Coldwater's Abomination Vaults

Game Master Quentin Coldwater

Maps
Loot sheet

Initiatives:

[dice=Cherry Berry]1d20+14[/dice]
[dice=Fuìn]1d20+14[/dice]
[dice=Kka]1d20+15[/dice]
[dice=Kvit]1d20+10[/dice]
[dice=Lough]1d20+11[/dice]


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LG Female Human | Eldritch Anatomist | Monk Lvl 2 | Medic Dedication | ◆ | ◇ ◈ | ↺ | HP 30/30 | AC 20 | F +7, R +10, W +9 | Perc +7 | 25 feet | Class DC 16 | Medicine(E): +9, Acrobatics/Stealth: +8, Athletics: +5, Deception/Fleshwarp Lore/Thievery(U): +4, Religion(U)/Survival(U)/Nature(U): +3 | Exploration Activity: Avoid Notice | Hero Points: 1/3 | Exploration Activity: Avoid Notice | Hero Points: 1/3 |

Wow... Sorry all, but the RP aspect is one of the weakest part of my game... I love reading the interaction but I'm probably the least creative...


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

Don't worry about it, I've seen you do it in some other missions.

I honestly have been looking into improv guides because I don't know what to say. Not much luck there yet but there are some podcasts about improv that while not real instructive were good examples.

I honestly think the hardest part is just figuring out your character and being consistent. Which can also be an easy bonus. You don't even need to be creative at that point. What does your character think about what just happened, or what are they hoping for, or what are they doing while waiting around?

I don't have these guidelines totally laid out, but I've been trying to figure out some basic guidelines for when you don't know what to write. Basically think about things like your senses. You have smell, taste, touch, sight, etc. Pick one or two of those senses and what your character sees or smells. Even if you just reiterate parts of what the GM says.

Then the advanced step is to leave threads for folks to add on.
Then the super advanced step is all working on manners of speech or accents or weird behavior quirks- cough*Lough*cough.

The thing I'm having a hard time with now is figuring out when to respond and when to try to move things on. (like roleplaying going home after the dinner before the GM specifically says it's time to go home.) I think this is mainly a difficult part because of the nature of PbP and lack of immediate feedback from the GM or other players.

If you want to practice outside of the game I'd be up for making up some silly scenarios.

And if other folks have any pointers, I'd love to read them.


Slides Loot sheet

Sam: I like what you did with Kat, and the interactions with Thrass. Pick one aspect of the other character(s) and focus on that. You might be protective of the smaller-sized characters, or decide Lough is a lunatic. Start there, and let your interactions with them flow naturally. If Gyozara does not like being treated as a small child, reflect on that and change your interactions accordingly.
I chose you as one of my players because I liked interacting with Kat in the other Quests. I liked the banter back and forth and that formed the basis of choosing you for this AP.
Don't worry if you find it difficult, there'll be enough to smash soon, so don't focus too much on "fitting in." Things will happen organically. Beginnings of APs are always weird and awkward, I find.

rainzax wrote:

@GM - I went ahead and asked my other GMs, and they said you can adjust the size of slides by clicking:

File > Page Setup > Select 'Custom' on the dropdown > Select 8.5 x 11 inches (or whatever size you want).

Thanks! I tinkered with it, but it's not very helpful. If I enlarge the slide, it shrinks down the image again, negating any size advantage. But I think I've fixed things now, so no worries.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 48/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield) | Speed 35' | Avoid Notice (Init +15) | F+10 R+14 W+13 | Perc +13 (Darkvision) | Hero 1 | ✋+1 Striking Ghost Touch* Shortsword *2 | Status: Climb 15', +1 to Climb
Kvit the Ruin Delver wrote:
I honestly think the hardest part is just figuring out your character and being consistent. Which can also be an easy bonus. You don't even need to be creative at that point. What does your character think about what just happened, or what are they hoping for, or what are they doing while waiting around?

This is the crux. Once you've figured out the motivational, thinking and speech patterns of your character, the rest almost takes care of itself. All you need to do at that point is channel the mental version of your character through the filter of their current situation and the RP will flow naturally.

The creative aspect for me is in trying to convert that knowledge of my character's mindset into the written word so as to effectively communicate it to others. That's why I love PbP; it gives me the time to set the scene and properly craft my posts instead of having to rush and rely on the improv required of FtF play.

