Zolerim

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Pathfinder Adventure Path, Maps Subscriber. *** Pathfinder Society GM. 20,783 posts (27,645 including aliases). 5 reviews. 1 list. No wishlists. 17 Organized Play characters. 45 aliases.


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It is fun for me, yes. I just don't want to make any of you miserable waiting for slow posting.

I plan to continue, at whatever pace is manageable, until you tell me otherwise.


Are you approaching quietly or just out in the open?


Leaving the blasting equipment behind, the team slowly makes it through, one at at time to the other side of the airlock area. Beyond that is a hallway that has a set of double doors at the front, another set of double doors beyond that.

Those who were here before recall that the first room had controls in it, and something they did there turned on all the light panels in the hallways, and made the large dome area go from pitch dark, to a replica of a red-sun desert area.

The other double doors did have a six-armed zombie living there, but you dispatched it already.

There is another set of sliding doors on the eastern wall of this area, but when you try to open them, you realize they have a black chip marked on the opening device, and your brown card does not seem to activate opening.

Do want to look more closely in these rooms? If not, how do you plan to open this black-coded door?


Statue Guardians - Round 1 - continued

27 Blue Statue (7hp dmg, off-guard to Neppka)
25 Neppka (runic weapon, 2 rds; forbidding ward)
24 Vako
19 Printhello
17 Red Statue
15 Shaka (20/30hp remain)
10 Krrys

The spell from Vako fills the area on and before the Red Statue with falling rocks from out of nowhere. The rocks hit the armored stone statue, and seem to not affect it at all. But the mess will slow it down when it tries to move.

As combat breaks out, Printhello drops into buffing mode, giving warding to Neppka, and courage to Shaka, while the little kitty familiar helps out with some temporary morale as well.

With some enchantment left on his blade, Neppka moves to attack, striking the attacking statue once. The blade cuts into the stone, damaging the armor, and causing a bit of damage but not the full amount expected as the hard body absorbs some of it. The second attack is parried by the dwarven hammer.

Clambering over and around the rock-fall, Red Statue does get next to Shaka and make one attack. The hammer falls hard on Shaka how gets a fair amount of damage from the heavy blow.

Shaka takes 10hp dmg. Shaka and Krrys up to end the round

Red Statue Dc18 Reflex: 1d20 + 5 ⇒ (18) + 5 = 23 success for half
Extra d8 from Runic Weapon: 1d8 ⇒ 8
Red hammer vs Shaka: 1d20 + 11 ⇒ (10) + 11 = 21
Bludgeoning vs Shaka: 1d8 + 6 ⇒ (4) + 6 = 10


I have not seen Knickpoint post his level ups yet, so hopefully he will do that soon!


Za Minyahil wrote:
Just waiting to clarify if I advanced from that cram, so I can then make the more recent roll.

Cram allows you to Study twice. Looks like you have one success, and one crit failure. You gain one rank in Tempest Sun Mages, but will fail the second check, and because of the crit failure, also fail the next opportunity to level up...

By making success in Tempest level 1, you gain the Warfare Lore skill trained.


M'baba wrote:

Rolls in Gameplay.

Formulae:
Mage's Hat
Trusty Helmet
Boots of the Secret Blade

Think you get 4 for free, so add one more


Ikto wrote:

Okay I think I am done..

Except I forget if the Free Wizard Archetype goes up automaticly as well and what that does?

Otherwise, I've made rolls for Branches

I hope I've got it all right, and am very sorry for the delays.

Wizard Archetype allows you some wizard multiclass ability but it does not level up.

I can't tell from your character sheet - what General Feat did you take at 3rd level, and what skill did you make Expert vs Trained?

For spells, you have 3 rank 1 spells now, not 4. I left Gentle Landing off but you can tell me how you want them arranged.


Ikto wrote:

Rain Scribes Advancement, Medicine: 1d20+9

Uzunjati Advancement, Crafting: 1d20+8

Same question but without the crit success. You will succeed at either of these, but you can't succeed at both in the same session unless you are Cramming. And I show you had success last session.


