[PF2 / GMGlyn] CotKK - Falcon Hollow

Game Master GHembree

Falcon Hollow - Map
Action symbols ◆ ↺ ◇

Galesong Charsheet (Pathbuilder)


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Male Ratfolk Alch/3 | AC 19| HP 30/30 | F +7 R +10 W +6 |Perc +6|

Tik speaks Dwarven, and I presume the tablet is written in that language.

R!Kktik reads the tablet. "Hm. Sounds like all was not well with the dwarves who lived here."


M Stormtossed Tengu Bounty Hunter Ranger 3 | HP 42 | AC 20 | F +8, R +9, W +9 | Perc +9 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall listens to R!kTik as he examines the rooms's contents. "Of course there wasn't. Look at their choice of god," he mutters afterward, then waits by the secret door for the others to be ready to see what's on the other side.

Grand Archive

F Ancient Elf Field Medic Champion 3 (she/her) | HP 42/42 | AC 19 (+1 shield) | Fort +9; Ref +5; Will +7 | Perc +5 (low-light) | Spells: Focus 2/2 | Hero Pts: 1/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

Djala murmurs a blessing to Shelyn over the dwarf. "Agreed, though we must always allow choice. Even if it is wrong."

She moves up behind Galesong, ready to open the next door.


Male Human Wizard (Battle Magic; Staff Nexus) 3| HP 29/29| AC 17 (18 w/Shield)| F +5 R +7 W +7 | Perc +5 | Stealth +7 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 1/1 | Spells 1: 3/4; 2: 2/3 | Active Conditions: N/A | Staff Charges: 0

Drake takes a moment near the anvil to open his senses and see if he notices anything magical.

Detect Magic. If anything is magical Drake will attempt an Arcana check (+8) to try and discern what it is.

Grand Lodge

Game map | Icons: ◆◇↺

R!Kktik reads the tablet written in Dwarven to the group. (Good catch. Authors didn’t specify, but makes sense. +1 HeroPoint)

Squall comments about the choice of gods as he examines the room’s contents. Looking at the anvil it appears the dwarf was trying to construct an automated hammering machine and so how got accidently caught in the device.

Djala murmurs a blessing over the dwarf.

Drake opens his senses to magic and finds that both the bracers and gauntlet are magical. Taking the time to identify the items the Bracers are Bracers of missile deflection and the Gauntlet is +1 striking (If anyone wishes to use these you have time to equip them before continuing)

The group gathers around the secret door ready to open it when suddenly a tiny misshapen mad creature opens the door looking wild eyed at you and the dead dwarf’s bones before attacking you.

Galesong looks surprised as he jumps back ” What is that thing?”

rolls:

Squall Blacktail, Perception:(wis): 1d20 + 8 ⇒ (17) + 8 = 25

Drake Stormrider, Arcana:(Int): 1d20 + 8 ⇒ (15) + 8 = 23
Drake Stormrider, Arcana:(Int): 1d20 + 8 ⇒ (19) + 8 = 27

initiative:

Marguerite Ruysch, Initiative : 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
R!Kktik, Initiative : 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26
Djalamora Vestrilavia, Initiative : 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Squall Blacktail, Initiative : 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Drake Stormrider, Initiative : 1d20 + 4 + 1 ⇒ (8) + 4 + 1 = 13
Galesong, Initiative : 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Creature, initiative: 1d20 + 3 ⇒ (1) + 3 = 4

Everyone can act before the creature.

Round 1 A
* R!Kktik AC18 (22hp)
* Squall AC19 (28hp) (light)
* Marguerite AC17 (22hp)
* Galesong AC16 (26hp)
* Drake AC16(17) (22hp) (light. Mystic Armor)
* Djalamora AC18 (30hp) (light)
Creature (0= 0hp)


Human Angelkin Sorcerer 3 | AC 18 | Spd 25 | ♥️ 29 | Perc/Init 6 | Dipl +11 | Decep +9 | Acro Thievery +8 | Rel +6 | Alcohol, Intim, Perf, Society +5 | Stealth +4 | Med Nature Surv +2 | Arcana Ath Occult +1 | ◆◇↺ | Spells 1,1,1,1,2,2,2

◆ Activate Halo

◆◆ Cast Daze at Creature. Basic Will Save DC 18: 1d6 ⇒ 3

Grand Archive

F Ancient Elf Field Medic Champion 3 (she/her) | HP 42/42 | AC 19 (+1 shield) | Fort +9; Ref +5; Will +7 | Perc +5 (low-light) | Spells: Focus 2/2 | Hero Pts: 1/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

Djala can use both. Gauntlet is very nice for someone using melee. She'll take the bracers if no one else wants them.

"What in the fires of Hell is that?!" Djala swats it with her glaive, hoping to make it go away.

glaive 1: 1d20 + 9 ⇒ (20) + 9 = 29 for slashing, holy: 1d8 + 4 ⇒ (1) + 4 = 5 plus deadly, if relevant: 1d8 ⇒ 7
glaive 2: 1d20 + 9 - 5 ⇒ (10) + 9 - 5 = 14 for slashing, holy: 1d8 + 4 ⇒ (6) + 4 = 10 plus deadly, if relevant: 1d8 ⇒ 6

She then casts Shield.


Male Ratfolk Alch/3 | AC 19| HP 30/30 | F +7 R +10 W +6 |Perc +6|

RK first action; +8 Arcana (T) or Society (T), +5 Nature (T), +4 Occultism (U), +1 Religion (U). Second and third actions will depend on RK results.


