WIFC Playtest: Doomsday Dawn - The Lost Star (Inactive)

Game Master Chris Marsh

Tactical Map | Handouts

Quick Posts:

Perception:
[dice=Longmoor]d20+5[/dice] (+2 v. Stonework, Darkvision)
[dice=Zakreal]d20+4[/dice] (Lowlight Vision)
[dice=Maalit]d20+2[/dice] (Lowlight Vision)
[dice=Seelah]d20+2[/dice]

Initiative:
Longmoor: [dice=Prcp +5, Stl +]d20[/dice]
Zakreal: [dice=Prcp +4, Stl +4]d20[/dice]
Maalit: [dice=Prcp +2, Stl +]d20[/dice]
Seelah: [dice=Prcp +2, Stl +]d20[/dice]

Default Exploration Mode:
Seelah: Defending!
Longmoor: [dice=Searching]d20+5[/dice] (+2 v. Stone)
Maalit: Detecting Magic
Zakreal: [dice=Searching]d20+4[/dice]


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Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Religion: 1d20 + 2 ⇒ (16) + 2 = 18
If that's an action, so be it. I mean, it's stupid if it's an action, but if them's the rules, them's the rules, so.

Seelah takes a Strike at White, moving on to Purple if White falls (cos Lawful).

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Strike 1: 1d20 ⇒ 1 weapon choice by what Seelah learns from her check. +3 if shield bash/+5 if longsword NVM, critical miss

Strike 1: 1d20 ⇒ 13 -2 if shield bash/+0 if longsword
if shield, bludgeoning dmg: 1d4 + 4 ⇒ (3) + 4 = 7
if longsword, slashing dmg: 1d8 + 4 ⇒ (6) + 4 = 10


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Seelah takes a moment to think instead of fight. She remembers... How does this work again?

Round 1:
Maliit: Bolt
Skeletons: ATK
Zakrael: Go
Koko: Go
Longmoor: Go

Seelah: Not much

Round 2:
Maliit: Go

DM:

Orange: 5


Halfling Rogue 4 (HP: 46/46) | AC: 18, TAC: 16 | Perception +6, Fort: +5, Ref: +9, Will: +6 | Resonance: 6/6 | Hero Points: 1/3

Fortitude Recovery Saving Throw: 1d20 + 2 ⇒ (10) + 2 = 12

Recovery Save Results:
(From page 295)

The DC of the Recovery Save equals DC of the spell or ability that dropped you plus your current dying value. If the damage that reduced you to 0 hit points came from something that doesn't have a DC, such as an attack roll, use the attacker's DC. For monsters, the GM will use a high difficulty skill DC of the monster's level (see page 336)

From table 10-2 on page 337 it looks like a level 0 Monster is DC 12, a level 1 Monster is DC 14, a level 2 Monster is DC 15, a level 3 Monster is DC 17. Either way, it looks like Koko has failed his saving throw.

If you are at 0 Hit Points (Which Koko is):
• Success: You return to 1 Hit Point
• Failure: Your dying value increases by 1.
• Critical Failure: Your dying value increases by 2.


Ranger 4 (HP: 50/50) | AC: 21, TAC: 18 | Perception +7, F: +5, R: +9, W: +7 | Resonance: 3/3 | Hero Points: 1/1 | Benedict the Bear (HP: 28/36) | AC: 17, TAC: 17 | Perception +5, F: +5, R: +5, W: +5

Zakrael curses in Elven, drops his bow to draw his large curve blade, and calls upon Benedict to strike at the skeleton with the tattered orange jacket.
Strike (Jaws): 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d8 + 2 ⇒ (2) + 2 = 4

He then swings his own blade against the skeleton.
Strike (Elven Curve Blade) - Crit: 1d20 + 5 ⇒ (20) + 5 = 25
Damage with Crit: 2d8 + 4 ⇒ (2, 1) + 4 = 7


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Koko recovers from his near death experience DC is 12 if I'm doing this right. Skeleton is level 0.

Benedict's bite doesn't seem to do any damage to the skeleton, and even Zakrael's attack doesn't seem to do much. Thankfully though, it's enough.

