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20:02, 7th May 2024 (GMT+0)

[Chapter 1.01] The Call For Heroes.

Posted by Dungeon MasterFor group 0
Sularius Alariel
Rogue, 19 posts
Thu 6 Aug 2020
at 20:26
  • msg #72

Re: [Chapter 1.01] The Call For Heroes

With the townsfolk closest to the fire encouraged to flee, Sularius pulls out his bow and fires two arrows at the surviving mephit, sadly missing both times.

Action: Interact to draw shortow
Action: Fire shortbow; hit AC: 14
Action Fire shortbow; hit AC: 5

Note, I did take the -2 penalty for range into account, but forgot the -5 penalty for the second shot in the dice roller.

15:20, Today: Sularius Alariel rolled 14 using 1d20+5 with rolls of 9.  Shoot Mephit.
15:20, Today: Sularius Alariel rolled 10 using 1d20+5 with rolls of 5.  Shoot Mephit.

This message was last edited by the player at 20:27, Thu 06 Aug 2020.
Yarr the Hearty
Swashbuckler, 48 posts
Level 1 in Yarr
The Heartiest of Classes
Fri 7 Aug 2020
at 00:45
  • msg #73

Re: [Chapter 1.01] The Call For Heroes

Yarr hurries from under the table and moves closer to the group, clearly badly wounded but trying to keep a brave face on. He pulls out his sling, which has a bullet already loaded before he folded it up neatly and pocketed it originally. However, the thing's apparently tricky to hit. The bullet whizzes by, missing a wing as it flaps out of the way.

"Tell 'em to form a bucket line! Run it in alon' the left wall! We kin protect 'em! And sommon heal me or kill it!"

1st Action - Stride to F-13
2nd Action - Draw Sling
3rd Action - Fire at Mephit #2 rolling 15, miss.

Yalandlara Vallindel
Alchemist, 43 posts
HP: 14/14 AC: 17
Fri 7 Aug 2020
at 02:33
  • msg #74

Re: [Chapter 1.01] The Call For Heroes

"You!" Yala yells, pointing to the civilian at J29. "What are you doing? Stop dallying and get out of here!"

[ooc: Spend 3 action to get the civi at J29 out of here.]
Maerk
Fighter, 15 posts
Fri 7 Aug 2020
at 05:17
  • msg #75

Re: [Chapter 1.01] The Call For Heroes

The warrior watched a moment as the councilfolk fled from the fire-monster. He would have to get to them in a moment, for there were folk still overcome and not moving toward the door. Maerk lifted one onto his feet as he passed by.

"Go to wall, follow wall to door!" he instructed.



[Assuming DM goes for Maerk starting at L29]

A1,A2,A3: Admonish townie at N29

Next turn will likely draw his sword and charge if mephit is close enough. Posting this now so that everyone knows my intentions. Obviously subject to change due to circumstances.

Dungeon Master
GM, 114 posts
Lord of Lies
Teller of Tales
Fri 7 Aug 2020
at 14:20
  • msg #76

Re: [Chapter 1.01] The Call For Heroes

Nezaglomie heads up to the stage and her hands form into dragon claws.

Sularius draws his bow and begins firing but his aim is off due to the smoke and glare from the fire.

Yarr flings a stone at the mephit but misses.
OOC: Who are you talking to?

Arenellia gets another townsfolk to their feet and fleeing.

Maerk gets a townie up and to their feet.

Yalandalara gets her friend up and to their feet and pointed at the door.

The mephit grins, moves down and exhales a gout of flames at Nez and the councilors. Jorsk, the dwarf is low enough that he can duck out of the way but Melma catches the blast on her back and it lights her robe on fire. Meanwhile the flames wash harmlessly over Nez, her scales glowing red as they absorb the heat harmlessly.

Townies continue to flee out the door. Almost half of the room has evacuated and most of the townsfolk are running towards the exit but there are still a few who have stopped and are now choking and coughing on the smoke.

The fires continue to grow as the stage and desks are set on fire. Thick black smoke is filling the air making it difficult to see to the other side of the room. Everyone still inside is coughing and their eyes are watering as the smoke stings it. The heat is starting to get intense as well where even at the front of the stage it feels like a bonfire.