Male Human Wizard (Battle Magic; Staff Nexus) 3| HP 29/29| AC 17 (18 w/Shield)| F +5 R +7 W +7 | Perc +5 | Stealth +7 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 1/1 | Spells 1: 3/4; 2: 2/3 | Active Conditions: N/A | Staff Charges: 0

"Not sure what that thing is Djala, but I can see if it burns!" Drake snaps his fingers at the creature, shooting an ember of fire at it, and then wills his shield into existence.

◆◆Ignition: 1d20 + 8 ⇒ (7) + 8 = 152d4 ⇒ (4, 2) = 6
◆Shield (AC 18)

Grand Lodge

Game map | Icons: ◆◇↺

Marguerite’s halo glows brightly as she strikes the creature with mental magic. It critically fails, grabbing its head in intense pain. (stun 1)

Djala gripping her glaive critically strikes the creature, killing it with one blow! She cast a protective shield.

The creature appears defeated, but then a strange transformation occurs: the spirt that animated the creature rises from its remains, swirls through the air, and then merges with the hammer contraption. An instant later, the device lurches to life, powered by the lingering spirit It attacks immediately, this time using a much more dangerous body

Tik firmly believes it was an earth/metal wisp of a spirit from the planes able to possess objects.
(two actions left)

(Drake you can recon you actions or keep the same actions targeting the Anvil.)

GM rolls:

creature will DC18 save: 1d20 + 1 ⇒ (2) + 1 = 3

Everyone can act before the creature.

Round 1 A
* R!Kktik AC18 (22hp)
* Squall AC19 (28hp) (light)
Marguerite AC17 (22hp)
* Galesong AC16 (26hp)
* Drake AC16(17) (22hp) (light. Mystic Armor)
Djalamora AC18 (30hp) (light)
Creature (-6-17= -23hp)
Animated Anvil (0= 0hp) Stun 1


Male Human Wizard (Battle Magic; Staff Nexus) 3| HP 29/29| AC 17 (18 w/Shield)| F +5 R +7 W +7 | Perc +5 | Stealth +7 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 1/1 | Spells 1: 3/4; 2: 2/3 | Active Conditions: N/A | Staff Charges: 0

I'll keep the attack, but instead of Shield I'll stride away from the anvil after I attack. If that attack hits it will be 2d6 instead of 2d4 since I'm in melee.


M Stormtossed Tengu Bounty Hunter Ranger 3 | HP 42 | AC 20 | F +8, R +9, W +9 | Perc +9 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall moves closer to the anvil, focuses on the spirt inhabiting it, then stabs and hacks at it with his weapons.

◆ Stride

◆ Hunt Prey

◆ Twin Takedown:
+1 cold iron shortsword: 1d20 + 9 ⇒ (7) + 9 = 16; damage (P): 1d6 + 4 ⇒ (3) + 4 = 7
hatchet, flurry MAP: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23; damage (S): 1d6 + 4 ⇒ (1) + 4 = 5

Grand Archive

F Ancient Elf Field Medic Champion 3 (she/her) | HP 42/42 | AC 19 (+1 shield) | Fort +9; Ref +5; Will +7 | Perc +5 (low-light) | Spells: Focus 2/2 | Hero Pts: 1/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

Djala stares as the hammer thing starts to move on its own. "Alright, that is worse..."

Grand Lodge

Game map | Icons: ◆◇↺

Drake snaps his fingers sending a gout of flame flying past the anvil then steps back from the mad machine. The fire misses the anvil.

Squall moves closer, hunting the spirit within as he strikes with both weapons. The first one cleanly misses, the hatchet hits the anvil but just bounces off as its hardness absorbs the impact. (damage didn’t exceed the hardness)

Galesong breaks out of his inaction to begin cheering the group with a lingering encouragement ” You can do it!” Then he uses magic to Telekinetically lob rocks at the anvil. The rocks just miss the anvil.

Bot: R!Kktik
Tik calls it an Animated Statue/Thing once you break through the armor it becomes easy to hit and damage and that it’s immune to mental damage. He can’t recall anything more about it.

Stunned, the mechanical Anvil slowly learchs as it swings the hammer arm at Squall. The first strike misses, but the second one hits Squall hard.

GM rolls:

Galesong vs anvil
Lingering Composition DC 18 : 1d20 + 8 ⇒ (14) + 8 = 22
◆Courageous Anthem +1 status to attacks, damage, and fear saves.
◆◆Telekinetic Projectile w/+1bard: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16 to hit, damage w/+1bard: 2d6 + 1 ⇒ (4, 3) + 1 = 8 Bludgeoning

◆ RK on Anvil R!Kktik, Crafting:(Int): 1d20 + 8 ⇒ (12) + 8 = 20
◆ RK on Anvil R!Kktik, Crafting:(Int): 1d20 + 8 ⇒ (8) + 8 = 16

Anvil vs Squall
◆ action lost due to stun 1
Melee hammer: 1d20 + 11 ⇒ (2) + 11 = 13 (magical), Damage: 1d8 + 6 ⇒ (3) + 6 = 9 bludgeoning
Melee hammer w/-5: 1d20 + 11 - 5 ⇒ (15) + 11 - 5 = 21 (magical), Damage: 1d8 + 6 ⇒ (4) + 6 = 10 bludgeoning

Everyone can act. Everyone has +1 to hit, dam, and fear saves

Round 2 A
* R!Kktik AC18 (22hp)
* Squall AC19 (28-10= 18/28hp) (light)
* Marguerite AC17 (22hp)
* Galesong AC16 (26hp) (Courageous Anthem +1 status to attacks, damage, and fear saves. 3r)
* Drake AC16(17) (22hp) (light. Mystic Armor)
* Djalamora AC18 (30hp) (light)
Creature (-6-17= -23hp)
Animated Anvil (0= 0hp)


Male Ratfolk Alch/3 | AC 19| HP 30/30 | F +7 R +10 W +6 |Perc +6|

The ysoki Steps up*, draws a versatile vial*, and after quickly altering it hurls it at the anvil chorus*!

