(Closed) PF2e Homebrew Playtest (Inactive)

Game Master jooker

Current Map
"The Folder"
Loot Log


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Loot Log | Current Map | "The Folder"

Ten minutes pass from the time the gear is dumped into the cell.

You clearly hear a knock come from the southeast corner.

Atherton speaks quickly in response to the knocks. "Get back. Brace yourselves."

Perception 12:

You hear someone yell "F!!%!" an instant before the explosion goes off.

A few seconds later, a deafening explosion and blinding light shoots into the room. The whole wall seems to tear away from the building. A wooden beam, engulfed in flame and weakened from the blast, falls to cover part of the hole. Flaming shrapnel is everywhere.

Make a fortitude save.

If you roll 14 or higher:

You are Deafened & Dazzled for 2 rounds.

Deafened
You can’t hear. You automatically fail or critically fail
(whichever’s worse) Perception checks based on sound.
You take a –2 conditional penalty to Perception checks
for initiative and checks that involve sound but also rely
on other senses. If you perform an action that involves
auditory elements, you must succeed at a DC 5 flat check
or the action is lost; attempt the check after spending the
action but before any effects are applied. You are immune
to auditory effects

Dazzled
Your eyes are overstimulated. If vision is your only precise
sense, all creatures and objects are concealed from you.

13 or lower:

You are stunned for one round then Deafened & Dazzled for 2 rounds. (See above spoiler)

You see Atherton point off to the southeast and mutter something unintelligible. He ducks under the beam, singing his hair and coat, and runs off in that direction.

Initiative: Darb, Rinvar, Pogen, Harrington, Len, Ariawyn

The explosion has created a few changes:
The beam that fell to block the hole hit the door and dislodged it from the lock. It is stuck hard, but you think an exceptional athletics check could pry it open.

The beam is blocking the exit. (The fire will burn you as you exit.)
An acrobatics check could reduce the damage taken to exit.
An athletics check could move the debris to make the exit larger.
10 actions could smother the flames and put out the fire.


Male Goblin Bard 3 | 36/36 HP | AC 18, T 17 | Fort +5, Ref +6, Will +4 | Perc +4 | Darkvision | Character Sheet

Fort: 1d20 + 3 ⇒ (11) + 3 = 14
Deafened & Dazzled for 2 rounds.

"BLAAAARGLRGL!"

Darb casts Guidance on himself and attempts to exit under the beam.
Acrobatics: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
Any chance I get a bonus for being small?...


Elven Sorceress | Fey bloodline | Lvl 2 | HP 18/18 | AC 13, TAC 13 | Fort +3, Ref +4, Will +3 | Perception +1 | Low-light vision Character Sheet

Perception: 1d20 + 1 ⇒ (3) + 1 = 4 I hope this isn't a trend...

Fortitude Save: 1d20 + 2 ⇒ (17) + 2 = 19 That's more like it!

Ariawyn rights herself as best she can, shaking her head gently and blinking hard. She takes a deep breath and and glances to find her cellmates. She runs towards the fiery new exit and attempts to escape.

Acrobatics: 1d20 + 3 ⇒ (19) + 3 = 22 Hells yeah!


Male Goblin Bard 3 | 36/36 HP | AC 18, T 17 | Fort +5, Ref +6, Will +4 | Perc +4 | Darkvision | Character Sheet

Forgot to roll this before.
Perception: 1d20 + 2 ⇒ (1) + 2 = 3
Darb does not hear the shout. Or anything else, now.


Human Fighter 1 | HP 20 | AC 16, T 13 | Fort +4, Ref +3, Will +2 | Perception +3 Rinvar Karn

Fortitude Save: 1d20 + 4 ⇒ (4) + 4 = 8 well, damn.
The blast knocks Rinvar's senses from his head. He lowers his shield, stunned, by the force of the blast. He blinks his eyes and shakes his head trying desperately to orient himself.