InitNameACHPAttackDamageStatus
23Nezaglomie1415/15Flames +71d4+4FR 5
17Sularius1814/14Rapier +71d6+4-
11Yarr185/21Dogslicer +71d6+2-
8Arnellia1513/13Rapier +51d6-
7Maerk1820/20Longsword +91d8+4-
5Yalandlara1714/14ECB +51d8+1-
5Fire Mephit #216HealthyJaws +81d6+1d4-
-Townsfolk---- 
-Fire-----
-Fire Mephit---------

HealthyBruisedHurtInjuredWoundedMauledCrippledDyingDead
100%99% - 75%75% - 60%60% - 45%45% - 30%30% - 15%15% - 0%0% >Dead

Rescued Townsfolk:19
Active Townsfolk:17
Inactive Townsfolk:10


Legend:
  Blue = PCs
  Red = Enemy Combatants
  Green = Fleeing NPCs
  Aqua = Rescueable townsfolks
Yarr the Hearty
Swashbuckler, 52 posts
Level 1 in Yarr
The Heartiest of Classes
Fri 7 Aug 2020
at 15:01
  • msg #77

Re: [Chapter 1.01] The Call For Heroes

OOC: I was shouting that at the group of adventurers shouting instructions at people and that might contain a healer? Or anyone on our side that might form a bucket line or heal me.

Seeing the mephit continuing to assault the civilians, and the racist in distress, Yarr glances down at his wounds... He kicks himself mentally for doing what he is about to do. Thankfully, or perhaps unfortunately, he is immune to mental kick damage.

"Get away from 'er ye toast makin' bread bungler!"

He swiftly hurry's to the lady's side and kicks a hat some citizen must have dropped into it's face, then spins on one foot as he hops up. A devastating spinning jump kick smashes into the hat and into the thing's head, leaving an indent in it's forehead in the shape of a bird from a decorative pin that was on the hat.

1st Action: Stride to E17
2nd Action: Feint, 25 vs Perception DC (succeeding assuming its stats are the same as the other one)
+Panache gained and thing is flat-footed vs my next attack.
3rd Action: Confident Finisher Unarmed. 16 to hit, 12 total damage.


---

If the mephit is dead before my turn, I instead help civilians, staying within the general area of H, I, or J 16.
This message was last edited by the player at 15:13, Fri 07 Aug 2020.
Yalandlara Vallindel
Alchemist, 45 posts
HP: 14/14 AC: 17
Fri 7 Aug 2020
at 21:26
  • msg #78

Re: [Chapter 1.01] The Call For Heroes

Yala yells to the person at J18. "Hey! Get up and get moving! The entrance is just down that way!" She point it out to him.

[ooc: Looks like they are just at 30' from me if you count diagonals. So three actions to get the townie at J18 moving.]
Nezaglomie
Sorcerer, 38 posts
Fri 7 Aug 2020
at 23:28
  • msg #79

Re: [Chapter 1.01] The Call For Heroes

Nezaglomie falls back on the instincts that her mentor drilled into her, and casts a Shield, but she hopes it is not going to be needed.  She glanced down to see the inkpot in the desk in front of her, and casts Telekentic Projectile to grab the thing with her mind and throw it into the creature's face.

She secretly hopes that the ink will improve its effectiveness against the flame monster, but rather doubts that it is enough liquid to matter.  Unfortunately, with the monster so close, she shakes slightly with nerves and the bottle crashes harmlessly against the chair.

18:26, Today: Nezaglomie rolled 12,10 using d20+4,d6+4.  TK projectile on Flame Mephit #2

This message was last edited by the player at 23:29, Fri 07 Aug 2020.
Arnellia
Wizard, 10 posts
Sat 8 Aug 2020
at 04:52
  • msg #80

Re: [Chapter 1.01] The Call For Heroes

Well, this was getting bad fast.

If she had any idea how to put out the fire, she'd be doing that.  Bereft of that option, she still focuses on rescue.  The mephit itself was small potatoes compared to those two other worries.