Acid vial bomb attack, including courageous anthem: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14

It takes 1 point of acid splash damage.


Human Angelkin Sorcerer 3 | AC 18 | Spd 25 | ♥️ 29 | Perc/Init 6 | Dipl +11 | Decep +9 | Acro Thievery +8 | Rel +6 | Alcohol, Intim, Perf, Society +5 | Stealth +4 | Med Nature Surv +2 | Arcana Ath Occult +1 | ◆◇↺ | Spells 1,1,1,1,2,2,2

* Get sling out

* Load sling

* Strike with sling: 1d20 + 7 + 1 ⇒ (19) + 7 + 1 = 27for: 1d6 + 1 ⇒ (4) + 1 = 5 bludgeoning damage.


Male Human Wizard (Battle Magic; Staff Nexus) 3| HP 29/29| AC 17 (18 w/Shield)| F +5 R +7 W +7 | Perc +5 | Stealth +7 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 1/1 | Spells 1: 3/4; 2: 2/3 | Active Conditions: N/A | Staff Charges: 0

Focusing his will, Drake snaps his fingers, hoping he can hit the creature this time. He then makes a quick gesture and his shield flits up between him and the creature.

◆◆Ignition: 1d20 + 8 + 1 ⇒ (6) + 8 + 1 = 152d4 + 1 ⇒ (3, 4) + 1 = 8
Shield AC 18

Grand Archive

F Ancient Elf Field Medic Champion 3 (she/her) | HP 42/42 | AC 19 (+1 shield) | Fort +9; Ref +5; Will +7 | Perc +5 (low-light) | Spells: Focus 2/2 | Hero Pts: 1/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

Djala moves up behind Squall, to give him some protection. She slashes at the hammer creature a couple of times.

glaive 1: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28 for slashing, holy: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7 plus deadly, if relevant: 1d8 ⇒ 8
glaive 2: 1d20 + 9 - 5 + 1 ⇒ (9) + 9 - 5 + 1 = 14 for slashing, holy: 1d8 + 4 + 1 ⇒ (4) + 4 + 1 = 9 plus deadly, if relevant: 1d8 ⇒ 6

◆ Move
◆ Strike
◆ Strike

Grand Lodge

Game map | Icons: ◆◇↺

Stepping up, the ysoki throws an acid vial bomb at the anvil, missing it. While caught in the splash, it's not enough to overcome the hardness.

Marguerite loads and fires her sling, hitting the animated anvil with a solid hit, Unfortunately, it bounces off the Anvil’s hardness, doing no damage.

Drake focuses his will as he launches a bolt of fire at the anvil, only to miss it. The wizard then throws up a protective shield.

Djala moves up behind Squall and slashes at the anvil creature, hitting hard with the first strike, just missing a crit. The blow leaves a small mark on the anvil creature.

BOT: Squall
Squall moves to flank the hunted anvil, striking it with his twin takedown and a follow-up hatchet. Both strikes from the twin attack hit, significantly damaging the anvil. The follow-up hatchet misses.

” Good shot, Squall!” Galesong’s cheer continues to linger, inspiring the group as he telekinetically flings more loose rocks at the anvil, only to have them harmlessly bounce off.

The animated anvil swings the deadly hammer at Squall, critically hitting with the first blow. (Assuming Djala uses reactive strike to reduce damage 6pts and counter strikes). Despite Djala’s assistance, the Anvil strikes Squall a second time, dropping him. The Anvil steps up to Djala.

GM rolls:

◆ Stride
◆ Twin Takedown:
+1 cold iron shortsword w/+1bard: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 25 to hit Off-guard; damage (P): 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11
hatchet, flurry MAP, bard: 1d20 + 8 - 2 + 1 ⇒ (12) + 8 - 2 + 1 = 19 to hit Off-guard; damage (S): 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
◆ Strike
hatchet, flurry MAP, bard: 1d20 + 8 - 4 + 1 ⇒ (4) + 8 - 4 + 1 = 9 to hit Off-guard; damage (S): 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Galesong vs anvil
◆◆Telekinetic Projectile w/+1bard: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27 to hit, damage w/+1bard: 2d6 + 1 ⇒ (1, 4) + 1 = 6 Bludgeoning

Anvil vs Squall
Melee hammer: 1d20 + 11 ⇒ (18) + 11 = 29 (magical), Damage: 1d8 + 6 ⇒ (1) + 6 = 7 bludgeoning
Melee hammer w/-5: 1d20 + 11 - 5 ⇒ (18) + 11 - 5 = 24 (magical), Damage: 1d8 + 6 ⇒ (7) + 6 = 13 bludgeoning
◆ step

Everyone can act. Everyone has +1 to hit, dam, and fear saves. If Squall is healed, he can act. Djala gets a reactive strike against the anvil still off-guard.