Male Halfling Imperial Sorcerer 2 | 20 HP | AC 14, T 14 | Fort +3 Reflex +4 Will +5 | Perception +4 | Character sheet

Perception: 1d20 + 3 ⇒ (8) + 3 = 11
Fortitude: 1d20 + 2 ⇒ (5) + 2 = 7

Pogen takes the brunt of the blast, standing there dazed just repeating the word "Mawp"


Male character sheet Half-orc Alchemist | Lvl 2 | HP 18/26 | AC 16, TAC 14 | Fort +4, Ref +6, Will +3 | Perception +3 |

Perception: 1d20 + 2 ⇒ (5) + 2 = 7
fort save: 1d20 + 3 ⇒ (19) + 3 = 22
Rakrjgb finished the first to health potions and starts putting things away in when he realizes his second batch he just start wasn't going to be complete. He barely gets everything together as the wall explodes. He takes 2 round to gather his sense before atempting to acrobatics his was through.
Acrobatics: 1d20 + 4 ⇒ (18) + 4 = 22


Character sheet Len Glyder | Human Rogue 3 | HP 35/35 | AC 19, TAC 17 | Perception +4

Perception: 1d20 + 2 ⇒ (18) + 2 = 20
Fort: 1d20 + 2 ⇒ (9) + 2 = 11


Loot Log | Current Map | "The Folder"

All you bastards that rolled acro so far passed...but I rolled high on damage, muwahaha.
Darb Damage: 1d4 ⇒ 4
Ariawyn Damage: 1d4 ⇒ 4
Harrington Damage: 1d4 ⇒ 3

As you step out of the prison, the daylight is blinding to your already damaged eyes. You can only see a few feet in front of you until you adjust. You glimpse Atherton sprinting away south (See red arrow) out of your vision. He seems to mouth something to you, but you can not understand.

Initiative: Darb, Rinvar, Pogen, Harrington, Len, Ariawyn
Reminder: those that were stunned are just now starting their deafened/dazzled. Those that passed still have 1 round.


Character sheet Len Glyder | Human Rogue 3 | HP 35/35 | AC 19, TAC 17 | Perception +4

Len, snapping out of his haze, leaps forward to get across the rubble. Acrobatics: 1d20 + 4 ⇒ (17) + 4 = 21

Then he looks around, unable to hear anything. Perception (visual): 1d20 + 2 ⇒ (2) + 2 = 4


Male Goblin Bard 3 | 36/36 HP | AC 18, T 17 | Fort +5, Ref +6, Will +4 | Perc +4 | Darkvision | Character Sheet

Darb motions to those still inside to get a move on.

He shouts after Atheron:
"WHAT?! WE CAN'T HEAR YOU!"

He raises his shield and moves South cautiously.


Elven Sorceress | Fey bloodline | Lvl 2 | HP 18/18 | AC 13, TAC 13 | Fort +3, Ref +4, Will +3 | Perception +1 | Low-light vision Character Sheet

Still a bit dazzled and definitely deafened, Ariawyn squints harshly as she tries her damnedest to understand what Atheron and Darb have said. To no avail.

She knows she can't stay here long, and runs towards Atheron assuming he has a good plan and somewhere safe to hide.


Male character sheet Half-orc Alchemist | Lvl 2 | HP 18/26 | AC 16, TAC 14 | Fort +4, Ref +6, Will +3 | Perception +3 |

Rakrjgb drinks a potion
heal: 1d6 ⇒ 2
and hands a potion to Ariawyn motioning for her to drink now.


Male Halfling Imperial Sorcerer 2 | 20 HP | AC 14, T 14 | Fort +3 Reflex +4 Will +5 | Perception +4 | Character sheet

Pogen regains his composure and attempts to jump through the hole.

Acrobatics: 1d20 + 1 ⇒ (19) + 1 = 20


Human Fighter 1 | HP 20 | AC 16, T 13 | Fort +4, Ref +3, Will +2 | Perception +3 Rinvar Karn

Rinvar staggers around and tries to get a grasp on the situation
Perception Visual: 1d20 + 3 ⇒ (6) + 3 = 9
Not being as perceptive about the hole, he tries to jump through - noticing the heat too late.
acrobatics: 1d20 - 2 ⇒ (14) - 2 = 12


Elven Sorceress | Fey bloodline | Lvl 2 | HP 18/18 | AC 13, TAC 13 | Fort +3, Ref +4, Will +3 | Perception +1 | Low-light vision Character Sheet

Ariawyn takes a swig of the potion and thanks Harrington, "Thank you, I am feeling much better."

As her eyes are becoming clear once more, she scans the field they are standing in and glances at the fire - taking count of the group and searching for any approaching enemies.

