Dreadfulness in Dunwich PF1e+ (Inactive)

Game Master DeJoker

Bale Keep Map

Dunwich:

Dunwich is a somewhat backwater fishing town situated on southern side of the Dunwater River and sandwiched between the Dunwater Marsh and the Monmurg Bay. This makes it tucked away on the south-western coast of the Kingdom of Keoland. Just north of Dunwich is a small monastery dedicated to Heironeous and Bale Keep which guards the road between the town of Saltmarsh and Burle. While further south are other small fishing villages and guard towers. Many folks from Dunwich serve as staff and support for the keep and the town tends to travelers between Saltmarsh and Burle.

This will be a semi-sandbox game based in a non-canon village located in the Viscounty of Salinmoor in the south-western region of Keoland which is located within the Sheldomar Valley within the western area of the Flanaess on the continent of Oerick on the planet Oereth. Dunwich is smaller but similar to its more famous cousin Saltmarsh which is located just to the northeast. As every character will have hailed from or hail from Dunwich there will be special Backgrounds to choose from that will tie the character more tightly into the village.


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Male Grippli

Is Grun still flanking?


Yes as long as Snapper is attacking along with Grün they are both flanking but with only a +1 To Hit instead of the usual +2 due to the alterred method that I use for flanking. Although one can use their attack to Aid another to give them the Aid Another bonus on top of the flanking bonus but that is not something Snapper would be able to do.

Aka you get a +1 for each additional attacker beyond the 1st, thus 2 attackers get a +1, 3 attackers get a +2, 4 attackers get a +3, etc...

Of course depending on the size of the attackers and the size of the target and the battlefield parameters there is a limited number of attackers one can be attacked by.

Still in Grün's case I think the bonus to hit is not as important as his bonus to damage ;-)

Also to perhaps speed things up in future posts, you can just conduct your attack as if you have flanking and if that changes we can just simply adjust your roll accordingly.


Stone Attack: 1d20 + 9 ⇒ (14) + 9 = 23
Stone Damage: 1d8 + 8 ⇒ (5) + 8 = 13
Morale 1: 1d20 ⇒ 11
Morale 6: 1d20 ⇒ 20


Opponents:
-------{ Left
Goblin-1 Shoots at William: 1d20 + 3 ⇒ (17) + 3 = 20
-------{ Right
Goblin-5 Attacks Stone: 1d20 + 2 ⇒ (16) + 2 = 18


Stone Attack: 1d20 + 9 ⇒ (7) + 9 = 16
Stone Damage: 1d8 + 8 ⇒ (3) + 8 = 11
Morale: 1d20 ⇒ 9
Target Who (1 Snapper 2 Salaha 3-4 Dáin 5 Stone 6 Grün)
Target: 1d6 ⇒ 3


CG Human Female (she/her/hers) Brawler 3 | HP: 31/40 AC 19 T 13 FF 16 F +6 R +6 W +5 | Martial Flexibility 4/4

Just letting you know I'm still here, waiting for an entry point for my character.


Great to hear, I was concerned ;-)


Hey just a heads up folks -- I am trying to clean up my notes and get them back in sync with what has occurred so I am 100% where we stand before moving things forward.

I will post for Stone but once the group has their plan for the next area I will hold things off until this weekend so I can make sure I do not make any more foo bars. Sorry for the delay.


Male Grippli

No Healer Kit here :(


That only takes the DC up to a 24 ;-) surely you can make that with ease


Check: 1d4 + 1 ⇒ (1) + 1 = 2


Female Aquatic Elf Druid 3

I think we are good to go forward. I look forward to continuing this campaign, y'all are a great buchn to play with, and I look forward to our new addition!


I am working on it btw -- thought I would get myself all cleaned up and ready to post this weekend but weekend got exciting so not much computer time. Will continue to work on getting all caught up which also means I will be able to stream line future combat posts as I will have a solid methodology in place once I am done.

So just to be clear once I have the information for who needs what healing and that is covered Stone and Dáin will go through the next opening first with everyone else following closely behind.

Or is there any scouting that is going to happen first, and or is the group going to spaced out some. Not saying these things are needed just double checking for current and future concerns. Aka how does the party go about doing things usually.


Female Aquatic Elf Druid 3

Ooh I could maybe have Snapper scout some if it doesn't seem to much an issue. I think I can do that much.


Yeah you can do that but I was thinking something that can better communicate what it can see like Grün as their character is supposed to be a scout type although Grün backed up by Snapper might not be bad either.


