GM Nayr's Fall of Plaguestone

Game Master Nayr Trebrot

Map

Initiatives:
Aurum - 23
Nuktik - 19
Jace - 19
Kuntaxl - 12
Plants - 9


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Lizardfolk Champion 2 | HP 24/30 (Bleed 1) | AC 19 (21 w/ Shield H5 20/20) | F +7 R +6 W +7 | Perc +5 (Low Light) | Hero: 1 Focus: 1/1 | Conditions: None | Fangs +8 d8+4 Claws +8 d4+4 Staff +8 d6+4/d10+4 Javelin +6 d6+4

Yeah, I couldn't imagine NOT taking that feat. It improves the basic ability so much.


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

More questions:

@Tolgy - what is the game-mechanical nature of your heal?

@Nayr - if I was unconscious (thanks Kuntaxl!) would Tolgy’s heal make Aurumvorak conscious again?

@Nuktik - why do you have the -1 in your attack roll?


Yup! Essentially, when you are at at least 1 HP, you wake up.

However, you would have had the wounded 1 condition. This is important because if you were to be knocked out again, you add your current wounded number to the dying number, which is usually 1 unless you're knocked out by a crit.

If you get to dying 4, in most cases you're dead-dead


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

I have no idea what the numbers mean. I will consult the CRB.

Why would I have wounded? Because of having been unconscious? Or something specific to the wolf’s bite?


Wolf HP 13 | AC 13 | Str +2, Dex +3, Con +2, Int –4, Wis +1, Cha +0 | Perception: + 4 Bite 1d8

I am weddy to help my fwend.

Just need to check if those stat modifiers in my alias line apply to a base array, and whether my HP should be thus modified...


Hobgoblin Alchemist 2 HP: 26 (-14) | AC 18 | F: +7, R: +9, W: +4; Fire Resist 1| Perc: +4 | Stealth: +7 | Reagents: 6/6 | 25ft | Active Conditions: None

Something to keep in mind on the 'dead', 'unconscious', 'dying' aspect. Unlike in PFS1, once you hit 0 HP you don't go lower. You stop at 0 and gain the dying x condition. So any healing grants you the ability to regain consciousness.

As for Tolgy's healing, it's a combination of the Medicine Skille with the Battle Medicine feat.

I have the -1 to attack rolls because I'm Sickened 1. While 1e sickened caused you to take a single action each round, 2e gives you negatives to things instead. I was sickened 2 originally, but took an action and managed to clear part of it to sickened 1. I could try to remove it completely, but didn't feel it was worth the action this round.


Hobgoblin Alchemist 2 HP: 26 (-14) | AC 18 | F: +7, R: +9, W: +4; Fire Resist 1| Perc: +4 | Stealth: +7 | Reagents: 6/6 | 25ft | Active Conditions: None

Wounded is gained by going from 'unconscious and dying' to stable/awake again. The number behind it has to do with how many times you've been in that state. However, if a crit is what puts you to dying, you would gain 2 points of wounded instead of just 1.

The more times you drop in a fight, the worse it gets. The number behind the wounded condition affects what your dying condition is when you do drop.

Dying is naturally worse for you.

I believe there are some attacks/weapons that grant the wounded condition, but for the most part its gained by dropping unconscious due to HP loss.


Lizardfolk Champion 2 | HP 24/30 (Bleed 1) | AC 19 (21 w/ Shield H5 20/20) | F +7 R +6 W +7 | Perc +5 (Low Light) | Hero: 1 Focus: 1/1 | Conditions: None | Fangs +8 d8+4 Claws +8 d4+4 Staff +8 d6+4/d10+4 Javelin +6 d6+4
Nuktik wrote:
While 1e sickened caused you to take a single action each round,

That is Nauseated. Sickened is -2 to everything (essentially Sickened 2)


HP 9/15 | AC 14 | F+4 R+4 W+9 | Perc +7 | Focus Points 1/1 Hero Points 1/1 | Font 2/4

Tolgy's heal was just the heal spell with 2 actions.


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

Ok, thanks for the answers gang!


And...hi Flenser!


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

Just realised Raising a shield only lasts until the start of your next turn. So for a shield to continue to be effective, you need to use your last action every round to Raise it?


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

And further on Shields.