M'baba wrote:

[dice=Emerald Boughs advancement, Society]1d20+9

[dice=Cascade Bearers advancement, Arcana]1d20+10

Did you have success last check? If so, you may only advance one of your branches, not both. Your primary branch can only be equal to your class level or lower, while secondary must be half your class level or lower. Do you want to take a 2nd level in Emerald Boughs or a critical success in Cascade Bearers, which allows you to take 2 levels at once? (even though that puts you temporarily outside the rules above).


Ikto wrote:


Dr. Evil mentioned in another campaign that there are LOT Of changes at his work place and time got crunch (I'm paraphrasing here) and he'll be slower in posting for awhile.

This is true. Thought I posted to every game, but must have forgotten this one. I am in a workplace crunch, and game posting will be slower than normal for a while. If you need to drop out I understand. Trying to make it work still.


Goblin Throne Room - Round 4 - concluded

Inspire Courage active +1 to attacks/damage saves vs fear

21 Izzy
19 Tot (9/28hp remain)
17 Garen
14 Ari (AoO pending)
11 Grod (12/27hp remain, AoO pending)

9 Orange Commando
5 Warchanter

As Garen stands from his laughing fit, Ripnugget swings on him but misses. Garen's own attack clangs off the chief's magically hardened form harmlessly.

Tot drives her blade into the Ripnugget damaging him significantly.

Ari enters the room stumbling immediately on the warchanter. He spins up his mind-numbing spell but the willpower of the goblin bard is strong and it fails to take effect.

Grod slides in behind Tot, and with a mighty blow of his axe, decapitates the large chief, the head rolling loosely across the floor of the throne room.

Orange Commando shrieks at the insult done to his chief, and rather than fighting, turns to flee, shouting. "The she-devil must save us now! All is lost!" And he races for the northern door out of the throne room.

Red Warchanter also sees the writing on the wall (or whatever goblin euphemism that express that sentiment is) and tries to run the other direction, passing Ari, who can take a poke at her departing form as well.

Grod may take an AoO on the fleeing commando. If Ari has a melee weapon in hand, he can also make an AoO on fleeing Red. The chief is dead, and the combat is nearly over...

Chief AoO vs Garen: 1d20 + 10 ⇒ (4) + 10 = 14
Warchanter DC13 Will: 1d20 + 3 ⇒ (19) + 3 = 22 saved


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Thanks all. Will slowly plow ahead for now.


As you watch, the electrical discharges seems to build, and as before, the entire room is filled with a blast of energy that flashes white-hot at first, and leaves the smell of ozone after it passes. The hose-and-gear set then starts to sparking softly again, quietly menacing those who might enter.

To Diligent Tangent, based on his knowledge of alien tech like this, what Seoli says seems to be true. The set up here seems to be harmless, and perhaps even helpful, but it has been damaged in some way such that it builds up a damaging charge that blasts the entire room space every so often. There does not seem to be a regular interval, as another blast happens just 20 seconds or so after the first one you witnessed.

It does seem that the malfunctioning device could be disabled in some way, but Diligent Tangent is not sure exactly how, or if he could do that before the discharge happened once again. The far side of the room does have another set of powered doors, and Alpha reminds everyone that the last time the group just timed their entry right after the blast, and everyone got to the other side safely enough.

Secret checks:

DT Perception1: 1d20 + 7 ⇒ (12) + 7 = 19


Indeed, Nox was the tall woman with a glaive who led the dottari reaction to the protest at the very outset of your group getting together. You recall that she was wounded by a stray knife to the throat at the outset of the fighting, ducked back inside the opera house, and returned a few rounds later looking fully healed. Then she turned her dog, a hellhound if you recall correctly, loose on the riot, which sent the protesters fleeing to the four corners of the city.

