![]()
![]()
Encounter Map
![]() Yeah, I'm on vacation and I thought I'd have more time to update on Sunday/Monday but I wasn't able. Daxur casts his most familiar spell Damage: 1d4 + 4 ⇒ (4) + 4 = 8 Reflex DC17: 2d20 ⇒ (4, 8) = 12 +9 two of the kobolds are blasted.
Round 3
The kobolds are running, you can chase them down or end this combat. ![]()
Encounter Map
![]() I think we might be down to just 3 people =/ Daxur moves up and casts electric arc REFLEX: 2d20 ⇒ (13, 12) = 25 +9 DC17 two kobolds are singed 1d4 + 4 ⇒ (4) + 4 = 8
Round 2
Round 3
Everyone is up. I won't wait on Amunet or Daxur to resolve the round. ![]()
Encounter Map
![]() Kobold Warren! Round 1
Round 2
Everyone is up ![]()
Encounter Map
![]() Athletics: 1d20 + 7 ⇒ (6) + 7 = 13
Kromnir begins shoving on the wall and after a few heaves taking him a minute or two he shoves the entire wall down! Everyone hears screeches of surprise and anger coming from inside the warren Four armed kobold warriors stand ready to repel the invaders! Perception:
Amunet: 1d20 + 5 ⇒ (19) + 5 = 24 Reknar: 1d20 + 6 ⇒ (2) + 6 = 8 Staryth: 1d20 + 6 ⇒ (5) + 6 = 11 Kromnir: 1d20 + 6 ⇒ (10) + 6 = 16 Monsters: 1d20 + 5 ⇒ (11) + 5 = 16 Daxur: 1d20 + 3 ⇒ (10) + 3 = 13 Kobold Warren! Round 1
I've sorta lined you up where I assume you go. Amunet and Kromnir are up....the kobolds heard you coming and are prepared. ![]()
Encounter Map
![]() You can always roll. It speeds things up. Staryth heads north where the party fought the stinking creature's known as Xulgaths. He investigates and finds a small pouch where the creatures had been lairing. Small Leather Pouch:
Inside the leather pouch is a handful of strange coins, minted in some faraway kingdom deep underground—the coins show a tower inside a cave on one side and a sinister-looking elf’s head on the other. These coins amount to 38 sp and 4 gp. Society recall knowledge for more info He also spots something else interesting The passageway exiting this room looks like it was dug recently. This tunnel curves up and around before
Do you look?: If a hero peeks through the wall, they can see
the kobolds in that area going about their daily routines. The wall here is very thin and could probably be knocked down with a good push. ![]()
Encounter Map
![]() MAJOR GM HANDWAVE The heroes spend the evening regaling the townsfolk with their story of the basement complex. The captain of the guard himself LARDUS LONGSADDLE comes to hear from the heroes and take a statement from Tamily. He leaves a couple bored looking guardsmen to watch the basement door and says he'll send for a mason to brick up the hole in the morning. The next day a small crowd gathers to watch the heroes venture back into the depths, Tamily says she won't let anyone brick the wall until the heroes return. The heroes head back down into the depths, this time a bit more seasoned and they retrace their steps down to the lower levels. Nothing seems disturbed as the heroes walk down the stairs to the lower levels, the corpses of the kobolds are where they fell. Map is updated. You guys are back on the second level. You can head north back past where you fought the Xulgath or west. ![]()
Encounter Map
![]() I haven't forgotten about us, it's end of school year stuff for me right now so work is crazy. (I'm an elementary principal) ![]()
Encounter Map
![]() I'm camping this weekend, but if I have a moment I'll update us. Please wrap up whatever purchases you want to make. I'll assume you head back down to the 2nd level of the "basement" ![]()
Encounter Map
![]() You took a bit of coinage from down there, and a few items that could be pawned. Also, if you remember the fire elemental thing was contained by the pool of water. It wouldn't touch the water and it's hemmed in by water. ![]()
Encounter Map
![]() I'm kinda waiting on actions. Just post what your character would be doing in town while you rest. If it's just resting then put that. ![]()
Encounter Map
![]() Otari is a small town, but it is fairly prosperous and all common items under lvl 4 are available. If it's an uncommon or rare item let me know and I'll look into it. Tamily says Oh. I have something that might help. and she produces a small pouch with 4 potions of minor healing ![]()
Encounter Map
![]() Ah. Alright then, so no more thievery then? Great. We will just brick up this wall, and maybe brick up the wall behind it....and maybe just bar the door too. ![]()
Encounter Map
![]() Tamily just blinks at the answers she gets. She seems puzzled But. What was taking the fish? ![]()
Encounter Map
