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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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 looks over the rune-hatchet.
Occultism(T) DC 16: 1d20 + 4 ⇒ (20) + 4 = 24

The Bard smiles weakly.
Nat 20 for a +1 hatchet. M&%$** f*~+@@ better scratch an itch well!

The Bard doesn't even attempt with the religious seeming items. He seems a bit salty.

Noticing the shadows shift from his Light in the adjoining room, the halfling prepares for another beat down!
Shadows moving in there!
Exploration mode Defend


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

Religion: 1d20 + 7 ⇒ (9) + 7 = 16
Don't have society or dwarf lore!

Linium and Ferrakus are mainstays of most dwarven faith. There was some major crisis of faith happening here. Some historian would be able to tell when this all happened I'm sure.


Female Thaumaturge 2 | HP 18/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | ◆ ↺ ◇

Ascaede nods annoyingly when Waedin mentions “historian” and peers at the religious book, Sebastien’s crybof alert for the moment superseded by lore and investigation.

Linium, DC 10: 1d20 + 6 - 2 ⇒ (16) + 6 - 2 = 20

Bhogkaldur, DC 20: 1d20 + 6 - 2 ⇒ (10) + 6 - 2 = 14

”Linium is the Forgefather, “maker of ways”. A dwarven deity of Law and Magic, Crafting. As for Bhogkaldur, I have no idea who or what that is.

Ascaede shakes her head, though whether from frustration or some darker emotion is unclear.

”Regardless, I agree with Waedin - it is evident that some crisis of faith and or fealty occurred herein. “Kamus”, mentioned within is either god or leader of some kind, and whoever wrote this sees Kamus as a kind of savior.

The acolyte sniffs.

”Perhaps not exactly pertinent to our current predicament - what in all the hells is going on here, and what has Sebastien found?!?

[Exploration, Defend]


Roll20!

Initiatives:

Ascaede: 1d20 + 6 ⇒ (3) + 6 = 9 (Perception)
Sebastien: 1d20 + 8 ⇒ (13) + 8 = 21 (Perception)
Stepnik: 1d20 + 5 ⇒ (20) + 5 = 25 (Perception)
Ustemir: 1d20 + 8 ⇒ (15) + 8 = 23 (Perception)
Weadin: 1d20 + 7 ⇒ (3) + 7 = 10 (Perception)
Creature: 1d20 + 10 ⇒ (19) + 10 = 29 (Perception)

As Sebastien calls out the presence of something nefarious in the next room, he sees a BIG, BAD WOLF step onto the fallen column. It is much bigger than a wolf should be, with dark grey fur and glowing red eyes. It snarls at Sebastien and barks out, "Who are you who dare disturb my rest!? I should eat you alive where you stand!"
◆Demoralize: Intimidate vs Seb Will DC 18: 1d20 + 8 ⇒ (19) + 8 = 27 Success! Sebastien is Frightened 1!
The talking wolf then crouches, ready to pounce if further threatened.
◆◆Readied Action

Round 1: Bold May Act!
Big Bad Wolf
Stepnik
Ustemir
Kolek
Sebastien (Frightened 1)
Weadin (Shield)
Ascaede (Shield)

All are up! Will update Roll20 tomorrow!


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 steps into the room and goes to a corner to get out of everybody elses way. AKA move so others can get between me and the wolf. As he moves, he pulls a flask of exploding goo from his pocket and heaves it at the beast.

◆ Stride
◆ Toss Alchemist Fire (Quick Bomber)
1d20 + 6 ⇒ (18) + 6 = 24 Throw bomb
1d8 ⇒ 3 Flaming Welcome, 1-persistant, 1-splash
◆ Raise Shield

"Only thing you'll be eating is some of my fire! Get him guys".


Roll20!

Roll20 is updated!


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

Waedin casts Runic Weapon on herself in response to a talking wolf and stomps in.


Roll20!

Stepnik is quick to respond, rushing into the room but away from the grey wolf, he lobs a bomb that bursts into liquid fire! Hit!

Waedin's hammer glows with mystic runes as she enters the room. As she nears the talking wolf, he snaps his jaws at her.
Readied Action: Strike: Jaws: 1d20 + 13 ⇒ (4) + 13 = 17 Miss!
Waedin avoids getting bit!