As you are contemplating and recollecting this, Laria returns from her errands with a pile of shopping bags in her hands. Additionally, she is escorted by a cloaked and hooded figure, who stands tall next to the halfling, their eyes downcast, and face shrouded by the hood. A pair of strange lumps distends the hooded cloak around the head of the figure. Laria looks from person to person worriedly. "Something happened. What did I miss?" she asks anxiously. "Oh, and this is Zea. We should probably all go downstairs and listen to what she has to say."


The working girl leads you to the Pixie Kitten, the front door a showpiece of polished mahogany with brass inlay. Inside the well-appointed front salon, Kaye Tessarani the proprietor awaits. She has blood under her broken fingernails, and a swelling around one eye.

"The big bastard dragged her into the back alley," she says, spitting a gob of blood after. "I scratched him something fierce but took a backhand for my trouble. Go save my Sal! If Belor isn't here, you'll have to do..." She points at the back area of the brothel, which appears to be a kitchen that leads to the back alley. An exterior metal door is ajar partially. The kitchen help all scatter as you rush towards the exit.

LMK how you wish to respond. And if you go out the door, what is the order?


Statue Guardians - Round 1

27 Blue Statue
25 Neppka
24 Vako
19 Printhello

17 Red Statue
15 Shaka
10 Krrys

The armored covered statue moves slow and deliberately, raising the warhammer over its inanimate head before striking down on Neppka once. But the blow is slow and telegraphed enough that the tengu fighter side-steps it without trouble.

Neppka, Vako, and Printello up now.

Blue hammer vs Neppka: 1d20 + 11 ⇒ (1) + 11 = 12


As the three heroes step forward, the armored dwarven statues on either side of the descending stairs come to life, raising their warhammers they seek to attack the intruders.

Initiative:

Red Statue: 1d20 + 9 ⇒ (8) + 9 = 17
Blue Statue: 1d20 + 9 ⇒ (18) + 9 = 27
Prin: 1d20 + 6 ⇒ (13) + 6 = 19
shaka: 1d20 + 8 ⇒ (7) + 8 = 15
Vako: 1d20 + 7 ⇒ (17) + 7 = 24
Neppka: 1d20 + 6 ⇒ (19) + 6 = 25
Krrys: 1d20 + 6 ⇒ (4) + 6 = 10


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Sorry for super slow posting. Due to some significant workplace changes, my free time is pretty much non-existent, and will be for some time. As a result, posting will be slower than usual. I am considering a short hiatus, or just dropping some tables. But will try to muddle through for now.

LMK if you want to drop, find a new GM or something else. Apologies.


1 person marked this as a favorite.

Sorry for the slower than usual posting. Significant workplace changes have created a challenge in finding the usual time. Will be slower for a while, or I may have to take a short hiatus, or drop tables altogether. Trying to piece it together for now.

If you want to drop, find a new GM or otherwise, I fully understand.


Buttercup Bainilus wrote:
How long is Buttercup at the local station? Is there a fine or something?

She beats a retreat BEFORE she is dragged down to the station. Meaning she got away but couldn't follow any more, not that she was apprehended. I can see how that might read differently.


Laughter and cries of farewell echo behind you as the silly fey creatures try to regain your attention, but if you ignore them long enough, they eventually give up and go in search of new victims to play their pranks and hijinks on.

No significant issues attract your attention the rest of the travel day nor overnight.

During the next day, you leave the forested woodlands of the Greenbelt and are back into the open grass prairies that surround Oleg's. AS you hunker down for the night, with the expectation to be at TRading Post the next day, you see, a bit off in the distance but visible due to the open space, another camp fire burning.

Do you wish to investigate who else is camped out here?


Apologies for such sporadic posting. Significant changes at my workplace have eaten into any kind of fun time. I am considering taking a short hiatus or closing some of my PBP tables to get on top of it. Please bear with slower then usual posting for a while.

If you want to bail or find another GM, I fully understand.


Apologies for such sporadic posting. Significant changes at my workplace have eaten into any kind of fun time. I am considering taking a short hiatus or closing some of my PBP tables to get on top of it. Please bear with slower then usual posting for a while.

If you want to bail or find another GM, I fully understand.


