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22:39, 31st May 2024 (GMT+0)

[OOC] The War Room.

Posted by Dungeon MasterFor group 0
Nezaglomie
Sorcerer, 178 posts
Mon 8 Mar 2021
at 21:01
  • msg #103

Re: [OOC] The War Room

The Fort save was against Pain?  I seem to recall that, but I'll change my post if my recollection is incorrect.

Just checking, did I get the benefit of cover?  I did say that I would only open the door "just a crack."
Dungeon Master
GM, 344 posts
Lord of Lies
Teller of Tales
Mon 8 Mar 2021
at 23:54
  • msg #104

Re: [OOC] The War Room

Yeah you got the full +4 bonus to AC. They rolled a 27 to hit which is why you were only hit and not crit.
Maerk
Fighter, 141 posts
Wed 10 Mar 2021
at 04:47
  • msg #105

Re: [OOC] The War Room

Let's go rest up. Maerk can shield rush once he's healed and get in there. Let's get some holy water, some sort of blessing for pain and fear, and do this right. We're just spinning our wheels.

Is this the last place down here we have to explore? If so, let's just post some goblin guards so nobody comes to loot steal.
Dungeon Master
GM, 345 posts
Lord of Lies
Teller of Tales
Wed 10 Mar 2021
at 16:21
  • msg #106

Re: [OOC] The War Room

There are still four more unopened doors. (refer to map)

A,B,C are unexplored doors leading to "monsters" as the goblins describe it but they aren't able to provide any more details because the one scout they sent in was killed and didn't report back.

Finally there is D, the door that whoever set up the necromantic ritual used. Judging by the tracks there must be some other way in and out of the basement as they did not come through the staircase or secret door.
Yalandlara Vallindel
Alchemist, 289 posts
HP: 22/22 AC: 18
Thu 11 Mar 2021
at 02:22
  • msg #107

Re: [OOC] The War Room

I agree with Maerk on resting up.

Secondly by looking at the larger map it seems that we could also assault the room from the other side too. Doing so would allow Yala to use her Alchemist Fires more effectively. Especially if I understand the map right and the room looks pretty much open from that entrance to the hallway.
Maerk
Fighter, 142 posts
Thu 11 Mar 2021
at 04:02
  • msg #108

Re: [OOC] The War Room

Maerk's got 1 hp at the moment. If anyone can heal, great, let's check out door "D", otherwise let's head back to camp and/or town and get rested and geared up. I'm fine with montage until the next day in that case so as not to stretch things out another week.
Nezaglomie
Sorcerer, 180 posts
Thu 11 Mar 2021
at 04:14
  • msg #109

[OOC] The War Room

I don't think we have enough healing to get you anywhere near full.  I'm for bugging out.
Arnellia
Cleric, 125 posts
Thu 11 Mar 2021
at 13:53
  • msg #110

[OOC] The War Room

I think that once again we need to just pull back.  This thing absolutely requires at LEAST one more cleric lol.   We may also want to think long and hard on using fire.  We have no idea what these things are guarding.  Be a damn shame to destroy it just to get to it lol.
Nezaglomie
Sorcerer, 181 posts
Thu 11 Mar 2021
at 14:25
  • msg #111

[OOC] The War Room

Not use fire?!?  Bite your tongue.
Yalandlara Vallindel
Alchemist, 291 posts
HP: 22/22 AC: 18
Sat 13 Mar 2021
at 03:57
  • msg #112

[OOC] The War Room

In reply to Nezaglomie (msg # 111):

Well, if we do go back and rest I can setup Frost Vial's instead of Alchemist Fire instead. :)

As a side note, I have A LOT of healing potions. Like 6. Still that's not enough to bring Maerk to full.
Nezaglomie
Sorcerer, 182 posts
Sat 13 Mar 2021
at 16:38
  • msg #113

Re: [OOC] The War Room

It looks like we're going to need Maerk healed up just to get out of the place.  At least the frogs are loud.
Maerk
Fighter, 144 posts
Sat 13 Mar 2021
at 18:12
  • msg #114

Re: [OOC] The War Room

That's true, Maerk's at 1hp. I'm wondering if we could somehow lure the croakers into the chamber with the nail-throwers. Somehow get them to fight each other while we sneak out... A little Benny Hill action?

Also, there were tracks back in the room we were just in (was labeled door D) trying to table (heh...) the skull monsters. Those tracks seemed to indicate that the maker of said tracks didn't come through the area with the skull-monsters. I'm thinking there's gotta be another way out.

