[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) 2| HP 19/22| AC 16 (17 w/Shield)| F +4 R +6 W +6 | Perc +4 | Stealth +6 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 0/1 | Spells 1: 1/4 | Active Conditions: N/A | Staff Charges: 1

Drake focuses and the runes on his staff flare to life again as a small rock launches toward the remaining lizard. He then does a quick movement with his hand and his shield reappears.

◆◆Telekinetic Projectile: 1d20 + 8 + 1 ⇒ (17) + 8 + 1 = 262d6 + 1 ⇒ (5, 1) + 1 = 7
Shield AC 18

Grand Lodge

Game map | Icons: ◆◇↺

Marguerite heals some of Djala then punishes the gold lizard by hitting it with a sling stone.

Djala mutters to herself to stop passing out as she grabs her glaive and stands up. She takes a swipe at the lizard but misses.

Squall hunts the gold lizard but his shortsword strikes hit everywhere but where the lizard is.

Tik s%&#ters angrily as he throws a bomb hitting the gold lizard with a blast of mental damage.

Drake uses his staff magic to telekinetically launch rocks at the lizard hitting it. The lizard dies with one last hiss!

Combat is over! Well done

The lizards have no treasure, but the room is pleasantly steamy; there are double doors in the north wall.

Galesong lets out a sigh of relief ” I knew without a doubt we would prevail!”

Status:
Squall AC19 (28hp) (light)
Galesong AC16 (26hp)
Marguerite AC17 (22hp)
Drake AC16(17) (22hp) (light. Mystic Armor)
R!Kktik AC18 (18/22hp)
Djalamora AC18 (8+16= 24/30hp) (light) (wounded 1)


Human Angelkin Human Sorcerer 2 | AC 17 | Speed 25 | ♥️ 22 | Perc/Init 5 | Deception Diplomacy +8 | Acrobatics Thievery +7 | Religion +5 | Society Alcohol Lore +4 | ◆◇↺ | Spells

"Whew! I need a rest."

Out of first level spell slots. No more Heals until tomorrow.

Grand Lodge

Game map | Icons: ◆◇↺

Edgrin Galesong nods to Marguerite " I can cast one more rank 1 spell. I can't treat wounds on Tik and Djala for another 40 minutes, but Djala can heal the wounds."


Male Ratfolk Alch/2 | AC 18| HP 22/22 | F +6 R +9 W +5 |Perc +5|

"I've only got a scratch--as long as I keep my distance from the fighting I should be fine."

Grand Archive

F Ancient Elf Field Medic Champion 2 (she/her) | HP 30/30 | AC 18 (+1 shield) | Fort +8; Ref +4; Will +6 | Perc +4 (low-light) | Spells: Focus 2/2 | Hero Pts: 1/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

Djala sags slightly as her wounds catch up a little. "I'm happy to heal our wounds. I also would not mind taking a break if everyone else wants to."


M Stormtossed Tengu Bounty Hunter Ranger 2 | HP 28/28 | AC 19 | F +7, R +8, W +6 | Perc +8 (E), low-light vision | Speed 25 | Active Conditions: none | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

"Thanks to our lovely healers, I'm feeling much better," Squall says, panting a bit, and trying to smooth his feathers back down. He emits a low, squawking laugh. "That reminded me a bit of watching lightning storms back home in the mountains. Whatever lucky spirits kept me alive then must still be looking out for me."

Grand Lodge

Game map | Icons: ◆◇↺

Tik claims he’ll be find, his wounds are only a scratch.

Djala sags, offering to heal the wounds while the party takes a break.

Squall thanks the healers for keeping him alive and then laughs about the lighting storms caused by the lizards.

The group takes a 30 minute break while Djala heals the remaining wounds on Tik and herself.

Galesong glances around ” Lighting storms sound exciting, So what now? Do we keep pressing forward or take a break for the day?”

Status: (~9:30am)
Squall AC19 (28hp) (light)
Galesong AC16 (26hp)
Marguerite AC17 (22hp)
Drake AC16(17) (22hp) (light. Mystic Armor)
R!Kktik AC18 (22hp)
Djalamora AC18 (30hp) (light)


Male Ratfolk Alch/2 | AC 18| HP 22/22 | F +6 R +9 W +5 |Perc +5|

During the break, Tik takes some time to gather various materials from the room to replenish his versatile vials. Once everyone is ready, he points at the double doors to the north. "Let's press on."


