[PF2 / GMGlyn] CotKK - Falcon Hollow

Game Master GHembree

Falcon Hollow - Map
Action symbols ◆ ↺ ◇

Galesong Charsheet (Pathbuilder)


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

Tik's whiskers twitch. "Don't worry about it! Two, three molts tops and no one'll be able to tell it happened."

He searches the bodies as he talks.


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)

Marguerite comes over, takes out her barmaid's cloth and starts cleaning Squall. She casts Prestidigitation to clean Squall

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 sighs as the last kobold falls. "My apologies, friends. I was intending to just investigate what was in this room, but my skill at sneaking was not up to the task." She stretches, twisting various body parts with soft cracks as they realign. "Shall we rest for a few moments while tending to our wounds, friend Squall?"

Assurance: Medicine

Healing, Squall: 2d8 ⇒ (4, 5) = 9
Healing, Djala: 2d8 ⇒ (1, 5) = 6

Also Djala will heal 12 HP with lay on hands

Grand Lodge

Game map | Icons: ◆◇↺

After the battle Squall puts his blades away and begins grumbling as he cleans the sticky goo off his feathers.

Tik’s jokes with Squall about how long it will take to get clean, as he searches the bodies. Each kobold had a standard gear consisting of a Crossbow, 10 bolts, Shortsword, and Leather armor. The Slurk had no gear.

Marguerite uses her barmaid’s cloth and a bit of magic prestidigitation to help clean the goo off Squall.

Galesong chuckles at the sight, ” Reminds me of my maw always wiping dirt off my face.”

Djala apologies for failing to be stealthy and starting an unintentional battle. Over the next twenty minutes, she uses her Lay on hands and medicine to heal most of Squall’s wounds and all of her own.

The pit below the lift seems to be used as a refuse dump and doesn't contain anything valuable.

After healing up the group checks out the room to the east through the wall opening with no door. There is a dour stone chamber serving as a storage room to the east full of empty crates and splintered barrels. Stone rafters crisscross the ceiling.

Marguerite, R!Kktik and Drake all spot something dark with long, cartilaginous limbs and gray skin,hiding in the rafters.

GM rolls:

Marguerite Ruysch, Perception:(wis): 1d20 + 6 ⇒ (15) + 6 = 21
R!Kktik, Perception:(wis): 1d20 + 6 ⇒ (17) + 6 = 23
Djalamora Vestrilavia, Perception:(wis): 1d20 + 5 ⇒ (4) + 5 = 9
Squall Blacktail, Perception:(wis): 1d20 + 9 ⇒ (5) + 9 = 14
Drake Stormrider, Perception:(wis): 1d20 + 5 ⇒ (19) + 5 = 24
Galesong, Perception:(wis): 1d20 + 8 ⇒ (12) + 8 = 20

Status: (~9:20am)
Marguerite AC18 (29hp) (light)
Squall AC20 (30+9= 39/42hp) (light)
R!Kktik AC19 (30hp)
Drake AC18(19) (29hp) (light. Mystic Armor)
Djalamora AC19 (42hp) (light)
Galesong AC18 (36hp)


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)

"Hello, up there. We're friendly. We don't want to hurt you. Please come down and we can talk. Are you hungry?"

Diplomacy is +11

Grand Lodge

Game map | Icons: ◆◇↺

The creature calls from the rafters in Aklo " No kill"


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

The ratfolk calls back in the same language, "We won't kill you if you don't attack us. I'm called R!Kktik...what should we call you?"

Grand Lodge

Game map | Icons: ◆◇↺

The silence in the rafters stretches for a moment, making you wonder about its intentions. A low, guttural growl emanates from the darkness, a sound that vibrates with a primal, predatory warning. It's accompanied by the faint, almost imperceptible scuttling of claws on wood, suggesting it's repositioning for an advantage.

The creature does eventually responds with a low, guttural growl, followed by faint scuttling sounds "Grrrrr... Scritch-scritch. Fresh blood in air. Not hunt stronger pack."


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 we should maybe just leave this room alone. I don't think we need to confront this creature, it hasn't done anything to us. Perhaps we should try the tunnel to the north?", Drake suggests to the group.