Based on Message #237 - there's gotta be something we're missing. I say we either try get the croakers to take the bait and fight the skull-monsters, or we take our chances and follow the tracks.
Arnellia
Cleric, 126 posts
Sun 14 Mar 2021
at 22:25
  • msg #115

Re: [OOC] The War Room

I can throw my last heal at Maerk and use treat wounds on top of it.
Dungeon Master
GM, 350 posts
Lord of Lies
Teller of Tales
Mon 15 Mar 2021
at 18:56
  • msg #116

Re: [OOC] The War Room

Make your medicine rolls. At this time you can attempt your first aid medicine checks but do them one at a time. Your time isn't being measured in second but you might also not have hours to sit here and have everyone first aid everyone.
Yalandlara Vallindel
Alchemist, 292 posts
HP: 22/22 AC: 18
Mon 15 Mar 2021
at 23:17
  • msg #117

Re: [OOC] The War Room

I have a Medicine roll too and all 6 Elixir's of Life still.
Nezaglomie
Sorcerer, 183 posts
Mon 15 Mar 2021
at 23:50
  • msg #118

Re: [OOC] The War Room

@Maerk:  I doubt that following the tracks will be a cleaner way out than just getting through this one group of frogs.  They probably lead deeper in and not to an exit at all.
Maerk
Fighter, 146 posts
Thu 18 Mar 2021
at 10:21
  • msg #119

Re: [OOC] The War Room

My reasoning is that the entrance we came in was a "secret" entrance, so whomever made the tracks, as well as the frog-folk, had to have gotten in from somewhere else...

Anyway, maybe let's try to stealth our way out somehow. If we can hide and wait for the frogs to go away from the exit, then we can either sneak out or make a dash for it like we did last time. I still like the idea of luring the frogs into the chamber with the skull-things, but I'm kind of at a loss as to how to pull that off.
Nezaglomie
Sorcerer, 184 posts
Thu 18 Mar 2021
at 14:51
  • msg #120

Re: [OOC] The War Room

We know where the real entrance was -- it is now collapsed when the goblins collapse the stairs on one of the big lizards.  If there are any other entrances, they are also secret.
Nezaglomie
Sorcerer, 186 posts
Wed 24 Mar 2021
at 16:27
  • msg #121

Re: [OOC] The War Room

If I can get to AB15 with two actions left (which means I have to start the round at AE18 or AF16), I can cast Burning Hands and catch them all for 2d6 of fire damage.  My other good option is to use Grease, which I can put under all of them.  If any of them fail their save, they won't get to act that round.  The Grease lasts for a minute, i.e. 10 rounds, and I can cast it from as far away as AB18.
This message was last edited by the player at 16:27, Wed 24 Mar 2021.
Yalandlara Vallindel
Alchemist, 296 posts
HP: 22/22 AC: 18
Thu 25 Mar 2021
at 03:09
  • msg #122

Re: [OOC] The War Room

Nezaglomie:
If I can get to AB15 with two actions left (which means I have to start the round at AE18 or AF16), I can cast Burning Hands and catch them all for 2d6 of fire damage.  My other good option is to use Grease, which I can put under all of them.  If any of them fail their save, they won't get to act that round.  The Grease lasts for a minute, i.e. 10 rounds, and I can cast it from as far away as AB18.


Hmm...  Grease, I wonder how that would go if I tossed an Alchemist Fire on it. :)
Nezaglomie
Sorcerer, 187 posts
Thu 25 Mar 2021
at 04:27
  • msg #123

Re: [OOC] The War Room

I don't know if it is that sort of grease, but it seems worth a try.
Dungeon Master
GM, 355 posts
Lord of Lies
Teller of Tales
Thu 25 Mar 2021
at 16:31
  • msg #124

Re: [OOC] The War Room

As per RAW, the grease created is not flammable. There are ways in 1e to make it flammable thanks to mythic tiers but sadly I do not know of a way to do it in 2e without researching a custom spell.
Maerk
Fighter, 151 posts
Mon 29 Mar 2021
at 16:56
  • msg #125

Re: [OOC] The War Room

Is that where you really wanted to move Nez?
Nezaglomie
Sorcerer, 189 posts
Mon 29 Mar 2021
at 17:19
  • msg #126

Re: [OOC] The War Room

Yeah.  The problem with the west-most hallway is that they can see down it, so I can't get close enough without being spotted.

From here, I can cast Shield and Grease in the same round.  Grease will probably disable at least one of them for one round, possibly two, and it will give penalties even if they make their saves.

I don't really think they'll be fooled enough for Sul to draw them all the way down the hallway and be able to get out.  The GM has not been playing his enemies like video game characters, prepared to chase stupidly, so I doubt these will, either.

Also, we've dithered long enough.  If I were playing my barbarian character, he would already have charged in.  :-)  (He's not the brightest tool in the shed, but he can lift heavy things.)
Dungeon Master
GM, 358 posts
Lord of Lies
Teller of Tales
Mon 29 Mar 2021
at 17:56
  • msg #127

Re: [OOC] The War Room

Nezaglomie:
The GM has not been playing his enemies like video game characters, prepared to chase stupidly.


Thank you, I think :)
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