Male Human Wizard (Battle Magic; Staff Nexus) 2| HP 19/22| AC 16 (17 w/Shield)| F +4 R +6 W +6 | Perc +4 | Stealth +6 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 0/1 | Spells 1: 1/4 | Active Conditions: N/A | Staff Charges: 1

Drake nods to Tik and gathers his things, prepared to continue on.

Grand Archive

F Ancient Elf Field Medic Champion 2 (she/her) | HP 30/30 | AC 18 (+1 shield) | Fort +8; Ref +4; Will +6 | Perc +4 (low-light) | Spells: Focus 2/2 | Hero Pts: 1/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

The breather rejuvenates Djala. "I am also ready to continue."


M Stormtossed Tengu Bounty Hunter Ranger 2 | HP 28/28 | AC 19 | F +7, R +8, W +6 | Perc +8 (E), low-light vision | Speed 25 | Active Conditions: none | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall is mostly back to his usual unruffled self by the time the party is ready to continue on, and he takes point to check the door to the north.

Perception (expert):
Perception: 1d20 + 8 ⇒ (9) + 8 = 17

Grand Lodge

Game map | Icons: ◆◇↺

During the break Tik takes time replenishing his alchemical resources, Once done he indicates the double doors to the north to explore next.

Drake nods in agreement with Tik.

Rejuvenated, Djala ready to continue.

Squall checks over the northern double doors. Finding them safe he opens them revealing an arched chamber featuring rows of statues lining the east and west walls. The statues to the east depict fearsome dwarven warriors clad in simple plate armor as they heft their warhammers high. The statues to the west depict grotesque caricatures of dwarves as overly obese, pig-nosed brutes with huge, grinning mouths and beady eyes. These western statues are arranged in two lines with the front row kneeling, and both rows hold sharp, jutting spears leveled at the warriors opposite them. The corpse of a kobold remains impaled upon the stone spear of one of the western statues. The limp body unceremoniously sags on the haft, eye to eye with its statuesque killer.

Marguerite, Djala, Drake, and Galesong recognize the eastern statues depict Droskar’s smiths, dwarven warriors who gave their lives in a brutal battle with the forces of the old empire that had fallen into decadence. They laid low the elite armies of the king (depicted to the west) and paved the way for a joyless theocracy dedicated to Droskar, but they perished to the last in the bloody battle.

As the group enters the room Squall calls out a warning ” Trap! Everyone freeze!”

Squall spots pressure plates 15 feet from the northern doors. He feels that the room is mounted on a pivot that if triggered would drop sharply 45º to the west causing everyone to slide into the row of spear dwarves followed by the hammer-wielding statues sliding downward smashing into the lower wall.

The trap can only be disabled (Thievery) by an expert.

Galesong looks pale as Squall describes the devious trap. ” Sounds like a horrible way to die! Should we find another way around?”

rolls:

Marguerite Ruysch, Religion:(wis): 1d20 + 5 ⇒ (13) + 5 = 18
Djalamora Vestrilavia, Religion:(wis): 1d20 + 4 ⇒ (14) + 4 = 18
Drake Stormrider, Religion:(wis): 1d20 + 4 ⇒ (17) + 4 = 21
Galesong, Lore:(int): 1d20 + 5 ⇒ (17) + 5 = 22

Squall Blacktail, Perception:(wis): 1d20 + 8 ⇒ (15) + 8 = 23
Galesong, Perception:(wis): 1d20 + 7 ⇒ (5) + 7 = 12

Status: (~9:30am)
Squall AC19 (28hp) (light)
Galesong AC16 (26hp)
Marguerite AC17 (22hp)
Drake AC16(17) (22hp) (light. Mystic Armor)
R!Kktik AC18 (22hp)
Djalamora AC18 (30hp) (light)


Male Human Wizard (Battle Magic; Staff Nexus) 2| HP 19/22| AC 16 (17 w/Shield)| F +4 R +6 W +6 | Perc +4 | Stealth +6 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 0/1 | Spells 1: 1/4 | Active Conditions: N/A | Staff Charges: 1

"Let's go back and swing around through that door east (B) of here and see if it goes around, unless someone knows how to disable this trap."

Grand Archive

F Ancient Elf Field Medic Champion 2 (she/her) | HP 30/30 | AC 18 (+1 shield) | Fort +8; Ref +4; Will +6 | Perc +4 (low-light) | Spells: Focus 2/2 | Hero Pts: 1/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

Djala shakes her head, frowning up at the statues. "What a joyless time. Spending your days contemplating and creating such devious and destructive devices..."

"I agree, let us move to the other hallway and see if it provides entrance." She leads the way around.