Round 1:
Maliit: Bolt
Skeletons: ATK
Zakrael: Kill
Koko: Recovered
Longmoor: Go
Seelah: Not much

Round 2:
Maliit: Go

DM:


Gnome Evoker 1 HP 16/16 | AC 9 Tch 9 | F+3 R+1 W+3 | Perc +2

Maliit locates a small stone on the floor and hurls it at the skeleton to the east of the halfling

TP: 1d20 + 5 ⇒ (1) + 5 = 6
damage: 1d10 ⇒ 10


Cleric (Cayden Cailean) 1 (HP: 19/20) | AC: 16, TAC: 13 | Perception +5 (+7 Stonecunning), Fort: +4, Ref: +2, Will: +6 | Resonance: 3/3 | Hero Points: 3/3

Seeing no other option, Longmoor channels Heal to Koko in the midst of the bony attackers.

Heal: 1d8 + 2 ⇒ (1) + 2 = 3


Cleric (Cayden Cailean) 1 (HP: 19/20) | AC: 16, TAC: 13 | Perception +5 (+7 Stonecunning), Fort: +4, Ref: +2, Will: +6 | Resonance: 3/3 | Hero Points: 3/3

Sheeit.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Maliit struggles to bring death, and Longmoor struggles to stave it off.

The skeletons attack, and each Pathfinder worries that this is the end. The cacophony of scimitars signals death.

White v. Seelah
ATK 1: 1d20 + 6 ⇒ (8) + 6 = 14 MISS
ATK 2: 1d20 + 6 - 5 ⇒ (20) + 6 - 5 = 21 DMG: 2d6 ⇒ (4, 4) = 8
ATK 2: 1d20 + 6 - 10 ⇒ (7) + 6 - 10 = 3 MISS

Purple v. Seelah
ATK 1: 1d20 + 6 ⇒ (2) + 6 = 8 MISS
ATK 2: 1d20 + 6 - 5 ⇒ (15) + 6 - 5 = 16 DMG: 1d6 ⇒ 6
ATK 2: 1d20 + 6 - 10 ⇒ (17) + 6 - 10 = 13 MISS

Red v. Longmoor
ATK 1: 1d20 + 6 ⇒ (5) + 6 = 11 MISS
ATK 2: 1d20 + 6 - 5 ⇒ (16) + 6 - 5 = 17 MISS
ATK 2: 1d20 + 6 - 10 ⇒ (6) + 6 - 10 = 2 MISS

Black v. Longmoor
ATK 1: 1d20 + 6 ⇒ (5) + 6 = 11 MISS
ATK 2: 1d20 + 6 - 5 ⇒ (4) + 6 - 5 = 5 MISS
ATK 2: 1d20 + 6 - 10 ⇒ (14) + 6 - 10 = 10 MISS

Green v. Zakrael
ATK 1: 1d20 + 6 ⇒ (14) + 6 = 20 DMG: 1d6 ⇒ 6
ATK 2: 1d20 + 6 - 5 ⇒ (2) + 6 - 5 = 3
ATK 2: 1d20 + 6 - 10 ⇒ (18) + 6 - 10 = 14

Round 2:
Maliit: Miss
Skeletons: ATK
Zakrael: Go
Koko: Go
Longmoor: Go
Seelah: Go

Round 2:
Maliit: Go


Gnome Evoker 1 HP 16/16 | AC 9 Tch 9 | F+3 R+1 W+3 | Perc +2

He tries again!
attack ranged touch: 1d20 + 1 ⇒ (14) + 1 = 15
damage?: 1d10 ⇒ 4


Ranger 4 (HP: 50/50) | AC: 21, TAC: 18 | Perception +7, F: +5, R: +9, W: +7 | Resonance: 3/3 | Hero Points: 1/1 | Benedict the Bear (HP: 28/36) | AC: 17, TAC: 17 | Perception +5, F: +5, R: +5, W: +5

Zak calls Benedict forward to attack the skeleton in green pants. The bear complies.
Strike (Jaws): 1d20 + 4 ⇒ (3) + 4 = 7

Not finding the mark, the ranger does what he can with his heirloom weapon on the same skeleton.
Strike (Elven Curve Blade): 1d20 + 5 ⇒ (9) + 5 = 14
Damage: 1d8 + 2 ⇒ (4) + 2 = 6
Strike (Elven Curve Blade): 1d20 + 0 ⇒ (15) + 0 = 15
Damage: 1d8 + 2 ⇒ (5) + 2 = 7


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Zakrael's blade isn't a very good option against the fleshless foes, and though he does damage the skeleton, he can't bring it down.

Maliit makes a direct hit on the skeleton with the red tattered cloth. His spell seems to have damaged it more than Zakrael's blade.