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: (◆/◇/↺)

Once he's much cleaner, Squall joins the others looking through the western doorway. While those who share a language with the skulking creature are conversing with it, the tengu leaves his blades in their sheaths in order to appear less threatening. He still has his beak, and his quick-draw skills, if the diplomatic approach fails.


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

Tik nods sharply, then addresses the creature in Aklo. "We'll leave you alone. The bodies we leave to you freely."

Grand Lodge

Game map | Icons: ◆◇↺

Drake suggests the group should leave the room and creature alone and head north.

Having cleaned the goo off Squall joins the others, interacting with the skulking creature.

Tik nods telling the creature they will leave it to the bodies.

The creature responds ”Strong scaly ones hide above narrow way.” He moves deeper into the shadows, indicating he has accepted the offer of detente.

Looking to the north from this room you see the natural cave corridor is very narrow at 3ft wide and has what look like ledges six feet above the rocky group path.

Status: (~9:30am)
Marguerite AC18 (29hp) (light)
Squall AC20 ( 39/42hp) (light)
R!Kktik AC19 (30hp)
Drake AC18(19) (29hp) (light. Mystic Armor)
Djalamora AC19 (42hp) (light)
Galesong AC18 (36hp)


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: (◆/◇/↺)

When Tik translates the creature's last comment, Squall peers at the tunnel to the north. "Looks like the perfect place for kobolds to ambush longshanks. Gives intruders less room to maneuver, while they attack from above. I'll bet those ledges only have enough headroom for small folk, too."

Grand Lodge

Game map | Icons: ◆◇↺

Galesong looks at Squall, " Right perfect place for an ambush and we should avoid it, but ... you want to go that way and counter ambush them right?"


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: (◆/◇/↺)

"There was another tunnel (A), going north from that last chamber," Squall points out. "It might come out behind that choke-point, or it might have its own hazards. Or both. I think I'd like to check it out before poking my beak into the obvious ambush."

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 nods in agreement. "Walking into the obvious trap is not a wise choice."


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

"Unless we have a way to make an opaque cloud of something."


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 don't have any spells that could do that Tik, but it is a good idea."

Grand Lodge

Game map | Icons: ◆◇↺

Squall points out that they should check out the other tunnel before poking the ambush.

Djala agrees.

Tik suggests making a cloud, Drake agrees but doesn't have that magic.

The group moves back into the chamber where they found the kobolds mining for shiny stones, before stealthy moving up the north passage. Catching a glimpse into a larger chamber ahead they see a semitransparent, slippery gray slime covers the walls and floor of this chamber, a foul-smelling that Squall is very acquainted with having recently been covered with the same goo. You can hear a kobold speaking in a calming low voice as one would to an animal.

Covering his nose, Galesong whispers ”This seems promising despite the smell.”

Status: (~9:30am)
Marguerite AC18 (29hp) (light)
Squall AC20 ( 39/42hp) (light)
R!Kktik AC19 (30hp)
Drake AC18(19) (29hp) (light. Mystic Armor)
Djalamora AC19 (42hp) (light)
Galesong AC18 (36hp)

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

"Should we offer them a chance to leave?" Djala asks quietly. "I am not anxious to be slimed."

Grand Lodge

Game map | Icons: ◆◇↺
Djalamora Vestrilavia wrote:
"Should we offer them a chance to leave?" Djala asks quietly. "I am not anxious to be slimed."

Give me a Diplomacy or Intimidation roll


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)

Diplomacy: 1d20 + 11 ⇒ (1) + 11 = 12

Marguerite just gets them upset...

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 tries to fix the situation.

Diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22

Grand Lodge

Game map | Icons: ◆◇↺

Marguerite steps forward and politely asks the kobold ” Move along!” The startled kobold jumps back and starts jabbering angrily.

Djala steps up to Marguerite, trying to soothe the angry kobold ” Look, we just didn’t want you to get hurt!” Unfortunately, the kobold spits as he gives Djala a dead-eyed look. He is not backing down.

Having stepped into the room, you get a better look. There are two slurks and two kobolds. Oddly, one kobold is riding a slurk, but he slumped over, stuck to the slurk’s back, not moving.