Goblin Throne Room - Round 4

Inspire Courage active +1 to attacks/damage saves vs fear

21 Izzy
19 Tot (9/28hp remain)
17 Garen (prone)
14 Ari
11 Grod (12/27hp remain)

9 Orange Commando
13 Chief Ripnugget (14hp dmg)
5 Warchanter

Izzy enters melee by stepping over the top of prone Garen and stabbing a sleeping which crumples to the ground dead.

Rest of the group is up now.


Knickpoint Crest wrote:

Trying to get caught up for a week's worth of gameplay in each of my PBP within 2 days was not possible, even without the added real life stress factors that started last week and I am still dealing with this week. As I am still dealing with some real-world stress issues, it might be more every second/third day posting in some of my PBP while I continue to get caught up in the remaining gameplays of the PBPs I am in.

I focused on the gameday specials and the gameday PBPs I am in that had the lesser amount of gameplay posts...so ones with 50+ gameday posts (like this one) were put to the back of my catching-up Game Day PBPs so I could get caught up in the most Gameday PBPs the quickest.

Already got caught up with one of the (50+ gameplay posts during my week without internet) PBPs today. Depending on how stressful today is will try to get caught up in some more tonight.

I took a break from the boards for the weekend to better be refreshed for the start of this week to better focus on getting caught up in the rest of the Gameday PBPs I am in.

Not much posting in this game, still pending level ups.


Ikto wrote:
Sorry, this will be a bit. I'm afraid I still haven't managed to memorize Pathfinder 2 e leveling up so it takes me a bit to go over each step.

for level 3 you will need to come up with:

- 1 skill to move to Expert from Trained
- a first level general Feat
- 2 new 2nd rank druid spells to learn and be able to cast

Ikto also becomes an Expert in Fort save and Perception at Level 3. Let us know what you have decided.


M'baba wrote:


Please remind me what I can roll regarding my branches:
Primary - Emerald Boughs
Secondary - Cascade Bearers

For Emerald Boughs, the skills are Deception, Diplomacy, and Society

For Cascade Bearers, the skills are Arcana, Occultism, and Religion

Will need DC18 to pass at this level.

Let me know when you have selected the Magical Crafting formulae you want to use. Everything else looks good to go.


Hess Grimlock wrote:

1d20+7 Performance

*What does this do if I make it. +1 to skill???

Making the Cram check gets you two levels in your primary branch - Tempest Mages. The first level gets you Additional Lore in Warfare Lore that branches main lore skill. The second level gets you Steeped in History which gives you +1 on Recall Knowledge checks on skills related to Magaambya, your branch, or its members.

Maybe not the most useful things in the world, but they get progressively better at further levels.


As Scarlet Knight stops blasting and starts talking in rhyme, a high-pitched voice answers invisibly from somewhere above you.

"Pay us fey folk no heed as we share harmless tricks,
Just illusions and jests from old forest-floor kicks;
Keep your spellcraft and steel safely tucked out of sight,
And let us play gently while masking the night!"

Gales of laughter follow this quip, with at least two separate voices heard.

Teela realizes the fey creatures are playing games with them, casting visual and auditory illusions that are harmless or meant to be little more than pranks.


After Buttercup has returned, with a skinned knee and wounded pride, and reported her limited discoveries, Rexus enter the hideout holding a sheaf of papers, and beaming ear to ear.

"I have unraveled a bit from the papers we recovered," he begins excitedly. "There is plenty more to go, but I thought I'd update you on my findings." He begins to summarize in an overly dramatic way, his tale filled with a number of scholarly tangents that are not germane to the rest of the discussion, but this is what you gather from him.

The (original) Silver Ravens were formed in 4606AR in the wake of the chaos that swept over Cheliax after Aroden's death to help protect the city of Kintargo from oppression. The woman who founded the Silver Ravens was a mysterious elf known only as Jackdaw, a figure how built themselves into a mythic folk hero, apparently fighting for the city's downtrodden. Many of the Silver Ravens were adventurers or worshippers of the goddess Milani. Jackdaw, a swashbuckler, was the most powerful and influential of them all, but others who rose to prominence among the Silver Ravens were Amyreid (a female half-elf cleric of Milani), Ba (a halfling enchanter), Kyda (a human female rogue/bard), and Brakisi (human male urban ranger).