Heal: 1d6 ⇒ 3

Perception: 1d20 + 1 ⇒ (18) + 1 = 19


Loot Log | Current Map | "The Folder"

Be sure to spend resonance points when using potions.

infused:

Infused An alchemical item with the infused trait doesn’t cost
its crafter any Resonance Points to activate (whether using
Operate Activation or any other relevant action), though
anyone else must spend Resonance Points to activate it
normally. An infused item is potent for only 24 hours, after
which it becomes inert. Alchemists create infused items.

The man Strangeways does a belly crawl out of the cell, but it doesn't seem to help him much. He comes out just as scorched as the rest of you.

Len damage: 1d4 ⇒ 2
Pogen damage: 1d4 ⇒ 4
Strangeways damage: 1d4 ⇒ 1
Rinvar damage: 2d4 ⇒ (3, 1) = 4

Your eyes are starting to adjust to the bright daylight.

However, it is your nose that is being assaulted for now. You smell the stench of death everywhere. You can see a huge pit (15'x15'x15'), partially filled with miscellaneous body parts.

Next to it is a blood smear leading downhill, you assume, towards the water. Three skeletons move towards you. Two carry wicked looking cleavers (red & blue) and one (green) aims and looses an arrow.

attck vs Ariawyn: 1d20 + 6 ⇒ (20) + 6 = 26
damage: 2d10 ⇒ (10, 9) = 19

Those that can hear:

You hear Atherton shout from the southeast.
"Kill those skeletons and get over here. We need to go!"

-----------------
Initiative: Blue, Darb, Rinvar, Red, Green, Pogen, Harrington, Len, Ariawyn
Round 4. Everyone should be able to hear now. Vision is coming back to you and will be increasing each turn until the entire map is revealed.

Strangeways groans and rubs at his ears.

"That idiot is going to get us all killed. We should run. Head north into the forests. Kill the skeletons then run while everyone is distracted by the fool bravado."


Male Goblin Bard 3 | 36/36 HP | AC 18, T 17 | Fort +5, Ref +6, Will +4 | Perc +4 | Darkvision | Character Sheet

Darb does not comment on either stranger's plans. He's keeping his options open.
He begins playing his lute to Inspire Courage, then focuses on a nearby pebble and telekinetically flings it at green.
Attack: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Crit Damage: 2d10 + 2 ⇒ (2, 2) + 2 = 6 Jesus. Worst crit ever.
Allies within 60' have a +1 conditional bonus to attack rolls, damage rolls, and saves against fear.


Male character sheet Half-orc Alchemist | Lvl 2 | HP 18/26 | AC 16, TAC 14 | Fort +4, Ref +6, Will +3 | Perception +3 |

Quick alchemy make unconscious Ariawyn drink it.
heal: 1d6 ⇒ 3


Loot Log | Current Map | "The Folder"

Small change to initiative to have everything make sense: Green, Darb, Rinvar, Red, Blue, Pogen, Harrington, Len, Ariawyn


Character sheet Len Glyder | Human Rogue 3 | HP 35/35 | AC 19, TAC 17 | Perception +4

Let's see what Len might know about skeletons.
Scouting Lore: 1d20 + 2 ⇒ (20) + 2 = 22 Len had seen many a skeleton during his time as a scout for a thieving party, and knew very well that his rapier would be a poor choice for this combat. He rushes forward and punches right at the nearest skeleton's head with his bare fist, trying to get around behind it if possible.
punch (finesse, blundgeoning): 1d20 + 5 ⇒ (10) + 5 = 15
damage: 1d6 + 4 ⇒ (1) + 4 = 5


Human Fighter 1 | HP 20 | AC 16, T 13 | Fort +4, Ref +3, Will +2 | Perception +3 Rinvar Karn

Rinvar squints as his senses are assailed yet again, this time by the bright light of day. He manages to see the Elf fall and rushes to protect her.
Warfare Lore: 1d20 + 2 ⇒ (3) + 2 = 5 Balls
The explosion and subsequent sensory overload leaves Rinvar in disarray as he goes to attack the Skeleton with his trident. He bellows as best he can manage from soot and ash in his face and barrels forward.
Concealment DC check: 1d20 ⇒ 18
Trident (Piercing): 1d20 + 6 ⇒ (9) + 6 = 15
Damage: 1d8 + 4 ⇒ (2) + 4 = 6


Male Halfling Imperial Sorcerer 2 | 20 HP | AC 14, T 14 | Fort +3 Reflex +4 Will +5 | Perception +4 | Character sheet

HP:9/13

Pogen, slightly crispy, looks about and sees the skeletons approaching. He pats out a small flame or 2, and then focuses on the blue skeleton. A Ray of frost flies from his outstretched hand towards the skeleton.