(Using Diplomacy skill for initiative for Marguerite and Djalamara)

init:

Marguerite Ruysch, Initiative : 1d20 + 11 + 1 ⇒ (1) + 11 + 1 = 13 Diplomacy
R!Kktik, Initiative : 1d20 + 6 + 1 ⇒ (11) + 6 + 1 = 18
Djalamora Vestrilavia, Initiative : 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11 Diplomacy
Squall Blacktail, Initiative : 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Drake Stormrider, Initiative : 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19
Galesong, Initiative : 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Kobold: 1d20 + 11 ⇒ (3) + 11 = 14

Marguerite and Djala are slow on the realization that diplomacy has failed.

Galesong begins to inspire the group with a Courageous Anthem humming ” Dom De De Dom Dom Dom!” He is trying, but it’s not catching enough to last more than a round. Much like the rocks he telekinetically hurls at the Slurk fall short.

GM rolls:

Lingering Composition DC 19 : 1d20 + 9 ⇒ (8) + 9 = 17
◆Courageous Anthem +1 status to attacks, damage, and fear saves.
◆◆Telekinetic Projectile w/+1bard: 1d20 + 9 + 1 ⇒ (2) + 9 + 1 = 12 to hit, damage w/+1bard: 3d6 + 1 ⇒ (5, 3, 4) + 1 = 13 Bludgeoning

Squall, Drake, and R!Kktik can act before the kobold and Slurk. +1 Courageous Anthem +1 to hit, Damage, vs Fear

Round 1 A
Galesong AC18 (36hp)
* Squall AC20 (39/42hp) (light)
* Drake AC18(19) (29hp) (light. Mystic Armor)
* R!Kktik AC19 (30hp)
Kobold Blue (0= 0hp)
Slurk Yellow (0= 0hp)
Slurk Green (0= 0hp)
Round 1 B
Marguerite AC18 (29hp) (light)
Djalamora AC19 (42hp) (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, hearing the attempts at diplomacy, moves up the narrow opening and then focuses his magical energy through his staff, throwing debris at the green slurk.

◆Stride
◆◆Telekinetic Projectile: 1d20 + 9 + 1 ⇒ (15) + 9 + 1 = 253d6 + 1 ⇒ (1, 3, 3) + 1 = 8


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: (◆/◇/↺)

"Great, more disgusting slop-hoppers," Squall mutters, before moving up to defend his more diplomatic companions. He focuses on the nearest slurk, then stabs at it with both swords.

◆ Stride

◆ Hunt Prey on Green

◆ Twin Takedown vs. Green:
+1 cold iron shortsword, CA: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23; damage (P): 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9
shortsword, flurry MAP, CA: 1d20 + 9 - 2 + 1 ⇒ (11) + 9 - 2 + 1 = 19; damage (P): 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7


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

R!Kktik advances into the room to just north of Drake (unable to edit the map from my phone), draws a versatile vial, and does a quick bit of alchemy as part of throwing it at the blue kobold.

Moderate alchemist's fire attack, including courageous anthem and item bonus: 1d20 + 8 + 1 + 1 ⇒ (19) + 8 + 1 + 1 = 29

Alchemist's fire damage, including courageous anthem and splash: 2d8 + 1 + 2 ⇒ (6, 8) + 1 + 2 = 17

All of the other enemies take 2 points splash fire damage, and blue takes 2 points persistent fire damage.

Grand Lodge

Game map | Icons: ◆◇↺

Drake moves up and focuses on throwing debris at the green Slurk, causing it deep bruises as the rubble pelts the creature.

Disgusted by more slop-hoppers, Squall mutters as he moves and begins hunting the green Slurk. He strikes out with both weapons, hitting the slimy frog twice. The Slurk grunts from the painful wounds.

Advancing, R!Kktik drawing a versatile vial and throwing it at the blue kobold. The alchemist's fire hits the kobold. This kobold seems better at fighting than the average one, so it's not a crit, but he does catch fire and hiss at Tik as the flames burn him and his pets.