"That's what I know so far," says Rexus, shuffling the pages with ink-stained fingers. "Sorry its not more. This code breaking is hard work!"

If any of you want to spend downtime help Rexus decipher the trove of history, you can make appropriate skill or lore checks for weekly progress.


Stealth checks, unless noted otherwise, will always be Secret Checks.

As Buttercup slips out of the Longroads Coffeehouse to tail the departing dottari squad, she tries to blend into the bustling Kintargo street traffic and keep to the shadows. Unfortunately, her attempt at being unseen goes completely sideways right out of the gate. The little halfling's boots clip a loose cobblestone and she falls to the pavement face first with a curse and a clatter, making a bit of a spectacle on the busy Kintargan street.

Before she can properly drop back into cover, the sergeant of the watch, already irritated from their fruitless search, whips around. He spots her darting for concealment and barks out an order, cutting short any attempt at a covert tail and forcing Buttercup into a hasty, defensive retreat before she ends up dragged down to the local station herself!

Before she fell, and had to split, Buttercup did see the sergeant reading a handwritten note before stuffing back into his tunic. "Just tell Nox there weren't nothin' to see at Longroads. We don't need her thinking we're incompetent." But that's all she could make out before her accident.

Secret Checks:

Stealth: 1d20 + 7 ⇒ (2) + 7 = 9


You should be fine to continue to roll the Aid checks, which you cast this Focus Spell. Recall you only have 2 Focus points per time spent restoring them, but out of rounds that's usually not a factor.

Familiar with the tricks and traps of this ancient place, Shaka steps out ahead, moving with agonizing slowness. Every footfall is measured, his eyes and hands scanning the cold stone floor for hidden triggers, accompanied only by the low, haunting cadence of The Whistler's musical assistance. It is painstaking, nerve-wracking work: every shadow a potential threat, every joint in the masonry a suspected snare. Yet, for all their caution, the room yields nothing. No tripwires, no hidden pressure plates, no rot. Just heavy, suffocating silence and the stagnant air of the grave. In the stillness, the sounds of running and dripping water are clearly audible from down the stairs.

Shaka presses on, the dark, weather-worn faces of the dwarven statues drawing closer as he nears the final stretch. He crosses the invisible threshold to within fifteen feet of the descending stairs...and the tomb violently shatters its own silence. Without warning, a preternatural voice booms from the empty air, vibrating straight through the floorboards and rattling the heavy armor of the statues:

"Only the worthy may pass. Step forward and be tested!"

No traps are found, but this magical effect is still present it seems.


Going to fast forward a couple of days, so all wounds are healed and all spell slots etc are full.If you are that type of caster, you can rearrange your prepared spell list, but please LMK what those changes are.

Shalelu sets forth the next morning, agreeing to send word of what she finds or report back in person if things are seriously awry in the Hinterlands.

While the sheriff is away, the next few days pass with the Heroes tasked with various mundane duties of local law enforcement. There is the afternoon spent mediating a bitter, loud dispute between two rival local farmers over a boundary fence that had allegedly been trampled by a particularly rebellious pig. There is the precarious task of coaxing a thoroughly ungrateful feline out of the high branches of the great oak outside Nettleroot Apothecary, only for the cat to scratch its rescuer immediately upon touching the ground. And, of course, there is breaking up a predictably rowdy bar fight among thirsty sailors down at The Hagfish, which mostly involves knocking heads together until everyone agrees to go sleep it off. Nothing quite as exciting as a goblin incursion or a flesh-eating monster hiding in the closet.