Round 3 A
* R!Kktik AC18 (22hp)
Squall AC19 (18-8-13= 0/28hp) (light) (unconscious)(prone)(dropped weapons)(dying 1)
* Marguerite AC17 (22hp)
* Galesong AC16 (26hp) (Courageous Anthem +1 status to attacks, damage, and fear saves. 2r)
* Drake AC16(17) (22hp) (light. Mystic Armor)
* Djalamora AC18 (30hp) (light)
Creature (-6-17= -23hp)
Animated Anvil (-1-15= -16hp)

Grand Archive

F Ancient Elf Field Medic Champion 3 (she/her) | HP 42/42 | AC 19 (+1 shield) | Fort +9; Ref +5; Will +7 | Perc +5 (low-light) | Spells: Focus 2/2 | Hero Pts: 1/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

RS glaive: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28 for slashing, holy: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6 plus deadly, if relevant: 1d8 ⇒ 2

Djala slashes at the animated thing, growling as it drops Squall. She dodges past it, standing between it and Squall, then reaching down and shaking his shoulder. "Get up!" Lay on Hands for 12 HP, +2 AC for 1 round

Straightening back up, she slices again.

glaive: 1d20 + 9 + 1 ⇒ (3) + 9 + 1 = 13 for slashing, holy: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7 plus deadly, if relevant: 1d8 ⇒ 8


M Stormtossed Tengu Bounty Hunter Ranger 3 | HP 42 | AC 20 | F +8, R +9, W +9 | Perc +9 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Ouch! Sorry, it's been a really busy week for me. At least the bot did well. BTW, in case it was missed: The damage from both Twin Takedown strikes get added together before resistance or weakness is applied, in case that makes any difference to the total damage?

Squall make a pained croaking noise as he gets to his feet. He is still badly hurt despite Djala's spell, so doesn't rush back into the fray. Instead, he draws and hurls his other hatchet, then retrieves his magic shortsword from the floor.

◆ Stand
◆ Quick Draw: hatchet (thrown), CA: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17; damage (S): 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
◆ Interact (pick up sword)


Human Angelkin Sorcerer 3 | AC 18 | Spd 25 | ♥️ 29 | Perc/Init 6 | Dipl +11 | Decep +9 | Acro Thievery +8 | Rel +6 | Alcohol, Intim, Perf, Society +5 | Stealth +4 | Med Nature Surv +2 | Arcana Ath Occult +1 | ◆◇↺ | Spells 1,1,1,1,2,2,2

"I did suggest that we should rest. I don't seem to be able to heal anyone right now."

* Strike with sling: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17for: 1d6 + 1 ⇒ (6) + 1 = 7 bludgeoning damage.

* Load sling

* Strike with sling: 1d20 + 7 + 1 - 5 ⇒ (13) + 7 + 1 - 5 = 16for: 1d6 + 1 ⇒ (3) + 1 = 4 bludgeoning damage.


Male Ratfolk Alch/3 | AC 19| HP 30/30 | F +7 R +10 W +6 |Perc +6|

R!Kktik shifts over and throws another acid flask at the anvil.

Bomb attack, including courageous anthem: 1d20 + 7 + 1 ⇒ (9) + 7 + 1 = 17
Damage, if that hits, including splash and courageous anthem: 1d6 + 1 + 1 ⇒ (3) + 1 + 1 = 5


Male Human Wizard (Battle Magic; Staff Nexus) 3| HP 29/29| AC 17 (18 w/Shield)| F +5 R +7 W +7 | Perc +5 | Stealth +7 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 1/1 | Spells 1: 3/4; 2: 2/3 | Active Conditions: N/A | Staff Charges: 0

Cursing under his breath for missing with his last attack, Drake redoubles his effort and throws more fire at the creature, before bringing his shield back up.

◆◆Ignition: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 262d4 + 1 ⇒ (3, 4) + 1 = 8
Shield AC 18

Grand Lodge

Game map | Icons: ◆◇↺

Djala reactive strikes the anvil just before it drops Squall critically hitting it! The blow knocks a chunk off the anvil making it more vulnerable to attacks.

Taking action, Djala dodges past the anvil to heal Squall with a touch of her hand. Then hits the vulnerable construct while it is off-guard with her Glaive. All the damage gets through the broken anvil.

Waking up, Squall makes a pained croaking noise as he stands throwing a hastily drawn hatchet at the anvil. The hatchet hits, doing enough damage to end the Anvil’s rain of terror! The broken anvil falls over in pieces as the movement spirit of the creature dissipates.

Squall recovers his weapons.

Marguerite lowers her sling as she suggests the group should rest before she could provide more healing.

Tik stands ready with a acid flask

Drake curses the animated anvil.

Galesong looks cheerful ” It looks dead. It became much easier to damage once Djala broke it. As for healing I believe I can still cast one, but maybe we shouldn’t push our luck?”

Combat is over

Status: (~10:30am)
* R!Kktik AC18 (22hp)
Squall AC19 (0+12= 12/28hp) (light) (wounded 1)
* Marguerite AC17 (22hp)
* Galesong AC16 (26hp)
* Drake AC16(17) (22hp) (light. Mystic Armor)
* Djalamora AC18 (30hp) (light)


M Stormtossed Tengu Bounty Hunter Ranger 3 | HP 42 | AC 20 | F +8, R +9, W +9 | Perc +9 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall quietly curses the unnatural anvil in Tengu as he retrieves his weapons.

"A rest sounds good to me," he finally says in Common.

Grand Archive

F Ancient Elf Field Medic Champion 3 (she/her) | HP 42/42 | AC 19 (+1 shield) | Fort +9; Ref +5; Will +7 | Perc +5 (low-light) | Spells: Focus 2/2 | Hero Pts: 1/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

Djala nods. "You were right, friend Marguerite. A rest is most certainly called for." She touches Squall once again, healing him for a bit more. "Where should we stay? I would like some place with a way out, but prefer not with multiple ways in."