The green kobold draws his crossbow and, with practiced ease, he quickly coats the bolt in some substance as he loads and fires the weapon. The bolt hits Tik, sinking into his flesh, and the ratfolk feels the sting of venom entering his blood! (Tik DC18 Fortitude vs poison Stage1 = 2 points of poison)

The yellow Slurk squirts slime at Squall, Marguerite, and Galesong! Squall and Galesong dodge the Goo, but Marguerite gets hit with a glob of sticky goo. (Slime Clumsy 1, 5’ speed penalty for 1hr or until removed (3actions))

The Green Slurk uses its tusks to strike at Squall. Only the first strike hits, leaving a deep gash in the Tengu’s flesh.

The orange kobold stuck to the back of the yellow Slurk just seems to flop about listlessly.

Dodging the slime, Galesong sings ” Miss me, Miss me, now you have to kiss me! Yuck, on second thought, no, just no!” The rhyme does seem to spark the lingering Courageous Anthem for 3 rounds. And his Telekinetic debris hits the Yellow Slurk solidly. Wounding it.

GM roles:

Green Kobold vs R!Kktik
◆ Draw
◆ Load
↺ Quick Poison Dip
Strike Crossbow: 1d20 + 9 ⇒ (17) + 9 = 26 to hit; damage: 1d8 + 3 ⇒ (4) + 3 = 7 piercing plus poison Black Adder Venom DC 18 Fortitude. poison: 1d4 ⇒ 2

Black Adder Venom - DC 18 Fortitude; Duration 3 rounds; Stage 1 1d4 poison 1r; Stage 2 1d6 poison 1r; Stage 3 1d8 poison 1r

Slurk yellow
strike Slime Squirt: 1d20 + 9 ⇒ (7) + 9 = 16 to hit Squall
strike Slime Squirt, w/-5map: 1d20 + 9 - 5 ⇒ (16) + 9 - 5 = 20 to hit Marguerite
strike Slime Squirt, w/-10map: 1d20 + 9 - 10 ⇒ (11) + 9 - 10 = 10 to hit Galesong

Entangling Slime creatures struck become Clumsy 1 and take a 5’ penalty to speed for 1 hour or until slime is removed (3 actions).

Slurk Green vs Squall
strike tusks: 1d20 + 11 ⇒ (12) + 11 = 23 to hit (deadly-d10); damage: 1d8 + 4 ⇒ (4) + 4 = 8 piercing
strike tusks w/-5map: 1d20 + 11 - 5 ⇒ (3) + 11 - 5 = 9 to hit (deadly-d10); damage: 1d8 + 4 ⇒ (7) + 4 = 11 piercing
strike tusks w/-10 map: 1d20 + 11 - 10 ⇒ (17) + 11 - 10 = 18 to hit (deadly-d10); damage: 1d8 + 4 ⇒ (2) + 4 = 6 piercing

Galesong
Lingering Composition DC 19 : 1d20 + 9 ⇒ (19) + 9 = 28
◆Courageous Anthem +1 status to attacks, damage, and fear saves.
◆◆Telekinetic Projectile w/+1bard: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20 to hit, damage w/+1bard: 3d6 + 1 ⇒ (1, 1, 6) + 1 = 9 Bludgeoning

Marguerite, Djala, Squall, Drake, and R!Kktik can act. +1 Courageous Anthem +1 to hit, Damage, vs Fear

Round 2 A
Galesong AC18 (36hp) (Courageous Anthem +1 to hit, Dam, vs fear 3r)
* Squall AC20 (39-8= 31/42hp) (light)
* Drake AC18(19) (29hp) (light. Mystic Armor)
* R!Kktik AC19 (30-7= 23?/30hp) (? Black Adder Venom DC18 Fortitude save)
Kobold Blue (-17-2= -19hp) (persistent fire 2pt)
Slurk Yellow (-2= -2hp)
Slurk Green (-8-9-7-2= -26hp)
Round 1 B
* Marguerite AC18 (29hp) (light) (Slime Clumsy 1, 5’ speed penalty for 1hr or until removed (3actions))
* Djalamora AC19 (42hp) (light)


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)

◆ Load sling

◆◆ Cast Daze at the Green Slurk. Basic Will Save DC 19: 1d6 + 1 ⇒ (3) + 1 = 4


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: (◆/◇/↺)

@GM: I think you forgot to apply the damage that Galesong did to Yellow?