Grand Lodge

Game map | Icons: ◆◇↺

Drake suggests going back and checking the east door.

Djala shakes her head at the thought of what type of people the trap designers must have been. She agrees to the detour and leads the way around.

Stepping over the dead rats and the headless corpse of the poor adventurer Djala comes to an open massive iron door. Galesong gives the door a sideways glance, ” Bet you a gold coin it’s another trap!”

Looking past the open iron door, you see a large, circular chamber with four massive iron doors to the north, south, east, and west. The south and east doors stand open, while the north and west doors remain closed. At the center of the room, a strange stone obelisk rises from floor to ceiling, its surface covered with metal bands and encrusted with deposits of a strange greenish mineral. The floor is strewn with headless skeletons and scattered bones. A dented steel shield and bits of metal armor lie at the foot of the obelisk.

Tik, Djala, Squall, and Galesong spot that the floor is one massive pressure plate. Unlike the previous trap, anyone trained in the skill could disable the trap.

rolls:

Marguerite Ruysch, Perception:(wis): 1d20 + 5 ⇒ (7) + 5 = 12
R!Kktik, Perception:(wis): 1d20 + 5 ⇒ (14) + 5 = 19
Djalamora Vestrilavia, Perception:(wis): 1d20 + 4 ⇒ (16) + 4 = 20
Squall Blacktail, Perception:(wis): 1d20 + 8 ⇒ (16) + 8 = 24
Drake Stormrider, Perception:(wis): 1d20 + 4 ⇒ (7) + 4 = 11
Galesong, Perception:(wis): 1d20 + 7 ⇒ (15) + 7 = 22

Status: (~9:40am)
Squall AC19 (28hp) (light)
Galesong AC16 (26hp)
Marguerite AC17 (22hp)
Drake AC16(17) (22hp) (light. Mystic Armor)
R!Kktik AC18 (22hp)
Djalamora AC18 (30hp) (light)

Grand Archive

F Ancient Elf Field Medic Champion 2 (she/her) | HP 30/30 | AC 18 (+1 shield) | Fort +8; Ref +4; Will +6 | Perc +4 (low-light) | Spells: Focus 2/2 | Hero Pts: 1/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

"You win that bet." Djala smiles at Galesong and flips him a copper piece.


M Stormtossed Tengu Bounty Hunter Ranger 2 | HP 28/28 | AC 19 | F +7, R +8, W +6 | Perc +8 (E), low-light vision | Speed 25 | Active Conditions: none | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall wisely waits outside the door, lacking both the skills and tools to do anything about the trap. He looks around at the group, wondering if anyone has such training, now that they can no longer turn to Munrisk to deal with these things.

If nobody is trained in Thievery, then I think I know what my skill increase will be at 3rd level...


Human Angelkin Human Sorcerer 2 | AC 17 | Speed 25 | ♥️ 22 | Perc/Init 5 | Deception Diplomacy +8 | Acrobatics Thievery +7 | Religion +5 | Society Alcohol Lore +4 | ◆◇↺ | Spells

Marguerite gets out her thieves' toolkit, and gets to work: 1d20 + 7 ⇒ (15) + 7 = 22

"There. Nothing working in a tavern hasn't taught me."

Grand Lodge

Game map | Icons: ◆◇↺

Djala smiles as she flips a copper piece to Galesong.

The bard catches the coin in the air, looking pleased ” A coin, a coin, and that’s one more than I had.”

Squall waits outside the door, missing Munrisk, he looks to the others for someone to disarm the trap.

Marguerite retrieves her toolkit and begins disarming the trap, commenting that she learned a lot working at a tavern. She knows what she is doing when the trap is safely disarmed.

Galesong nods, ” Well done! me’lady”

The circular room has four doors, two open and two closed. The East door leads to a hallway going deeper into the dungeon. Does anyone check behind the closed door?

Status: (~9:40am)
Squall AC19 (28hp) (light)
Galesong AC16 (26hp)
Marguerite AC17 (22hp)
Drake AC16(17) (22hp) (light. Mystic Armor)
R!Kktik AC18 (22hp)
Djalamora AC18 (30hp) (light)


Male Ratfolk Alch/2 | AC 18| HP 22/22 | F +6 R +9 W +5 |Perc +5|

Trusting in Marguerite's ability to disarm the trap, R!Kktik scuttles in and listens at the west door.