OOC: Move to K13 and use three actions to get civilian at K14 moving.
Maerk
Fighter, 16 posts
Sat 8 Aug 2020
at 05:26
  • msg #81

Re: [Chapter 1.01] The Call For Heroes

Maerk coughed as the smoke began to burn his lungs. The usual advantages he enjoyed being at least a head taller than everyone else were now a detriment to him as the thick blackness began to fill the hall. He hunkered down a bit, focusing on the glow of the mephit. With a roar, he raised his shield and raced in that direction!


A1: Stride 25' to G28
A2: Stride 25' to E24
A3: Raise Shield (AC20)

Sularius Alariel
Rogue, 20 posts
Sun 9 Aug 2020
at 23:49
  • msg #82

Re: [Chapter 1.01] The Call For Heroes

Sularius calls out to the one person still in front of him, "Hey, this isn't a show, the building is going to burn down! Get the hell out of here now!"

OOC:
Using 3 Interact actions to rescue townsfolk at L5.

Dungeon Master
GM, 117 posts
Lord of Lies
Teller of Tales
Mon 10 Aug 2020
at 20:13
  • msg #83

Re: [Chapter 1.01] The Call For Heroes

Round 4

Nez fires another TK shot but misses.

Sularius gets another townie up to their feet and pointed in the right direction.

Yarr cleans the clock of the remaining mephit but it is still flapping around. Meanwhile as far as he can tell nobody is listening to him. The people inside the hall are too busy fighting or fleeing and anyone outside the hall are probably too far away to hear him.

Arnellia gets another townie to their feet.
As mentioned there is no free movement action. You get three actions, one (or more) can be a move.

Maerk charges up to the stage.

Yala gets a townie to their feet and moving towards the door.

The fire mephit begins clawing at the two adventurers in front of it. Nez is hit once while Yarr avoids an attack.
Nez takes 3 crushing and 4 fire damage

It then flaps backwards into the growing flames, cackling as the fires seem to be rapidly healing its wounds.

Townsfolk continue to flee out of the room and the first of the councilors make it to the doorway.

The fire continues to spread, growing larger as it races along the floors and desks.

The smoke is thick and dark in the air, everyone (except for the mephit) is choking on smoke and the heated air starts burning the lungs.

OOC: Nez takes 3 fire damage
Sularius takes 3 fire damage
Yarr takes 3 fire damage
Arenllia takes 1 fire damage
Maerk takes 3 fire damage
Yalandlara takes 6 fire damage


The townsfolk still inside are coughing up and stumbling from the smoke. While all of the active ones are still on their feet several of the councilors who were attacked earlier by the mephit are in really bad shape and it is unclear how much longer the remaining townies are going to be able to stay conscious.

OOC: HP bars are relative HP left as I don't want to track 20+ townies on a tracker like I do below

InitNameACHPAttackDamageStatus
23Nezaglomie1411/15Flames +71d4+4FR 5
17Sularius1811/14Rapier +71d6+4-
11Yarr182/21Dogslicer +71d6+2-
8Arnellia1512/13Rapier +51d6-
7Maerk1817/20Longsword +91d8+4-
5Yalandlara178/14ECB +51d8+1-
5Fire Mephit #216MauledJaws +81d6+1d4-
-Townsfolk---- 
-Fire-----
-Fire Mephit---------

HealthyBruisedHurtInjuredWoundedMauledCrippledDyingDead
100%99% - 75%75% - 60%60% - 45%45% - 30%30% - 15%15% - 0%0% >Dead

Rescued Townsfolk:26
Active Townsfolk:12
Inactive Townsfolk:7


Legend:
  Blue = PCs
  Red = Enemy Combatants
  Green = Fleeing NPCs
  Aqua = Rescueable townsfolks
This message was last edited by the GM at 12:00, Tue 11 Aug 2020.
Yarr the Hearty
Swashbuckler, 58 posts
Level 1 in Yarr
The Heartiest of Classes
Mon 10 Aug 2020
at 20:49
  • msg #84

Re: [Chapter 1.01] The Call For Heroes

"I'll get ye even if they have to pull me from the ashes o this place!"

Yarr hops onto the desk and makes as if he were going to kick it in the crotch, but instead gives it a right cross in the jaw with everything he has.