Squall whistles tauntingly when the glob of slime misses him this time, and continues his assault.

◆ Twin Takedown vs. Green:
+1 cold iron shortsword, CA: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17; damage (P): 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
shortsword, flurry MAP, CA: 1d20 + 9 - 2 + 1 ⇒ (15) + 9 - 2 + 1 = 23; damage (P): 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8

◆ Strike: +1 cold iron shortsword, flurry MAP, CA: 1d20 + 10 - 4 + 1 ⇒ (7) + 10 - 4 + 1 = 14; damage (P): 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9

◆ Strike: +1 cold iron shortsword, flurry MAP, CA: 1d20 + 10 - 4 + 1 ⇒ (17) + 10 - 4 + 1 = 24; damage (P): 1d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8

If Green falls before Squall runs out of actions, he'll Hunt Prey on the kobold instead. If he still has an action after that, he'll circle around Green to threaten the kobold (ending up in the square NE of it).


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

DC 18 Fort save: 1d20 + 7 ⇒ (19) + 7 = 26

Inured to toxic materials from his alchemical work, Tik shakes off the worst of the poison. He glares at the green kobold and chitters angrily before drawing another versatile vial, transforming it into bottled fear, throwing it at the blue kobold, and retreating.

*Interact to draw vial
*Quick Alchemy to prepare it and attack
*Stride

Dread ampoule attack vs. Blue, including courageous anthem and item bonus: 1d20 + 8 + 1 + 1 ⇒ (6) + 8 + 1 + 1 = 16

Blue takes 2 mental splash damage.

Grand Lodge

Game map | Icons: ◆◇↺

(corrections: Blue kobold took 2pt persistent fire last round and the fire ended. Added Galesong’s damage to Yellow)

Marguerite loads her sling before making a magic mental attack on the Green Slurk. The beast’s eyes cross from the brain pain from critically failing the mental attack and is stunned 1.

Squall tauntingly whistles as he continues to strike the Green Slurk. His first strike kills the Slurk. Hunting the Kobold he circles around.

Easily shaking off the venom effect, R!Kktik chitters angrily at the kobold, he throws an alchemical bomb missing it a bit, but still catching it in the splash.

GM roles:

Blue Persistent fire DC15 flat: 1d20 ⇒ 18
Green Slurk Will save DC19: 1d20 + 4 ⇒ (3) + 4 = 7

Djala, and Drake can still act. +1 Courageous Anthem +1 to hit, Damage, vs Fear

Round 2 A
Galesong AC18 (36hp) (Courageous Anthem +1 to hit, Dam, vs fear 3r)
Squall AC20 (39-8= 31/42hp) (light)
* Drake AC18(19) (29hp) (light. Mystic Armor)
R!Kktik AC19 (30-7= 23?/30hp)
Kobold Blue (-17-2-2-2= -23hp)
Slurk Yellow (-2-9= -11hp)
Slurk Green (-8-9-7-2-8-7= -41hp) (dead)
Round 1 B
Marguerite AC18 (29hp) (light) (Slime Clumsy 1, 5’ speed penalty for 1hr or until removed (3actions))
* Djalamora AC19 (42hp) (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

Seeing the Green slurk go down, Drake follows Squall into the room to get a better look at the rest of the enemies. He quickly snaps his fingers while he goes, hoping to incinerate the other slurk.

◆Stride
◆◆Ignition: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 193d4 + 1 ⇒ (2, 3, 2) + 1 = 8

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 gives Galesong a truly disgusted look as he completes his rhyme, shaking her head as she strides in. She slices at the remaining slurk...

glaive 1: 1d20 + 10 + 1 ⇒ (6) + 10 + 1 = 17 for slashing, holy: 1d8 + 4 + 1 ⇒ (5) + 4 + 1 = 10 plus deadly, if relevant: 1d8 ⇒ 6
glaive 2: 1d20 + 10 + 1 - 5 ⇒ (17) + 10 + 1 - 5 = 23 for slashing, holy: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13 plus deadly, if relevant: 1d8 ⇒ 6

◆ Stride
◆ Strike
◆ Strike

Grand Lodge

Game map | Icons: ◆◇↺

Drake strides further into the room while striking the remaining Slurk with a bolt of fire. The fire burns the slurk causing it to yelp in pain.

