PF2e Crown of the Kobold King Plus

Game Master djdust

Strange things are afoot in the Silverpine Forest.
Earthsday, 12 Galea, 1393 NGE
Player Resources
Roll20
◆= 1 Action, ◆◆= 2 Action Activity, ◆◆◆= 3 Action Activity
◇= Free Action, ↺= Reaction


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Dromaar Bounty Hunter Ranger 2 |HP 30|AC 19|F7; R10; W6|Perc +8 Darkvision| Speed: 25 ft|Ranger DC 18|Conditions:|Hero Points: 0/3|◆ ◇ ↺

"Divide and conquer." Ustemir shouts as he is drawing his blades. "Lone wolves, despite the common saying, are fairly rare.."


Waedin Craftsdotter wrote:
Can I retcon Waedin to move twice and hit it?

Yep!


Dwarf Cleric/Warpriest 2| Speed 20 ft | HP 29/30 | AC 20/22(shield) | Perception (T) +7 | F +8 R +4 W +9 | Exploration Activity: Defend| Status: | Hero Points: 2

Waedin stomps up to the other wolf and attempts to smack with warhammer.
warhammer: 1d20 + 7 ⇒ (2) + 7 = 9


Male Human, Male; AC19/21; HP 26/26: F +8, R +8, W +7 Alchemist / 2; PER +5, Speed 25', Hero Points 2/3; AA Bombs 7/8, Versatile Vials 3/6

Stepnik takes his whole round to fly into the new room and take position in a corner away from the melee scrum.
◆ Stride
◆ Stride
◆ Stride


Roll20!

Sebastien inspires everyone to think about the monetary value of wolf pelts! He then mentally flings some rubble toward the wolf! Hit!

Ustemir encourages Kolek forward, and the young bear valiantly charges the wolf with a bite. Snarling fangs clash and bear jaws snap down on empty air. Miss!

Asceade opens the front doors to the courtyard, spots an opening in the far wall, and is surprised by a second wolf moving in for a pincer attack!

Luckily, Weadin steps through and swings her hammer. She takes out a few dried weeds. Miss!

Stepnik follows her out into the courtyard but dashes to the corner, a good place for lobbing bombs.

The courtyard wolf lashes out at Weadin!
◆Strike: Jaws: 1d20 + 9 ⇒ (15) + 9 = 24 Hit!
P dmg: 1d6 + 2 ⇒ (1) + 2 = 3
◆Knockdown: Trip: Athletics vs Ref DC 14: 1d20 + 5 ⇒ (4) + 5 = 9 Fail!
◆Strike: Jaws: 1d20 + 4 ⇒ (6) + 4 = 10 Miss!

The hallway wolf fights back against Kolek!
◆Strike: Jaws: 1d20 + 9 ⇒ (18) + 9 = 27 Hit!
P dmg: 1d6 + 2 ⇒ (6) + 2 = 8
◆Knockdown: Trip: Athletics vs Ref DC 15: 1d20 + 5 ⇒ (9) + 5 = 14 Fail!
◆Strike: Jaws: 1d20 + 4 ⇒ (8) + 4 = 12 Miss!

Round 2: Bold May Act!
Ustemir (Inspired)
Kolek (Inspired, 8dmg)
Ascaede (Inspired, 1dmg)
Weadin (Inspired, 6dmg)
Sebastien (Inspired)
Stepnik (Inspired)

Wolf 2
Wolf 1 (11dmg)

Two rounds of Inspired Courage left! Everyone is up!


Female Thaumaturge 2 | HP 24/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | Diplomacy/Intimidate +6 | ◆ ↺ ◇

Ascaede follows bravely alongside Waedin, whipping past and behind the wolf to set up a flanking position.

She reaches within her voluminous robes to produce a...rabbit's foot?!? She holds it high in one hand like some ridiculous talisman.

"Where the fleet are meek the predator is beat! How do you howl in the light of day?"

Thus bolstered, Ascaede snaps her blade down on the creature's back.

◆ Stride ◆ Exploit Vulnerability - Personal Antithesis ◆ Strike

Esoteric Lore: Exploit Vulnerability: 1d20 + 6 ⇒ (11) + 6 = 17

Hakk!!!: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10 [vs. Off-guard]
Shkltt!!!: 1d8 + 2 ⇒ (2) + 2 = 4 [with Weakness 3 vs. strike if EV is successful]

Exploit Vulnerability:
You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again.

Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.

Personal Antithesis:
You improvise a custom weakness on a creature by forcefully presenting and empowering a piece of esoterica that repels it on an individual level; for instance, against a tyrant, you might procure a broken chain that once held a captive. This causes the target creature, and only the target creature, to gain a weakness against your unarmed and weapon Strikes equal to 2 + half your level.


Male Halfling Bard (Maestro) 2 HP 26/26; AC 16/18 with raised shield| F:+6 , R:+6, W+8| Perception(E) +8 (+1 DC)| Speed: 25 ft| Focus Pts 2/1 ; Hero Pts: 3/2

Sebastian begins flexing!
The halfling then flings some more broken pottery at it!
Telekinetic Projectile, inspired: 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 291d6 + 4 + 1 ⇒ (3) + 4 + 1 = 8

The brave, brave Bard then casts Shield!

Gonna be rich!


Dromaar Bounty Hunter Ranger 2 |HP 30|AC 19|F7; R10; W6|Perc +8 Darkvision| Speed: 25 ft|Ranger DC 18|Conditions:|Hero Points: 0/3|◆ ◇ ↺

That's a hefty hit. I will wait until that TKP is resolved before I do my actions. To see what's actually standing.


Dwarf Cleric/Warpriest 2| Speed 20 ft | HP 29/30 | AC 20/22(shield) | Perception (T) +7 | F +8 R +4 W +9 | Exploration Activity: Defend| Status: | Hero Points: 2

Waedin holds her ground against the attempt to trip her and grits her teeth before swinging again.

Inspire warhammer vs off guard: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
Inspire warhammer vs off guard 2: 1d20 + 7 + 1 - 5 ⇒ (13) + 7 + 1 - 5 = 16
Damage 2 if hit: 1d8 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Raise Shield.


Male Human, Male; AC19/21; HP 26/26: F +8, R +8, W +7 Alchemist / 2; PER +5, Speed 25', Hero Points 2/3; AA Bombs 7/8, Versatile Vials 3/6

◆ Pull Crossbow
◆ Load Crossbow
◆ Strike

1d20 + 6 ⇒ (8) + 6 = 14 Crossbow
1d8 ⇒ 4 bolt

I hope they make some changes to the Alchemist in Player Core 2. The splash damage makes bombs almost unusable after combat begins as I don't want to cause splash damage to my melee engaged companions.


Roll20!

Asceade taunts the wolf and reminds it of its failings. It's a sensitive subject for the poor wolf. EV Success!
However, even while flanking, her attack fails to impress. Miss!

Meanwhile, Sebastien continues the show off, flexing his brain muscle. Crit!
The wolf in the hallway falls!

Waedin swings her magical warhammer twice, honing her aim on the second try. Miss! and Hit!

Stepnik opts for a precision strike, aims his crossbow, remembers Sebastien's inspiring words +1!, aims again and fires. Hit!

Wasn't that always a shortcoming of low level alchemists? At least in 2e you might have some alchemical options that don't include splash damage.

Round 2: Bold May Act!
Ustemir (Inspired)
Kolek (Inspired, 8dmg)

Ascaede (Inspired, 1dmg)
Weadin (Inspired, 6dmg)
Sebastien (Inspired)
Stepnik (Inspired)
Wolf 2 (15dmg)
Wolf 1 (27dmg)

One wolf is down, but the wolf at the door is still up! Ustemir may act!


Dromaar Bounty Hunter Ranger 2 |HP 30|AC 19|F7; R10; W6|Perc +8 Darkvision| Speed: 25 ft|Ranger DC 18|Conditions:|Hero Points: 0/3|◆ ◇ ↺

With the first wolf taken care of, Ustemir charges to help Ascaede and Waedin. With both blades in hand, he rushes into the courtyard, looking at the wolf and slashing twice with a loud grunt. "Grrah!"