When the alpha attacked, I had my shield Raised. I have the Shield Block ability, which is a Reaction. Does using this Shield Block reaction use any of my upcoming actions, or is it outside of one’s three-action turn because it happens outside of one’s turn?

And as a Wooden Shield, it would block 3 damage, and the rest of the damage is halved between the shield and me. The shield has 12 HP, and a Broken Threshold of 6, so can take 6 damage before gaining the broken condition and 12 before being destroyed. So given I took 16 damage, this would have been reduced to 13 by the Shield Block, leaving 6.5 each to me and the shield, exceeding the shield’s BT.

Is this all correct?

I know there was some Errata or changes made to both shields and the dying rules after publication of the CRB, but I only have the book and haven’t had the time to investigate or download said changes, so please excuse if I have it understood wrong or if parsing outdated rules...


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

Dang - also forgot I was supposed to be prone, which would have imposed -2 to mormingstar attack AND spell attack, though I probably would have foregone my first action/the strike to stand up and lose the prone condition.


Lizardfolk Champion 2 | HP 24/30 (Bleed 1) | AC 19 (21 w/ Shield H5 20/20) | F +7 R +6 W +7 | Perc +5 (Low Light) | Hero: 1 Focus: 1/1 | Conditions: None | Fangs +8 d8+4 Claws +8 d4+4 Staff +8 d6+4/d10+4 Javelin +6 d6+4

Yes, you have to use an action each round to get the benefit of your shield. (Doesn't have to be the last action. For instance, if you intend to provoke with Stride or Manipulate action, you could Raise Shield before that action).

--

Shield Block is a Reaction, not an Action.

I think you still have a maximum of one Reaction per turn, though I think GM also allowed me to use Shield Block and Retributive Strike in the same round, so I may be wrong about that.

--

As far as the overflow damage, the feat says "You and the shield each take any remaining damage, possibly breaking or destroying the shield."

I read that as you both take ALL of the overflow damage. You each would have taken 13 damage and the shield would be destroyed.

--

I also haven't seen any Errata (but I also haven't received my copy of the CRB yet), so would love to know if I have any of that wrong.


Learning process, so all good. Nuktik, let me know if you see differently about any of the above, shields in 2E are completely new to all of us.

I had forgotten that you were prone, but with a -2, your attacks would have hit anyway, if just barely.

Either way, I think it was a good first combat, and intro to how it works. Let me know if you want me to do anything differently for the next time I try and kill you....except "make less mistakes."


And, I see now that I was getting mixed up between the Raise a shield action which improves AC and the shield block action which basically allows your shield to be your DR


Hobgoblin Alchemist 2 HP: 26 (-14) | AC 18 | F: +7, R: +9, W: +4; Fire Resist 1| Perc: +4 | Stealth: +7 | Reagents: 6/6 | 25ft | Active Conditions: None
Kuntaxl wrote:

"A close connection to Apsu comes with benefits that are not solely martial. I can only do that once a day, however."

Gingerly sitting down in the wagon bed, he curls his tail around his legs and leans wearily against the crates.

"I'm just going to get a little rest here. Holler if something else attacks us."

CRB wrote:
You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes.

You can do it more than once per day. All you have to do is spend 10 minutes doing something that is a service for your cause. That refills your focus pool to do it again.


HP 9/15 | AC 14 | F+4 R+4 W+9 | Perc +7 | Focus Points 1/1 Hero Points 1/1 | Font 2/4
Jacinto "Jace" Cailean wrote:
Tolgy Stonehand wrote:

Tolgy smacks his lips. "Tastes alright t'me!"

"Say, who's th' table fer?"

"It's our table, Mr. Tolgy. Make yourself comfortable!"

Lol woops I misread that part.


Human (Versatile Heritage) Male Bard 2 (Enigma and Maestro Muse) HP: 23 / 28 (Wounded 1)| AC: 18 (19) | Fort +6, Reflex +6, Will +7 | Bardic Lore +4 | Focus Points: 1/2 | Perception +7 | Speed 25
Tolgy Stonehand wrote:
Jacinto "Jace" Cailean wrote:
Tolgy Stonehand wrote:

Tolgy smacks his lips. "Tastes alright t'me!"

"Say, who's th' table fer?"

"It's our table, Mr. Tolgy. Make yourself comfortable!"
Lol woops I misread that part.

No I misunderstood... you meant the 'reserved' table. I didn't realize that until now.


