* R!Kktik AC20 (38hp)
* Drake AC19(20) (36hp) (light. Mystic Armor)
* Djalamora AC20 (54hp) (light)


Male Ratfolk Alch/4 | AC 20| HP 38/38 | F +8 R +11 W +7 |Perc +7|

DC 22 Will save: 1d20 + 7 ⇒ (9) + 7 = 16

The ratfolk freezes in terror!

Grand Archive

F Ancient Elf Field Medic Champion 4 (she/her) | HP 54/54 | AC 20 (+1 shield) | Fort +10; Ref +6; Will +8 | Perc +6 (low-light) | Spells: Focus 2/2 | Hero Pts: 2/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

Djala shudders as the evil energy pulses through her. Will: 1d20 + 8 - 1 ⇒ (15) + 8 - 1 = 22 She throws off the effect with effort and barely gets her glaive between the creature and Squall.

"Begone, foul fiend!" she cries, obviously having read too many novels as a child.

RS glaive, frightened 1: 1d20 + 11 - 1 ⇒ (18) + 11 - 1 = 28 for slashing, holy: 2d8 + 4 ⇒ (8, 7) + 4 = 19 plus deadly, if relevant: 1d8 ⇒ 2

She continues slashing at the creature, hoping to take it down quickly.

glaive 1, frightened 1: 1d20 + 11 - 1 ⇒ (8) + 11 - 1 = 18 for slashing, holy: 2d8 + 4 ⇒ (6, 2) + 4 = 12 plus deadly, if relevant: 1d8 ⇒ 5
glaive 2, frightened 1: 1d20 + 11 - 5 - 1 ⇒ (6) + 11 - 5 - 1 = 11 for slashing, holy: 2d8 + 4 ⇒ (2, 8) + 4 = 14 plus deadly, if relevant: 1d8 ⇒ 1
glaive 3, frightened 1: 1d20 + 11 - 10 - 1 ⇒ (9) + 11 - 10 - 1 = 9 for slashing, holy: 2d8 + 4 ⇒ (6, 2) + 4 = 12 plus deadly, if relevant: 1d8 ⇒ 7

Sadly, she's much less effective than she was hoping to be.

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