Reading a lot, especially books that include a lot of dialogue, will provide many (usually) good examples that you can incorporate in your own posts. The rest is just practice, and the more the merrier. It's the only way to get better at it. Don't be afraid to put yourself out there; regardless of how stilted you may seem at first, everyone involved will appreciate the effort.

Kvit the Ruin Delver wrote:
Then the advanced step is to leave threads for folks to add on.

Yes, I love it when others do this as it gives me something to react to. I try to do the same in return.

Kvit the Ruin Delver wrote:
The thing I'm having a hard time with now is figuring out when to respond and when to try to move things on. (like roleplaying going home after the dinner before the GM specifically says it's time to go home.) I think this is mainly a difficult part because of the nature of PbP and lack of immediate feedback from the GM or other players.

I consider an adventure to be a collaboration between the players and the GM in the telling of a story. I find adventures where the players expect the GM to provide all the details of the setting to be boring and unsatisfying (at least to me). So I don't worry too much about possibly stepping on the GMs toes during the storytelling. If I'm being too disruptive of the way that the GM wants the story to flow, then I expect to be told about it and I'll back off. But as I usually stick to coloring in the background while the GM deals with the foreground, I've never had any serious conflicts.

Scarab Sages

Well, I’m ready to move on whenever anyone else is! This is fun!


Slides Loot sheet

I'll give it until tomorrow morning (12-14 hours from now) for a little more RP and such. It's nearly bedtime for me and I don't want to cut off other people.

The "I'm ready to move on"-sign is good, by the way. Lets me know if I need to speed things up or down. So feel free to say so whenever you want to advance to the next scene.


- LG Fruit Leshy | Cleric 6 | HP 68/68 | AC 21 | F +12 R +10 W +14 | speed 25 ft | Perc +14(lowlight) | Hero Point 2/3 | Focus: 1/1 | Spells: 1: 2/3 2: 3/3 3: 2/3 | Heals: 2/5 | Berry: 1 | Spell DC 22 | active condition: | Exploration activity: Search

Cherry is also good, as the luggage is packed.


Male Male CG Gnome/Sylph | HP 32/32| AC 18(19 w/ shield) | F +6 R +8 W +7| speed 25 ft | Perc+5| Hero Point 1/1 | Focus: 1/1 | Spells: 1: 2/4 2:0/3 | Spell DC 19| active condition: | Exploration activity: Detect Magic Sorcerer (Sea Dragon Bloodline) 3

Can’t seem to find our tokens, and it seems as if the slide is read-only so we couldn’t modify them even if we could find them.


Slides Loot sheet

Thanks for that! I usually mess those up, sorry. The tokens are at the bottom of the page, you might have to scroll a little (right before it jumps to the second slide).


LG Female Human | Eldritch Anatomist | Monk Lvl 2 | Medic Dedication | ◆ | ◇ ◈ | ↺ | HP 30/30 | AC 20 | F +7, R +10, W +9 | Perc +7 | 25 feet | Class DC 16 | Medicine(E): +9, Acrobatics/Stealth: +8, Athletics: +5, Deception/Fleshwarp Lore/Thievery(U): +4, Religion(U)/Survival(U)/Nature(U): +3 | Exploration Activity: Avoid Notice | Hero Points: 1/3 | Exploration Activity: Avoid Notice | Hero Points: 1/3 |
GM Kwinten wrote:

Sam: I like what you did with Kat, and the interactions with Thrass. Pick one aspect of the other character(s) and focus on that. You might be protective of the smaller-sized characters, or decide Lough is a lunatic. Start there, and let your interactions with them flow naturally. If Gyozara does not like being treated as a small child, reflect on that and change your interactions accordingly.

I chose you as one of my players because I liked interacting with Kat in the other Quests. I liked the banter back and forth and that formed the basis of choosing you for this AP.
Don't worry if you find it difficult, there'll be enough to smash soon, so don't focus too much on "fitting in." Things will happen organically. Beginnings of APs are always weird and awkward, I find.

rainzax wrote:

@GM - I went ahead and asked my other GMs, and they said you can adjust the size of slides by clicking:

File > Page Setup > Select 'Custom' on the dropdown > Select 8.5 x 11 inches (or whatever size you want).

