Chapter 4: Journey to Red Cat Cave

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Apr 24, 2023 7:52 am
You are able to cut down Artesia without any trouble and soon she's standing safely back on solid earth. "I suggest you don't walk around alone," Atticus says. "There's worse things out here than snares and traps."
Apr 24, 2023 8:25 am
"He's right," Koram says, holding his hand out to help the freshly-released halfling up from the ground. "Though it sounds like you have scant options for companionship out this way. You're welcome to stick with us for as long as you'd like. I can't promise you great comfort - we live a simple life out here, and have found ourselves in trouble too as of late. It could be dangerous even, but you wouldn't be alone."
Apr 24, 2023 9:04 pm
Seems like Pulura lead us to you. Just be ready for potential trouble. A tribe is following us because of old grievances. We're trying to make things right but until we manage to do this we may have to fight them...
Apr 25, 2023 2:32 am
"Thank you for the offer. I think I will stay with you for a while, at least. You're right that it could be dangerous out here!" Artisia smiles at her rescuers.
Apr 25, 2023 1:08 pm
In the middle of the conversation, Fenris starts barking like mad and moments later an arrow flies through the air, hitting Atticus straight in the knee. The big warrior goes down immediately and you see two tiny doglike creatures have come climbing over a ledge. Even stranger, they are followed by a slightly larger creature. A three foot tall huncbacked creature with glowing blue eyes and black, oily hair on their head and back that covers them like a cloak.
OOC:
Initiative time. And Atticus will be fine, but will need to recuperate until @WhtKnt returns.
https://i.imgur.com/CkJ5CrC.png
https://i.imgur.com/EEHafbI.png

Rolls

Initiative Red - (1d20+5)

(16) + 5 = 21

Initiative Green - (1d20+5)

(13) + 5 = 18

Initiative Blue - (1d20+8)

(10) + 8 = 18

Apr 25, 2023 6:49 pm
Artesia unlimbers her sling and loads it.

Rolls

Artesia Initiative - (1d20+1)

(3) + 1 = 4

Apr 25, 2023 8:35 pm
Igbork draws his bow and reaches for an arrow

Rolls

Igbork Initiative - (1d20+8)

(8) + 8 = 16

Apr 25, 2023 8:39 pm
Grom crouches beside the Wolf and squints at the abominations before them.

Rolls

Initiative (Perception +7) - (1d20+7)

(10) + 7 = 17

Apr 26, 2023 9:55 am
"What now-!?" Koram exclaims at seeing the arrow strike his friend and turning in time to see hostiles approaching.
OOC:
Cool - looks like Koram actually beat initiative! I'll wait for a map before acting, unless we're doing this one without a map :)
Last edited April 26, 2023 9:56 am

Rolls

Perception - (1d20+4)

(19) + 4 = 23

Apr 26, 2023 12:09 pm
The creature is screaming at you: "Our prey! Stay away!"
OOC:
Artesia, in 2e we use Perception as the Initiaitve in most cases and so you have a +8 for a total of 11. Not that it helps here sadly.

Round 1:
Character Initiative Acted Statuses
Koram 23
Red 21
Green 18
Blue 18
Grom 17
Igbork 16
Artesia 11

https://i.imgur.com/FLoOgbu.jpg
Apr 28, 2023 10:10 am
"You won't have her!" Koram says, "Begone!"

"Haitith, use your breath, if you can get to them - see if that'll scare them off!"
OOC:
Action 1: Act Together (Koram strides 25ft and Haitith strides 35ft)
Action 2 & 3: Haitith uses his breath weapon - 60ft line of electricity damage; basic reflex save vs DC 17

He should be able to get at least one of the enemies on the diagonal. I'd like to aim for the blue enemy, which should be possible unless that feature in the middle of the map blocks line of sight.

Breath recharges in 2 rounds.
Last edited April 28, 2023 10:11 am

Rolls

Breath Attack (Electricity) - (1d6)

(6) = 6

Breath Recharge - (1d4)

(2) = 2

May 1, 2023 10:32 am
The hunchbacked creature moves with surprising speed for something with it’s strange appearance and avoids part of the breath weapon.