Assuming we rest, Djala will heal everyone up as needed.


Male Human Wizard (Battle Magic; Staff Nexus) 3| HP 29/29| AC 17 (18 w/Shield)| F +5 R +7 W +7 | Perc +5 | Stealth +7 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 1/1 | Spells 1: 3/4; 2: 2/3 | Active Conditions: N/A | Staff Charges: 0

"Djala, this room seems well suited for a rest. There is only one way in. We could also go back to the forge room, since it is closer to the entrance, but it had two entrances. I'll leave the decision to you. I think both are fairly defensible." Drake says, deferring to the groups expertise on where to rest.

Grand Lodge

Game map | Icons: ◆◇↺

The group sets up camp in the dungeon choosing a defendable room. The old Abbot’s Quarters where they fought the Anvil seems as secure as any.

Djala uses her healing touch to heal the Squall’s remaining wounds.

Galesong plays his flute to pass the time for a little while then asks ” What would you be doing now if you didn’t start adventuring? I left my family’s sheep farming to join the army serving a term as a medic. Didn’t like the marching, bleeding and low pay so a few of us formed a party and started adventuring.” Galesong sighs ” May the lady of the graves judge my companions' souls lightly.”

After about an hour Drake begins to feel feverish. Drake roll a Fortitude check!

Status: (~10:30am)
* R!Kktik AC18 (22hp)
Squall AC19 (0+12= 12/28hp) (light) (wounded 1)
* Marguerite AC17 (22hp)
* Galesong AC16 (26hp)
* Drake AC16(17) (22hp) (light. Mystic Armor)
* Djalamora AC18 (30hp) (light)

Grand Archive

F Ancient Elf Field Medic Champion 3 (she/her) | HP 42/42 | AC 19 (+1 shield) | Fort +9; Ref +5; Will +7 | Perc +5 (low-light) | Spells: Focus 2/2 | Hero Pts: 1/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

Squall gets two more doses of Lay on Hands for an additional 24 HP

"I would still be a painter if I weren't an adventurer," Djala remarks. "Though I was only in town to meet with some of the crafters. This adventure was not in my plans."

"Drake, you do not look well. Come lie down."

Medicine: 1d20 + 4 ⇒ (19) + 4 = 23


Male Human Wizard (Battle Magic; Staff Nexus) 3| HP 29/29| AC 17 (18 w/Shield)| F +5 R +7 W +7 | Perc +5 | Stealth +7 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 1/1 | Spells 1: 3/4; 2: 2/3 | Active Conditions: N/A | Staff Charges: 0

Drake sinks to the floor, suddenly feeling terrible. Must be the adrenaline wearing off he thinks to himself. When he looks at the look on Djala's face he isn't so sure. "Yeah, I think you are right Djala. Maybe I'll lay down for a few minutes."

Fortitude: 1d20 + 4 ⇒ (10) + 4 = 14

Grand Lodge

Game map | Icons: ◆◇↺

Djala talks about her painter’s career being interrupted by this adventure. Galesong nods ” The world needs more paints and fewer monsters.”

Drake starts to feel the effects of fever from the giant rat bites and is immediately attended to by Djala. Whether due to his healthy living or the Elf Field Medic treatments, Drake’s ill feeling quickly passes. (Just made the DC check!)

The time passes slowly as the group waits to recover spells and rest up. The hallway has no traffic to disturb your rest. Still the ever present echoes and sounds within the dungeon makes your sleep unease.

(Prepared spell casters can update their memorized spells. Others reset their daily limits. If you want to rework gear or party items you can do it during the rest.)

You're ready to get moving by the time morning comes and the group completes their spell preparations and morning breakfast.

Drake feels right as rain with no signs of the filth fever.

(Is the group renewing the same light spells and Mystic Armor? )

Galesong puts on his armor and stores his sleeping roll in his backpack. ” I have a good feeling about today’s adventure! Should we start with the secret door from this room? “

Status: (~8:00am)
R!Kktik AC18 (22hp)
Squall AC19 (28hp) (light)
Marguerite AC17 (22hp)
Galesong AC16 (26hp)
Drake AC16(17) (22hp) (light. Mystic Armor)
Djalamora AC18 (30hp) (light)


Human Angelkin Sorcerer 3 | AC 18 | Spd 25 | ♥️ 29 | Perc/Init 6 | Dipl +11 | Decep +9 | Acro Thievery +8 | Rel +6 | Alcohol, Intim, Perf, Society +5 | Stealth +4 | Med Nature Surv +2 | Arcana Ath Occult +1 | ◆◇↺ | Spells 1,1,1,1,2,2,2

Yes, on the Light spells


Male Human Wizard (Battle Magic; Staff Nexus) 3| HP 29/29| AC 17 (18 w/Shield)| F +5 R +7 W +7 | Perc +5 | Stealth +7 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 1/1 | Spells 1: 3/4; 2: 2/3 | Active Conditions: N/A | Staff Charges: 0

Yes, I'll keep up light and recast Mystic Armor.

Grand Archive

F Ancient Elf Field Medic Champion 3 (she/her) | HP 42/42 | AC 19 (+1 shield) | Fort +9; Ref +5; Will +7 | Perc +5 (low-light) | Spells: Focus 2/2 | Hero Pts: 1/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

"Yes, let us see where this secret door leads?"