Male Human Wizard (Battle Magic; Staff Nexus) 2| HP 19/22| AC 16 (17 w/Shield)| F +4 R +6 W +6 | Perc +4 | Stealth +6 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 0/1 | Spells 1: 1/4 | Active Conditions: N/A | Staff Charges: 1

Seeing R!Kktik go to the west door, Drake moves near the obelisk in the middle of the room, so that he has a good view of both the western and northern doors. He studies the obelisk, thinking that is looks a bit out of place.

Grand Lodge

Game map | Icons: ◆◇↺

Tik moves to the western door and listens. No trap trigger from moving into the room, so Marguerite must know her stuff. He hears some flapping sounds, like a small bird or bat. He also notices that the iron door is hinged to open inward into the room.

Drake, seeing the room is safe, moves to the middle of the room and examines the obelisk. It appears to be some form of magical lodestone, the trap would have supercharged it magnetically.

Galesong joins Tik and Drake in the round room, he too examines the obelisk, rapping on it with his fist and listening ” Mumm, Nothing musical about it, probably not sonic.”

rolls:

R!Kktik, Perception:(wis): 1d20 + 5 ⇒ (14) + 5 = 19
Drake Stormrider, Arcana:(Int): 1d20 + 8 ⇒ (4) + 8 = 12

R!Kktik, Perception:(wis): 1d20 + 5 ⇒ (8) + 5 = 13
Drake Stormrider, Perception:(wis): 1d20 + 4 ⇒ (3) + 4 = 7
Galesong, Perception:(wis): 1d20 + 7 ⇒ (3) + 7 = 10

Status: (~9:40am)
Squall AC19 (28hp) (light)
Galesong AC16 (26hp)
Marguerite AC17 (22hp)
Drake AC16(17) (22hp) (light. Mystic Armor)
R!Kktik AC18 (22hp)
Djalamora AC18 (30hp) (light)

Grand Archive

F Ancient Elf Field Medic Champion 2 (she/her) | HP 30/30 | AC 18 (+1 shield) | Fort +8; Ref +4; Will +6 | Perc +4 (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 next to Drake to keep an eye on everyone. Looking at the obelisk in case something else is funny or interesting about it.

Perception: 1d20 + 4 ⇒ (17) + 4 = 21

"Go west? Look at north first?"


Male Ratfolk Alch/2 | AC 18| HP 22/22 | F +6 R +9 W +5 |Perc +5|

"I heard some flapping sounds like wings. Maybe those varg-somethings that killed the explorer back there?"


M Stormtossed Tengu Bounty Hunter Ranger 2 | HP 28/28 | AC 19 | F +7, R +8, W +6 | Perc +8 (E), low-light vision | Speed 25 | Active Conditions: none | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall joins the others in the circular room. When Tik reports what he heard from the west door, the tengu makes a low thoughtful hrm deep in his throat. He swaps his nonmagical sword for a hatchet, in case he needs to hurl something at an enemy out of his reach.

He moves to the north door to examine it and listen for anything beyond it.

Perception (E): 1d20 + 8 ⇒ (6) + 8 = 14
Well, that was underwhelming...

Grand Archive

F Ancient Elf Field Medic Champion 2 (she/her) | HP 30/30 | AC 18 (+1 shield) | Fort +8; Ref +4; Will +6 | Perc +4 (low-light) | Spells: Focus 2/2 | Hero Pts: 1/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

Djala's face grows stern. "Well, in that case, we should remove it immediately." She moves up behind Tik and waits for the door to open.

Grand Lodge

Game map | Icons: ◆◇↺

Djalamora moves next to Drake and examines the obelisk as she asks the others which way to go first. She notices that the obelisk is part of the trap. It would have created a strong magnetic field pulling any metal objects towards it. The north and west doors would have been ripped open, and since the south and east doors open outward, they would have been pulled closed.

Tik suggests the flapping could be the Varg-something creatures.

Squall joins the others in the circular room, swapping his sword for a hatchet. Examining the north door, he notices it would open into the room, but he can hear no sounds from the inside.

Turning Stern, Djala insists they deal with the Varg immediately, moving into attack position.

Status: (~9:40am)
Squall AC19 (28hp) (light)
Galesong AC16 (26hp)
Marguerite AC17 (22hp)
Drake AC16(17) (22hp) (light. Mystic Armor)
R!Kktik AC18 (22hp)
Djalamora AC18 (30hp) (light)


Male Ratfolk Alch/2 | AC 18| HP 22/22 | F +6 R +9 W +5 |Perc +5|

Once everyone is ready, Tik will open the door.