Breathing heavily he will certainly fall from his wounds any minute.

1st Action: Move one up to Mephit.
2nd Action: Feint 16, if success gain Panache.
3rd Action: Spend Panache to Confident Finish to Hit 15 (will hit if feint succeeded). 12 total damage.

---

OOC: If someone else kills it before my turn I just grab someone that needs help on my way out of the building, calling out for a healer.

Sularius Alariel
Rogue, 22 posts
Mon 10 Aug 2020
at 22:14
  • msg #85

Re: [Chapter 1.01] The Call For Heroes

Sularius coughs loudly as he can feel the smoke burning his throat. As he turns to get ready to run out of the building, he sees one of the townsfolk apparently in shock. "Hey, c'mon. We can both get out of here alive, but you have to start moving now!"

OOC:
Using 3 Interact actions to rescue townsfolk at Q7.

Yalandlara Vallindel
Alchemist, 46 posts
HP: 14/14 AC: 17
Mon 10 Aug 2020
at 23:32
  • msg #86

Re: [Chapter 1.01] The Call For Heroes

Yala lets out a few coughs as the smoke starts to finally get to her. "Damnit. Hope mother got out okay." She takes a look arround and spies a person behind her. "Hey, you! Get up and get out of here! This smokes toxic! And there are Fire Mephit's in here! Get to the door back there away from the fire!" She points it out!

[OOC: 3 Interact actions to save the guy at M24.

Which leaves only the one at N18 at the extreme 30' for me unless I move.]

Nezaglomie
Sorcerer, 40 posts
Tue 11 Aug 2020
at 01:33
  • msg #87

Re: [Chapter 1.01] The Call For Heroes

Nezaglomie, in spite of herself, grins at the brave goblin charging into the fray in spite of his wounded face.  Well, it can only be an improvement.

"Oh, no you won't!"  shouts Za as the Mephit flips back into the flames.  She spies another blotter on this desk.  Remember how well the other worked, she quickly casts True Strike and then Telekinetic Projectile, hoping to finish the monster before the flames regenerate it.

20:31, Today: Nezaglomie rolled 7,14,8 using d20+4,d20+4,d6+4.  True Striked Telekinetic Projectile.
AC 14 for 8 damage.  Hmmm.  I don't think that's good enough to hit.  DRAT!

Maerk
Fighter, 17 posts
Tue 11 Aug 2020
at 06:37
  • msg #88

Re: [Chapter 1.01] The Call For Heroes

The smoke burned the big man's eyes and lungs. He grunted where normally would have shouted a battle cry, knowing not to waste his breath. He charged forward with his shield held high in order to protect himself somewhat from the flames! He made a sudden sweeping motion with his shield however, intent on crushing the vile little monster!

"Fall back! Maerk will fight!"

A1,A2: Sudden Charge, stride twice [D18] and make a melee attack, should be able to reach the spot even with difficult terrain. Maerk rolled 12 using 1d20+9 ((3)) to hit. Grrr! All I had to do was hit! Dice-roller's gonna get yet another TPK!
A3: Raise Shield (AC20)

Dungeon Master
GM, 118 posts
Lord of Lies
Teller of Tales
Tue 11 Aug 2020
at 12:57
  • msg #89

Re: [Chapter 1.01] The Call For Heroes

Round 5

Nez fires off more TK shots but between the smoke and the mephit dancing around in the fire her shot misses.

Sularius gets another townie to their feet.

Yarr runs forward and finishes off the mephit.

Arnellia strides forward and healing energy flows from her to Yarr across the room.
OOC: Yarr heals 14 damage

Maerk finds that by the time he reaches the front of the room, the fight appears to be already over.
OOC: You can re-do your movement at this point

Yala gets another townie to their feet.

The fire continues to grow and spread. The smoke is thick, hot and choking.
OOC: Nez (doesn't) take 4 fire damage
Sularius takes 6 fire damage
Yarr takes 1 fire damage
Arnellia takes 1 fire damage
Maerk takes 5 fire damage
Yalandlara takes 3 fire damage



The townfolk are also wheezing and coughing and one of them, the councilor Quentino, passes out from the smoke.

