Modoru Redgrave

Theodric Suthind's page

103 posts. Organized Play character for Dealan.


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Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Thanks for making it happen, GM Wydroe. And sorry for the late reply.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

"Bad dog!" Theo shakes off the creature's bite and swings his weapon.

morningstar: 1d20 + 5 ⇒ (9) + 5 = 14
damage: 1d8 + 4 ⇒ (4) + 4 = 8

Then he steps back slightly.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

"Coming, Drin! I've got you covered." Theo hustles over and puts himself between the wizard and the dog.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Theo sniffs the air and heads toward the stinky building that the goblins were throwing things off of. He opens the door and looks inside.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

After unlocking the gate, Theo stows his sword. He collects and equips his shield and morningstar before heading for the door to the unholy shrine. "Ya. This needs to go." He gestures toward the symbol of Lamashtu on the door. "Everybody ready? Shall we see what's in there?"

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Frustrated at how sturdy the door is, Theo turns back and thrusts his sword between the bars toward the bugbear.

greatsword: 1d20 + 5 - 4 - 1 ⇒ (10) + 5 - 4 - 1 = 10
damage: 2d6 + 6 ⇒ (4, 3) + 6 = 13

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Theo grunts as the wave of negative energy hits him. ”C’mon, c’mon, he mutters to himself as he swings at the door again.

Power attack vs door again

greatsword: 1d20 + 5 - 1 - 1 ⇒ (8) + 5 - 1 - 1 = 11
damage: 2d6 + 6 + 3 ⇒ (4, 2) + 6 + 3 = 15

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

will save: 1d20 + 2 ⇒ (9) + 2 = 11

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Hearing that the key is inside, Theo curses. ”I guess we’re doing this the hard way.” He drops his morningstar and moves next to the metal door again. As he goes, he yanks his greatsword from its scabbard. Raising it high above his head, he swings at the door with all of his strength.

Power attack vs the lock/door

greatsword: 1d20 + 5 - 1 ⇒ (2) + 5 - 1 = 6
damage: 2d6 + 6 + 3 ⇒ (1, 3) + 6 + 3 = 13

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

"This gate's too sturdy." Theo steps away from it. "Maybe one of them has a key?" He gestures back toward the fallen goblins by the outer gate.

Stopping next to the dazed hobgoblin, Theo tries to swing his cold iron morningstar between the bars.

attack: 1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 6
damage: 1d8 + 6 ⇒ (7) + 6 = 13

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Theo yanks his shield off and drops it. Grasping his morningstar in both hands, he swings it at the lock with all of his strength.

power attack against the padlock

morningstar: 1d20 + 5 - 1 ⇒ (6) + 5 - 1 = 10
damage: 1d8 + 6 + 3 ⇒ (3) + 6 + 3 = 12

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

will save: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

I'm fine aiding. We both have the same strength mod, so it's all the same. I guess we can try smashing the lock if this fails.

aid another: 1d20 + 4 ⇒ (3) + 4 = 7

Edit: I forgot to say that I ready the action to aid. Also, facepalm.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

"Eurkar, help me break it down!" Theo braces his shoulder against the gate. "On three?"

I'm hoping Eurkar will aid another in my attempt to break the gate. I guess I delay until after he acts? Or should I be readying the action to aid him in breaking the gate?

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

will save: 1d20 + 2 ⇒ (16) + 2 = 18

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

"We're coming!" Theo takes off running toward the door in the fence.

Taking the run action. Is the door in the fence closed? If no, I'd like to run right through it if possible to end up next to the person calling for help. However, I'm placing my pawn assuming that it's closed.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

I'm assuming that Leeza is still up by the time it gets to me. If Drin dropped her, Theo will run NW to the door near C2.

"Just go down already!" Theo swings again at Leeza.

morningstar: 1d20 + 5 + 1 ⇒ (2) + 5 + 1 = 8
damage: 1d8 + 4 ⇒ (4) + 4 = 8

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Theo straightens up and starts to move more easily as his wounds close. "Thanks." He swings his morningstar at the one remaining goblin.

morningstar: 1d20 + 5 + 1 ⇒ (7) + 5 + 1 = 13
damage: 1d8 + 4 ⇒ (5) + 4 = 9

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

I think Eurkar should still have a bonus from bless as well.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

"Coming, Drin." Theo swings at the green goblin.

morningstar: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23
damage: 1d8 + 4 ⇒ (6) + 4 = 10

He steps adjacent to the troublesome red goblin.