Ranged Touch: 1d20 + 3 ⇒ (19) + 3 = 22 10 over crit ohhhh yeaahhh
Damage: 1d8 ⇒ 8
crit damage: 1d8 ⇒ 4


Loot Log | Current Map | "The Folder"

RECAP:
Darb flings a pebble and catches the skeleton between the eyes. His dry and brittle skull crumbles, and the rest of the bones fall harmlessly to the ground.

Rinvar charges forward, trident and shield at the ready. He manages to find and opening and strike the skeleton, however there is more "opening" than expected. Most of his energy is wasted as the tines pass through the bones without making contact. A small section does connect, however, and manages to break off a small bit of rib.

Red slashes at Len.
cleaver: 1d20 + 6 ⇒ (16) + 6 = 22
damage: 1d6 ⇒ 2

Blue slashes back at Rinvar
cleaver: 1d20 + 6 ⇒ (15) + 6 = 21
damage: 1d6 ⇒ 6

Just moments after his cleaver bites into Rinvar, Pogen launches a ray of ice that cuts straight through the skeleton.

Harrington quickly produces a potion of healing ad feeds it to the unconscious Ariawyn.

Len forsakes his beloved rapier, opting instead for a punch. It connects and causes the bones of the skeleton to splinter and crack, sending a shock wave through the brittle body. It spasms then falls over as well.

Ariawyn will heal herself, stand, and move to the back lines where a sorcerer should be.

heal: 1d8 + 4 ⇒ (1) + 4 = 5
Ariawyn HP: 8/13

--------------

Darb, Rinvar, Red, Pogen, Harrington, Len, Ariawyn

Decide amongst yourselves which way you are going, then post here to lock in your answer.


Male Goblin Bard 3 | 36/36 HP | AC 18, T 17 | Fort +5, Ref +6, Will +4 | Perc +4 | Darkvision | Character Sheet

Darb doesn't hesitate.
"I'm headed to the boat!"
He continues Inspire Courage and double moves.


Character sheet Len Glyder | Human Rogue 3 | HP 35/35 | AC 19, TAC 17 | Perception +4

"Boat sounds good. My fist hurts."


Male character sheet Half-orc Alchemist | Lvl 2 | HP 18/26 | AC 16, TAC 14 | Fort +4, Ref +6, Will +3 | Perception +3 |

Rakrjgb follow the group staying near the middle.
Perception: 1d20 + 2 ⇒ (18) + 2 = 20


Elven Sorceress | Fey bloodline | Lvl 2 | HP 18/18 | AC 13, TAC 13 | Fort +3, Ref +4, Will +3 | Perception +1 | Low-light vision Character Sheet

Ariawyn runs as quickly as she can to follow Darb and Atheron. Double moving


Loot Log | Current Map | "The Folder"

Seeing you head toward the boat, Strangeways heads north without a wave or goodbye.

As you are moving towards the boat, the door flies open on the building to the east. Out steps a blood coated man holding a staff, flanked by two more skeletons. This time they are armed with scimitars.

Atherton groans and looks at the bloody mess of a man with what a face torn between what looks like anger, frustration, and a bit of fear.

Shouts can be heard coming from the boat urging Atherton and the rest of you to hurry on so it can pull away.

"Grimm & Blackeye are still out here. I'll stop this f$&+ing necromancer."

He then looks to the rest of you a you catch up to him.

"Get on the g&#@+*n boat. I have to chase two idiots, I don't have the patience to chase down newcomers"

He then charges past you towards the bloody man.

You now also notice a group of bow wielding skeletal archers marching up from the south.