Thanks! I tinkered with it, but it's not very helpful. If I enlarge the slide, it shrinks down the image again, negating any size advantage. But I think I've fixed things now, so no worries.

I guess the thing with Kat and Thrass is that they've adventured together and the intro was hilarious. So with them there's something to build on. this is kinda starting from zero... I do agree, though, that once it starts I can keep it going. Just starting is what I find really hard -- just overcoming the inertia... :)


LG Female Human | Eldritch Anatomist | Monk Lvl 2 | Medic Dedication | ◆ | ◇ ◈ | ↺ | HP 30/30 | AC 20 | F +7, R +10, W +9 | Perc +7 | 25 feet | Class DC 16 | Medicine(E): +9, Acrobatics/Stealth: +8, Athletics: +5, Deception/Fleshwarp Lore/Thievery(U): +4, Religion(U)/Survival(U)/Nature(U): +3 | Exploration Activity: Avoid Notice | Hero Points: 1/3 | Exploration Activity: Avoid Notice | Hero Points: 1/3 |

the way I've done it for my slides is to use the screen capture tool in Windows. Not sure what it's called in Win10. In 7 it's the "Snipping Tool". I just take a straight screen grab then enlarge it slightly.


LG Female Human | Eldritch Anatomist | Monk Lvl 2 | Medic Dedication | ◆ | ◇ ◈ | ↺ | HP 30/30 | AC 20 | F +7, R +10, W +9 | Perc +7 | 25 feet | Class DC 16 | Medicine(E): +9, Acrobatics/Stealth: +8, Athletics: +5, Deception/Fleshwarp Lore/Thievery(U): +4, Religion(U)/Survival(U)/Nature(U): +3 | Exploration Activity: Avoid Notice | Hero Points: 1/3 | Exploration Activity: Avoid Notice | Hero Points: 1/3 |

Thanks for the tips. Once the ball's rolling, I can keep it rolling... starting it rolling is the hard part!

Palandri, looks like we're in 01-04 as well. :)


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 48/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield) | Speed 35' | Avoid Notice (Init +15) | F+10 R+14 W+13 | Perc +13 (Darkvision) | Hero 1 | ✋+1 Striking Ghost Touch* Shortsword *2 | Status: Climb 15', +1 to Climb

I don't think we need two PCs doing Detect Magic as an exploration mode. We would be far better served if someone was Scouting instead. [Edited] Looks like Kvit beat me to it.

So it looks like we've got the following:

@Lough - Defend
@Kka - Avoid Notice
@Cherry - Search
@Kvit - Scout
@Giyozara - Detect Magic

@Samantha - Ah yes, your Loong Laohu and my Mimi fighting off the bandits of Immenwood. Should be fun.

@Giyozara - Arcane Senses gives you an innate cantrip, but you still need to cast it.


Slides Loot sheet

Someone Investigating would also let you pick up passive knowledge checks. You can call out things like "I'd like to know something about this mud," but if you were Investigating, I'd give you that information automatically if you have the appropriate skill.


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3
GM Kwinten wrote:
Someone Investigating would also let you pick up passive knowledge checks. You can call out things like "I'd like to know something about this mud," but if you were Investigating, I'd give you that information automatically if you have the appropriate skill.

Hmm, I forget that investigate and search are two different activities. I think that may fit Kvit's personality more as he inspects things they find for usefullness/profitability. I'll keep him scouting for now but may change it later.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 48/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield) | Speed 35' | Avoid Notice (Init +15) | F+10 R+14 W+13 | Perc +13 (Darkvision) | Hero 1 | ✋+1 Striking Ghost Touch* Shortsword *2 | Status: Climb 15', +1 to Climb

Investigate sounds interesting, but Scouting gives us that oh-so-delicious +1 to Initiative. I'd have Kka scouting for the +1, but I feel that her being hidden at the start of an encounter will turn out to be far more advantageous.


Slides Loot sheet

Yeah, it would make sense that after you find something useful, you'd briefly switch to Investigate to figure out what you find. Especially since a lot of checks depend on finding the objects in the first place.


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

Good points. I'm still relatively new to PF2E, so still learning some of the quirks and efficiencies.