Male Grippli
DunwichStoryteller wrote:
Yeah you can do that but I was thinking something that can better communicate what it can see like Grün as their character is supposed to be a scout type although Grün backed up by Snapper might not be bad either.

Happy to scout, just waiting for direction from my... clients.


Well so far I am not sure who I would say the defacto party leader is but we do currently only have 4 individuals to potentially take on that roll.

Grün or one of his clients, Dáin, Salaha, or William.

Now I always encourage one player to be the in-game party leader. Note this does not mean they are a dictator -- on the contrary -- as dictators make horrible leaders. All the group needs is someone who makes these kind of keep things moving forward kind of decision and someone that everyone is okay with them making those kind of decisions.

Of course, the group does not always have to have the same leader in every situation but usually consistency helps keep things moving more smoothly. Still up to you all how you want to handle this. I am just tossing out an idea.

I sometimes play this role when I am playing, and as the leader I am always trying to let the light shine on the other players, especially in situations that their character might excel in because yeah you want the best folks doing their best work as tht helps the team in totallity. Further I am always looking for input from the other players to make sure the group is following the general path that everyone is wanting to travel upon.

Lastly in my experience if everyone waits around for someone else to take the lead, well the group ends up sitting still a lot longer than they need to ;-)

For instance, instead of having Grün wait to have someone ask him to scout ahead, he could instead proffer to do so. Like "Hey what do you guys think, should I scout ahead and do you think I might need any backup when doing so?" This way your not necessarily taking the leader role directly but more indirectly and giving options for the others to choose from.


Missed Roll: 1d20 ⇒ 19
Missed Roll: 1d4 + 1 ⇒ (4) + 1 = 5
Missed Roll: 1d4 + 1 ⇒ (4) + 1 = 5


1d20 ⇒ 12
1d20 ⇒ 15


Hey Grün balls in your court, do you want to do anything more or let the others know what you saw?


Male Grippli

Oops, thought I was waiting on settings of anyone joined.


3d4 ⇒ (3, 1, 4) = 8


Male Grippli

No masterwork quiver, slipped my mind. He probably should get one.


Male Human Evoker 3

Sounds like a good idea.


Hey Dáin -- can Dáin spontaneously cast Cure Light Wounds and/or Channel Positive Healing Energy??

I am asking because I did not see that on his sheet and all I saw was a single Cure Light Wounds spell but I got the impression that Dáin would be able to cast either more than one curative spell or cast a spell that could cure more than one person?

I have now given up on attempting to fix my numbers in order to move things forward -- but that required either a curing Channel Energy and a Cure Light Wounds -- or 2 Cure Light Wounds


M Dwarf Inquisitor(Living Grimoire) 37/37,Init5,F7R2W6,AC18T13FF16

I have a wand of CLW that I can use


ah okay my bad thanks for that clarification

-- 3 charges used -- everyone is fully healed

that is if can I safely assume its a 50 charge wand that does 1d8+1 ?


M Dwarf Inquisitor(Living Grimoire) 37/37,Init5,F7R2W6,AC18T13FF16

Yes


Male Grippli

Sorry folks, rough week & weekend. Will catch up.


My apologies for being so quiet had some RL stuff come down that has taken the wind out of my sails -- working at filling those sails back up so that I can once more get this ship moving forward.


Stone Attack: 1d20 + 10 ⇒ (5) + 10 = 15
Damage: 1d8 + 6 ⇒ (1) + 6 = 7

1d5 ⇒ 2
1d4 ⇒ 1
1d3 ⇒ 3
1d2 ⇒ 1

1d10 ⇒ 7
1d10 ⇒ 2
1d10 ⇒ 9
1d10 ⇒ 1
1d10 ⇒ 9

1d4 ⇒ 1
1d4 ⇒ 3


Again my apologies for the delay folks.


Again my apologies for the delay folks and hopefully life here has finally returned to a semi-normal.


Did we lose folks? No rush just hoping everyone is still here.


Male Grippli

I'm assuming Grun is useless.


?? why useless ??

He can fight still and he is currently in the front row and it is his turn but needs to make a Save

Keep in mind you can do other things than directly attack an opponent there are Combat Maneuvers you could attempt.


M Dwarf Inquisitor(Living Grimoire) 37/37,Init5,F7R2W6,AC18T13FF16

Still here


Female Aquatic Elf Druid 3

Here as well~


Great Dain did you see I need your saves ??