Grand Lodge

Game map | Icons: ◆◇↺

With everyone in position, Tik opens the western door. Inside you find two green creatures that are mostly a head with bat wings.

initiative:

Marguerite Ruysch, Initiative : 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
R!Kktik, Initiative : 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Djalamora Vestrilavia, Initiative : 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Squall Blacktail, Initiative : 1d20 + 8 + 1 ⇒ (8) + 8 + 1 = 17
Drake Stormrider, Initiative : 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Galesong, Initiative : 1d20 + 7 + 1 ⇒ (12) + 7 + 1 = 20
Vargouille, Initiative : 1d20 + 8 ⇒ (11) + 8 = 19

Galesong is quick to react ” Man those are ugly things. To arms attack!” critically inspiring the group with his words the effect will linger a long time. The bard then flings some rocks at the blue bat thing hitting it hard. It screeches at him.

rolls:

Galesong vs blue
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 ⇒ (14) + 10 + 1 = 25 to hit, damage w/+1bard: 2d6 + 1 ⇒ (6, 5) + 1 = 12 Bludgeoning

Drake and Marguerite can act before the Vargs. (everyone has +1 to hit, damage, and fear saves.)

Round 1 A
* Drake AC16(17) (22hp) (light. Mystic Armor)
* Marguerite AC17 (22hp)
Galesong AC16 (26hp) (courageous Anthem +1 tohit, dam & save vs fear 4r)
Vargouille Green (0= 0hp)
Vargouille blue (-12= -12hp)
Round 1 B
Squall AC19 (28hp) (light)
Djalamora AC18 (30hp) (light)
R!Kktik AC18 (22hp)


Human Angelkin Human Sorcerer 2 | AC 17 | Speed 25 | ♥️ 22 | Perc/Init 5 | Deception Diplomacy +8 | Acrobatics Thievery +7 | Religion +5 | Society Alcohol Lore +4 | ◆◇↺ | Spells

Marguerite will activate her halo.

Then she will attempt to Daze the Green Vargouille. Will DC 18


Male Human Wizard (Battle Magic; Staff Nexus) 2| HP 19/22| AC 16 (17 w/Shield)| F +4 R +6 W +6 | Perc +4 | Stealth +6 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 0/1 | Spells 1: 1/4 | Active Conditions: N/A | Staff Charges: 1

Drake will take a moment to recall what he knows of the creatures, then will follow Galesong's lead as his staff flares to life and a small cluster of rocks shoot at the blue creature.

◆Recall Knowledge (+8 Occultism or Arcana)
◆◆Telekinetic Projectile: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 232d6 + 1 ⇒ (2, 3) + 1 = 6

Grand Lodge

Game map | Icons: ◆◇↺

Marguerite's halo begins to glow as she uses magic to Daze the Green Varg. It cringes from the mental pain.

Drake recalls that Vargouilles' poison bite will heal the creature, and he successfully strikes the blue Varg with a cluster of loose rocks, leaving a nasty wound.

Green Varg distends its jaw and emits an unnerving shriek! (All creatures within 60 feet who can see and hear the Vargouille make a DC15 Fort save or be paralyzed until the end of varg next turn.) It then bites at Tik but misses.

Galesong, clasping his hand to his ears, tries to sing a note to counteract the paralyzing noise the green Varg is making, but fails to overcome the effect and is paralyzed.

The blue Varg flies over to Drake, snapping at him twice and missing both times.

GM rolls:

Green Varg Will DC18 save: 1d20 + 8 ⇒ (5) + 8 = 13
daze damage w/+1bard: 1d6 + 1 ⇒ (4) + 1 = 5

Drake Stormrider, Occultism:(int): 1d20 + 8 ⇒ (1) + 8 = 9

Galesong Fort vs DC15: 1d20 + 6 ⇒ (2) + 6 = 8
Galesong Counter song proform: 1d20 + 8 ⇒ (4) + 8 = 12

Green vs Tik
◆◆ Vargouille’s Shriek
bite: 1d20 + 10 ⇒ (3) + 10 = 13 to hit (agile, finesse, unholy); damage: 1d8 ⇒ 3 piercing plus 1d6 ⇒ 6 poison

Blue vs Drake
◆Fly
bite: 1d20 + 10 ⇒ (4) + 10 = 14 to hit (agile, finesse, unholy); damage: 1d8 ⇒ 7 piercing plus 1d6 ⇒ 2 poison
bite w/-4: 1d20 + 10 - 4 ⇒ (4) + 10 - 4 = 10 to hit (agile, finesse, unholy); damage: 1d8 ⇒ 1 piercing plus 1d6 ⇒ 1 poison

◆◆ Vargouille’s Shriek
The vargouille distends its jaw awfully and emits an unnerving shriek. All creatures within 60 feet who can see and hear the vargouille must attempt a DC 15 Fortitude save.
Success The creature is unaffected and is temporarily immune to Vargouille's Shriek for 24 hours.
Failure The creature is Paralyzed until the end of its next turn.
Critical Failure The creature is 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.