Round 1: Bold May Act!
Big Bad Wolf (4dmg, 1 persistent fire)
Stepnik (Shield)
Ustemir
Kolek
Sebastien (Frightened 1)

Weadin (Shield, Runic Weapon)
Ascaede (Shield)

Ustemir, Sebastien, and Ascaede are up!


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 frighteningly begins stuttering inspiration and such!
Lingering Composition Performance(T), peed his pantaloons: 1d20 + 9 - 1 ⇒ (14) + 9 - 1 = 22

The Inspiration rains!
3/3 Rounds!

The stammering Bard then tries to toss a pewter cup at the big bad Scary wolf thang!
Telekinetic Projectile, scared, inspired: 1d20 + 8 - 1 + 1 ⇒ (4) + 8 - 1 + 1 = 122d6 + 1 ⇒ (2, 6) + 1 = 9


Female Thaumaturge 2 | HP 18/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | ◆ ↺ ◇

I'm sorry, but what exactly does Inspiration do? Is it an Aid-conversant buff? And if so, what does it buff? Any check? Is it a Critical Success? Success? I searched a lot of AoN (Inspire Competence, Aid, Lingering Composition) but I clearly don't understand.

With Sebastien's performance playing counterpoint, Ascaede moves to support Waedin, reaching into her vestments and rummaging quickly among various incredibly well-sorted and even better-packed sundry small items.

Finally she pulls out a long red ribbon and waves it at the wolf before striking in a strange zig-zagging pattern, for all intents and purposes looking like she has cut the wolf in reverse before actually striking, "red" issuing toward the wolf as the blade descends...poorly, hitting nothing. The ribbon drops to the ground, useless as the blade misses and Sebastien's stutter continues...

◆ Stride ◆ Exploit Vulnerability ◆ Strike

Please add whatever Inspiration adds...

Exploit Vulnerability: 1d20 + 6 ⇒ (8) + 6 = 14

Ziwww!!!: 1d20 + 6 ⇒ (3) + 6 = 9
Sktcht!!!: 1d8 + 2 + 2 ⇒ (4) + 2 + 2 = 8 [+2 Str, +2 Implement's Empowerment]

[If by some miracle the Exploit Vulnerability is a Success, Ascaede has +1 AC and saving throws vs Wolfie until I use EV again, and can only gain this defense buff once/day (Esoteric Warden feat)]

Exploit Vulnerability:

Exploit Vulnerability [one-action]
Esoterica, Manipulate, Thaumaturge
Frequency: once per round
Requirements: You are holding your implement.

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.

You can attempt to Exploit Vulnerabilities in one of two ways: either by invoking properties that repel that type of creature, or by attempting a more improvisational, ad-hoc method with your esoterica that can impose a custom weakness on any creature, albeit one that usually isn't as dire as a creature's existing weakness:

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.


Roll20!

Inspire Courage
If you had trouble finding it, it’s because it’s Legacy content, renamed Courageous Anthem in the Remaster. Pretty much same as 1e, but it’s a Bard only Cantrip, and it gives a +1 to Attack rolls, ANY damage rolls, and Saves against Fear. So those big spells with lots of damage dice get a big boost, whereas in 1e it was only weapon damage.

The Lingering Composition extends the duration of Inspire Courage.

Sebastien fearfully propels his allies forth, their hearts filled with courage, while his own overcomes fear. He also launches a stone across the room to no effect. Miss! No longer Frightened.

Ascaede advances and draws ribbon and blade. She strikes at the creatures personal antithesis, but fails to hit. Failure on EV. Miss!

She does, however, identify the red-eyed, talking wolf as a Warg, and a mean one at that.

Ustemir follows up with Kolek moving in past him and up to the wolf.

Being aggravated by the sight of the red ribbon, the warg barks and snarls at Asceade, "You shouldn’t have come here, pathetic humans!"
◆Demoralize: Intimidate vs Asc Will DC 16: 1d20 + 8 ⇒ (7) + 8 = 15 Fail!
Ascaede stands tall against the threat, but the warg attacks her anyways.
◆Strike: Jaws: 1d20 + 13 ⇒ (6) + 13 = 19 Hit!
P dmg: 1d8 + 6 ⇒ (3) + 6 = 9 + ◆Grab

Grabbed

Big Bad Wolf takes 1 Persistent Fire
Flat Check to end Persistent DC 15: 1d20 ⇒ 5
Still on fire!