![]() We seem to be in agreement that going back to Tamily's place is in order The heroes grab their unconscious friend and head back the way they came, careful to walk in the same places to avoid nasty kobold traps. 1d20 ⇒ 17 After not very long the party makes it back to Tamily's basement. They are greeted by four rough looking armed men with town livery on. Tamily herself peeks out and says Oh goodness! By Blessed Desna, you're alive! What happened down there? ![]()
Encounter Map
![]() I had a raging tonsil infection last Weds-Sat, and it was Mother's Day. Sorry. I'm back on it. ![]()
Encounter Map
![]() Round 2 Monsters
Round 3
Party is up. The creature is actually off the map now, so if you want to pursue let me know and we can figure something out. ![]()
Encounter Map
![]() It does seem that way. I don't think damage scales up with HP as much, so it's maybe less rocket taggy at the higher levels? ![]()
Encounter Map
![]() Round 1
Round 2 Monsters
![]()
Encounter Map
![]() Heh, I've tried making combat take longer, it didn't work out. I think the longest combat we have had is 3 rounds. ![]()
Encounter Map
![]() Initiative:
Amunet: 1d20 + 5 ⇒ (13) + 5 = 18 Reknar: 1d20 + 6 ⇒ (15) + 6 = 21 Staryth: 1d20 + 7 ⇒ (17) + 7 = 24 Kromnir: 1d20 + 6 ⇒ (17) + 6 = 23 Monsters: 1d20 + 6 ⇒ (19) + 6 = 25 Daxur: 1d20 + 3 ⇒ (4) + 3 = 7 Someone makes too much noise, or maybe the creatures just finished arguing and finally noticed the light. Doesn't matter, one of them screeches in it's own tongue and they lunge for crude weapons. Round 1
Heroes are up. Everyone except Kromnir rolls a DC 15 Fort save or be Sickened 1 ![]()
Encounter Map
![]() There is an overpowering stench in this chamber, like rotten fish mixed with oily sweat. The warm, humid air only adds to the foul atmosphere. Unlike the previous chambers, this one appears to be a natural cavern, dotted with limestone stalactites and stalagmites, making it hard to see where the room ends. Reknar spots three reptilian creatures standing over something, they seem to be bickering in their strange tongue. None of them have noticed him yet... If you speak undercommon:
The creatures are arguing about a hunk of meat that they are attempting to divide Knowledge Society DC15:
These are Xulgaths. Reptilian humanoids who live in the uppermost reaches of the Darklands, xulgaths (known as troglodytes to many surface-dwelling folk) often attack intruders in their territory on sight. They live in simple familial communities, battling rival groups and other aggressive Darklands inhabitants in order to survive. They occasionally raid surface settlements, usually at the behest of cruel, bloodthirsty leaders who are often themselves in the thrall of more powerful creatures like nagas or demons. A typical xulgath has dull gray, dark gray, or ashen scales, with a long tail and bony protrusions that run the length of its spine. A typical xulgath is 5 feet tall and weighs 150 pounds. Anyone who enters the cave rolls a DC 15 Fort save or be Sickened 1 ![]()
Encounter Map
![]() Daxur dashes to the southern orb, which swirls with a muted brown light. When he touches it he "hears" a voice that sounds like gravel rolling in an avalanche Call upon the earth to gain its strength. Daxur: for 24 hours while touching the ground if a hero spends an action to call upon the earth, all their melee Strikes deal 2 extra damage from a sudden surge of strength. This bonus lasts until the start of the hero’s next turn. ![]()
Encounter Map
![]() Amunet dashes to the eastern globe but finds it far too heavy to move It's like 3' in diameter, very heavy, and anchored to the floor by a brass enclosure. However, when she touches it she "hears" a voice that sounds like a blowing breeze “Call upon the wind to gain my blessing and soar through the sky.” Amunet:
1/encounter for the rest of the day you can fly 40' as an action. You have to end your movement on solid ground or you fall. Did anyone ever make the Religion DC checks earlier in the room with the bowl and then again in the room with the altar? Amunet, you can move back to the safety of the water with your last action or otherwise the fire elemental is coming back out. ![]()
Encounter Map
![]() Daxur believes that the globe is some sort of holding device for the elemental entity. It's either bound to, or trapped by, the glass globe. Destroying the globe may free the creature to roam away from it, or send the creature back to it's home plane. ![]()
Encounter Map
![]() That's good enough to recover Staryth 2d8 ⇒ (3, 8) = 11 HP and bring him to consciousness The elemental animal remains in the globe. You can continue to try and investigate this room, or move on. ![]()
Encounter Map
![]() Amunet moves forward and casts a spell Will: 1d20 + 8 ⇒ (16) + 8 = 24 the elemental shakes off the spell easily.
Round 3
Round 4
] We're still in encounter mode, but there's no creature visible. ![]()
Encounter Map
![]() Amunet casts Guidance and recalls that this creature is an ELEMENTAL and Fire type creature.