Everyone can act if they make the DC15 Fort save. (Everyone has +1 to hit, damage, and fear saves.)
(Note: Galesong’s counter performance was a 12, you can use it to replace your rolled save if it was worse.)

Round 2 A
* Drake AC16(17) (22hp) (light. Mystic Armor)(Fort DC15 save vs Paralyzation)
* Marguerite AC17 (22hp) (Fort DC15 save vs Paralyzation)
Galesong AC16 (26hp) (courageous Anthem +1 to hit, dam & save vs fear 3r) (Paralyzed until after Varg's next turn)
Vargouille Green (-5= -5hp)
Vargouille blue (-12-6= -18hp)
Round 1 B
* Squall AC19 (28hp) (light) (Fort DC15 save vs Paralyzation)
* Djalamora AC18 (30hp) (light) (Fort DC15 save vs Paralyzation)
* R!Kktik AC18 (22hp) (Fort DC15 save vs Paralyzation)


Human Angelkin Human Sorcerer 2 | AC 17 | Speed 25 | ♥️ 22 | Perc/Init 5 | Deception Diplomacy +8 | Acrobatics Thievery +7 | Religion +5 | Society Alcohol Lore +4 | ◆◇↺ | Spells

Fort DC 15: 1d20 + 5 ⇒ (2) + 5 = 7


Male Human Wizard (Battle Magic; Staff Nexus) 2| HP 19/22| AC 16 (17 w/Shield)| F +4 R +6 W +6 | Perc +4 | Stealth +6 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 0/1 | Spells 1: 1/4 | Active Conditions: N/A | Staff Charges: 1

Fort Save: 1d20 + 4 ⇒ (9) + 4 = 13
Hero Point: 1d20 + 4 ⇒ (18) + 4 = 22

Drake calls out what he remembers of the creatures as he shakes off the effects of the scream. He then snaps his fingers and reaches out to the creature that attempted to bite him. As the flames jump to the creature he quickly focuses his will and a bolt of force follows the flame.

◆◆Ignition: 1d20 + 8 + 1 ⇒ (5) + 8 + 1 = 142d6 + 1 ⇒ (5, 1) + 1 = 7
Force Bolt: 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4


Male Ratfolk Alch/2 | AC 18| HP 22/22 | F +6 R +9 W +5 |Perc +5|

DC 15 Fort save: 1d20 + 6 ⇒ (19) + 6 = 25

The ratfolk is unimpressed by the creature's scream. In response, he draws a versatile vial and turns it into a dread ampoule* before hurling it at the blue vargouille* and retreating*.

Bomb attack, including courageous anthem: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Mental damage, including splash and courageous anthem: 1d6 + 1 + 1 ⇒ (2) + 1 + 1 = 4

If susceptible, it's also Frightened 1.


M Stormtossed Tengu Bounty Hunter Ranger 2 | HP 28/28 | AC 19 | F +7, R +8, W +6 | Perc +8 (E), low-light vision | Speed 25 | Active Conditions: none | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Fort: 1d20 + 7 ⇒ (18) + 7 = 25

Squall leaps into action a little belatedly, but shows no fear of the creatures. He moves to engage the monster that's snapping at Drake, studies it momentarily, then attacks with swift strikes of his sword and axe.

◆ Stride
◆ Hunt Prey on Blue
◆ Twin Takedown vs. Blue (if both hit, add damage before applying weak/resist):
+1 cold iron shortsword, CA: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20; damage (P): 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
hatchet, CA, flurry MAP: 1d20 + 8 + 1 - 2 ⇒ (9) + 8 + 1 - 2 = 16; damage (S): 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Are the varguoilles flying low enough to be flanked? If so, then Blue should be off-guard to Squall's attacks.

Grand Lodge

Game map | Icons: ◆◇↺

Marguerite joins Galesong in the Paralyzed Club.

Drake heroically resists the Vargouille’s shriek as he throws fire, missing the blue Varg. His follow-up force bolt hits the creature. It looks more wounded than alive, but is still flying.

Kit easily resists the shriek as he throws a vial hitting the blue Vargouille, causing more mental damage and making it frightened 1.