Until now. It is growing dark when one of the working girls from the Pixie's Kitten bursts unceremoniously into the common room of your makeshift office at the Rusty Dragon, breathless and frantic. She's looking for the guard, and she needs help immediately. Apparently, a drunken patron of rather prodigious size is making a massive nuisance of himself, pawing at the girls and flatly refusing to pay what he owes for his evening's entertainment. "Kaye said the sheriff is still gone, so you lot will have to do. Come quick!" she cries, turning on her heel and bolting back out into the gathering dusk to lead the way.


Titania Olivia Thrune wrote:

GM, I think you missed updating the initiative order in your post, or did you take pity on Tot for my bad dice rolling? :P

Joking aside, Tot can't do another AoO. She doesn't have the Combat Reflexes feat.

Think I just forgot to remove the tag, so thx for noticing.


Grod the Cunning wrote:
I really hope that crit didn't confirm. If he tanked that crit, he's a lot tougher than I was expecting.

Did not confirm, tanked the basic damage only which is still a lot


For Tempest Sun Mages, its either Intimidation, Performance, or Lore Warfare. DC18 at 3rd level to successfully advance.


The guards gruffly push past Impasha and into the kitchen area of the coffeehouse. One pushes into the pantry with trap door on the floor. But it's only a cursory glance, and if he even sees the rug on the floor, he certainly doesn't move it or look beneath to see incriminating trapdoor in the floor.

After several minutes of searching, the squad ends their fruitless search, a bit red-faced, out of breath and more than a little irritated. "Your lucky we don't find nothing," says the sergeant with a frown. "If we have to come back, it won't go well for you. Clean up whatever caused the complaint. You don't want our leader here, I can promise that..." And they take their leave back into the bustling city street.

Dottari Perception: 1d20 + 3 ⇒ (5) + 3 = 8


Please continue your dialogue together, it's great! Any other actions on this night if tragedy, or ready to move on to next scene?


Goblin Throne Room - Round 3 - concluded

Inspire Courage active +1 to attacks/damage saves vs fear

21 Izzy
20 Blue Commando (9hp dmg, sleep)
19 Tot (9/28hp remain; AoO available)
17 Garen (prone)
14 Ari
11 Grod (12/27hp remain)
9 Orange Commando
13 Chief Ripnugget (14hp dmg)
5 Warchanter

As Ripnugget stands, Tot swipes and misses but Grod hits the goblin chieftain a mighty blow, and despite the skin hardening potion, it causes serious damage.

After the chief wakens the warchanter, they act, casting a healing spell on the chief, and then evacuating the melee, moving to the back corner of the throne room.

End of Round 3

Izzy is up to start Round 4

CLW on Ripnugget: 1d8 + 2 ⇒ (8) + 2 = 10


Will move the story forward once all the PCs are updated to Level 3.


Hess Grimlock wrote:

Hess at Level 3

Skill - Become Expert in Deception (Now +9)
General Feat - Fleet (Increase Speed by +5, Untyped bonus)
Furious Footfalls - The urge to fight drives you ever forward. You gain a +5-foot status bonus to your Speed. This bonus increases to +10 feet while you’re raging.

Speed now 35' and 40' while raging. He's a fast litte bugger.

HP - 52
AC 19/21

What are Hess' primary and secondary branch?


I forgot to mention above that as you level up to 3 and complete your initiate year, you can also choose to roll for another primary or secondary branch skill. Typically DC15 and skill you use is based on your branch.

Your primary branch level cannot exceed your current character level, and the secondary cannot exceed half that level.

LMK what branch you attempt, and I will share the associated skill to check.


Pathfinder Adventure Path, Maps Subscriber
GM Tiger wrote:
DM DoctorEvil wrote:
GM Tiger wrote:
I have 3 players signed up for the second 04-01 table. Anyone else interested?
Did it end up being high tier or low?
From the looks of it, low.

Added a level 1 ranger. Thanks for running.


Shaka sputters and gasps as the sudden wash of water hits him, but the shock quickly fades into an unexpected, invigorating rush. Shaking off the spray, he turns his attention to the portal, sweeping his hands over the mechanism to check for any hidden triggers. Finding it safe, he heaves the door open.