Round 1: Bold May Act!
Big Bad Wolf (5dmg, 1 persistent fire)
(Shield, Inspired)
Ustemir (Inspired)
Kolek (Inspired)
Sebastien (Inspiring 3rds)
Weadin (Runic Weapon, Inspired)
Ascaede (Inspired, Personal Antithesis, 9dmg, Grabbed)


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 Strides to Ustemir. The Bard begins casting Runic Weapon on the short sword or Main-Guache since short sword has +1 already, although not the extra die?.
Hit'em wear the sun don't shine!

Inspired for Everyone!


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

Waedin is incensed at the talking Wolf. There's been a lot of people going missing around here. I think you're responsible. You coward.

And brings her shiny warhammer crashing down on his head.

Hit Inspired: 1d20 + 7 + 1 ⇒ (20) + 7 + 1 = 28
Damage Inspired: 2d8 + 3 + 1 ⇒ (3, 5) + 3 + 1 = 12
Doubled to 24!

Let Kolek go! she growls and then tries to swing again.

Hit Inspired MAP: 1d20 + 7 + 1 - 5 ⇒ (6) + 7 + 1 - 5 = 9

The second hit does not go nearly as well as the first, so she then steps back to allow Ustermir space to come in.


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

◆ Step
◆ Draw Dagger
◆ Throw Dagger
1d20 + 6 ⇒ (8) + 6 = 14 Hurling dagger
1d4 ⇒ 1 Point First (Piercing).

Talking Wolves... who would have thought.


Roll20!

Weadin takes a swing with her runic warhammer and smashes the wolf on its head.Crit!

Disoriented, as blood matts his fur, he snarls with Asceade gripped between his jaws, "It's too late for them. They've been taken below. They'll come for you too when I am finished!"

Stepnik throws a knife at the wall. Miss!

Round 1: Bold May Act!
Big Bad Wolf (29dmg, 1 persistent fire)
Stepnik(Inspired)
Ustemir (Runic Weapon, Inspired)
Kolek (Inspired)

Sebastien (Inspiring 2rds)
Weadin (Runic Weapon, Inspired)
Ascaede (Inspired, Personal Antithesis, 9dmg, Grabbed)

Ustemir and Asceade are 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|◆ ◇ ↺

Ustemir: Command Animal, Manipulate draw weapon ( comp shortbow ), Strike
Kolek: Strike, Support

Bear Support Benefit:
Support Benefit Your bear mauls your enemies when you create an opening. Until the start of your next turn, each time you hit a creature in the bear's reach with a Strike, the creature takes 1d8 slashing damage from the bear. If your bear is nimble or savage, the slashing damage increases to 2d8.

Jaws: 1d20 + 7 + 1 ⇒ (10) + 7 + 1 = 18
1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12
Precision: 1d8 ⇒ 7

Shortbow: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
2d6 + 1 + 1 ⇒ (5, 3) + 1 + 1 = 10 Not sure if the runic weapon applies to the bow as well, since the spell assumed a melee weapon. Just deduct one of the d6 rolls if not and the strike hits.
Precision: 1d8 ⇒ 4
Kolek support: 1d8 ⇒ 4


Female Thaumaturge 2 | HP 18/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | ◆ ↺ ◇

Ascaede seems to have the bit in her mouth. Or rather be the bit in the wolf's mouth...Or....no matter. She sees no recourse to escape, and idly wonders if sacrificing herself here means the wolf at least can't...bite anybody else.

Like some kind of rag-doll'd marionette whose strings are manipulated by a not exactly angry but possibly extremely upset puppeteer, the acolyte thrashes within the canine maw to make a strike with her temple blade. Then again, then, with such poor strikes, limply raises her shield...

◆ Strike ◆ Strike ◆ Raise Shield

A bit weird that raising my shield would do anything as I am grabbed in the mouth, but I guess mechanically the wolf has me "off guard" though still needs to roll to hit me...