Initiative:Darb, Rinvar, Red, Pogen, Harrington, Len, Ariawyn


Character sheet Len Glyder | Human Rogue 3 | HP 35/35 | AC 19, TAC 17 | Perception +4

Len jumps onto the boat, then pulls out his shortbow. "This probably won't do much, but we gotta at least fire back, right?"

shortbow: 1d20 + 5 ⇒ (2) + 5 = 7
damage: 1d6 ⇒ 3


Male Goblin Bard 3 | 36/36 HP | AC 18, T 17 | Fort +5, Ref +6, Will +4 | Perc +4 | Darkvision | Character Sheet

Darb grumbles about the new skeletons.
"Dead should stay dead!"
He wants to help, but decides to prepare himself first. He moves nearer to the boat, continues to Inspire Courage, and attempts to add a flourish to the performance to enhance it (Lingering Composition).
Performance: 1d20 + 5 ⇒ (7) + 5 = 12

The DC is usually a high-difficulty DC of a level equal to the highest-level target of your composition, but the GM can assign a different DC based on the circumstances. The effect depends on the result of your check. Success: The composition lasts 2 rounds. Critical Success: The composition lasts 3 rounds. Failure: The composition lasts 1 round.


Male character sheet Half-orc Alchemist | Lvl 2 | HP 18/26 | AC 16, TAC 14 | Fort +4, Ref +6, Will +3 | Perception +3 |

Quick alchemy thunderstone, sling thunderstone at blood coated man holding a staff, move to boat.
sling: 1d20 + 3 ⇒ (17) + 3 = 20
sonic: 1d4 ⇒ 1 1 splash dc15 fort deaf till end of it's next turn 10'


Male character sheet Half-orc Alchemist | Lvl 2 | HP 18/26 | AC 16, TAC 14 | Fort +4, Ref +6, Will +3 | Perception +3 |

+1 damage so 2 sonic


Elven Sorceress | Fey bloodline | Lvl 2 | HP 18/18 | AC 13, TAC 13 | Fort +3, Ref +4, Will +3 | Perception +1 | Low-light vision Character Sheet

Ariawyn looks onward in fear as Atheron charges these new, unholy foes. She dares not follow in suit to help him... she was felled by just 2 of those skeletons when they weren't welding weapons.

She runs onto the plank and investigates the safety of the ship and scans the land for any charging enemies:

Perception: 1d20 + 1 ⇒ (20) + 1 = 21


Male Halfling Imperial Sorcerer 2 | 20 HP | AC 14, T 14 | Fort +3 Reflex +4 Will +5 | Perception +4 | Character sheet

Pogen moves to the east towards the shore, and then turns back. 2 Magic Missiles fly from his hand towards the northern skeleton as he shouts "Enough skeletons!"

Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2
Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3


Human Fighter 1 | HP 20 | AC 16, T 13 | Fort +4, Ref +3, Will +2 | Perception +3 Rinvar Karn

Rinvar moves to try and position himself between the archers and his new found party members. "I'll cover our escape. Get up the ramp!" He stands, shield ready, waiting for everyone to get on the boat.
Perception: 1d20 + 3 ⇒ (18) + 3 = 21


Loot Log | Current Map | "The Folder"

Initiative:Darb, Rinvar, Pogen, Harrington, Len, Ariawyn

Darb begins his song.

Rinvar moves down past the makeshift gang plank and raises his shield defensively.

Pogen destroys one of the skeletons with a volley of missiles.

Harrington throws a thunderstone at the bloody man, it connects but is not very effective against him or the remaining nearby skeleton.

Len limply shoots an arrow in the general direction of the skeletons. They are not impressed.

Ariawyn looks around as she gets to the boat. It is a well armed medium sized craft with 2 ballista on the bow, and a rowboat on the back. Along the side of the boat there are barrels. Upon closer inspection a small scrap of weatherbeaten parchment sticks from between two barrels that reads "B.O.O.M." What is more disconcerting, she also notices smoke rising from the skeletal archer's quivers.

The archers move up and start launching flaming arrows at the boat. Each one hits the boat and makes a small fire, but...

does it hit the barrels?: 1d100 ⇒ 26
does it hit the barrels?: 1d100 ⇒ 94
does it hit the barrels?: 1d100 ⇒ 30
does it hit the barrels?: 1d100 ⇒ 68
does it hit the barrels?: 1d100 ⇒ 2
does it hit the barrels?: 1d100 ⇒ 17
does it hit the barrels?: 1d100 ⇒ 83
does it hit the barrels?: 1d100 ⇒ 69

The second arrow deflects off one of the barrels and lands in the water. Other arrows land amongst the deck of the ship. Small fires begin to start but do not seem to be spreading or damaging anything at this time.