Giving Galesong a disgusted look, Djala strides into the battle striking out with her glaive. She hits the Yellow Slurk twice ending it’s life and the threat to Galesong’s dignity.

The Kobold curses as the second Slurk goes down, He uses a Kobold trick to make a hurried Retreat moving away from his foes, before loading another bolt dipped in poison into his crossbow and firing it at Djala. The bolt hits the Champion wounding her as well as injecting venom into the wound! (Djala DC18 Fortitude vs poison Stage1 = 4 points of poison)

Galesong yells at the kobold intimidatingly ” Don’t run, you'll just die tired!” Unfortunately the kobold doesn't understand and is unaffected, but he is affected as the telekineticly powered rocks slam into him, causing new wounds. Galesong sniffs the air ” I remember the smell of this place, I bet the Prison is close by!”

GM roles:

Green Kobold vs Djala
◆ Hurried Retreat - Requirement adjacent to at least one enemy. Effect Stride up to speed +5ft and +2 AC against triggered reactions.
◆ Load
↺ Quick Poison Dip
Strike Crossbow: 1d20 + 9 ⇒ (18) + 9 = 27 to hit; damage: 1d8 + 3 ⇒ (8) + 3 = 11 piercing plus poison Black Adder Venom DC 18 Fortitude. poison: 1d4 ⇒ 4

Black Adder Venom - DC 18 Fortitude; Duration 3 rounds; Stage 1 1d4 poison 1r; Stage 2 1d6 poison 1r; Stage 3 1d8 poison 1r

Galesong
Demoralize kobold vs will DC19 w/-4 no common lang: 1d20 + 9 - 4 ⇒ (12) + 9 - 4 = 17
◆◆Telekinetic Projectile w/+1bard: 1d20 + 9 + 1 ⇒ (16) + 9 + 1 = 26 to hit, damage w/+1bard: 3d6 + 1 ⇒ (5, 4, 4) + 1 = 14 Bludgeoning

Everyone can act. +1 Courageous Anthem +1 to hit, Damage, vs Fear

Round 3 A
Galesong AC18 (36hp) (Courageous Anthem +1 to hit, Dam, vs fear 2r)
* Squall AC20 (31/42hp) (light)
* Drake AC18(19) (29hp) (light. Mystic Armor)
* R!Kktik AC19 (23/30hp)
Kobold Blue (-17-2-2-2-14= -37hp)
Slurk Yellow (-2-9-8-10-13= -42hp) (dead)
Slurk Green (-8-9-7-2-8-7= -41hp) (dead)
Round 2 B
* Marguerite AC18 (29hp) (light) (Slime Clumsy 1, 5’ speed penalty for 1hr or until removed (3actions))
* Djalamora AC19 (42-11= 31?/42hp) (light) (? Black Adder Venom DC18 Fortitude save)


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: (◆/◇/↺)

It only takes a step or two for Squall to catch up to the kobold enough stab at it in a flurry of steel.

◆ Step

◆ Twin Takedown vs. Blue Kobold:
+1 cold iron shortsword, CA: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25; damage (P): 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
shortsword, flurry MAP, CA: 1d20 + 9 - 2 + 1 ⇒ (10) + 9 - 2 + 1 = 18; damage (P): 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11

◆ Strike: +1 cold iron shortsword, flurry MAP, CA: 1d20 + 10 - 4 + 1 ⇒ (17) + 10 - 4 + 1 = 24; damage (P): 1d6 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Grand Lodge

Game map | Icons: ◆◇↺

Djala resists the black adder venom

Squall moves after the kobold catching up with them and makes a flurry of attacks. Hitting twice, Squall’s blades leave two new wounds on the Kobold. It hisses angrily at the Tengu!

Being severely wounded and outnumbered, the Kobold turns and flees deeper into the kobold warrens.