Red moves towards the west and fires two arrows at Haitih and both of them hit.

Then green moves north, and fires another two arrows at Haitih. This time however the first one goes far and lands in the ground between the eidolon and its summoner. The second arrow hits it mark, though barely and it is only a scratch.

The strange hunchbacked creature moves forward with confidence and it says some arcane words and motions with his arms. Moments later a greasy substance appear beneath Haitih.
OOC:
The feature in the middle is a pit, so quite possible to see through though not to move through without jumping.

The second attack should be 5 lower, but still a hit at 20.

Haitith needs to make a Reflex save DC 18 or fall prone (as must everyone trying to pass through the area marked with red.)

Everyone can act.
Round 1:
Character Initiative Acted Statuses
Koram 23 X -7 hp
Red 21 X
Green 18 X
Blue 18 X
Grom 17
Igbork 16
Artesia 11


https://i.imgur.com/17ZCjba.jpg

Rolls

Reflex Blue - (1d20+8)

(16) + 8 = 24

Red vs Haitith - (1d20+8)

(11) + 8 = 19

Red vs Haitith Attack #2 - (1d20+8)

(17) + 8 = 25

Red Damage Atk 1 - (1d6)

(2) = 2

Red Damage Atk 2 - (1d6)

(4) = 4

Green vs Haitith Atk 1 - (1d20+8)

(3) + 8 = 11

Green vs Haitih Atk 2 - (1d20+8-5)

(19) + 3 = 22

Green Dmg Atk 2 - (1d6)

(1) = 1

May 1, 2023 4:35 pm
Grom vanishes and is replaced by a dark grey rodent - Grom-rat. Grom-rat rushes southwards with the intent of eventually moving behind Red. Meanwhile, Fenris howls before racing towards Green
OOC:
Grom will use Wild Shape for two actions, and then move. Fenris will use his two actions to race towards Green. The wolf companion has 40ft speed and so should end his turn in Greens face!
May 1, 2023 5:59 pm
Artesia launches a sling-stone at red.

Rolls

Sling - Atk/Dam - (1d20+5, 1d6-1)

1d20+5 : (10) + 5 = 15

1d6-1 : (5) - 1 = 4

May 1, 2023 8:18 pm
Igbork targets the hunchbacked creature and releases a barrage of arrows on it

Rolls

Short bow attack #1 - (1d20+7)

(9) + 7 = 16

Short bow attack #2 - (1d20+2)

(17) + 2 = 19

Short bow attack #3 - (1d20-3)

(13) - 3 = 10

Potential damage #1 - (1d6)

(5) = 5

Potential damage #2 - (1d6)

(3) = 3

Potential damage #3 - (1d6)

(3) = 3

May 3, 2023 1:43 am
Haitith seems unfazed by the greasy substance beneath his feet and pushes towards the hunchbacked, spellcasting creature as Koram invokes a spell to give his friend a surge of strength.
OOC:
Reflex passes!

Free Action: Cast Focus Cantrip - Extend Boost (FAIL, but focus point is not used up)
Action 1: Act Together - (Koram casts Boost Eidolon) + (Haitith strides to melee with Blue)
Action 2: Haitith Strikes
Action 3: Haitith Strikes

EDIT: I have hero points, might as well use them - spending 1 to re-roll strike 1's attack.

EDIT 2: And a second, to try re-rolling one last time :/

EDIT 3: The dice do not favor me today! lol
Last edited May 3, 2023 1:54 am

Rolls

Haitith Reflex vs DC 18 - (1d20+6)

(19) + 6 = 25

Boost Eidolon (Arcana) - (1d20+5)

(7) + 5 = 12

Strike 1 - (1d20+8, 1d8+6)

1d20+8 : (6) + 8 = 14

1d8+6 : (6) + 6 = 12

Strike 2 - Tail (secondary w/ agility/finesse) - (1d20+4, 1d6+6)

1d20+4 : (1) + 4 = 5

1d6+6 : (6) + 6 = 12

Strike 1 re-roll - (1d20+8)

(6) + 8 = 14

Strike 1 re-roll #2 - (1d20+8)

(3) + 8 = 11

May 3, 2023 9:40 am
Artesia pulls out a sling and sends a stone flying towards one of the creatures. It misses, though only by mere inches from its head.