You hear a bellowing voice from the ship.

"Get on board you idiots. YOU TOO ATHERTON! You can't captain if yer dead!"

The bloody man by the building casts a dark, inky, spell that blasts into Atherton's chest.
Atherton responds with a cleaving blow into the man's shoulder.


Character sheet Len Glyder | Human Rogue 3 | HP 35/35 | AC 19, TAC 17 | Perception +4

Len climbs aboard the boat. He starts stamping out the little fires that are starting from the skeletons' arrows. Not much I can do, so I'll be on fire duty.


Male character sheet Half-orc Alchemist | Lvl 2 | HP 18/26 | AC 16, TAC 14 | Fort +4, Ref +6, Will +3 | Perception +3 |

quick alchemy acid flask, throw at middle skeleton.
acid: 1d20 + 1 ⇒ (17) + 1 = 18
acid: 1d4 + 1 ⇒ (3) + 1 = 4 + 1d4 persistant 1 splash
and moves on boat.


Male Halfling Imperial Sorcerer 2 | 20 HP | AC 14, T 14 | Fort +3 Reflex +4 Will +5 | Perception +4 | Character sheet

Pogen looks at the others board the ship and sees the plank full and blocked.

He instead focuses on the necromancer that Atherton is engaged with. After a moment of silence, a scream leaves his body as he moves his hands forward in a double punch. As he does so, 3 Missiles fly into the air. All sail towards the necromancer.

Magic Missile: 1d4 + 2 ⇒ (3) + 2 = 5
Magic Missile: 1d4 + 2 ⇒ (3) + 2 = 5
Magic Missile: 1d4 + 2 ⇒ (1) + 2 = 3


Elven Sorceress | Fey bloodline | Lvl 2 | HP 18/18 | AC 13, TAC 13 | Fort +3, Ref +4, Will +3 | Perception +1 | Low-light vision Character Sheet

Ariawyn jumps aboard the ship and yells, "We need to extinguish these fires and get out of here!"

She stomps out some of the fire that is closest to the B.O.O.M barrels and pulls out her crossbow.

That's 1 action movement, 1 action put out fire, and 1 action to ready a weapon. I did that right for this edition I think.


Male Goblin Bard 3 | 36/36 HP | AC 18, T 17 | Fort +5, Ref +6, Will +4 | Perc +4 | Darkvision | Character Sheet

"BYAAA! LET'S GOOOO!"
Darb scurries aboard the ship, and fires off 2 Magic Missiles at the bloody man.

Dmg: 1d4 + 2 ⇒ (4) + 2 = 6
Dmg: 1d4 + 2 ⇒ (2) + 2 = 4

Inspire Courage is still active. Don't forget your +1 to attack AND damage rolls!


Loot Log | Current Map | "The Folder"

Darb launches missiles at the man, obviously annoying him and ripping through his robe, but he remains intently focused on Harrington.

Pogen unleashes another volley of missiles, they continue to pelt and rip at his robes, blood now seeping from the hoeles, the necromancer is showing visible anger, but also an intense and somewhat terrifying focus.

Harrington badly burns one of the skeletons and splashes acid on the surrounding ones.

Len walks around, stomping out fires as he finds them.

Ariawyn also stamps out fires on the deck.

Rinvar delays until everyone is onboard and then heads up the gangplank.

does it hit the barrels?: 1d100 ⇒ 96
does it hit the barrels?: 1d100 ⇒ 5
does it hit the barrels?: 1d100 ⇒ 54
does it hit the barrels?: 1d100 ⇒ 17
does it hit the barrels?: 1d100 ⇒ 3
does it hit the barrels?: 1d100 ⇒ 33

Another flaming arrow strikes a barrel, but once again glances away. Unfortunately, this time, one of the arrows hits the sails and begins a small fire. It seems like it will take 1d6 + 1 ⇒ (1) + 1 = 2 rounds before the sail is severely damaged.

As you are looking up at the burning sails, you hear the necromancer shout. "ENOUGH! Your soul is forfeit."

He then pulls out a wicked black blade that flares with purple fire. The blade cuts straight through the defenses of Atherton and digs deep into his chest. His entire body instantly becomes engulfed in flame and Atherton lets out a bloodcurdling scream as his flesh melts away from his body. His limp body then falls to the ground in a heap.