Squall shrugs off the shriek as he moves to flank his new prey and lashes out with his two weapons, hitting it both times. The creature makes a different kind of shriek as it dies.

Djala resists the shrieking creature but is distracted by the blue one dying to do anything.

The green Varg flies up, biting at Djala and missing both times.

Both Marguerite and Galesong find they can once again move freely.

Galesong yells at the Varg ” Look behind you, a butterfly!” failing to create a diversion, but still hitting the green fiend with telekinetically thrown rocks. The bard’s inspiration continues to linger in the air.

GM rolls:

Djala Fort vs DC15: 1d20 + 6 ⇒ (20) + 6 = 26

Green vs Djala
◆Fly
bite: 1d20 + 10 ⇒ (2) + 10 = 12 to hit (agile, finesse, unholy); damage: 1d8 ⇒ 7 piercing plus 1d6 ⇒ 6 poison
bite w/-4: 1d20 + 10 - 4 ⇒ (10) + 10 - 4 = 16 to hit (agile, finesse, unholy); damage: 1d8 ⇒ 1 piercing plus 1d6 ⇒ 3 poison

◆◆ Vargouille’s Shriek
The vargouille distends its jaw awfully and emits an unnerving shriek. All creatures within 60 feet who can see and hear the vargouille must attempt a DC 15 Fortitude save.
Success The creature is unaffected and is temporarily immune to Vargouille's Shriek for 24 hours.
Failure The creature is Paralyzed until the end of its next turn.
Critical Failure The creature is 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.

Galesong
Galesong, Diversion Deception:(Chr): 1d20 + 8 ⇒ (5) + 8 = 13
◆◆Telekinetic Projectile w/+1bard: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23 to hit, damage w/+1bard: 2d6 + 1 ⇒ (5, 6) + 1 = 12 Bludgeoning

Everyone can act. (Everyone has +1 to hit, damage, and fear saves.)

Round 3 A
* Drake AC16(17) (22hp) (light. Mystic Armor)
* Marguerite AC17 (22hp)
Galesong AC16 (26hp) (courageous Anthem +1 tohit, dam & save vs fear 2r)
Vargouille Green (-5-12= -17hp)
Vargouille blue (-12-6-4-4-7-7= -40hp) (dead)
Round 2 B
* Squall AC19 (28hp) (light)
* Djalamora AC18 (30hp) (light)
* R!Kktik AC18 (22hp)


Male Ratfolk Alch/2 | AC 18| HP 22/22 | F +6 R +9 W +5 |Perc +5|

Waiting to see if Squall and Djalamora take it down.


M Stormtossed Tengu Bounty Hunter Ranger 2 | HP 28/28 | AC 19 | F +7, R +8, W +6 | Perc +8 (E), low-light vision | Speed 25 | Active Conditions: none | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall gives a crow of victory when the first vargouille falls out of the air dead. He quickly turns his attention to killing the other one--hopefully before it successfully bites anyone.

◆ Hunt Prey vs. Green

◆ Twin Takedown vs. Green:
+1 cold iron shortsword, CA: 1d20 + 9 + 1 ⇒ (20) + 9 + 1 = 30; damage (P): 1d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7
hatchet, CA, flurry MAP: 1d20 + 8 + 1 - 2 ⇒ (15) + 8 + 1 - 2 = 22; damage (S): 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9

And if it's still up after that crit and hit...

◆ Strike vs. Green:
+1 cold iron shortsword, CA, flurry MAP: 1d20 + 9 + 1 - 4 ⇒ (8) + 9 + 1 - 4 = 14; damage (P): 1d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9


Male Human Wizard (Battle Magic; Staff Nexus) 2| HP 19/22| AC 16 (17 w/Shield)| F +4 R +6 W +6 | Perc +4 | Stealth +6 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 0/1 | Spells 1: 1/4 | Active Conditions: N/A | Staff Charges: 1

Drake cracks a small smile as Squall deals a vicious blow to the 2nd creature. He focuses on his staff and the runes flare with a pale blue light as several small pieces of debris fly toward the creature. He then conjures his shield.