Round 2
Round 3
Amunet and Daxur have round 2 actions, Reknar, Staryth and Kromnir have Round 3 actions. ![]()
Encounter Map
![]() Round 1
Round 2
Kromnir make a DC18 Fort save or be sickened 1 while in the smoke. (The save is made each round you begin your turn in the smoke. Amunet and Daxur have round 1 actions, Reknar, Staryth and Kromnir have Round 2 actions. ![]()
Encounter Map
![]() I'll rule that your Stealth roll earlier (17) and the creature's perception roll (13) hold until something changes that. IE You will be hidden from the creature as long as you don't move more than 1/2 speed or do some aggressive act ![]()
Encounter Map
![]() 1d20 + 9 ⇒ (4) + 9 = 13
Init:
Amunet: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12 Reknar: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26 Staryth: 18 = 18 Kromnir: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17 Daxur: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11 Staryth approaches and spots a creature lurking in the far corner. The creature is shrouded in smoke and concealed Recall Knowledge Action Arcane DC 15:
The creature is an elemental. It has fire type abilities and will be immune to fire. Round 1
Map is updated. Reknar, Staryth and Kromnir are up ![]()
Encounter Map
![]() Gonna assume that we are moving forward similar to how we were in the upper area. Amunet has the light etc. Reknar searches forward and finds calf deep water pooled up. Beyond the barricade, the passageway meanders briefly. The floor descends slightly and soon becomes flooded by a shallow pool of water. The water appears to be flowing out of a passageway to the right, and a shimmering blue light in that direction reflects off of the water there. The main passageway continues to the left, over the slight depression in the floor where the water has pooled. An overpowering stench drifts from around a bend. Map updated. There's a decision to make regarding direction. ![]()
Encounter Map
![]() Saryth notices that the barricade is rigged to collapse on top of anyone who moves any piece. He moves it carefully and after 10 minutes manages to remove the barricade. Beyond the barricade you can see what looks to be a semi flooded cave. Kromnir, I see you moved your token into the other room. I retconned that but if you'd like to scout that room let me know. Map is updated ![]()
Encounter Map
![]() No one finds any traps, to the north it looks like someone built a barricade. To the west there's a short passage that opens into a larger room. Reknar's Seek: 1d20 + 6 ⇒ (13) + 6 = 19 Reknar can see evidence of recent inhabitance. Something was up here very recently. ![]()
Encounter Map
![]() Sorry for the lack of an update yesterday, it was Good Friday and we had a family thing. I've updated the map link to include the healing. I keep a running total of HP there to assist us. I added the map of the 2nd lvl, its on slide 3 of the slideshow. Staryth leads the party down the stairs.... The stairs spiral down deep into the earth before ending in a chamber that looks like it’s been prepared specifically to defend against intruders. On one side of the room, a table has been turned on its side to provide cover, while on the other, crates and barrels have been piled up to create a second barrier. check out the map and let me know what you do ![]()
Encounter Map
![]() Yup. Focus points are regained after 10 minutes of rest. I have to say, I'm really liking 2E's lack of a 15 minute adventuring day. We are like 4 combat encounters in and I don't think anyone has used up anything really. A couple things about the Medicine skill tho, a critical failure deals 1d8 damage. With Amunet's bonus a crit failure only happens on a nat 1...which she rolled on herself in the first hour. Charyx chimes in that someone should report to Tamily what's happened so far and that he volunteers to do that task. Killing other kobolds has made him a bit queasy and he's not really interested in fighting more of his own kind. ![]()
Encounter Map
![]() Recall Knowledge is always untrained in PF2E. If something is trained only I'll specify it. Also, if you have a LORE and it might apply you can always roll the lore too. Example: Your character has Lore: Kobolds, you could use that lore for any roll about knowledge of Kobolds The shell is ivory in color, but it has strange green veins running through it. This piece is only about 3 inches across, but the egg it came from must have been at least 2 feet wide. Reknar recognizes the shell! It comes from some large reptile. He thinks maybe even some sort of lizard. Society DC15 or literally anything about Kobolds: Kobolds worship dragons. Dragons are reptiles.... ![]()
Encounter Map
![]() It's also a big deal for a healing focused Cleric, because you can't wield a shield and weapons AND a holy symbol. ![]()
Encounter Map
![]() Record Scratch Amunet's blow lands, causing the Trapmaster to fall at the top of the stairs. End of Encounter Mode Searching the Trapmaster: You find the components of 3 unmade snare traps (they are the raw materials, you just need the craft skill), a strange looking necklace of copper and what looks like eggshell. Craft skill, or Nature skill for more info ![]()
Encounter Map
![]() Oh man, I totally missed that. That hit. Sorry. And yes, you can have something in your hand for somantic, just not material. ![]()
Encounter Map
![]() Round 5
Round 6
Round 7
Good guys are up.
|