+1 Shortsword +9 (Agile, Finesse, Versatile S): 1d20 + 9 ⇒ (13) + 9 = 22
1d6 + 1 ⇒ (6) + 1 = 7

Main-gauche +8 (Agile, Disarm, Finesse, Parry, Versatile S): 1d20 + 8 - 4 ⇒ (18) + 8 - 4 = 22
1d4 + 1 ⇒ (3) + 1 = 4

Precision Damage: 1d8 ⇒ 5

◆ Stride, ◆ Hunt Prey, ◆ Twin Takedown


Roll20!

Ustemir quickly takes down the second wolf!

Combat over!

Aftermath:
Ustemir
Kolek (8dmg)
Ascaede (1dmg)
Weadin (6dmg)
Sebastien
Stepnik


Male Halfling Bard (Maestro) 2 HP 26/26; AC 16/18 with raised shield| F:+6 , R:+6, W+8| Perception(E) +8 (+1 DC)| Speed: 25 ft| Focus Pts 2/1 ; Hero Pts: 3/2

Sebastian whispers
Ustemir seems Inspired from here?


Dromaar Bounty Hunter Ranger 2 |HP 30|AC 19|F7; R10; W6|Perc +8 Darkvision| Speed: 25 ft|Ranger DC 18|Conditions:|Hero Points: 0/3|◆ ◇ ↺

I keep forgetting that, sorry.

After slicing up the wolf, Ustemir calls Kolek to himself to give him a reassuring scratch and check on his wounds. "Oh, buddy, you got bit? Let's take a look at that."

Treat Wounds, Kolek: 1d20 + 6 ⇒ (4) + 6 = 10

He pulls out his medicine kit to clean up the wound and do some stitching. He seems to be struggling. "Well, boy. I really don't want to shave you, but I can't get in there through the fur. Maybe once we have some light, hm?" he pats Kolek empathically.

As he does that, he sees Weadin and Ascaede looking at him.

"You got bit, too?"

I think Ascaede is still immune to treat wounds, but I could look at Weadin, I believe?


Male Human, Male; AC19/21; HP 26/26: F +8, R +8, W +7 Alchemist / 2; PER +5, Speed 25', Hero Points 2/3; AA Bombs 7/8, Versatile Vials 3/6

Stepnik will quickly brew up a couple more Infused Elixers of life and offer one to Ascaede and one to Waeden, and one to Kolek.

1d6 ⇒ 1 Heal Ascaede
1d6 ⇒ 2 Heal Waeden
1d6 ⇒ 1 Heal Kolek

Using Quick Alchemy and infused regents.

Wow! Those were some powerful Elixers. Must be bad ingredients.


Roll20!

I believe both Weadin and Asceade are immune to Treat Wounds, and now Kolek, for <1hr.

The sun is set and it is now dark in and outside, Sebastien's spell lights the way. Oh yeah, Ustemir also has some glow mold. There's a hall to the north to explore, the double doors to the west, and the hole in the courtyard wall to check out. Where to?


Male Human, Male; AC19/21; HP 26/26: F +8, R +8, W +7 Alchemist / 2; PER +5, Speed 25', Hero Points 2/3; AA Bombs 7/8, Versatile Vials 3/6
GM_NotAngryButUpset wrote:

I believe both Weadin and Asceade are immune to Treat Wounds, and now Kolek, for <1hr.

The sun is set and it is now dark in and outside, Sebastien's spell lights the way. Oh yeah, Ustemir also has some glow mold. There's a hall to the north to explore, the double doors to the west, and the hole in the courtyard wall to check out. Where to?

Stepnik gave Elixers of life... not treat wounds checks.


Roll20!

Asceade had Treat Wounds after the deadfall trap, Waedin after the kobold fight, and now Kolek. So, Asceade actually might be nearing like 30 minutes since her Treat Wounds, and Weadin 20 minutes. You become immune no matter the level of success/failure.


Male Halfling Bard (Maestro) 2 HP 26/26; AC 16/18 with raised shield| F:+6 , R:+6, W+8| Perception(E) +8 (+1 DC)| Speed: 25 ft| Focus Pts 2/1 ; Hero Pts: 3/2

Sebastian muses aloud
There's a hall to the north to explore, the double doors to the west, and the hole in the courtyard wall to check out. Where to?

The Bard takes out a coin, flips it, puts it back in his pocket after catching it and points at the Double doors....