M Stormtossed Tengu Bounty Hunter Ranger 3 | HP 42 | AC 20 | F +8, R +9, W +9 | Perc +9 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

As the party sets up their camp, Squall tries to answer Galesong's question. "I suppose I've always been something of an adventurer. Back home, when I was hunting to feed my clan, I explored all over the surrounding mountains, just to see what was there. I watched a lot of storms from those peaks." For a moment, a touch of the fey attitude he had during the fight with the shock lizards enters his speech and gaze, but he quickly shakes it off. "Eventually I left to go see new skies and mountains. I soon learned that hunting down bad people could earn some good coin. That's the kind of work I was looking for here when I met these folks.”

***

After a good sleep, Squall seems ready and eager to resume their exploration of the warrens. He agrees that the secret door is a good place to start.

Grand Lodge

Game map | Icons: ◆◇↺

During the camp, Squall reminisces about always being adventurous as he hunted to feed his clan, exploring all the surrounding mountains just to see what was there. Galesong nods ”Yes, the alura of what is just beyond the next mount.”

Marguerite and Drake precast the same spells for the day.

Djala and Squall prepare to open the secret door as the rest of the party lines up behind them.

Squall opens the door, revealing an unusual room with simple stone benches lining the walls of this octagonal chamber. These benches are positioned near small openings along the west, northwest, and northeast walls. An unusual device that resembles a stone trumpet is attached to the northeast wall near the opening. A faint whispering sound permeates the chamber.

Before you can examine the room, you notice a swirling, vaguely dwarf-shaped shadow drifting from bench to bench, pausing for a moment as if listening to the wall before moving on to the next. As you magical lights flood the chamber, the undead shadow reacts, moving to confront the living creatures that have invaded its space.

Reacting first, the shadow flies over, slashing at Squall with a shadow hand, but missing twice.

Galesong turns pale ” What type of creature is that? Never mind, just kill it quickly before it kills us!” (successful Lingering Courageous Anthem) The bard makes magical motions and loose rocks fly over the shadow, just missing. ” Drats, I missed!”

initiative:

Marguerite Ruysch, Initiative : 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
R!Kktik, Initiative : 1d20 + 5 + 1 ⇒ (10) + 5 + 1 = 16
Djalamora Vestrilavia, Initiative : 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Squall Blacktail, Initiative : 1d20 + 8 + 1 ⇒ (1) + 8 + 1 = 10
Drake Stormrider, Initiative : 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Galesong, Initiative : 1d20 + 7 + 1 ⇒ (17) + 7 + 1 = 25
Shadow, Initiative: 1d20 + 10 ⇒ (20) + 10 = 30

DM rolls:

Shadow vs Squall
◆Fly
strike Shadow Hand: 1d20 + 15 ⇒ (3) + 15 = 18 to hit (finesse, magical); damage : 2d6 + 3 ⇒ (2, 3) + 3 = 8 void
strike Shadow Hand w/-5map: 1d20 + 15 - 5 ⇒ (5) + 15 - 5 = 15 to hit (finesse, magical); damage : 2d6 + 3 ⇒ (5, 2) + 3 = 10 void

Galesong vs Shadow
Lingering Composition DC 18 : 1d20 + 8 ⇒ (18) + 8 = 26
◆Courageous Anthem +1 status to attacks, damage, and fear saves.
◆◆Telekinetic Projectile w/+1bard: 1d20 + 10 + 1 ⇒ (8) + 10 + 1 = 19 to hit, damage w/+1bard: 2d6 + 1 ⇒ (4, 5) + 1 = 10 Bludgeoning

Everyone can act. +1 to hit and damage from bard.

Round 1 A
Shadow (0= 0hp)
Galesong AC16 (26hp) (Courageous Anthem +1 to hit, damage, fear save. 3r)
* Drake AC16(17) (22hp) (light. Mystic Armor)
* R!Kktik AC18 (22hp)
* Squall AC19 (28hp) (light)
* Marguerite AC17 (22hp)
* Djalamora AC18 (30hp) (light)


Male Human Wizard (Battle Magic; Staff Nexus) 3| HP 29/29| AC 17 (18 w/Shield)| F +5 R +7 W +7 | Perc +5 | Stealth +7 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 1/1 | Spells 1: 3/4; 2: 2/3 | Active Conditions: N/A | Staff Charges: 0

"Is that some sort of spirit or shadow?" Drake asks to no one in particular. Unsure of this being a corporeal being or not, Drake racks his brain trying to remember anything that could be helpful. He quickly launches a quick shot of fire at the creature.

◆Recall Knowledge (Arcana +8)
◆◆Ignition: 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 172d4 + 1 ⇒ (1, 4) + 1 = 6

Grand Lodge

Game map | Icons: ◆◇↺
Drake Stormrider wrote:

"Is that some sort of spirit or shadow?" Drake asks to no one in particular. Unsure of this being a corporeal being or not, Drake racks his brain trying to remember anything that could be helpful. He quickly launches a quick shot of fire at the creature.

...

Drake recalls from his religious studies that the creature is a shadow. An incorporeal creature or object has no physical form. It can pass through solid objects, including walls. Resistance to all attack forms except force, ghost touch, spirit, or vitality; double resistance vs. non-magical attacks.

Drakes bolt of fire misses the shadow.


Human Angelkin Sorcerer 3 | AC 18 | Spd 25 | ♥️ 29 | Perc/Init 6 | Dipl +11 | Decep +9 | Acro Thievery +8 | Rel +6 | Alcohol, Intim, Perf, Society +5 | Stealth +4 | Med Nature Surv +2 | Arcana Ath Occult +1 | ◆◇↺ | Spells 1,1,1,1,2,2,2

* Marguerite powers up her halo.