◆◆Telekinetic Projectile: 1d20 + 8 + 1 ⇒ (19) + 8 + 1 = 282d6 ⇒ (6, 1) = 7
Shield AC 18

Grand Archive

F Ancient Elf Field Medic Champion 2 (she/her) | HP 30/30 | AC 18 (+1 shield) | Fort +8; Ref +4; Will +6 | Perc +4 (low-light) | Spells: Focus 2/2 | Hero Pts: 1/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

Djala slashes at the remaining gooey-thing.

glaive 1: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16 for slashing, holy: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7 plus deadly, if relevant: 1d8 ⇒ 4
glaive 2: 1d20 + 9 - 5 + 1 ⇒ (19) + 9 - 5 + 1 = 24 for slashing, holy: 1d8 + 4 + 1 ⇒ (1) + 4 + 1 = 6 plus deadly, if relevant: 1d8 ⇒ 3

Assuming it's not gone, she casts shield. If it is, she'll make sure no one is diseased by the things.

Grand Lodge

Game map | Icons: ◆◇↺

Tik looks at Squall and Djala before taking action.

Crowing in victory for the first kill, Squall begins hunning the green prey striking with a quick twin takedown combo attack. The shortsword critically pierces the Varg followed by a killing chop of the hatchet. The beast falls to the ground very dead.

Drake pauses with a raised staff crackling with power seeing that all the foes are dead.

Galesong sits down ” That was an unexpected fright! It doesn't appear anyone is injured, but I could use a 20 minute rest to recover my focus.”

Searching Perception DC15:
You find nothing of value

After searching and resting you follow the east corridor finding a set of double doors and what appears to be the backside of a secret door where it sounds like someone is preaching on the other side. (Perception to listen at secret door)

Combat is over

Status: (~10:00am)
Drake AC16(17) (22hp) (light. Mystic Armor)
Marguerite AC17 (22hp)
Galesong AC16 (26hp)
Squall AC19 (28hp) (light)
Djalamora AC18 (30hp) (light)
R!Kktik AC18 (22hp)


Male Ratfolk Alch/2 | AC 18| HP 22/22 | F +6 R +9 W +5 |Perc +5|

DC 15 Perception for room search: 1d20 + 5 ⇒ (20) + 5 = 25

"I'm pretty sure that there's nothing interesting here."

Perception check to listen at door: 1d20 + 5 ⇒ (9) + 5 = 14

Grand Archive

F Ancient Elf Field Medic Champion 2 (she/her) | HP 30/30 | AC 18 (+1 shield) | Fort +8; Ref +4; Will +6 | Perc +4 (low-light) | Spells: Focus 2/2 | Hero Pts: 1/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

The champion nods as it appears no one was touched by the var-goos. She follows Tik to the door, keeping an ear out for anything else.

Perception: 1d20 + 4 ⇒ (7) + 4 = 11


Male Human Wizard (Battle Magic; Staff Nexus) 2| HP 19/22| AC 16 (17 w/Shield)| F +4 R +6 W +6 | Perc +4 | Stealth +6 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 0/1 | Spells 1: 1/4 | Active Conditions: N/A | Staff Charges: 1

"Take a quick breather Galesong, then we can continue through the last door."

After Gale recovers, Drake slides behind Tik and Djala, preparing his staff and waiting for the door to open.

Grand Lodge

Game map | Icons: ◆◇↺

Tik searched the round room and the adjacent closet room where the Vargouille lived, but found nothing useful. (Round room is cleared)

Moving down the east hallway, the group investigates the two sets of doors; neither Tik nor Djala can make out what is being said at the northernmost doors(B on map), but they can tell the person is speaking Draconic. No sounds are coming from the first set of doors (A on map).

Drake keeps an eye out, ready for the group to open the next set of doors.

Galesong looks at the crude map ” The first set of doors may lead past the center trap room. The northern set of doors definitely leads deeper into the dungeon, and it sounds maybe like guards. Which way?”

Status: (~10:00am)
Drake AC16(17) (22hp) (light. Mystic Armor)
Marguerite AC17 (22hp)
Galesong AC16 (26hp)
Squall AC19 (28hp) (light)
Djalamora AC18 (30hp) (light)
R!Kktik AC18 (22hp)


M Stormtossed Tengu Bounty Hunter Ranger 2 | HP 28/28 | AC 19 | F +7, R +8, W +6 | Perc +8 (E), low-light vision | Speed 25 | Active Conditions: none | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

"Let's check this door first," Squall suggests in a whisper, pointing at the first one (A). "I'd rather not leave any potential enemies between us and the exit."

Grand Archive

F Ancient Elf Field Medic Champion 2 (she/her) | HP 30/30 | AC 18 (+1 shield) | Fort +8; Ref +4; Will +6 | Perc +4 (low-light) | Spells: Focus 2/2 | Hero Pts: 1/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

Djala nods agreement with Squall and heads that direction.

Perception: 1d20 + 4 ⇒ (9) + 4 = 13

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