Exploration mode Search


Female Thaumaturge 2 | HP 24/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | Diplomacy/Intimidate +6 | ◆ ↺ ◇

Ascaede waits for Stepnik to provide succour, and gives quiet thanks.

”Sebastien - I worry that the wolf in the courtyard may have come from the door in the north - given likely inhabitation I feel that way requires urgent attention.

GM Nabu - *did* Ascaede actually see the wolf come from the door I marked on the map, or did she merely see it in the courtyard upon opening the eastern double doors to get a look at the courtyard…?


Roll20!

By the time Asceade opened the doors, the wolf was already in the courtyard, just outside the doors.


Dromaar Bounty Hunter Ranger 2 |HP 30|AC 19|F7; R10; W6|Perc +8 Darkvision| Speed: 25 ft|Ranger DC 18|Conditions:|Hero Points: 0/3|◆ ◇ ↺

Both blades in hand, Ustemir moves to back up Sebastien in case it's needed.


Female Thaumaturge 2 | HP 24/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | Diplomacy/Intimidate +6 | ◆ ↺ ◇

Eh, let’s just follow Sebastien…


Male Halfling Bard (Maestro) 2 HP 26/26; AC 16/18 with raised shield| F:+6 , R:+6, W+8| Perception(E) +8 (+1 DC)| Speed: 25 ft| Focus Pts 2/1 ; Hero Pts: 3/2

Sebastian just stands there watching the others. He looks to Ascaede for confirmation. The halfling nods to Ustemir as the Ranger takes the lead.

Sebastian will back him up....


Dromaar Bounty Hunter Ranger 2 |HP 30|AC 19|F7; R10; W6|Perc +8 Darkvision| Speed: 25 ft|Ranger DC 18|Conditions:|Hero Points: 0/3|◆ ◇ ↺

"Alright." Ustemir walks up to the double doors. "Let's get this thing over with." he pushes one of the doors to peek inside.


Male Human, Male; AC19/21; HP 26/26: F +8, R +8, W +7 Alchemist / 2; PER +5, Speed 25', Hero Points 2/3; AA Bombs 7/8, Versatile Vials 3/6

"Double doors work for me.

Are these on the roll20 map yet?


Dwarf Cleric/Warpriest 2| Speed 20 ft | HP 29/30 | AC 20/22(shield) | Perception (T) +7 | F +8 R +4 W +9 | Exploration Activity: Defend| Status: | Hero Points: 2

Waedin is right behind Ustemir if possible.


Roll20!

The doors are already askew, and Ustemir pushes one further open to peek inside. He sees a darkened room, an ancient chapel by the looks of it. Darkwood pews lie tumbled over and broken, covered in dust and grime. At the far end is a stone slab altar, atop which stands a large ceremonial anvil, its surface defaced and ruined.

Roll20 updated!


Dromaar Bounty Hunter Ranger 2 |HP 30|AC 19|F7; R10; W6|Perc +8 Darkvision| Speed: 25 ft|Ranger DC 18|Conditions:|Hero Points: 0/3|◆ ◇ ↺

Ustemir turns and speaks with a lowered voice. "Looks clear from here. A place of prayer, it seems."

Then steps into the doom to confirm.


Male Human, Male; AC19/21; HP 26/26: F +8, R +8, W +7 Alchemist / 2; PER +5, Speed 25', Hero Points 2/3; AA Bombs 7/8, Versatile Vials 3/6

Stepnik enters as well heading for his normal corner.


Male Halfling Bard (Maestro) 2 HP 26/26; AC 16/18 with raised shield| F:+6 , R:+6, W+8| Perception(E) +8 (+1 DC)| Speed: 25 ft| Focus Pts 2/1 ; Hero Pts: 3/2

Sebastian stands in the doorway allowing his Light spell to spill into the room.
Exploration mode Search


Female Thaumaturge 2 | HP 24/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | Diplomacy/Intimidate +6 | ◆ ↺ ◇

Ascaede moves up beside Ustemir, ostensibly to provide support, but also to get a closer look at the altar...

[Exploation: Investigation, Religion +3 - 2[/dice] [ooc][-2 for Diverse Lore] Unless it relates to a haunt, curse or creature, then Esoteric Lore +6 instead of Religion +3]

Investigate:
You use Recall Knowledge as a secret check to discover clues among the various things you can see and engage with as you journey along. You can use any skill that has a Recall Knowledge action while Investigating, but the GM determines whether the skill is relevant to the clues you could find.