LG Female Human | Eldritch Anatomist | Monk Lvl 2 | Medic Dedication | ◆ | ◇ ◈ | ↺ | HP 30/30 | AC 20 | F +7, R +10, W +9 | Perc +7 | 25 feet | Class DC 16 | Medicine(E): +9, Acrobatics/Stealth: +8, Athletics: +5, Deception/Fleshwarp Lore/Thievery(U): +4, Religion(U)/Survival(U)/Nature(U): +3 | Exploration Activity: Avoid Notice | Hero Points: 1/3 | Exploration Activity: Avoid Notice | Hero Points: 1/3 |

just a sign that I've run B10 - Hillcross Roundup a lot... "Giyozara" is starting to look like "Glorzia" and I have to read it again... :)


Slides Loot sheet

I keep wanting to type "Gyoza" instead. >_>

I updated the bar up top with initiatives. I presumed everyone is using Perception as a default except Kka, who uses Stealth. If the number up top is wrong, please let me know.

Scarab Sages

GM Kwinten wrote:

I keep wanting to type "Gyoza" instead. >_>

I updated the bar up top with initiatives. I presumed everyone is using Perception as a default except Kka, who uses Stealth. If the number up top is wrong, please let me know.

That’s on purpose.

Dragonball Wiki wrote:

Chiaotzu's Japanese name (餃子) is a pun on the Chinese food

jiaozi (called gyoza in Japanese, and "dumplings" in English).

Since my character is roughly based on Chiaotzu, I took the Japanese word for dumpling, Gyoza, and altered it a bit.


Slides Loot sheet

That totally explains the painted clown face. >_>

Scarab Sages

GM Kwinten wrote:
That totally explains the painted clown face. >_>

I was so happy when I found that icon.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 48/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield) | Speed 35' | Avoid Notice (Init +15) | F+10 R+14 W+13 | Perc +13 (Darkvision) | Hero 1 | ✋+1 Striking Ghost Touch* Shortsword *2 | Status: Climb 15', +1 to Climb

I think we're going to have to retcon things a bit here.

Kka moved from just south of the door to just south of the larva (action1), then attacked (action 2), then retreated back to just north of the door (action 3), where I placed her.

Unless the larva's mandible attack was a AoO reaction to her attack, then Kka should be just north of the door where I placed her.

I'll be more clear about her movements in future postings, but I definitely meant to put some distance between Kka and the enemy. If they wanted to engage her, they would need to use up actions and attack her at the door.

I've moved Kka back to where she should have been at the end of her turn until we resolve this situation.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 48/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield) | Speed 35' | Avoid Notice (Init +15) | F+10 R+14 W+13 | Perc +13 (Darkvision) | Hero 1 | ✋+1 Striking Ghost Touch* Shortsword *2 | Status: Climb 15', +1 to Climb

Lough, I carefully positioned Kka by the door so that she could provide a bridge for her allies to move through her square and around the enemy to flank them from behind. With two strides, Lough should be able to move 10 squares and get into flanking position with the larva by moving through Kka's square. This will help you this turn and both of us next turn.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 48/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield) | Speed 35' | Avoid Notice (Init +15) | F+10 R+14 W+13 | Perc +13 (Darkvision) | Hero 1 | ✋+1 Striking Ghost Touch* Shortsword *2 | Status: Climb 15', +1 to Climb
GM Kwinten wrote:
Whoops, sorry for misreading! This does change things.

Yes, makes a big difference. This is more-or-less how I was hoping things would come out. Kka may be reckless, but she isn't suicidal :)

In future posts, I will be much clearer about her movements (I may even leave temporary squiggly trails on the map). As a melee rogue she's more of a striker and uses her speed to full effect in combat. This sort of Stride/Strike/Stride combination will come up again and again, especially in the first turn of an encounter.

I generally avoid metagaming unless a TPK is imminent and perfect coordination of actions is required for the party to survive an encounter. Does the rest of the group prefer it that way or would you prefer OOC discussions of tactics during encounters?

I'm asking mainly because Kka becomes much deadlier when she's got a flanking partner (*cough* Lough *cough*) to work with and coordinating that in-character on-the-fly in the delayed environment of PbP can sometimes be awkward. I'll give it a try though; something like Kka points behind the larva and yells, "Lough, get behind it and attaack while I keep it busy," might work sometimes, but things might get difficult to coordinate if the enemy's turn is between Kka and Lough's, and we're in different time zones.