Spizktsh!!!: 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17 [+1 from courage]
Shzzk!!!: 1d8 + 2 + 2 + 1 ⇒ (2) + 2 + 2 + 1 = 7 [+2 Str, +2 Implement Empowerment, +1 courage]

Spakksh!!!: 1d20 + 6 + 1 - 5 ⇒ (12) + 6 + 1 - 5 = 14 [+1 from courage]
Tshtk!!!: 1d8 + 2 + 2 + 1 ⇒ (1) + 2 + 2 + 1 = 6 [+2 Str, +2 Implement Empowerment, +1 courage]


Roll20!

Well, initiative is a tricky thing on PbP, and we can assume all these things are happening pretty much at the same time, so I'll allow for the Runic Weapon being cast on the Shortbow.

Ustemir drops his two blades in favor of drawing his shortbow to attack from range. He has to shoot past Asceade to hit the wolf, and does so succesfully. As he hits, Kolek takes a swipe with claws, but misses with his jaws. So, Kolek misses, but Ustemir hits, even with lesser cover! 18dmg on a single regular hit, pretty good for level 2!

Meanwhile, Asceade tries to fight back, but finds it hard to do so with fangs actively ripping into her fleshy parts. Miss and Miss!

The warg looks in bad shape, but seems ready to fight to the death. He drops his hold on Asceade and snaps back with ferocious jaws. It can't attack AND keep Asceade grabbed. So, Asceade is not off gaurd.
◆Strike: Jaws vs Asceade: 1d20 + 13 ⇒ (15) + 13 = 28 Hit! not a crit!
P dmg: 1d8 + 6 ⇒ (2) + 6 = 8
◆Strike: Jaws vs Asceade: 1d20 + 8 ⇒ (4) + 8 = 12 Miss!
With, perhaps, his final act, he moves through the crowded room to stop at the top of the stairs. "I will never let you descend below!"

DC 15 Flat Check: 1d20 ⇒ 9
He continues to burn.

Round 3: Bold May Act!
Big Bad Wolf (48dmg, 1 persistent fire)
Stepnik(Inspired)
Ustemir (Runic Weapon, Inspired)
Kolek (Inspired)
Sebastien (Inspiring 2rds)
Weadin (Runic Weapon, Inspired)
Ascaede (Inspired, Personal Antithesis, 17dmg)


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

After checking to ensure Ascaede is still breathing. Waedin stomps after the wolf and tries to repeat the success of her first attack.
Strike 1 Inspired Runic weapon: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Strike 2 Inspired Runic weapon: 1d20 + 7 + 1 - 5 ⇒ (9) + 7 + 1 - 5 = 12

It doesn't work.

She then steps backward to gives orders space to attack.

Oh wait, can't do that last one. Sorry moving in was an action. Just two strikes then.


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 looks at a sharp, jagged, dirty even with like dirt and outdoors yucky stuff all over it rock!
Telekinetic Projectile, inspired: 1d20 + 8 + 1 ⇒ (2) + 8 + 1 = 112d6 + 1 ⇒ (4, 4) + 1 = 9

The Bard then casts Shield.


Female Thaumaturge 2 | HP 18/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | ◆ ↺ ◇

Wow. Good thing I raised my shield! That would totally have been a crit…Though I would disagree that the wolf needs to drop her to either bite nor claw her…I mean I get that Grab (or maintaining a Grab) is distinctly different from Strike or whatever Action a wolf uses to bite or claw…but I won’t complain too hard…

Ascaede is not one to lose her temper. Generally, she likes to place it, very firmly where it is needed. And she thinks that she knows just about where to place it. Covered in mawslime, Ascaede scrapes a bit off on her blade. And thrusts twice in quick succession at the hairy beast…with less than stellar results, then brings her shield up to ward off any further canine aggression.

”Kindly take this back!”

Skiwww!!!: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
Wishktt!!!: 1d8 + 2 + 2 + 1 ⇒ (2) + 2 + 2 + 1 = 7

Ttiskh!!!: 1d20 + 6 + 1 - 5 ⇒ (14) + 6 + 1 - 5 = 16
Skikhsht: 1d8 + 2 + 2 + 1 ⇒ (4) + 2 + 2 + 1 = 9


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 whistles for Kolek to do his thing, then fires two arrows.