I can't believe how well I've rolled during this fight.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Theo attacks the yellow goblin.

morningstar: 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
damage: 1d8 + 4 ⇒ (6) + 4 = 10

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Ok. So yesterday, I wrecked my car. (I'm fine.) And I'm spending the next three days driving across the province for a move for work. Please be understanding if my posts are delayed.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Theo swings his morningstar at the blue goblin who cut him. "Hey Eurkar, that looks like it hurt. Step back if you need to. I'll try to hold them off." He steps to try to block the space between the buildings.

attack: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
damage: 1d8 + 4 ⇒ (6) + 4 = 10

Having attacked Eurkar, is the red goblin now visible?

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Theo advances slowly and carefully into the yard with his shield raised. His eyes dart about to windows, doorways, rooftops. He stops outside the first door on the right. "Does someone want to check that first door on the left? I'll look in this one in a moment."

Total defense and move up as shown. AC is 22 for this round.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Theo drew his morningstar again and nodded to the others. "Alright. Here goes..." In coordination with the others, he slams his shoulder into the gate and tries to break it down.

strength: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

”How about I climb over and open it from the inside? If I can’t get it open, I’ll toss the rope over the top so you can climb over.” With his weapons stowed and the knotted rope coiled and worn across his chest, Theo stands ready to try the climb if the others approve.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

"There's a closed gate up here," Theo tells his companions. "We can probably knock it down though. Remembering the rope in his pack, he heads back down the ramp. He stops above the cold, sticky mess and pulls the rope from his pack. "I'll lower it to you!" he calls to Eurkar.

Is there anything here to tie it to? Some part of the ramp? Or will I have to hold the top end? Either way, I guess I'll drop the morningstar at my feet to help make this happen.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

reflex: 1d20 + 2 ⇒ (17) + 2 = 19

Theo botches the landing, stumbles and barely manages to duck under the swinging jars. "Whoa. Okay. Should have listened to you, Zuheilen." He advances up the stairs, shield and morningstar ready.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

"If the goblins are throwing rocks at it, it probably isn't good." Theo runs and jumps, boosted by Eurkar.

acrobatics: 1d20 + 2 + 2 - 4 ⇒ (8) + 2 + 2 - 4 = 8

Well shoot.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Theo eye's the pressure plate suspiciously and then glances down to the left over the edge of the platform. "I doubt we'd all clear it in a jump, and I don't want anyone risking falling off. Maybe it's just an alarm? I guess I could just walk over it if everyone backs up a step. Just in case." He looks back at the others for comment.

Would it be a 10 foot jump to clear it? So DC 10 acrobatics with a 10 foot running start?

I'll remove the smokestick from my inventory. Not sure where that came from if not from Izgarp.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Theo sighs with relief. "Thanks, Zuheilen. That's much better."

Taking 10 on survival for 15.

Theo spends some time looking at the rock face from a distance. "That... that looks dicey. Fragile. I think we're better off going up the stairs." He turns back to the others.

"Say, I just remembered that I picked up some things from one of the goblins back close to town." He takes out the small pack and roots through it. "Let's see... a couple of healing potions, 3 alchemist fires, 3 little bottles of acid, a smokestick and... what's this one called? A fumblefoot bag? Something like that. Anyway, does anyone want anything? The smokestick could be useful if we run into more archers. Maybe make them come to us? Or the sticky bag to keep someone stuck?"

I'm not sure that Theo is the one to use this stuff. I'm thinking of going first with hands full with a morningstar and a shield.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Theo hustles back to his dropped sling and collects it. "Hey Zuheilen, do you have healing magic? And after that... straight up the ramp? Or should we look around?"

Can we see the ramp and the cliffs from here? Are there any other possible ways up visible from where we are?