Then again, perhaps a little early awkwardness is perfectly normal as the PCs learn how to work together to maximum effect in an encounter. I expect that with time, we'll eventually turn into a well-oiled death machine as everyone learns how to take full advantage of their own abilities and how to use them to augment those of their companions during an encounter.

Lough, Snagging Strike looks like it might become very useful when flanking isn't possible. The flat-footedness it imparts on the target is something Kka will definitely be able to take advantage of.


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Slides Loot sheet

You were clear enough IMHO, I just didn't read properly enough. trails on the map would be nice though, in case of surprises or in case of confusion.


- LG Fruit Leshy | Cleric 6 | HP 68/68 | AC 21 | F +12 R +10 W +14 | speed 25 ft | Perc +14(lowlight) | Hero Point 2/3 | Focus: 1/1 | Spells: 1: 2/3 2: 3/3 3: 2/3 | Heals: 2/5 | Berry: 1 | Spell DC 22 | active condition: | Exploration activity: Search

I'm going to keep Cherry's turn the same. I don't think I would do anything different.


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

So much suspense on opening these doors!


Slides Loot sheet

If I don't get a response soon I'll just open one door and you'll have to deal with it. :P


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 48/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield) | Speed 35' | Avoid Notice (Init +15) | F+10 R+14 W+13 | Perc +13 (Darkvision) | Hero 1 | ✋+1 Striking Ghost Touch* Shortsword *2 | Status: Climb 15', +1 to Climb
GM Kwinten wrote:
If I don't get a response soon I'll just open one door and you'll have to deal with it. :P

As I mentioned in my last post. If Lough doesn't move up to open the door between Kka and Giyozara, Kka will do the honors... stealthily.


LG Female Human | Eldritch Anatomist | Monk Lvl 2 | Medic Dedication | ◆ | ◇ ◈ | ↺ | HP 30/30 | AC 20 | F +7, R +10, W +9 | Perc +7 | 25 feet | Class DC 16 | Medicine(E): +9, Acrobatics/Stealth: +8, Athletics: +5, Deception/Fleshwarp Lore/Thievery(U): +4, Religion(U)/Survival(U)/Nature(U): +3 | Exploration Activity: Avoid Notice | Hero Points: 1/3 | Exploration Activity: Avoid Notice | Hero Points: 1/3 |

I'll be right behind you with my bow half-drawn. Probably at your right shoulder, so if anything jumps out, move to the left so I don't skewer you...


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3
GM Kwinten wrote:
...They have an "on-hit"-reaction. Does that still trigger if they immediately die from it?...

That's a good question. Looking into it. From initial reading, if the trigger is something like "when hit by an attack" then it should trigger before the damage. If it is something like "when damaged by an attack" it's less clear, but since a reaction is still an action, it would make sense that'd you'd still need to be alive or otherwise able to take actions to use the reaction.


Slides Loot sheet

Yeah, the reaction specifically states "when it takes damage." I'm choosing to go by the interpretation that all the damage is resolved before checking for reactions. Interrupting the damage halfway through feels like cheating.

Oh, and I also missed Kka's question about the rubble. My lodge has always ruled that if a square has more than 50% obstruction, it's difficult terrain. Now in some instances on this map that's difficult to see properly, but for instance, the square south of Kka at this moment is normal terrain, and the square south of that would be difficult, I'd say. The square she's in right now is difficult to tell, but because the rubble is small, I'd say that is normal.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 48/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield) | Speed 35' | Avoid Notice (Init +15) | F+10 R+14 W+13 | Perc +13 (Darkvision) | Hero 1 | ✋+1 Striking Ghost Touch* Shortsword *2 | Status: Climb 15', +1 to Climb

Everyone may want position their icons on the map where they want to be when the door opens. If there's something nasty in that room (shock, horror!), we'll probably go into encounter mode pretty quickly.


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

Oops, forgot to move myself, thanks for the reminder.

Do we start with a hero point? So we have 2 now instead of 1 or ?


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

Do the stairs in the current room go anywhere? Like the hole goes to another possible level or is it open to the sky?