Igbork fires off a flurry of arrows and one of them hits the hunchbacked creature.

Haitith moves out of the green goo and goes into combat with the hunchbacked creature and it is able to dodge all his attacks.

Red lets loose with a couple of arrows at Haitith to defend his leader, but only manages one weak gracing hit. Then he maneuvers to be right in front of the pit.

Green falls back and fires two arrows at Fenris. One arrow graces the wolf.

The hunchback’s hands crackle with electricity as it reaches out to touch Haitith. It gets its hands on the dragon and electricity shoots out of the creatures hands and into Haitith. The feedback and connection to Koram causes the summoner great harm. The creature laughs as it scurries back away from the dragon.
OOC:
Artesia: In Pathfinder 2e every round you have 3 actions to do your stuff. Assuming you use one to take out your sling and one to move closer so red is in range. If you want to change this let me know and we can retcon.

Grom: Your animal companion only gets one action at the end of your turn though. You need to use the Command an Animal action to give it more than one action.

And everyone is up again:
Round 2:
Character Initiative Acted Statuses
Koram 23 X -23 hp
Red 21 X
Green 18 X
Blue 18 X -3 hp
Grom 17
Igbork 16
Artesia 11



https://i.imgur.com/8p42Eas.jpg

Rolls

Red Atk 1 vs Haitith - (1d20+8)

(3) + 8 = 11

Red Atk 2 vs Haitith - (1d20+8-5)

(19) + 3 = 22

Red Damage vs Haitith - (1d6)

(1) = 1

Green Atk 1 vs Fenris - (1d20+8)

(14) + 8 = 22

Green Atk 2 vs Fenris - (1d20+8-5)

(4) + 3 = 7

Green Damage vs Fenris - (1d6)

(1) = 1

Blue vs Haitith - (1d20+8)

(13) + 8 = 21

Blue Damage - (2d12)

(105) = 15

May 3, 2023 7:38 pm
OOC:
No, that's fine.
Artesia puts away her sling, repositions her staff for two-hand use, and waits for a foe to approach. If one comes within melee range, she will attack.
May 3, 2023 9:20 pm
Igbork cocks two arrows, one after the other and once again shoots at the hunchbacked creature, sensing that it's the most dangerous enemy...

Rolls

Short bow attack #1 - (1d20+7)

(11) + 7 = 18

Short bow attack #2 - (1d20+2)

(4) + 2 = 6

Short bow damage #1 - (1d6)

(1) = 1

Short bow damage #2 - (1d6)

(1) = 1

May 4, 2023 12:46 am
OOC:
I forgot, not a huge difference - Haitith has Energy Resistance (Electricity) 1. That just means he takes 14 instead of 15 damage from that last attack, yeah?
Feeling the weight of their shared trauma, Koram kneels and patches himself up using his medical kit while Haitith rushes the enemy and attacks again and again!
OOC:
Action 1: Act Together (Koram uses Battle Medicine) + (Haitith strides to engage Blue again)
Action 2: Strike
Action 3: Strike, trip w/ primary attack

Edit: last hero point to re-roll the medicine roll.
Last edited May 4, 2023 12:47 am

Rolls

Medicine vs DC 15, 2d8 healing if successful - (1d20+4, 2d8)

1d20+4 : (7) + 4 = 11

2d8 : (46) = 10

Strike - (1d20+8, 1d8+4)

1d20+8 : (19) + 8 = 27

1d8+4 : (7) + 4 = 11

Trip - (1d20+4)

(16) + 4 = 20

Medicine re-roll (hero point) - (1d20+4)

(5) + 4 = 9

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