Further Salaha has already gone so I need the following folks to respond

Snapper -- Fortitude Save
Dain -- Save(s)
Grun -- Attack + Save(s)
William -- Attack + Save(s)


Female Aquatic Elf Druid 3

Snapper fort save: 1d20 + 5 ⇒ (9) + 5 = 14


Male Human Evoker 3
DunwichStoryteller wrote:

Great Dain did you see I need your saves ??

Further Salaha has already gone so I need the following folks to respond

Snapper -- Fortitude Save
Dain -- Save(s)
Grun -- Attack + Save(s)
William -- Attack + Save(s)

Still here. Remind me, which save do you need? Fortitude? Reflex? or Will?


If you check the last round results you had sort of a choice...

Reflex Save DC 15 to hold your breath
--or--
Fortitude Save DC 15 (if you failed to hold your breath or chose not to hold your breath -- because you cannot cast Verbal spells while holding your breath assuming you have any)


Male Grippli

What's Grun's attack penalty? Would he have had a chance to draw a kukri?

For some reason, thought he was incapacitated.


Why would he have been incapacitated?

He simply got attacked took a lot of damage but nothing more.

Therefore he is fully able to do whatever he is capable of doing.

Sadly though he is not in a position to gain advantage to implement an attack that includes Precision (Sneak Attack) Damage. However if he were to effectively Feint (Bluff his opponent) he could use Precision (Sneak Attack) damage next round. At least until he gets a Feat that allows him to do that as a quicker action.

Therefore save or not you can attack this round.


Sense Motive: 1d20 + 5 ⇒ (1) + 5 = 6 vs Feint

Stone Fort: 1d20 + 3 ⇒ (18) + 3 = 21
Stone Target: 1d3 ⇒ 2
Stone Inimitdate: 1d20 + 23 ⇒ (3) + 23 = 26
Stone Attack: 1d20 + 8 ⇒ (13) + 8 = 21
Stone Damage: 1d8 + 5 ⇒ (6) + 5 = 11

Snapper Save: 1d20 + 3 ⇒ (10) + 3 = 13


Male Grippli

Character is cursed, just kill him off.


Female Aquatic Elf Druid 3

Lol I like him tho!?!? Lol.

But did the 16 not confirm the crit? I wasn't sure it would or wouldn't if so it's a 2s damage.


No the 16 did not confirm the crit, these guys have surprisingly high ACs (or at least surprising to me when I brought them in) but on the flip-side most of them do not have a lot of hit points.

As for Grün, yeah I agree he does seem to be having a rather difficult time with things, and not getting much support from his team members but I like his spunk. Heck with the Feat that would let you do a Feint as a Move Action rather than a Standard Action he might be doing even better.

Keep in mind Snapper is not doing so well either.


Monster 1: 1d20 + 1 ⇒ (10) + 1 = 11
Monster 2: 1d20 + 1 ⇒ (14) + 1 = 15
Monster 3: 1d20 + 1 ⇒ (13) + 1 = 14

Monster 1 Fort: 1d20 + 4 ⇒ (2) + 4 = 6
Monster 2 Fort: 1d20 + 4 ⇒ (8) + 4 = 12
Monster 3 Fort: 1d20 + 4 ⇒ (2) + 4 = 6

Stone Attack: 1d20 + 7 ⇒ (5) + 7 = 12
Stone Fort: 1d20 + 3 ⇒ (3) + 3 = 6

Target Grün 1-3, 4-6 Tiny M1-3: 1d6 ⇒ 5

Goblin 1 Attacks Dáin: 1d20 + 9 ⇒ (8) + 9 = 17
Goblin 2 Attacks Dáin: 1d20 + 9 ⇒ (20) + 9 = 29
Goblin 3 Attacks M2: 1d20 + 7 ⇒ (2) + 7 = 9
Goblin 4 Attacks Dáin: 1d20 + 10 ⇒ (13) + 10 = 23
Goblin 5 Attacks Stone: 1d20 + 6 ⇒ (6) + 6 = 12


Goblin 1 Damage Armor: 1d4 + 3 ⇒ (4) + 3 = 7
Goblin 2 Damage 7
Goblin 4 Damage Armor: 1d4 + 1 ⇒ (1) + 1 = 2
Goblin 5 Damage: 1d4 + 3 ⇒ (3) + 3 = 6

Monster 2 Damage: 1d2 ⇒ 2
Goblin 3 Fort: 1d20 + 6 ⇒ (9) + 6 = 15

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