Slides Loot sheet

You now have 2 Hero Points each.
The stairs lead to open air. There used to be a second floor, but that has collapsed.


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

Thanks for both answers!


LG Female Human | Eldritch Anatomist | Monk Lvl 2 | Medic Dedication | ◆ | ◇ ◈ | ↺ | HP 30/30 | AC 20 | F +7, R +10, W +9 | Perc +7 | 25 feet | Class DC 16 | Medicine(E): +9, Acrobatics/Stealth: +8, Athletics: +5, Deception/Fleshwarp Lore/Thievery(U): +4, Religion(U)/Survival(U)/Nature(U): +3 | Exploration Activity: Avoid Notice | Hero Points: 1/3 | Exploration Activity: Avoid Notice | Hero Points: 1/3 |

I might adopt the "Ark Ark" when I create my Tengu Swashbuckler... I have enough AcP to buy a Tengu but I want to have enough for a resurrection boon in case I get a character death...


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 48/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield) | Speed 35' | Avoid Notice (Init +15) | F+10 R+14 W+13 | Perc +13 (Darkvision) | Hero 1 | ✋+1 Striking Ghost Touch* Shortsword *2 | Status: Climb 15', +1 to Climb
Samantha "Sam" Seed wrote:
I might adopt the "Ark Ark" when I create my Tengu Swashbuckler... I have enough AcP to buy a Tengu but I want to have enough for a resurrection boon in case I get a character death...

Feel free to use whatever you like about the way I'm playing Kka.

I played Kaako in Sundered Waves and really liked it. I was also thinking about buying a Tengu boon and make a character for myself, but when this adventure came up, I thought, Great! Now I get to play a Tengu rogue for free.

I've been playing around with how a humanoid crow might sound speaking common. It's a work in progress, so you may see more changes. I may throw in some more beak clicking and feather ruffling to see how that works. All good RP fun.

Scarab Sages

GM question: can I see into the room from my position? Specifically can I see green? I need to know for my turn.


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

If you are talking about the illusion I put up, the illusionary portcullis. Portcullis to me means see-through bars. I am not sure if you can see through my illusions automatically? I don't think so. But even if you can't, you should be able to see between "the bars".

The idea was to make the fly think it was trapped and leave it in there until we finished off the first one.

If you're talking about the mass of folks in the doorway, then ya, that's just a GM question and I'll stop interrupting.

Scarab Sages

Kvit the Ruin Delver wrote:

If you are talking about the illusion I put up, the illusionary portcullis. Portcullis to me means see-through bars. I am not sure if you can see through my illusions automatically? I don't think so. But even if you can't, you should be able to see between "the bars".

The idea was to make the fly think it was trapped and leave it in there until we finished off the first one.

If you're talking about the mass of folks in the doorway, then ya, that's just a GM question and I'll stop interrupting.

I meant the hard corner and the door and everything like that.


Slides Loot sheet

No, you cannot see Green. I believe attacks go from the centre of your square to the opponents' centre, but I think seeing still uses corners. I've made an orange arrow on the map. The arrow goes through the wall, so it breaks line of sight. You can see Blue, though.

Scarab Sages

BTW: if anyone is interested in my Chiaotzu build, I recommend taking a look at my guide for building DBZ characters in pathfinder 2e. . I’d appreciate any advice/feedback!


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

For future reference

Cover Rules

Measuring from center to center looks like the rule basically.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

"Lu"


LG Female Human | Eldritch Anatomist | Monk Lvl 2 | Medic Dedication | ◆ | ◇ ◈ | ↺ | HP 30/30 | AC 20 | F +7, R +10, W +9 | Perc +7 | 25 feet | Class DC 16 | Medicine(E): +9, Acrobatics/Stealth: +8, Athletics: +5, Deception/Fleshwarp Lore/Thievery(U): +4, Religion(U)/Survival(U)/Nature(U): +3 | Exploration Activity: Avoid Notice | Hero Points: 1/3 | Exploration Activity: Avoid Notice | Hero Points: 1/3 |

only downside about the Monastic Archer feat in a long adventure/AP is that it's pretty taxing on ammunition... I call dibs on any arrows we find! :)


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

Kvit will be able to craft them at some point I believe, might not be the best use of crafting time though. We could just let Lough carry everything, lol.

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