(Does the group want to give chase, or end the combat?)

GM roles:

Djala Fortitude save dC18: 1d20 + 9 ⇒ (16) + 9 = 25

Everyone can act. +1 Courageous Anthem +1 to hit, Damage, vs Fear

Round 4 A
Galesong AC18 (36hp) (Courageous Anthem +1 to hit, Dam, vs fear 1r)
* Squall AC20 (31/42hp) (light)
* Drake AC18(19) (29hp) (light. Mystic Armor)
* R!Kktik AC19 (23/30hp)
Kobold Blue (-17-2-2-2-14-7-6= -50hp)
Slurk Yellow (-2-9-8-10-13= -42hp) (dead)
Slurk Green (-8-9-7-2-8-7= -41hp) (dead)
Round 3 B
* Marguerite AC18 (29hp) (light) (Slime Clumsy 1, 5’ speed penalty for 1hr or until removed (3actions))
* Djalamora AC19 (31/42hp) (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

As Squall hits the kobold, Drake sees it trying to make a break for the next room. He quickly snaps his fingers, sending a flame at it, before moving up next to Squall.

◆◆Ignition: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 273d4 + 1 ⇒ (4, 4, 3) + 1 = 12
◆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)

Marguerite is much more interested in getting the slime off of her rather than chasing a pesky kobold.


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

Tik prepares and throws one last bomb as the kobold turns to flee.

Moderate acid flask attack, including courageous anthem and item bonus: 1d20 + 8 + 1 + 1 ⇒ (12) + 8 + 1 + 1 = 22

Persistent acid damage: 2d6 ⇒ (1, 3) = 4

Base acid damage is 5--1 for the flask, 1 for courageous anthem, 1 item bonus, and 2 splash. The base damage isn't persistent.

Grand Lodge

Game map | Icons: ◆◇↺

Seeing the kobold make a break for it, Drake scrabbles forward to blast it with a bolt of fire as he snaps his fingers.

Marguerite spends her time wiping and scraping the slimy goo off her. It’s mostly gone except for the sticky memory.

Tik prepares a lost bomb to throw at the fleeing kobold.

Having run down the fleeing kobold, he is killed by Drake’s bolt of fire within a fungus-filled tunnel. The kobold falls against a particular sturdy fungus that begins to release a deafening screech of sound! Surely it’s alerted all the kobolds, and it’s only a matter of time before they descend upon you in mass. You have a chance to reach the throne room and deal with King Merlokrep!

( We will be using the chase scene subsystem to get to the throne room as a change of pace.)

Shrieker Tunnels
A patch of shriekers and other fungus guards these tunnels. Failure of the group to pass through will result in sonic blasts. (Need 4 success)

Options: (Each PC can choose its own Option. Describe what you are doing and roll the check.)
You can try to sneak past without activating a shrieker using Stealth.
Attempt to disarm the Shrieker’s sound blast by using Survival, or Thievery
Attack the Shrieker at range before it activates. Make a Ranged Attack
Use your skills to recognize and avoid the real Shriekers Nature, or Fungus Lore
Or try describing some other action using a relevant skill.

chase rules:

Critical Success The PCs gain 2 Chase Points.
Success The PCs gain 1 Chase Point.
Critical Failure The PCs lose 1 Chase Point.

Status: (~9:20am)
Galesong AC18 (36hp)
Squall AC20 (31/42hp) (light)
Drake AC18(19) (29hp) (light. Mystic Armor)
R!Kktik AC19 (23/30hp)
Marguerite AC18 (29hp) (light)
Djalamora AC19 (31/42hp) (light)


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

The ratfolk tries to sneak past the shriekers.

Stealth check, trained: 1d20 + 8 ⇒ (18) + 8 = 26

Grand Lodge

Game map | Icons: ◆◇↺

Shrieker Tunnels
A patch of shriekers and other fungus guards these tunnels. Failure of the group to pass through will result in sonic blasts. (Need 4 success)

Options: (Each PC can choose its own Option. Describe what you are doing and roll the check.)
You can try to sneak past without activating a shrieker using Stealth.
Attempt to disarm the Shrieker’s sound blast by using Survival, or Thievery
Attack the Shrieker at range before it activates. Make a Ranged Attack
Use your skills to recognize and avoid the real Shriekers Nature, or Fungus Lore
Or try describing some other action using a relevant skill.