Okay, for Notting Nuktik, think he would throw that thunderstone right behind the farmers attacking you? Or, into the further crowd?


Lizardfolk Champion 2 | HP 24/30 (Bleed 1) | AC 19 (21 w/ Shield H5 20/20) | F +7 R +6 W +7 | Perc +5 (Low Light) | Hero: 1 Focus: 1/1 | Conditions: None | Fangs +8 d8+4 Claws +8 d4+4 Staff +8 d6+4/d10+4 Javelin +6 d6+4

I'm guessing the further crowd to convince them to leave the bar


Hobgoblin Alchemist 2 HP: 26 (-14) | AC 18 | F: +7, R: +9, W: +4; Fire Resist 1| Perc: +4 | Stealth: +7 | Reagents: 6/6 | 25ft | Active Conditions: None

Thanks for that GM. Yeah, the idea would have been past the combat as I would prefer to not include my companions in the 10ft deafen area.

As for the bombs, all are 'lesser' at level one from my understanding.


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Cool, thanks Nuktik! It was superbly effective - imagine some drunk farmers in a fight then a shotgun goes off a foot from their heads...I'd be reeling too!


I'll be on a family trip from this Weds through this Sunday; posting will be very limited during that time.


Lizardfolk Champion 2 | HP 24/30 (Bleed 1) | AC 19 (21 w/ Shield H5 20/20) | F +7 R +6 W +7 | Perc +5 (Low Light) | Hero: 1 Focus: 1/1 | Conditions: None | Fangs +8 d8+4 Claws +8 d4+4 Staff +8 d6+4/d10+4 Javelin +6 d6+4

It won't be hard to talk Kuntaxl out of his investigative path, but he is solely focused on those who ran away.

So far, my list of suspects is:
The server who ran (Trin?)
Some old drunk
The goblin

@GM You mentioned the sheriff was giving us a list. Are there names on that list?


He will, yes - it's a list of those that were still in the Feedmill during his questioning. None of them are of particular note, but I'll come up with a list.

Note, also that the cook, Amora, was sent home - she was distraught about the whole thing, and Delma sent her home after Bort's death


Note that Kuntaxl has been using Hero points; I failed on mentioning this, but you all have these. Essentially, were this a live session, you'd be getting 1 + an additional 1 for each session. That's a bit tough to manage via PBP, so we'll say that you have 1 that you got originally, plus 1 each day - to a maximum of 3 total.

So, since Kuntaxl used one yesterday, then 1 today, he still has the original 1 he got at the beginning of the adventure. He'll get that 1 back tomorrow. I also reserve the right to award additional Hero points for particularly good RP or heroic actions.

Here's how you can use them:

Hero points:
Your heroic deeds earn you Hero Points, which grant you good fortune or let you recover from the brink of death. Unlike most aspects of your character, which persist over the long term, Hero Points last for only a single session.

You can spend your Hero Points in one of two ways. Neither of these is an action, and you can spend Hero Points even if you aren’t able to act. You can spend a Hero Point on behalf of your familiar or animal companion.
Spend 1 Hero Point to reroll a check. You must use the second result. This is a fortune effect (which means you can’t use more than 1 Hero Point on a check).
Spend all your Hero Points (minimum 1) to avoid death. You can do this when your dying condition would increase. You lose the dying condition entirely and stabilize with 0 Hit Points. You don’t gain the wounded condition or increase its value from losing the dying condition in this way, but if you already had that condition, you don’t lose it or decrease its value.


Lizardfolk Champion 2 | HP 24/30 (Bleed 1) | AC 19 (21 w/ Shield H5 20/20) | F +7 R +6 W +7 | Perc +5 (Low Light) | Hero: 1 Focus: 1/1 | Conditions: None | Fangs +8 d8+4 Claws +8 d4+4 Staff +8 d6+4/d10+4 Javelin +6 d6+4

I don't recall using one before, but I could be wrong. Since I thought you could only have one at a time, having another one to use is a bonus :)

Nuktik used one during the fight, I believe.