Round 2:
Maliit: Miss
Skeletons: ATK
Zakrael: Hit
Koko: Go
Longmoor: Go
Seelah: Go

Round 2:
Maliit: Hit

DM:

Green: 3
Red: 4


Halfling Rogue 4 (HP: 46/46) | AC: 18, TAC: 16 | Perception +6, Fort: +5, Ref: +9, Will: +6 | Resonance: 6/6 | Hero Points: 1/3

Recovery Saving Throw: 1d20 + 2 ⇒ (11) + 2 = 13

• Koko become conscious
• Koko takes the Stand Action (Stands up from Prone)
• Koko takes the Stride action and gets out of there.

At the end of his turn, if Koko is still conscious, he loses 1 point off of the dying condition. In this case, since he was at Dying 1, he is back to normal.

"Thank my lucky stars and the Lady of Good Fortune! I am still alive. I think it would be best not to push my luck today." Koko scurries back behind the lines of safety.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Koko lives, for now. The skeletons can only watch as the halfling escapes a bit.

Round 2:
Maliit: Miss
Skeletons: ATK
Zakrael: Hit
Koko: Stride out
Longmoor: Go
Seelah: Go

Round 2:
Maliit: Hit

DM:

Green: 3
Red: 4

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

By my math, Seelah is down (she was at 13 before those two hits) and Dying 1.


Cleric (Cayden Cailean) 1 (HP: 19/20) | AC: 16, TAC: 13 | Perception +5 (+7 Stonecunning), Fort: +4, Ref: +2, Will: +6 | Resonance: 3/3 | Hero Points: 3/3

Bah.

Seeing no other recourse in his desperation, Longmoor casts Guidance on Seelah in an attempt to lend her a helping hand on her next death save. Having nowhere to pivot, he eyes the encroaching skeletons with steely resolve.

Drats. Nowhere to run without most of these things swiping at me on the way out. I'd be flattened. Gotta hold fast.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Seelah lies bleeding on the floor. Longmoor does what he can, though the scene is grim.

As a reminder, red and green are injured. Forgive the lack of prose, opting for efficiency. The skeletons, devoid of even shred of empathy, continue their attack.

White v. Benedict:
ATK 1: 1d20 + 6 ⇒ (17) + 6 = 23 for DMG: 1d6 ⇒ 4
ATK 2: 1d20 + 6 - 5 ⇒ (17) + 6 - 5 = 18 for DMG: 1d6 + 1 ⇒ (3) + 1 = 4
ATK 3: 1d20 + 6 - 10 ⇒ (5) + 6 - 10 = 1 MISS

Purple v. Zakrael:
ATK 1: 1d20 + 6 ⇒ (5) + 6 = 11 MISS
ATK 2: 1d20 + 6 - 5 ⇒ (10) + 6 - 5 = 11 MISS
ATK 3: 1d20 + 6 - 10 ⇒ (4) + 6 - 10 = 0 MISS

Green v. Zakrael:
ATK 1: 1d20 + 6 ⇒ (16) + 6 = 22 for DMG: 1d6 ⇒ 3
ATK 2: 1d20 + 6 - 5 ⇒ (11) + 6 - 5 = 12 MISS
ATK 3: 1d20 + 6 - 10 ⇒ (11) + 6 - 10 = 7 MISS

Red v. Longmoor:
ATK 1: 1d20 + 6 ⇒ (9) + 6 = 15 MISS
ATK 2: 1d20 + 6 - 5 ⇒ (10) + 6 - 5 = 11 MISS
ATK 3: 1d20 + 6 - 10 ⇒ (1) + 6 - 10 = -3 MISS

Black v. Longmoor:
ATK 1: 1d20 + 6 ⇒ (15) + 6 = 21 for DMG: 1d6 ⇒ 4
ATK 2: 1d20 + 6 - 5 ⇒ (19) + 6 - 5 = 20 for DMG: 1d6 + 1 ⇒ (3) + 1 = 4
ATK 3: 1d20 + 6 - 10 ⇒ (19) + 6 - 10 = 15 for DMG: 1d6 + 2 ⇒ (1) + 2 = 3

Round 3:
Maliit: Hit
Skeletons: ATK
Zakrael: Go
Koko: Go
Longmoor: Go
Seelah: Go

Round 4:
Maliit: Go

DM:

Green: 3
Red: 4

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Seelah attempts a recovery saving throw to see if she gets better or worse.