One of the deck hands lets out a gasp and whispers with a quiver. "Go. Go. Let's go. We need to get the f!+@ out of here."

Another deckhand starts sliding the plank onto the boat.

Initiative:
Darb, Rinvar, Pogen, Harrington, Len, Ariawyn


Male Goblin Bard 3 | 36/36 HP | AC 18, T 17 | Fort +5, Ref +6, Will +4 | Perc +4 | Darkvision | Character Sheet

Darb has lost hope that the battle on shore can be won. He will Inspire Courage and use Mage Hand to pluck the burning arrow out of the sail and swat at the fire.

Don't forget your +1 to attack AND damage rolls!


Male character sheet Half-orc Alchemist | Lvl 2 | HP 18/26 | AC 16, TAC 14 | Fort +4, Ref +6, Will +3 | Perception +3 |

Rakrjgb moves to the back of the boat and quick alchemies a bomb to throw at blue.
alchemist fire: 1d20 - 1 ⇒ (11) - 1 = 10
fire: 1d6 + 1 ⇒ (4) + 1 = 5 1 persistant fire plus 1 fire splash
a miss still does splash to everybody as long as not critical fail


Male Halfling Imperial Sorcerer 2 | 20 HP | AC 14, T 14 | Fort +3 Reflex +4 Will +5 | Perception +4 | Character sheet

Pogen watches as Atherton is immolated.

"fuuuuuuuckkk"

With a renewed sense of urgency he runs to the boat and up the plank.

Acrobatics: 1d20 + 1 ⇒ (15) + 1 = 16 acro check just in case I need to jump since the dude is pulling the plank up


Character sheet Len Glyder | Human Rogue 3 | HP 35/35 | AC 19, TAC 17 | Perception +4

"Mother of Calistria! That sheeit better not get near me!"

Len tries to make himself useful, jumping up and starting to climb up the sails to where they're on fire.
Athletics (climb): 1d20 + 0 ⇒ (7) + 0 = 7 But he isn't able to make much headway. He tries again.
Athletics (climb): 1d20 + 0 ⇒ (11) + 0 = 11 This time he's able to at least make it a little ways up the sails.

Move, climb, climb.


Elven Sorceress | Fey bloodline | Lvl 2 | HP 18/18 | AC 13, TAC 13 | Fort +3, Ref +4, Will +3 | Perception +1 | Low-light vision Character Sheet

Ariawyn yells, We need to leave now!!" She runs over to the plank and helps pull it aboard the ship. She uses the rest of her actions to try and put out the fires she can reach.

Strength check to move the plank: 1d20 ⇒ 15


Human Fighter 1 | HP 20 | AC 16, T 13 | Fort +4, Ref +3, Will +2 | Perception +3 Rinvar Karn

"What a way to go." Rinvar mutters to himself as he turns away from Atherton. He legs it up the ramp and assists with pulling the gangplank onto the deck.

Athletics: 1d20 + 1 ⇒ (11) + 1 = 12

With some effort, Rinvar assists.


Loot Log | Current Map | "The Folder"

Out of combat. Ship is at the right side of the map in case roll20 starts your screen out black.

Seconds after the gangplank slides up, oars pop out from below deck. Between the sails and oars, it seems like mere moments until the shore looks like a tiny diorama in the distance.

The panic slips into exhaustion, and from there into a somber silence. After the better part of an hour passes, the three men above deck seem to remember you all exist.

The large man with the booming voice walks over to the group of refugees on his boat.

"I'm Brin, but everyone calls me Gruff. I'm the first mat... Er, I guess I'm yer captain till we get back to Deckard and them. Atherton seemed to like you lot, so I won't be locking you up below deck. I'll be needin those weapons of yers though. Trust come by mighty scarce out here. Till Deckard an the rest can look ya over, I can't have ya armed on the boat. No Harm'll come to ya. Now that Atherton, Grimm and Blackeye are all gone, we'll be needing some new hands. Big Cap'n has to make that call tho."

The other two men move halt their rigging and steering and rest hands on their weapons. The three men look to be cut of the same rough cloth. Simple, functional clothing. Dirty and rugged, but hiding bits of chain and sharp edges on the weapons.

Give me lore checks to know more on these guys. Could be sailor, soldier, or anything else you think might work. I'll lense my answers based on which you roll.

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