Edit: Oh wait, I see the map. Looks like the ramp is the way.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Theo hefts his greatsword as the goblin falls. "That's more like it." He swings the sword down toward the small creature.

greatsword: 1d20 + 5 ⇒ (6) + 5 = 11
damage: 2d6 + 6 ⇒ (3, 6) + 6 = 15

If that hits and finishes off the goblin, Theo moves south three spaces and seeks cover behind the smaller tree.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

"Ouch! Darn it." Theo recoils from the arrow shot, but throws himself against the tree again and shakes it. "Get down here!"

I kind of want to back off to cover behind a tree, but I don't want to give the goblin a chance to run if they fall so I'm staying put for now.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Theo watches Zuheilin. "Good idea!" He steps over to green's tree and tries to shake the goblin free.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

"Can't let them get away!" Theo drops his sling and hustles toward the base of the tree where he heard the red goblin fall. He draws his greatsword as he goes.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Theo steps around the tree and fires his sling at the green goblin. Then he reloads his sling.

sling: 1d20 + 3 ⇒ (4) + 3 = 7
damage: 1d4 + 4 ⇒ (3) + 4 = 7

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Theo steps behind a tree for cover, drawing his sling as he goes. He loads the sling and pears through the branches at the perching goblins.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

fortitude: 1d20 + 4 ⇒ (1) + 4 = 5

"Oooooo. I... I don't feel good." Theo sags and sways, but manages to swing his weapon again.

morningstar: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12
damage: 1d8 + 4 ⇒ (7) + 4 = 11

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

"Gah! Darn it. Help! Oh, hey Eurkar." Theo twists one hand free of the grasping leaves and pulls out his morningstar. He swings it at the central stalk of the plant.

morningstar: 1d20 + 5 - 2 ⇒ (10) + 5 - 2 = 13
damage: 1d8 + 4 ⇒ (4) + 4 = 8

"What is it with the plants around here?"

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Theo continues looking though the overgrown garden in case there's something to eat. We could use a little variety after days of biscuits. He wanders closer to the cottage as he searches, glancing in through the windows.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Theo rubs the sleep out of his eyes and stands up. He yawns and stretches. Don't mind all the walking, but sleeping on the ground isn't great. Can't wait to get back to a bed. He puts on his scale mail and checks that his dagger and sling are on his belt. Then he grabs up his morningstar and sticks the handle down through his belt. He gathers everyone's waterskins in his arms as well as his pot before heading out. "I'll get some water," he tells the others. "Be back shortly." His pack and all of his other equipment including his sword and shield still lay where they did as he slept.

Heading for the brook, Theo notices something that he missed the night before: a stone wall. Getting closer, he sees the garden and decides to check it for food. He walks into the garden through an opening in the south wall.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

"Good to meet you," Theo says to Asiclassus. "We'll bring news when we're done with the goblins." He looks at Drin. "Sounds good to me. I wonder if I can find another way to climb up to the fort? I don't like the sound of that ramp. Guess we'll see tomorrow."

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

sense motive: 1d20 + 1 ⇒ (20) + 1 = 21

Theo tries to reassure Asiclassus. "You seem to have a fine realm. I'm sure you protect it well. Say, do you know how many goblins live in that fort?"

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Theo steps out from behind Drin. "Hi Asiclassus. I'm Theodric Suthind. Originally, I'm from Belde in Cheliax. I helped defend the folks who live near Saringallow from a goblin raid. As for a snack... tell you what. I'll spend a few minutes looking around and see what I can find. Be back shortly. Oh and if I don't find anything better for you, you're welcome to some of my biscuits too."

Theo heads off into the surrounding forest to search out something that a caterpillar might find tasty. He stays within shouting distance so he can be called back if needed.

Taking 10 on survival to find a tasty treat for our magical insect friend for a total of 15. I just remembered the take 10 rule. We could all be taking 10 on our tracking survival checks. If all of you take 10 to aid me (which only requires a 10) and I take 10, that will be a reliable 21.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Theo follows Drin forward but has the good sense to keep his mouth shut and let the more charming man do the talking. He doesn't draw his weapon or make any hostile move, just watching the curious creature closely.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Theo stamps out and buries the remaining embers from the campfire before shouldering his pack. "Ready for another day?" He sets off along the trail.

survival: 1d20 + 5 ⇒ (12) + 5 = 17

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Sounds good to me.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Cleric works for me.