** She will cast Daze at it. Basic Will DC 18 For: 1d6 + 1 ⇒ (6) + 1 = 7 Mental damage.


M Stormtossed Tengu Bounty Hunter Ranger 3 | HP 42 | AC 20 | F +8, R +9, W +9 | Perc +9 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

I think the shadow's token needs to be moved closer to Squall, since it attacked him?

Squall rasps a quiet hiss of defiance, and focuses on trying to hit this new foe with several quick thrusts.

◆ Hunt Prey vs. shadow
◆ Twin Takedown (if both hit, add damage together before applying resistance/weakness):
+1 cold iron shortsword, CA: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23; damage (P): 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
shortsword, CA, flurry MAP: 1d20 + 8 + 1 - 2 ⇒ (13) + 8 + 1 - 2 = 20; damage (P): 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
◆ Strike: +1 cold iron shortsword, CA, flurry MAP: 1d20 + 9 + 1 - 4 ⇒ (16) + 9 + 1 - 4 = 22; damage (P): 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Grand Lodge

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

I think the shadow's token needs to be moved closer to Squall, since it attacked him?

...

(Correct. Good catch, updated map.)

Grand Lodge

Game map | Icons: ◆◇↺

Drake recalls that the shadow is incorporeal as his firebolt misses the creature.

Marguerite lights up her halo as she attacks the shadow with a magical mental attack. The shadow fails to save but still takes less damage due to incorporeal.

Squall rasps quietly as he begins hunting the shadow prey. His two shortswords move as one, hitting the creature three times! The damage isn’t as effective as normal due to Incorporeal. (added first two hits together before applying resistance)

BOT: Djala

Djala swats it with her glaive, and casts a magic shield. The first strikes hit. Only some of the damage gets through the incorporeal resistance.

Tik throws a ghost charge bomb hitting the shadow all the damage gets through.

BOT:

Djala
glaive 1: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20 to hit; slashing, holy: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10 plus deadly, if relevant: 1d8 ⇒ 5
glaive 2: 1d20 + 9 + 1 - 5 ⇒ (9) + 9 + 1 - 5 = 14 to hit; slashing, holy: 1d8 + 4 + 1 ⇒ (3) + 4 + 1 = 8 plus deadly, if relevant] 1d8 [/dice]
◆Shield.

R!Kktik
Bomb attack, including courageous anthem: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26 to hit
Vitality Damage, if that hits, including splash and courageous anthem: 1d6 + 1 + 1 ⇒ (1) + 1 + 1 = 3

The shadow strikes Squall hitting him with a hand of the icey void, and pulls at his shadow losing it partially causing the tengu to become drained 1. The creature takes another at squall but misses.
(Djala gets her retributive reaction on the shadow. I’ve reduced the damage.)

Galesong’s courageous anthem continues to linger as he telekinetically throws more rocks at the shadow. They hit but do reduced damage. Recollecting some bit of knowledge Galesong bellows out ” Keep it up, I think we are weakening it. Squall don’t let it steal your shadow it becomes a new spawn!”

DM rolls:

shadow Will DC18 save: 1d20 + 12 ⇒ (2) + 12 = 14

Shadow vs Squall
strike Shadow Hand: 1d20 + 15 ⇒ (12) + 15 = 27 to hit (finesse, magical); damage : 2d6 + 3 ⇒ (5, 5) + 3 = 13 void
◆ Steal Shadow - The shadow pulls at the target's shadow, making the creature Enfeebled 1.
strike Shadow Hand w/-5map: 1d20 + 15 - 5 ⇒ (3) + 15 - 5 = 13 to hit (finesse, magical); damage : 2d6 + 3 ⇒ (6, 5) + 3 = 14 void

Galesong vs Shadow
◆◆Telekinetic Projectile w/+1bard: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25 to hit, damage w/+1bard: 2d6 + 1 ⇒ (6, 5) + 1 = 12 Bludgeoning
Bardic lore RK: 1d20 + 5 ⇒ (14) + 5 = 19

Everyone can act. +1 to hit and damage from bard. Djala gets a retributive strike.

Round 2 A
Shadow (-2-11-2-5-3-7= -30hp)
Galesong AC16 (26hp) (Courageous Anthem +1 to hit, damage, fear save. 2r)
* Drake AC16(17) (22hp) (light. Mystic Armor)
* R!Kktik AC18 (22hp)
* Squall AC19 (28-9= 19/28hp) (light) (Enfeebled 1)
* Marguerite AC17 (22hp)
* Djalamora AC18 (30hp) (light)


M Stormtossed Tengu Bounty Hunter Ranger 3 | HP 42 | AC 20 | F +8, R +9, W +9 | Perc +9 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Sorry, Meranthi and I have had an over-full weekend. We'll try to get posts up tomorrow.

Is Squall drained 1 or enfeebled 1? The story text says one thing, the status list says another.


Human Angelkin Sorcerer 3 | AC 18 | Spd 25 | ♥️ 29 | Perc/Init 6 | Dipl +11 | Decep +9 | Acro Thievery +8 | Rel +6 | Alcohol, Intim, Perf, Society +5 | Stealth +4 | Med Nature Surv +2 | Arcana Ath Occult +1 | ◆◇↺ | Spells 1,1,1,1,2,2,2

* Recall Knowledge (Religion is +5): What weaknesses does this foe have?