Ustemir ◆ Command animal + 2x◆ Strike
Kolek ◆ Strike + ◆ Support

Shortbow: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19
2d6 + 1 + 1 ⇒ (1, 1) + 1 + 1 = 4

Shortbow MAP: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11
2d6 + 1 + 1 ⇒ (5, 2) + 1 + 1 = 9

Precision + Kolek Support: 1d8 + 1d8 ⇒ (6) + (8) = 14

Kolek Jaw: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Damage + Precision: 1d8 + 3 + 1d8 ⇒ (5) + 3 + (5) = 13

Hm. Maybe? This might be Stepnik's time to shine... By lighting up the room. Still minimalist posts. Just a few more days. Hang in there.


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

◆ [Manipulate) Ready Crossbow
◆ (Manipulate) Load Crossbow
◆ (Strike) Shoot Crossbow
1d20 + 6 ⇒ (19) + 6 = 25 Crossbow
1d8 ⇒ 3 Bolt (Piercing Damage)


Roll20!

Braving her injuries, Asceade follows on the heels of the wolf and swings, and misses. Miss and Miss!

This time around, Ustemir fails to aim his arrow around his companions, and Kolek has to spin on four heels to bite back at the wolf and is thrown off. Miss and Miss! and Miss!

However, Stepnik takes careful aim and fires a bolt right between Weadin and Asceade's shoulders, directly into the wolf's back, severing his spine. The talking, red-glowing-eyed wolf falls.

No joke, 51HP, AC 19. Ustemir missed due to Lesser Cover. Stepnik landed the killing blow!

Congrats! You have completed The Darkmoon Beast quest! Of course, you will need to prove your kill to Boss Teedum to collect your reward, but for now, go ahead and give yourselves a Hero Point!


Female Thaumaturge 2 | HP 18/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | ◆ ↺ ◇

Nice shot 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 begins to sing in applause of Stepnik!
...now that the smoke's gone and the air is all clear...


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

Nice Shot Stepnik, you got first and last hit on that evil thing! If it was just a guard for whatever's below though... I think we'd better rest and recover if we're going to explore.

Waedin touches Ascedae to heal her.

2 Action Heal: 1d8 + 8 ⇒ (1) + 8 = 9
2 Action Heal: 1d8 + 8 ⇒ (3) + 8 = 11

One heal left. I think we can clear out the rest of this floor maybe?


Roll20!

After the warg falls and Waedin administer's healing, you have the opportunity to look around the room.

An earthy scent is barely noticeable above the smell of blood-matted, singed fur. A patch of black mushrooms grows in a dark corner.

Behind the fallen column from where the warg first emerged is found:
-A bag containing 345 silver pieces
-A finely crafted light crossbow
-A vial of alchemical substance
-A wand

Identify Alchemy DC 18:
This is a Moderate Juggernaut Mutagen

Identify Magic DC 15: Arcane or Primal:
This is a Wand of Burning Hands.


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 walks by the worg corpse, kicks it and takes a quick look at the found loot, shakes his Occult knowing head and kicks the worg corpse again

There's some doors further down the hall, and a couple of rooms overlooked near the main entrance. Down the Hall first, than hit those rooms on our way outside.


Female Thaumaturge 2 | HP 18/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | ◆ ↺ ◇

I don’t think I can Identify Alchemy without an Alchemy Kit even with Diverse Knowledge…

Identify Magic: Arcane: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7 [Esoteric Lore/Diverse Knowledge]

Ascaede winces a little, then smiles in appreciation as Waedin’s magic soothes and heals her wounds. Sadly, she is still clearly rattled, and even though she examines and handles the wand carefully she can only intone “It is a wand. And magical…


Female Thaumaturge 2 | HP 18/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | ◆ ↺ ◇

The acolyte then nods to Sebastien.

”A good plan…check that which is close then, check that which we left originally…


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

"Here... let me take a look at it I've got some scientific methods to identify nearly anything".

1d20 + 8 ⇒ (19) + 8 = 27 Crafting (Using Crafters Appraisal and Quick Identification to look for a minute instead of 10)

"That is a wand of Burning Hands without doubt".

1d20 + 8 ⇒ (7) + 8 = 15 Craft Alchemy (Using alchemy kit).

"Hmmm! Not sure what this elixer is. I'm a little short on Alum in my kit. Perhaps I can try again at a later time... when I'm not as tired".


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

Yeah, let's get it done with then. Waedin is ready to take the lead in Defend Mode.