Diverse Lore:
Your wandering studies mean you've heard rumors or theories about almost every topic... though admittedly, your sources aren't always the most reliable. You can take a –2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic, not just the usual topics available for Esoteric Lore.

Dubious Lore:
When you fail (but don’t critically fail) a Recall Knowledge check using any skill, you learn the correct answer and an erroneous answer, but you don’t have any way to differentiate which is which. This can occur as not knowing something is significant, but not whether it’s good or bad.


Roll20!

Ascaede Investigation Calculus:

1d20 + 6 - 2 ⇒ (6) + 6 - 2 = 10

So this line "You can take a –2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic, not just the usual topics available for Esoteric Lore" has me thinking you can use Esoteric Lore for ANY Recall Knowledge check, just at a -2. So, just put all your skill points in Esoteric Lore and you don't need any other knowledge skill!
Ascaede thinks on the significance of the ceremonial anvil and wonders back to the other signs of Ferrakus worship around the ruins, but she also wonders about the name of this place, The Crucible of Kamus. The two deities don't appear to be reconcilable. What could their connection be?

Sebastien, Stepnik, and Ustemir Search:

1d20 + 8 ⇒ (19) + 8 = 27
1d20 + 5 ⇒ (5) + 5 = 10
1d20 + 8 ⇒ (11) + 8 = 19

Ustemir begins to approach the altar at the far end of the chapel. He notices that there are five small hexagonal depressions in the altar.

From the doorframe, Sebastien helps shine light into the room. As he does, he notices movement along the ceiling. Two black mollusk-like creatures cling to the ceiling up above with six tentacles, red eyes, and toothy maws!

Initiative!:

Ascaede: 1d20 + 6 ⇒ (9) + 6 = 15 perception
Sebastien: 1d20 + 8 ⇒ (3) + 8 = 11 perception
Stepnik: 1d20 + 5 ⇒ (6) + 5 = 11 perception
Ustemir: 1d20 + 8 ⇒ (8) + 8 = 16 perception
Weadin: 1d20 + 7 ⇒ (18) + 7 = 25 perception
Monster 1: 1d20 + 7 ⇒ (4) + 7 = 11 stealth
Monster 2: 1d20 + 7 ⇒ (13) + 7 = 20 stealth

Round 1: Bold May Act!
Weadin (Shield, 4dmg)

Monster 2
Ustemir
Kolek (7dmg)
Ascaede
Monster 1
Sebastien
Stepnik

The monsters cling to the ceiling 15ft above your heads! Weadin is up!


Female Thaumaturge 2 | HP 24/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | Diplomacy/Intimidate +6 | ◆ ↺ ◇

Yep, no matter how I read it/them, I kinda figured Esoteric applied, but I didn’t think I was right somehow and went with what I thought was “proper”. I’m gonna look at it all again and do some research…


Dwarf Cleric/Warpriest 2| Speed 20 ft | HP 29/30 | AC 20/22(shield) | Perception (T) +7 | F +8 R +4 W +9 | Exploration Activity: Defend| Status: | Hero Points: 2

There's like six of them! This place needs a cleansing!

Waedin drops her hammer raises her holy symbol to castDivine Lance on the closest one and raises her sheild!.

Quote:
You unleash a beam of divine energy. Make a ranged spell attack against the target's AC. On a hit, the target takes 2d4 spirit damage (double damage on a critical hit).

Spell Attack: 1d20 + 7 ⇒ (13) + 7 = 20

Spirit damage: 2d4 ⇒ (2, 3) = 5


Roll20!

There's a monster clinging to the ceiling above each exit out of this room. Weadin unleashes a beam of divine energy at the one just inside the double doors. The creature shrieks in pain! Hit!

The second creature sheds an inky blob of black fluid from its body which falls to the floor and explodes into a globe of darkness that envelopes Asceade. Not even Sebastien's light spell nor Ustemir's darkvison can penetrate this globe of pure darkness. Asceade finds herself effectively blinded!