Grand Lodge

Male human (Taldan) Fighter lvl 1 | HP 12/12 | AC 18, touch 12, flat-footed 16 (+5 armour, +1 shield, +2 Dex) | Fort +4 | Ref +2 | Will + 2 | Perc. +5 | Speed 30' (20' in armour) | Init +2

Theo sneezes again as he picks bits of foliage off of his morningstar. He blows his nose in a rag. "Ah. Sorry. I've never had allergies be so... aggressive. Let's see about that trail." He starts poking about at the far side of the clearing.

survival: 1d20 + 5 ⇒ (18) + 5 = 23


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Non-Mint Unavailable

An interesting but flawed conclusion

3/5

This book has been fun to run overall but has a lot of flaws that detract from the overall experience. Chapter 1 is annoying because it's missing several battlemaps for encounters that may arise as the players act to sabotage the BBEG's army. Chapter 2 is a neat dungeon crawl with a narratively stupid premise: the dwarves sealed their city to protect against invasion by the horrors of the darklands... and then put the mechanisms to release the seal on the darklands side of the barrier because?????? Chapter 3 is solid but suffers from the fact that its great revelation has been almost completely spoiled by reveals in the preceding books of the AP - it'd hit much harder if the dwarves' atrocities during the Quest for Sky had only been hinted at earlier rather than basically spelled out in capital letters.


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Missing several key battle maps

3/5

I was torn between giving this one 2 stars because of one huge glaring problem and 4 stars because it delivers well on the central premise of the AP, so I've settled for 3 stars as a compromise. Let's get the huge glaring problem out of the way first: this book has *a lot* of combat encounters for which no battlemaps are provided. This is, frankly, inexcusable in something that purports to be a ready-to-run adventure. There are nine potential combat encounters described in the first chapter; a map is provided for only one of them. Pathfinder 2 is a very combat-focused system and the AP is written with plenty of combat encounters; surely you can ditch some of the extraneous background lore to create space for things that are essential for those combat encounters to be run!

With that said, the good stuff: you get a fun trek through different parts of the Darklands with lots of good RP opportunities, visiting a twisted fey settlement, a couple of neat side dungeons and travel encounters, and a hryngar/duergar city. The BBEG is introduced, lots of stuff happens, and it's all nicely connected to the overarching plot and themes of the AP.


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Non-Mint Unavailable

A badly structured and badly edited mess

1/5

The premise of this book is great but sadly the execution leaves a lot to be desired. The adventure opens with a sort of urban sandbox chapter, which is a nice idea but has several major problems. First, the book does not include any maps of the city; to get those, you have to buy another book altogether (Lost Omens: Highhelm). Second, the locations within the sandbox are almost completely disconnected from one-another and from the main plot of the AP. As a result, the encounters and challenges within each one feel like pointless sidequests and there is no logical chain of clues or leads that the PCs can follow from one location to another; instead the adventure just calls for them to seek out rumors. Third, the PCs' motivation for engaging in this filler content is incredibly flimsy - rather than having any sort of concrete objective, their patron NPC simply tells them to "go out and find trouble". Fourth, many of the encounters at the sandbox locations are resolved using subsystems, which is fine, but those subsystems are presented in an excessively verbose manner; the author frequently waffles on for 5 or 6 pages without providing any kind of short summary of the encounter's structure that can be referenced while actually running the things. The pacing is also very uneven; chapter 1 features half a dozen major locations statted for level 1 PCs, which my group completed over the course of around 14 hours of session time, then a single mini-dungeon with 2 encounters and 1 hazard that is statted for level 2 PCs, which occupied about 3 hours. Upon completing that mini-dungeon, the PCs are expected to be at level 3!

I found this book extremely disappointing, especially after having run Night of the Grey Death, which has an excellent urban sandbox opening chapter. Unfortunately, I will probably be making a point of avoiding any APs featuring books written by the author in future.


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Non-Mint Unavailable

5/5

Had a lot of fun running this for my group. I'd like to see a few more mini-adventures of this length.