OOC: A disabled townsfolk has to be physically dragged to the entrance for safety.
  1. One Interact action to grab hold of them
  2. X number of move actions to get them to the entrance
  3. One Move action to pull them outside (and a free action to drop them)
    OR
    If you are within 5' of the door you can use one Interact action to hand them to the crowd of people at the entrance on the outside of the room.






InitNameACHPAttackDamageStatus
23Nezaglomie1411/15Flames +71d4+4FR 5
17Sularius185/14Rapier +71d6+4-
11Yarr1815/21Dogslicer +71d6+2-
8Arnellia1511/13Rapier +51d6-
7Maerk1812/20Longsword +91d8+4-
5Yalandlara175/14ECB +51d8+1-
-Townsfolk---- 
-Fire-----
-Fire Mephit---------
-Fire Mephit #2---------

HealthyBruisedHurtInjuredWoundedMauledCrippledDyingDead
100%99% - 75%75% - 60%60% - 45%45% - 30%30% - 15%15% - 0%0% >Dead

Rescued Townsfolk:35
Active Townsfolk:5
Inactive Townsfolk:5
Disabled Townsfolk:1


Legend:
  Blue = PCs
  Red = Enemy Combatants
  Green = Fleeing NPCs
  Aqua = Rescueable townsfolks
Nezaglomie
Sorcerer, 43 posts
Tue 11 Aug 2020
at 15:09
  • msg #90

Re: [Chapter 1.01] The Call For Heroes

Oh, there it is.  I need to do a hard refresh on the map page to get it to update the map in my browser.
I assume the red and white border means disabled?   You didn't specify any strength qualification on the ability to move a disabled person, but I wouldn't assume that a 2 foot 9 inch gnome with an 8 strength would really be able to do much?  Anyway, I'm going to try, and feel free to say that I don't succeed in moving him.  Also, I'm assuming Quentino is a male -- you said human above, but didn't specify a gender that I saw.


Nezaglomie watches, a bit astonished, as this strange goblin charges in and finishes off the mephit.  A curious little monster, indeed.

She can feel the heat from the flames as no more than a comforting warmth, and she thanks her ancestors for the bit of fire resistance she enjoys.  Wow.  It must really be bad for the others.  I'd better do what I can to help.  She rushes to the fallen councilor, grabs him under the arms, and tries to drag him to the door.

Move action to J17.
Interact action with the Quentino to grab him.
Move action towards the door, as far as I can, possibly as far as O16.
If it is obvious that this is hopeless, then I'll still go to J17 and do two actions worth of interaction to get the person at N18 moving.

This message was last edited by the player at 17:55, Tue 11 Aug 2020.
Sularius Alariel
Rogue, 23 posts
Tue 11 Aug 2020
at 15:25
  • msg #91

Re: [Chapter 1.01] The Call For Heroes

Sularius couldn't stop coughing and he could feel his lungs burning. He knew he'd be no help to anyone if he passed out in here, so he quickly turned around, jumping over the bench behind him and headed toward the door. Once outside, he quickly takes a look around, taking stock of the situation and calling out, "Hurry, we need to start getting water to put out the fire!"

3 Stride actions to get outside
Yarr the Hearty
Swashbuckler, 61 posts
Level 1 in Yarr
The Heartiest of Classes
Tue 11 Aug 2020
at 15:38
  • msg #92

Re: [Chapter 1.01] The Call For Heroes

Yarr perks up immediately and whips around to spot his savior, then assesses the situation and heads back towards the crowd, tipping his hat to the cleric on the away, "Much obliged!"

He then starts to rally one of the still struggling towsfolk, "Come on! Ye can get out of dis! At least get o'er te me and I'll help get gettin'"

OOC: Double Stride to N16, then spend action on M21 townsfolk so that the further in of us can start moving out.

Yalandlara Vallindel
Alchemist, 47 posts
HP: 14/14 AC: 17
Tue 11 Aug 2020
at 19:32
  • msg #93

Re: [Chapter 1.01] The Call For Heroes

"Crap! Owe, OWE!" She realized that...she was in a bad spot and had spent to much time saving people and may not be able to save herself now. She quickly downed a potion, then began to move to the end on the aisle.