1d20 + 3 ⇒ (19) + 3 = 22

Okay, so she was at Dying 1 before, and she improves 1 step to...Dying 0? I presume that's alive...?


Ranger 4 (HP: 50/50) | AC: 21, TAC: 18 | Perception +7, F: +5, R: +9, W: +7 | Resonance: 3/3 | Hero Points: 1/1 | Benedict the Bear (HP: 28/36) | AC: 17, TAC: 17 | Perception +5, F: +5, R: +5, W: +5

Zakrael at 2hp, Benedict at 1hp. A channel probably could have wiped them all out :(

Bleeding profusely, the ranger holds his ground. "Koko, Mallit, get out! I'll hold them off!"

He points to the skeleton in white, and whistles. The bear attacks ferociously.
Strike (Jaws): 1d20 + 4 ⇒ (14) + 4 = 18
Piercing Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Strike (Claws): 1d20 + 4 ⇒ (3) + 4 = 7
Slashing Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Zakrael then takes two swings with his curved blade on the skeleton in black.
Strike (Elven Curve Blade): 1d20 + 5 ⇒ (12) + 5 = 17
Slashing Damage: 1d8 + 2 ⇒ (3) + 2 = 5
Strike (Elven Curve Blade): 1d20 ⇒ 2
Slashing Damage: 1d8 + 2 ⇒ (8) + 2 = 10


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Seelah resists the call to Pharasma's Embrace as the party continues to fight back for their lives!

Yes, two channels can wipe out this room.

Benedict bites down on the skeleton, but the bite seems not to harm the skeleton at all!

Unfortunately, neither does Zakrael's blade.

Round 3:
Maliit: Hit
Skeletons: ATK
Zakrael: Hits for no damage
Koko: Go
Longmoor: Go

Seelah: Back

Round 4:
Maliit: Go

DM:

Green: 3
Red: 4


Cleric (Cayden Cailean) 1 (HP: 19/20) | AC: 16, TAC: 13 | Perception +5 (+7 Stonecunning), Fort: +4, Ref: +2, Will: +6 | Resonance: 3/3 | Hero Points: 3/3

Maybe the OLD Channels, but not the new ones, methinks.


Halfling Rogue 4 (HP: 46/46) | AC: 18, TAC: 16 | Perception +6, Fort: +5, Ref: +9, Will: +6 | Resonance: 6/6 | Hero Points: 1/3

"Run and get out of their my friends! Let's run to fight another day!"

Koko draws his bow and takes a shot at the red one at the end of the passage.

Short Bow: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d6 ⇒ 4


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Koko can quickly see that he'd have to score the hit of his life for an arrow to hurt these things. Seriously, you don't draw an AoO for punching, and without a bludgeoning weapon, this is a TPK.

Round 3:
Maliit: Hit
Skeletons: ATK
Zakrael: Hits for no damage
Koko: Hits for no damage
Longmoor: Go
Seelah: Back

Round 4:
Maliit: Go

DM:

Green: 3
Red: 4


Cleric (Cayden Cailean) 1 (HP: 19/20) | AC: 16, TAC: 13 | Perception +5 (+7 Stonecunning), Fort: +4, Ref: +2, Will: +6 | Resonance: 3/3 | Hero Points: 3/3

Longmoor attempts to mount a full withdrawal and exit defensively for however far he can get.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

The party, battered and bloody, retreats from the room. The skeletons do not follow beyond the threshold of their tomb.

Figure out your plan, and make a single post (rest, push forward, quit and move on, etc.)


Halfling Rogue 4 (HP: 46/46) | AC: 18, TAC: 16 | Perception +6, Fort: +5, Ref: +9, Will: +6 | Resonance: 6/6 | Hero Points: 1/3

"Well, my friends, It appears we have pushed forward just a little too hard. I'm not sure that our sharp blades were of much use against those boney dead. Perhaps we should rest a bit and heal from our wounds before we push forward. Perhaps this room to the north with the fire pit can offer us a bit of shelter. What do you all say to a little rest and recuperation?"


Halfling Rogue 4 (HP: 46/46) | AC: 18, TAC: 16 | Perception +6, Fort: +5, Ref: +9, Will: +6 | Resonance: 6/6 | Hero Points: 1/3

I am not trying to be the face of the party, but in the interest of moving things along, let's simply rest in the room to the north. We can take turns on guard duty, but let's work on rest and getting recovery of spells.

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Seelah will definitely agree with a rest.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Done. Use whatever resources you can, and we'll advance. I'll try to pick up the pace.