** Cast Daze again Will DC 18 for: 1d6 + 1 ⇒ (6) + 1 = 7 mental magical damage.


Male Human Wizard (Battle Magic; Staff Nexus) 3| HP 29/29| AC 17 (18 w/Shield)| F +5 R +7 W +7 | Perc +5 | Stealth +7 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 1/1 | Spells 1: 3/4; 2: 2/3 | Active Conditions: N/A | Staff Charges: 0

Drake takes his time to focus all of his will on the shadow and several bolts of force shoot out from his hands as he finishes his spell.

◆◆◆Force Barrage: 3d4 + 3 + 1 ⇒ (4, 1, 1) + 3 + 1 = 10


M Stormtossed Tengu Bounty Hunter Ranger 3 | HP 42 | AC 20 | F +8, R +9, W +9 | Perc +9 (E), low-light vision | Speed 25 | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall groans when part of his shadow is pulled away, then redoubles his efforts to destroy the monster before it can do anything worse to him.

◆ Twin Takedown (if both hit, add damage together before applying resistance/weakness):
+1 cold iron shortsword, CA: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17; damage (P): 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
shortsword, flurry MAP: 1d20 + 8 + 1 - 2 ⇒ (3) + 8 + 1 - 2 = 10; damage (P): 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Hero Point to reroll: shortsword, flurry MAP: 1d20 + 8 + 1 - 2 ⇒ (14) + 8 + 1 - 2 = 21; damage (P): 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6

◆ Strike: +1 cold iron shortsword, CA, flurry MAP: 1d20 + 9 + 1 - 4 ⇒ (5) + 9 + 1 - 4 = 11; damage (P): 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8

◆ Strike: +1 cold iron shortsword, CA, flurry MAP: 1d20 + 9 + 1 - 4 ⇒ (10) + 9 + 1 - 4 = 16; damage (P): 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6

If Squall was enfeebled rather then drained, then -1 to attack and damage from all of those. If he was drained, it won't affect these attacks.

Grand Lodge

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

Sorry, Meranthi and I have had an over-full weekend. We'll try to get posts up tomorrow.

Is Squall drained 1 or enfeebled 1? The story text says one thing, the status list says another.

(Apologies; Squall is enfeebled 1)

Grand Lodge

Game map | Icons: ◆◇↺

Marguerite recalls that shadows are weak to magical light in such that any attacks against a shadow are treated as magical if made by a creature who is within the area of magical light. Normally, shadows resist non-magic attacks with double resistance. Marguerite's mental spell attack fails to damage the shadow due to its incorporeal resistance and successfully saves.

Drake takes his time focusing all his time casting several bolts of force that unerringly hit the shadow, doing full damage as they rip through the creature’s essence. The shadow dissolves, having taken more damage than it can handle.

You hear a shriek of a soul being dragged to its punishment in the afterlife echoes from the abbot's quarters, turning around, you see the skeleton remains in the room crumble to dust!

*** combat is over ***

Squall, feeling enfeebled, relaxes as he realizes the shadow has been defeated. (Restored the hero point used)

Galesong leans against the wall ” A shadow of some dead dwarf! The evil in this place must be rooted out and cleansed.”

Looking at the chamber where you fought the shadow, you see simple stone benches line the walls of this octagonal room. These benches are positioned near small openings along the west, northwest, and northeast walls. An unusual device that resembles a stone trumpet is attached to the northeast wall near the opening. A faint whispering sound permeates the chamber.

Galesong glances around the room ” You know I think his is some sort of secret listening chamber where the Abbot could spy on the faithful! I bet a gold coin the trumpet could be used to channel a voice into the areas where it echoes and booms powerfully!”

Listening at the Western Post:
You hear the normal background echoes that sound like the Mess Hall where you rescued Galesong from.

Listening at Northwest Post:
This area is also quite except for the normal background echoes, making you think of the Ossuary where you saved the hunter Barlus.

Listening at Northeast Post:
You hear a young kobold priest argue with a handful of warriors. The priest-in-training, complains to the warriors about the troubles befalling their people as of late. In Draconic “...but we all know the pop-pop to our king’s eye was just the start! So many of us died when the bald, dead-speaker wizard man came and ran us off. Our king did not fight. He led us in flight to the sun, and it took so long to come back here. Now that we’re back, the bald, dead-speaker wizard man is still downstairs, and our king’s plan to magic up his crown is going to get us in even more trouble if we keep snatching people from the human town. That’s how you get do-gooders in your home! Now, join me in prayer, my acolytes, so that we might make peace with the bones and the shadows, and save ourselves from our king’s crown!”

GM rolls:

Marguerite Ruysch, Religion:(wis): 1d20 + 5 ⇒ (20) + 5 = 25
shadow Will DC18 save: 1d20 + 12 ⇒ (12) + 12 = 24

Galesong, Lore:(int): 1d20 + 1d6 + 5 ⇒ (10) + (5) + 5 = 20

Status: (~8:00am)
Shadow (-2-11-2-5-3-7= -30hp) (dead)
Galesong AC16 (26hp)
Drake AC16(17) (22hp) (light. Mystic Armor)
R!Kktik AC18 (22hp)
Squall AC19 (19/28hp) (light) (Enfeebled 1)
Marguerite AC17 (22hp)
Djalamora AC18 (30hp) (light)

Grand Archive

F Ancient Elf Field Medic Champion 3 (she/her) | HP 42/42 | AC 19 (+1 shield) | Fort +9; Ref +5; Will +7 | Perc +5 (low-light) | Spells: Focus 2/2 | Hero Pts: 1/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

Djala leans over, healing Squall once more (+12 HP). "I do not approve of such trickery," she says as she stalks over to the nearest listening post.

Hearing voices, she startles backwards. Softly, "I believe there are speakers in this location. Does someone speak the dragon language?"

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