The creature then flies down from the ceiling and lands next to Asceade.
◆◆Shed Darkness, ◆Stride

Recall Knowledge: Beast (Arcana, Nature) DC 17, Unspecific Lore DC 15, Specific Lore DC 12:
These creatures are darkmantles. Predators of the Darklands, they ambush their prey with preternatural darkness a constrict with their tentacles.

Round 1: Bold May Act!
Weadin (Shield, 4dmg)
Monster 2 (Undetected In Darkness)
Ustemir
Kolek (7dmg)
Ascaede (Blinded In Darkness)

Monster 1 (On ceiling 15 ft up, 5dmg)
Sebastien
Stepnik

Roll20 updated! Ustemir and Asceade are up!


Female Thaumaturge 2 | HP 24/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | Diplomacy/Intimidate +6 | ◆ ↺ ◇

Did Ascaede have enough sight of the creature before being blinded to attempt any RK shenanigans?

Hmm, I guess “drops from the ceiling” and “blinds you” is probably enough. Not sure what Ascaede can do while blinded however…

Actually, a better question would be: what can a character do in combat while blinded?


Dromaar Bounty Hunter Ranger 2 |HP 30|AC 19|F7; R10; W6|Perc +8 Darkvision| Speed: 25 ft|Ranger DC 18|Conditions:|Hero Points: 0/3|◆ ◇ ↺

Ustemir immediately drops his shortsword and reaches out towards Asceade to drag her out of the darkness bubble. He reaches around into the darkness, shouting "Behind you! Grab my hand!"

I assume this is a reposition maneuver, but I am not sure whether a save applies, so rolling athletics.

Athletics: 1d20 + 5 ⇒ (7) + 5 = 12

In the meantime, looking into the bubble is to no avail, so he looks at the other creature in the room, and to Kolek. "Kolek! Sic!" he orders the bear to pounce the other creature.

Kolek, a well trained murder machine with a heart of gold, rakes at the leathery creature with both claws.

Claws : 1d20 + 7 ⇒ (20) + 7 = 27
Claw damage: 1d6 + 3 ⇒ (4) + 3 = 7
Precision: 1d8 ⇒ 8

Claws MAP: 1d20 + 7 - 4 ⇒ (17) + 7 - 4 = 20
Claw damage: 1d6 + 3 ⇒ (5) + 3 = 8

◆ Reposition?, ◆ Hunt Prey, ◆ Command Animal
Kolek: ◆ Strike, ◆ Strike


Female Thaumaturge 2 | HP 24/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | Diplomacy/Intimidate +6 | ◆ ↺ ◇

Ascaede clasps the proffered hand, allowing Ustemir to pull her to safety. The acolyte holds her blade high and raises her shield to ward off any physical attack.

◆ Interact (grab hand) ◆ Step ◆ Raise Shield


Roll20!

Ustemir, the other creature still clings to the roof above your heads, out of reach of everyone, including Kolek. Perhaps you want to amend your actions?


Female Thaumaturge 2 | HP 24/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | Diplomacy/Intimidate +6 | ◆ ↺ ◇

I thought Kolek was attacking the one that landed next to Ascaede….though I haven’t looked at the map yet so unsure if Kolek can reach it…


Roll20!

If that's the case, Kolek will need to perform a Seek Action, DC 17, to move the creature from Undetected to Hidden, and any attack will need to pass a DC 11 Flat Check to hit.


Dromaar Bounty Hunter Ranger 2 |HP 30|AC 19|F7; R10; W6|Perc +8 Darkvision| Speed: 25 ft|Ranger DC 18|Conditions:|Hero Points: 0/3|◆ ◇ ↺

Oh snap. I forgot about this. Uh, okay. So that means losing one strike, but...

Seek: 1d20 + 5 ⇒ (18) + 5 = 23
Flat: 1d20 ⇒ 20

It probably also means I can not hunt prey the thing, since You must be able to see or hear the prey.

Unless it makes sounds?


Roll20!

It made a squishy sound when it plopped down next to Asceade. You aren't deafened, so you can hear it moving about.

Ustemir and Asceade take each other by the hand and do a little do-si-do, while Kolek rushes into the globe of darkness and scratches into leathery flesh. Success on the Seek and Flat Check! Critical Hit!
The monster falls beneath Kolek's blind fury, leaving the globe of darkness behind.