Sorry, maybe that was it. I'd thought Kuntaxl used one during the wolf battle, but am probably wrong;)


Just so we're clear, please let me know who is going with which party, among Aurumvorak and Tolgy:

Kuntaxl and the mayor

Nuktik and Jace in search of the suspects


Okay, executive decision - Tolgy is going with fellow CC worshipper Jace and A. is going with Kuntaxl


Lizardfolk Champion 2 | HP 24/30 (Bleed 1) | AC 19 (21 w/ Shield H5 20/20) | F +7 R +6 W +7 | Perc +5 (Low Light) | Hero: 1 Focus: 1/1 | Conditions: None | Fangs +8 d8+4 Claws +8 d4+4 Staff +8 d6+4/d10+4 Javelin +6 d6+4

In case you hadn't noticed. 2nd Edition Humble Bundle is available.

Not the most awesome bundle ever, but you can even get print books. Lots of 2e adventures too.


Thanks!


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

Apologies for radio silence. Been hectic of late, and still haven’t cracked my CRB to get Flenser statted properly...


No problem! Hope all is well


Human (Versatile Heritage) Male Bard 2 (Enigma and Maestro Muse) HP: 23 / 28 (Wounded 1)| AC: 18 (19) | Fort +6, Reflex +6, Will +7 | Bardic Lore +4 | Focus Points: 1/2 | Perception +7 | Speed 25

Any word from Tolgy?

I have minimal spells and thus minimal healing at best. If half the party is down, it would be a very good idea to have the party healer participating.


Unfortunately no...and he's in 4 of my games. I hope he's okay!


Jace, move yourself where you think you should be, given your previous actions.

Tolgy is right there, as he was patting out the fire on the man. You said 10' from Nuk, but feel free to move that around as you see fit and lets move on


Okay a few changes. So, Tolgy is not coming back...at least as far as I know. Wicked, hope you're okay man! So, I will completely take him over and be your healbot.

And, I'd like to move us over to Roll20; are you guys okay with that? It'll provide a better place for handouts, and I can make the maps proper with dynamic lighting and such. Let me know if anyone objects.

Otherwise...invitation below:
https://app.roll20.net/join/8358063/RoryHw


Lizardfolk Champion 2 | HP 24/30 (Bleed 1) | AC 19 (21 w/ Shield H5 20/20) | F +7 R +6 W +7 | Perc +5 (Low Light) | Hero: 1 Focus: 1/1 | Conditions: None | Fangs +8 d8+4 Claws +8 d4+4 Staff +8 d6+4/d10+4 Javelin +6 d6+4

I've never actually used Roll20 before (other than to make some dice rolls), but it shouldn't be too tough to learn.

Are we still posting on these forums or moving to discord?


Gotcha; should be a pretty easy transition; we'll still be using the forum here for the game and dice rolls, but using Roll20 for maps and to show you various handouts and such. I'll also make a loot list for you there, and somewhere you can put notes.


I made you a sheet on Roll20 and gave you some handouts. Your sheet doesn't need to be kept there of course, though their sheets are pretty awesome. I just needed to make you a sheet so I can add your token to it and set you up right for the map.


Hobgoblin Alchemist 2 HP: 26 (-14) | AC 18 | F: +7, R: +9, W: +4; Fire Resist 1| Perc: +4 | Stealth: +7 | Reagents: 6/6 | 25ft | Active Conditions: None

I have checked in on Roll20.


Thanks! Gave you a sheet on there; I'll start working on tokens once everyone's in


We'll take a bit of time here for Nuk, Aurum, and Jace to get caught up. We could keep rolling, but I feel like its just Kuntaxl and I at this point. Let me know when you guys have a bit more time.


Hobgoblin Alchemist 2 HP: 26 (-14) | AC 18 | F: +7, R: +9, W: +4; Fire Resist 1| Perc: +4 | Stealth: +7 | Reagents: 6/6 | 25ft | Active Conditions: None

Sorry...seems adjusting to the new situations is a smidge more difficult than I expected. :-P


Male Hobgoblin (Warmarch) Druid (Animal Order) 1| HP 18/18| AC: 14 (16 w/shield) | Fort: +4; Ref: +3; Will: +7 | Init: +1 | Per +6 ; [Darkvision] ; Spd 25 ft. | Hero Points: 1 | Spell Attack: + 6 | Spell DC: 16

I'm still struggling to understand 2e, and don't have a lot of time to read my CRB...apologies - I'm doing my best...


No worries! Been there;) Take your time man and don't get burnt out; we'll be here.


No worries at all Aurum...I'm fine with taking our time, as well - this game is for us to all work out 2E, so I'm lagging a bit on it as well, but I love it so far.

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