Beyond lies a chamber that stretches and widens as it extends westward, its high ceiling supported by four massive stone pillars. A set of stone stairs descends into the gloom toward a lower, unseen level.

Flanking the descent are two imposing statues of ancient dwarves, hewn from dark, weather-worn stone with breathtaking mastery. Every detail of their heavy, archaic plate armor is rendered in crisp, martial relief from the interlocking plates of the gorgets to the heavy, riveted greaves built to withstand a crushing blow. Their grim, bearded faces stare out with unyielding vigilance, each holding a massive warhammer locked in a powerful, ready-to-strike battle pose.


Pathfinder Adventure Path, Maps Subscriber
GM Tiger wrote:
I have 3 players signed up for the second 04-01 table. Anyone else interested?

Did it end up being high tier or low?


Goblin Throne Room - Round 3 - concluded

Inspire Courage active +1 to attacks/damage saves vs fear

21 Izzy
20 Blue Commando (9hp dmg, sleep)
19 Tot (9/28hp remain; AoO available)
17 Garen (prone)
14 Ari
11 Grod (AoO available)
9 Orange Commando
13 Chief Ripnugget
5 Warchanter

With the hallway goblin dispatched and the door slammed on the pack of goblin dogs, Grod turns and follows the way the Yellow Goblin had come, entering the throne room again, and towering over the prone Ripnugget, who's bad day just got a lot worse.

Still awake, Orange Commando slips in behind Grod and attacks him from flanking. The attack hits, wounding the warpriest.

From prone, Ripnugget calculates his options and makes the choice to try to stand, which can provoke attacks from Grod and Tot both. If he survives he slaps the warchanter hard, waking that shrill singer from the magical slumber.

Grod is hit for 5hp dmg. I show him still hurt from last fight and at 11hp remaining now, lmk if that's an artifact. Both Grod and Tot can AoO vs Ripnugget before we see if he actually wakes the warsinger.

Orange vs Grod, flanking: 1d20 + 4 + 2 ⇒ (12) + 4 + 2 = 18 hit
Slashing dmg vs Grod: 1d8 + 1 ⇒ (4) + 1 = 5
Ripnuggest shortsword vs Tot, prone: 1d20 + 10 - 4 ⇒ (3) + 10 - 4 = 9 mmiss


This is the end of Chapter 2 of the text. Chapter 3, Stone-Cast Shadows, will begin next. Each player can earn a new Hero Point, and, more importantly, all of you have reached Level 3! Please post in Discussion the changes to your PC, and make sure to update your profiles and headers with your new stats.


Hess lands a pair of blows on the remaining flash beetle which finish it off, and Ikto is able to staunch the "bleeding" that the unconscious ghoran has, reviving him back to waking just as the fight ends.

Looking for more creatures to take on, you can see that either the swarm of bugs has been slain, fled, or flown harmlessly into the rafters of the auditorium, trying to stay away from the defending students and staff.

Teacher Koride examines the corpses of the various attacking insects. "These kind of arthropods don't work together normally. A swarm of the same kind of beetle I can understand but these variegated groups are unnatural and must have been compelled to attack us. I don't see any other explanation"

Teachers Mafika and Zuma lead a small cohort into the newly formed tunnels to ensure no other waves are coming. And Teacher Ot steps close to your group.; Initiates..." he catches himself, beaming with pride. "I mean attendants, please help escort our guests to safety outside the Hall. The more experienced among us will remain and investigate the cause of this strange and unprovoked attack."

You can stand down from rounds. Everyone can also recover all their lost HP with enough time for Battle Medicine to get to all, including any injured guests.


Stødig "Thunderer" Veinfinder wrote:

Finally have home internet again.

It was not a cut wire. Someone stole a lot of copper wiring from the building, and the phone company finally finished the job replacing things today. I do not have much energy left today and have stuff I have to head out for tomorrow. I should be finished getting caught up on most of the PBPs I am in by Wednesday evening, prioritizing the Game Day PBPs first.

Glad it sounds like you may be functional again soon.

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