The other creature follows suit, drops a second globe of darkness enveloping now everyone but Stepnik. It then falls to the floor, hidden from all.

Round 1: Bold May Act!
Weadin (Shield, 4dmg, technically Blinded in darkness)

Monster 2 (Dead)
Ustemir (technically Blinded in darkness)
Kolek (7dmg, technically Blinded in darkness)
Ascaede (technically Blinded in darkness)

Monster 1 (Undetected in darkness, 5dmg)
Sebastien (technically Blinded in darkness)
Stepnik

Sebastien and Stepnik can act in Round 1. Everyone else acts in Round 2. Monster 1 is Undetected from all, Seek DC 17 to make that Hidden. If you pass the Seek check, it's still a DC 11 Flat Check to hit on an attack roll. Monster 2 is Dead. Everyone except for Stepnik is in a globe of darkness and is effectively Blinded.


Male Halfling Bard (Maestro) 2 HP 26/26; AC 16/18 with raised shield| F:+6 , R:+6, W+8| Perception(E) +8 (+1 DC)| Speed: 25 ft| Focus Pts 2/1 ; Hero Pts: 3/2

Round 1!

Sebastian begins expounding upon the virtues of Sight!
Lingering Composition Performance(T): 1d20 + 9 ⇒ (3) + 9 = 12

The darkness must have his tongue! The Bard still Inspires Courage!

The halfling Seeks!
Perception(E): 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15

Keen Eyes:

Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one

Halfling luck

Perception(E): 1d20 + 8 + 2 ⇒ (1) + 8 + 2 = 11

He then Points Out the devious dark...mantle...thing.

The halfling begins cursing as he casts Shield!


Dwarf Cleric/Warpriest 2| Speed 20 ft | HP 29/30 | AC 20/22(shield) | Perception (T) +7 | F +8 R +4 W +9 | Exploration Activity: Defend| Status: | Hero Points: 2

◆ Waedin picks up her hammer

◆ Seeks
1d20 + 7 ⇒ (1) + 7 = 8

Failing to know where it is. Raises her Shield.

◆Raise Shield.


Female Thaumaturge 2 | HP 24/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | Diplomacy/Intimidate +6 | ◆ ↺ ◇

GM NABU - I didn’t see anything in the post where it dropped blackness on Ascaede that made me aware that anyone other than Ascaede needed to do anything to see it. Clearly Ascaede was blinded but that’s all I got. Just letting you know it was not at all clear that the darkmantle had any kind of personal concealment. Unless I missed something?

Sebastien: I’m very confused by your post. What was the Performance for? Did you find the darkmantle? Did you Point Out? The strikethroughs only add to my confusion…


Female Thaumaturge 2 | HP 24/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | Diplomacy/Intimidate +6 | ◆ ↺ ◇
GM NABU wrote:
Monster 1 is Undetected from all, Seek DC 17 to make that Hidden. If you pass the Seek check, it's still a DC 11 Flat Check to hit on an attack roll. Monster 2 is Dead. Everyone except for Stepnik is in a globe of darkness and is effectively Blinded.

Do you mean succeed at DC17 Seek to cause the Creature to be Hidden rather than something more powerful than Hidden? And then Flat DC 11 to target Hidden?


Male Halfling Bard (Maestro) 2 HP 26/26; AC 16/18 with raised shield| F:+6 , R:+6, W+8| Perception(E) +8 (+1 DC)| Speed: 25 ft| Focus Pts 2/1 ; Hero Pts: 3/2
Sébastien of The City of a Hund wrote:

Round 1!

Sebastian begins expounding upon the virtues of Sight!
[dice=Lingering Composition Performance(T)]1d20+9
Lingering Composition allows extended Inspire if he makes Performance DC at level. He failed, but still used an Action to Inspire.

The darkness must have his tongue! The Bard still Inspires Courage!

The halfling Seeks!
[dice=Perception(E)]1d20+8+2
Failure, so used Halfling luck but still Failed.

** spoiler omitted **

Halfling luck

[dice=Perception(E)]1d20+8+2

He then Points Out the devious dark...mantle...thing.

He did not successfully Seek, so instead he cast Shield not Point Out.

The halfling begins cursing as he casts Shield!

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