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

But before that. Let's just take the warg's head. Don't want whatever's below to take it away!

Just thought of taking 10 minutes or so to take off the head.


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|◆ ◇ ↺

"Agreed. I think we should take it slow. Clean up this floor, then move on to others. Don't want any nasty surprises if we need to quickly retreat for some reason."


Roll20!

Waedin goes through the gruesome motions of decapitating the warg's corpse for proof of eliminating the Darkmoon Beast which has been harrowing the local lumber industry.

Next, the group files back out into the narrow hallway to open the next door.

Inside is a small chamber, filled with cobwebbed weapon and armor racks, all empty and cleared.

Perceptions:

Ascaede: 1d20 + 6 ⇒ (15) + 6 = 21
Sebastien: 1d20 + 8 ⇒ (8) + 8 = 16
Stepnik: 1d20 + 5 ⇒ (17) + 5 = 22
Ustemir: 1d20 + 8 ⇒ (16) + 8 = 24

Ustemir finds a bolt case with two crossbow bolts left inside. The bolts are dark blue and cold to the touch.

Identify Magic: DC 20:
These are Freezing Bolts.

Stepnik discovers a secret door hidden in the northeast corner of the room.

Roll20 updated!


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

1d20 + 8 ⇒ (1) + 8 = 9 Crafting (Identify using Crafter's appraisal, and quick ID).

Whoops! I believe that is supposed to be a secret roll anyway?

"Hey! It looks like there is a secret door over here".


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 looks at Stepnik's discovery of a Secret Door. The Bard prepares to open it....
Exploration mode Search


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

Waedin is right behind Sebastien, defending.


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 looks from behind with a doubting look. "Don't think something will be inside, but we will see."

He pulls out his blades just in case.

Search for me.


Female Thaumaturge 2 | HP 18/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | ◆ ↺ ◇

Ascaede readies her blade and shield, casting a fearful look behind the group.

[Exploration: Defend]


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 remembers that he can't take a prep action by pulling his weapons so decides to look for anything unusual.

[Exploration: Investigate


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 is found passed out with his arm still stretching out to open the door....

Hope vacation went well!

The Bard may be in need of a bit of a chiropractor appointment....


Roll20!

Everyone braces themselves as Sebastien bravely opens the secret door.

The halfling finds a small prison hidden behind the wall. One side of this cramped corridor is a wall of rusted iron bars. Decrepit iron doors hang open on rusted hinges, opening up to four cells. Within three of the cells, ancient skeletons begin to stir.

Initiative:

Ascaede: 1d20 + 6 ⇒ (9) + 6 = 15 Perception
Sebastien: 1d20 + 8 ⇒ (1) + 8 = 9 Perception
Stepnik: 1d20 + 5 ⇒ (5) + 5 = 10 Perception
Ustemir: 1d20 + 8 ⇒ (20) + 8 = 28 Perception
Weadin: 1d20 + 7 ⇒ (10) + 7 = 17 Perception
Skeleton 1: 1d20 + 4 ⇒ (18) + 4 = 22 Perception
Skeleton 2: 1d20 + 4 ⇒ (20) + 4 = 24 Perception
Skeleton 3: 1d20 + 4 ⇒ (2) + 4 = 6 Perception

Round 1: Bold May Act!
Ustemir
Kolek

Skeleton 2
Skeleton 1
Weadin (Shield)
Asceade (Shield)
Stepnik
Sebastien
Skeleton 3

Roll20 updated! Ustemir and Kolek are up first!


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 looks around wondering who this brave halfling might be....


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|◆ ◇ ↺

"What the hell are those?" Ustemir's eyebrows shoot up in surprise, but he runs in with his blade drawn and whistles at Kolek to assist. He adjusts his grip on the main gauche and assumes a more defensive stance.

Kolek rushes in and immediately chomps on one of the creatures. (easternmost skelly)

Ustemir ◆ Command Animal ◆ Stride ◆ Using the parry trait for a +1 circumstance to AC
Kolek ◆ Stride ◆ Strike

Jaws: 1d20 + 7 ⇒ (17) + 7 = 24
Damage 1d8 + 3 ⇒ (5) + 3 = 8

Ustemir AC 20
Kolek AC 19


Roll20!