[OOC: 1 Action to take Elixir of Life, Minor from bandolier and drink. 2 Stride actions to move towards I29 and as far south down the 29 column as I can.

Items in bandoliers can be used in the same action that they are drawn.

I get 2 HP back.]

Maerk
Fighter, 19 posts
Thu 13 Aug 2020
at 06:31
  • msg #94

Re: [Chapter 1.01] The Call For Heroes

Maerk shied away from the fire, seeing that the odd little goblin had found a way to finish off the fire-creature. He turned his attention toward the exit at the end of the hall, and saw a bit of congestion along the way. With his free hand, he reached down and grabbed the person the gnomish woman was trying desperately to drag.

"Maerk will take!" he choked, and yanked the body toward the door.


Move: Got 75' from last round, 50' this round after the grab, should be able to get to the door and back in a ways, maybe to N17?

Dungeon Master
GM, 121 posts
Lord of Lies
Teller of Tales
Thu 13 Aug 2020
at 21:12
  • msg #95

Re: [Chapter 1.01] The Call For Heroes

Round 6
Of interesting note is that when the mephits were defeated they did not leave behind any bodies, instead they puffed out into magical motes and disappeared entirely.

Nez moves up and begins dragging Quentino towards the exit.

OOC: Quentino wasn't the one at K17 so it took you 2 Stride actions to reach him and 1 Interact action to begin dragging him. To answer your question grey X's means disabled, red X's means dead/defeated.

Sularius heads out through the doors and enjoys a lung-fulls of fresh air. A cool breeze helps beat back the heat coming from the council hall chambers. Crowds have formed down the hallway and out the hall as the 30-some odd townsfolk who escaped are waiting to watch and help anyone who stumbles to the doorway.

Yarr moves down the aisle and grabs the foot of one of the coughing townsfolk to begin dragging them.
OOC: Slight modification. Spending an action to interact with a distant townsfolk is probably going to be a waste. It would still take 2 more actions to get them moving and chances are they are unless I roll really lucky for them, they're going to just pass out which would mean an action is wasted. Better to just interact with them and begin dragging them out, no?

Arnellia strides forward, grabbing a townsfolk and dragging them towards the exit.

Maerk runs down the aisle, helping one of the townsfolk who was trampled out the doorway into the waiting arms of other townsfolk before coming back inside to help rescue more.

Yalandlara quaffs a potion before rushing through the benches and towards the exit.

The fire continues to rage and spread causing those inside to continue to choke and cough.
OOC: Nez takes/resists 5 fire damage
Yarr takes 5 fire damage
Arnellia takes 6 fire damge
Maerk takes 5 fire damage
Yalandlara takes 3 fire damage


The remaining townsfolk still inside all begin to pass out, falling unconscious.

InitNameACHPAttackDamageStatus
23Nezaglomie1411/15Flames +71d4+4FR 5
17Sularius185/14Rapier +71d6+4Outside
11Yarr1810/21Dogslicer +71d6+2-
8Arnellia155/13Rapier +51d6-
7Maerk187/20Longsword +91d8+4-
5Yalandlara177/14ECB +51d8+1-
-Townsfolk---- 
-Fire-----
-Fire Mephit---------
-Fire Mephit #2---------

HealthyBruisedHurtInjuredWoundedMauledCrippledDyingDead
100%99% - 75%75% - 60%60% - 45%45% - 30%30% - 15%15% - 0%0% >Dead

Rescued Townsfolk:38
Disabled Townsfolk:8


Legend:
  Blue = PCs
  Red = Enemy Combatants
  Green = Fleeing NPCs
  Aqua = Rescueable townsfolks
Yalandlara Vallindel
Alchemist, 49 posts
HP: 14/14 AC: 17
Thu 13 Aug 2020
at 21:31
  • msg #96

Re: [Chapter 1.01] The Call For Heroes

She keeps moving as quickly and safely as she can towards the exit, keeping an eye out for anyone that needs help along the way.

[OOC: 3 stride actions. Continue south until I hit the wall, then head west towards the exit. That should get me close to that disabled civvie, about 3 squares away I think.]
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