R!Kktik tip-toes past the fungus without alarming them ( gaining 2 success for the group)

Galesong quietly whispers ” I wonder if the kobolds are planting them here or do they just grow naturally?” He uses his bardic lore in place of fungus lore to identify the noisy plants from silent ones ” Let's see, I think the rhyme goes ‘If it smells like gas it makes a blast!’ Oh stay away from that once. He points to one of the shrooms in the room. (Gain +1 success for the group. 1 more needed)

Galesong bardic lore: 1d20 + 6 ⇒ (5) + 6 = 11

chase rules:

Critical Success The PCs gain 2 Chase Points.
Success The PCs gain 1 Chase Point.
Critical Failure The PCs lose 1 Chase Point.

Squall, Drake, Marguerite, and Djala Have yet to act

Status: (~9:20am)
Galesong AC18 (36hp)
* Squall AC20 (31/42hp) (light)
* Drake AC18(19) (29hp) (light. Mystic Armor)
R!Kktik AC19 (23/30hp)
* Marguerite AC18 (29hp) (light)
* Djalamora AC19 (31/42hp) (light)


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)

Thievery: 1d20 + 8 ⇒ (13) + 8 = 21

Using a combination of her tools and available debris, Marguerite tries to quell the shrieking potential of much of the fungus.

Grand Lodge

Game map | Icons: ◆◇↺

Shrieker Tunnels
A patch of shriekers and other fungus guards these tunnels. Failure of the group to pass through will result in sonic blasts.

Marguerite, using her Thievery skills, is able to disarm the Shrieker sound blast by jamming the air sacks open. (success! 4 of 4 success need)

The group has neutralized the shriekers without taking damage and can proceed down the tunnels. You hear the distant sound of kobolds yelling as they prepare to repel intruders.

For now, you are faced with twisty, turning tunnels with paths leading in all directions. Your group needs to find the best route through the dark to the throne room and King Merlokrep without getting lost.

Twisty Turning Tunnels (Need 4 success)

Options: (Each PC can choose its own Option. Describe what you are doing and roll the check.)
Use your knowledge of Nature or Survival to sense the flow of the caves.
Use your senses to pick up clues along the way and follow the path. Perception
Having studied caves and underground environments, you possess a unique understanding. Lore underground or cave
Just move quickly, jumping over rocks or climbing through tight spots to cover more ground. Athletics or Acrobatics

chase rules:

Critical Success The PCs gain 2 Chase Points.
Success The PCs gain 1 Chase Point.
Critical Failure The PCs lose 1 Chase Point.

Everyone can act

Status: (~9:25am)
* Galesong AC18 (36hp)
* Squall AC20 (31/42hp) (light)
* Drake AC18(19) (29hp) (light. Mystic Armor)
* R!Kktik AC19 (23/30hp)
* Marguerite AC18 (29hp) (light)
* Djalamora AC19 (31/42hp) (light)


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: (◆/◇/↺)

During his an adolescent years, Squall explored many a cave while hunting and wandering in the mountains around his clan's home. He tries to call upon those experiences to navigate these tunnels.

Survival: 1d20 + 8 ⇒ (4) + 8 = 12
Bah. Hero Point!
Survival: 1d20 + 8 ⇒ (18) + 8 = 26
Much better!


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

Tik has the Quick Squeeze feat and the Tunnel Rat heritage--will that help him with Acrobatics checks?


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 gathers himself and begins moving through the tunnels in the direction that Squall indicates.

Athletics: 1d20 + 7 ⇒ (4) + 7 = 11


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)

Acrobatics: 1d20 + 8 ⇒ (4) + 8 = 12

Marguerite jumps from rock to rock, but, her long skirt keeps getting in the way.

Grand Lodge

Game map | Icons: ◆◇↺
R!Kktik wrote:
Tik has the Quick Squeeze feat and the Tunnel Rat heritage--will that help him with Acrobatics checks?

(Sure, +2 circumstance bonus)

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