Ustemir leads the way in, trusty Kolek at his heels. The young bear bites the middle skeleton in the femur. It’d be a lot worse if there were any flesh left on them bones.

The skeletons claw back with bony fingers, unsettling yellow lights glowing in otherwise empty eye sockets.
Skeleton 2 Strike: Claw vs Kolek AC 19: 1d20 + 8 ⇒ (9) + 8 = 17 Miss!
Skeleton 2 Strike: Claw vs Kolek AC 19: 1d20 + 4 ⇒ (12) + 4 = 16 Miss!
Skeleton 2 Strike: Claw vs Kolek AC 19: 1d20 + 0 ⇒ (2) + 0 = 2 Miss!

Skeleton 1 Strike: Claw vs Ustemir AC 20: 1d20 + 8 ⇒ (13) + 8 = 21 Hit!
S dmg: 1d4 + 4 ⇒ (3) + 4 = 7
Skeleton 1 Strike: Claw vs Ustemir AC 20: 1d20 + 4 ⇒ (10) + 4 = 14 Miss!
Skeleton 1 Strike: Claw vs Ustemir AC 20: 1d20 + 0 ⇒ (17) + 0 = 17 Miss!
Ustemir gets a nasty scratch.

Round 2: Bold May Act!
Ustemir (7dmg)
Kolek
Skeleton 2 (3dmg)
Skeleton 1
Weadin (Shield)
Asceade (Shield)
Stepnik
Sebastien

Skeleton 3

Everyone else is up!


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 stuttering inspiration and such!
Lingering Composition Performance(T): 1d20 + 9 ⇒ (19) + 9 = 28

The Inspiration rains!
4/4 Rounds!

The stammering Bard then tries to toss a pewter cup at the boney skeleton!
Telekinetic Projectile, inspired: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 252d6 + 1 ⇒ (1, 6) + 1 = 8

He waves.


Female Thaumaturge 2 | HP 18/24| AC: 17 (19 with shield raised)| Fort: +6; Ref: +6; Will: +6 | Per +6 | Spd 20 ft. | ◆ ↺ ◇

Stepping forward, Ascaede looks skance at clattering bones. The acolyte produces some jerky from her coat and rubs it against her temple blade, before weaving strange patterns and striking at the closest skeleton.

◆ Stride ◆ Exploit Vulnerability ◆ Strike

Exploit Vulnerability: 1d20 + 7 ⇒ (10) + 7 = 17

Shiggnt!!!: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Szktt!!!: 1d8 + 2 + 1 + 2 ⇒ (2) + 2 + 1 + 2 = 7 [+2 Str, +1 inspired, +2 implement's empowerment] [Possibly as bludgeoning damage, see below]

If Exploit Vulnerability is a Success, then...something happens. I admit I get confused about overcoming weaknesses and vulnerabilities and things,....but I guess, if they are weak to bludgeoning , then I choose Mortal Weakness and apply damage as if it were bludgeoning...

Exploit Vulnerability:

Exploit Vulnerability [one-action]
Esoterica, Manipulate, Thaumaturge
Frequency: once per round
Requirements: You are holding your implement.

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.

You can attempt to Exploit Vulnerabilities in one of two ways: either by invoking properties that repel that type of creature, or by attempting a more improvisational, ad-hoc method with your esoterica that can impose a custom weakness on any creature, albeit one that usually isn't as dire as a creature's existing weakness:

Mortal Weakness After identifying a creature's weakness, you use a thematically resonant bit of esoterica to attune your attacks to your discovery. Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness.

For example, when fighting a pack of werewolves you might use silver shavings or crushed moonstone to deal damage that applies their weakness to silver to your attacks against any of the werewolves, but you wouldn't apply this damage to any other monsters with a weakness to silver.

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 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

I'll be rebuilding Stepnik with the Bomber Research Field this morning... but for now he'll throw a bomb... are we using Free Archetype, or Ancestral Paragon rules? I don't remember.

◆ Stride
◆ Quick Bomber throw Versatile Vile (Acid)
1d20 + 7 ⇒ (18) + 7 = 25 Throw
1d6 ⇒ 6 Persistent Acid Damage (Flat Check DC 15 to end).
1-splash damage to second skeleton
◆ Raise Shield

"Eat this!

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