Halfling Rogue 4 (HP: 46/46) | AC: 18, TAC: 16 | Perception +6, Fort: +5, Ref: +9, Will: +6 | Resonance: 6/6 | Hero Points: 1/3

Longmoor, with a night of rest, do you have enough healing to get the entire party back up and fighting? Can we find any sort of stick that we could use as a simple club to combat those skeletons?


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

You can definitely find makeshift bludgeoning weapons, but they are that, makeshift.


Cleric (Cayden Cailean) 1 (HP: 19/20) | AC: 16, TAC: 13 | Perception +5 (+7 Stonecunning), Fort: +4, Ref: +2, Will: +6 | Resonance: 3/3 | Hero Points: 3/3

"I need a rest!" Longmoor gasps, feeling exhausted and overwhelmed. "Let's get out of here and make camp for a while. I have things to discuss with a higher power, and my wits, such as they are, are failing beyond their already limited capacity." Longmoor stumbles to gain his footing, plodding desperately through each step with obvious, failing concentration.

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Before bedding down, Seelah takes the opportunity to lay in hands.
LoH: 1d6 + 2 ⇒ (6) + 2 = 8


Halfling Rogue 4 (HP: 46/46) | AC: 18, TAC: 16 | Perception +6, Fort: +5, Ref: +9, Will: +6 | Resonance: 6/6 | Hero Points: 1/3

"Agreed, Longmoor. We can come back tomorrow and try again. I've discovered its not easy being an adventurer. However, ample rest time and a few good meals always helps."

Koko leads the company back along the route they came and back to the surface where he will look for a place to stay or make camp.


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

The party retreats, and barricades themselves in the goblin room. While the smell is awful, it's safe for the night.

For the first time the party notices a ledge in the southern part of the room. It wouldn't be easy, but you think with a fair bit of luck and or skill, you could climb to the top.


Halfling Rogue 4 (HP: 46/46) | AC: 18, TAC: 16 | Perception +6, Fort: +5, Ref: +9, Will: +6 | Resonance: 6/6 | Hero Points: 1/3

Resting (p. 332):
A character who rests for a full night recovers in the following ways naturally:

• The character regains Hit Points equal to their Constitution modifier times their level, with a minimum equal to your level. If they rest without any form of shelter or comfort, you might want to reduce this healing to an amount equal to half the character's level (minimum 1).

• The character loses the fatigued condition.

• The character reduces the severity of the drained condition by 1.

• Most spellcasters need to rest before they regain their spells for the day.

• The character recovers Resonance Points, Spell Points, and similar pools.

Koko finds as much comfort as he can muster in this room and makes a cozy nook for himself to sleep in. Koko recovers 1 hit point with an evening of sleep.

"Excuse me, Mr. Longmoor. I do hate to impose on you, but if you are able to heal some of my wounds, this humble hobbit would ever be so grateful."


Cleric (Cayden Cailean) 1 (HP: 19/20) | AC: 16, TAC: 13 | Perception +5 (+7 Stonecunning), Fort: +4, Ref: +2, Will: +6 | Resonance: 3/3 | Hero Points: 3/3

"It's what I do, halfling!
1d8 + 2 ⇒ (6) + 2 = 8


Halfling Rogue 4 (HP: 46/46) | AC: 18, TAC: 16 | Perception +6, Fort: +5, Ref: +9, Will: +6 | Resonance: 6/6 | Hero Points: 1/3

"Thank you and please send my respects to Mr. Cailean. That certainly hit the spot."

Once healed, Koko cannot contain his curiosity and attempts to climb the cliff to reach the ledge.

Athletics: 1d20 ⇒ 8

"Do any of you have experience with climbing? I'm afraid I've forgotten some of the techniques for this kind of wall."

Koko looks around carefully to see if there is another way to get on the ledge.

Perception: 1d20 + 3 ⇒ (11) + 3 = 14


Ranger 4 (HP: 50/50) | AC: 21, TAC: 18 | Perception +7, F: +5, R: +9, W: +7 | Resonance: 3/3 | Hero Points: 1/1 | Benedict the Bear (HP: 28/36) | AC: 17, TAC: 17 | Perception +5, F: +5, R: +5, W: +5

Rest will net Zakrael and Benedict 1 hp each, putting them at 3 and 2 hp respectively. Yeesh

After the nights rest, Zakrael and his bear still look battered and bruised. "Owww. I think I could do with sleeping for a week. Benedict too."


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Koko fails to make the climb. Someone else want to try, or take a different path?


Cleric (Cayden Cailean) 1 (HP: 19/20) | AC: 16, TAC: 13 | Perception +5 (+7 Stonecunning), Fort: +4, Ref: +2, Will: +6 | Resonance: 3/3 | Hero Points: 3/3

"I'm afraid I'm not much use away from the ground, lads," Longmoor grunts.

Grand Lodge

Spell Pool: 2/2 | Resonance: 3/3 | Hero Points: 1/1 Paladin 1 (HP: 9/23) | AC: 16, TAC: 13 (Shield for +2) | Perception +2, F: +3, R: +2, W: +3 |

Seelah shakes her head. Nor I.

Considering the Athletics in this group...we should try to find a different path.


Halfling Rogue 4 (HP: 46/46) | AC: 18, TAC: 16 | Perception +6, Fort: +5, Ref: +9, Will: +6 | Resonance: 6/6 | Hero Points: 1/3

Longmoor, how many uses of Channel Energy do you have? How long would it take you to rest, channel, channel, channel, rest, channel repeat, repeat to get the entire party back to full strength and then get you rest so we are ready to continue and Longmoor has healing to cast? Please go ahead and expend those channels repeatedly until we are all healed.


Ranger 4 (HP: 50/50) | AC: 21, TAC: 18 | Perception +7, F: +5, R: +9, W: +7 | Resonance: 3/3 | Hero Points: 1/1 | Benedict the Bear (HP: 28/36) | AC: 17, TAC: 17 | Perception +5, F: +5, R: +5, W: +5

what he said


Cleric (Cayden Cailean) 1 (HP: 19/20) | AC: 16, TAC: 13 | Perception +5 (+7 Stonecunning), Fort: +4, Ref: +2, Will: +6 | Resonance: 3/3 | Hero Points: 3/3

Longmoor can used channels 5x/day. As a dude that plays healers A LOT, let me tell you that the immediate returns from a group heal have been CONSIDERABLY nerfed relative to individual Channel Heals, which are much more viable. If people could call out their deficits at this point (in Slack), I'd appreciate it. It's likely best to give everyone an individual Heal roll, rest, then possibly top us all off with a group heal if we need; but just from winging it I'm guessing a solid two days to rest/heal just to get things rebooted... and this is with a well-built character. Oof. Once the deficits roll out, I'll make a group post blasting through the channels.


Halfling Rogue 4 (HP: 46/46) | AC: 18, TAC: 16 | Perception +6, Fort: +5, Ref: +9, Will: +6 | Resonance: 6/6 | Hero Points: 1/3

After rest and recovery, Koko gives thanks to the dwarf for keeping him alive.

"Thank you, Longmoor. That is most appreciated. Now, let's see if we can find Desna's Star!" Koko looks around for a stick of wood that he can use as a club should he encounter more skeletons. He then looks upward to the ledge.

"Give me a boost or a toss and let me see if I can get to the top. Just stand below and catch me if I fall."

Athletics: 1d20 + 0 ⇒ (17) + 0 = 17

He then proceeds to try and climb the ledge and find out what remains hidden out of sight up there.


Halfling Rogue 4 (HP: 46/46) | AC: 18, TAC: 16 | Perception +6, Fort: +5, Ref: +9, Will: +6 | Resonance: 6/6 | Hero Points: 1/3

Kiki looks around carefully and cautiously.

Perception Check: 1d20 + 3 ⇒ (13) + 3 = 16


MAP TEMPLATES | Social Combat | War for the Crown | Campaign Tracker |

Koko finds a secret door at the back of the ledge! You didn't find a key, but the lock looks reasonable for the picking....


Halfling Rogue 4 (HP: 46/46) | AC: 18, TAC: 16 | Perception +6, Fort: +5, Ref: +9, Will: +6 | Resonance: 6/6 | Hero Points: 1/3

"Hey Folks, I found something up here! I think its a door. Its locked, but I think I might be able to open it.

Thievery: 1d20 + 4 ⇒ (4) + 4 = 8

"Wait just a minute, this lock looks a little worn. Hold on a second."

Thievery, 2nd attempt: 1d20 + 4 ⇒ (3) + 4 = 7

"Oh wait, not one of these counter balance mechanisms."

Thievery, 3rd attempt: 1d20 + 4 ⇒ (19) + 4 = 23

"I think I might have it. Just one minute . . . "

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