Dreadfulness in Dunwich PF1e+

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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Salaha Fort: 1d20 + 3 ⇒ (14) + 3 = 17

Stone Intimidate Goblin 2: 1d20 + 23 ⇒ (5) + 23 = 28
Stone Attack: 1d20 + 7 ⇒ (7) + 7 = 14
Stone Fort: 1d20 + 1 ⇒ (17) + 1 = 18

Monster 1: 1d20 + 3 ⇒ (5) + 3 = 8 Flanking +4
Monster 2: 1d20 + 3 ⇒ (19) + 3 = 22 Flanking +4
Monster 3: 1d20 + 3 ⇒ (16) + 3 = 19 Flanking +4

Monster 1: 1d2 ⇒ 1
Monster 3: 1d2 ⇒ 1

Monster 1 Fort: 1d20 + 1 ⇒ (8) + 1 = 9
Monster 2 Fort: 1d20 + 1 ⇒ (4) + 1 = 5
Monster 3 Fort: 1d20 + 1 ⇒ (14) + 1 = 15

Concludes Round 4 and begins Round 5

Goblin 1 Attacks Dáin: 1d20 + 7 ⇒ (12) + 7 = 19
Goblin 2 Targets 1-3 Dáin 4-6 Stone
Goblin 2 Targets: 1d6 ⇒ 2
Goblin 2 Attacks Dáin: 1d20 + 5 ⇒ (18) + 5 = 23
Goblin 4 Targets 1-4 Dáin 5-6 Stone
Goblin 4 Targets: 1d6 ⇒ 5
Goblin 4 Attacks Stone: 1d20 + 8 ⇒ (7) + 8 = 15
Goblin 5 Targets 1-2 Stone 3 M1 4 M2 5 M3 6 Grün
Goblin 5 Targets: 1d6 ⇒ 1
Goblin 5 Attacks Monster-2: 1d20 + 6 ⇒ (19) + 6 = 25
-------
Goblin 6 Remains Prone and Casts a Spell

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


Dáin Target 1-2 G1 3-4 G4 5-6 G2
Dáin Target: 1d6 ⇒ 1
Stone Target 1-2 G4 3-4 G2 5-6 G5
Stone Target: 1d6 ⇒ 4

Stone Attacks: 1d20 + 7 ⇒ (19) + 7 = 26
Stone Confirm: 1d20 + 7 ⇒ (4) + 7 = 11

First Set Goblin-5
Monster-1 Attack: 1d20 + 9 ⇒ (13) + 9 = 22
Monster-2 Attack: 1d20 + 7 ⇒ (13) + 7 = 20
Monster-3 Attack: 1d20 + 7 ⇒ (4) + 7 = 11

Monster-1 Damage: 1d2 ⇒ 1
Monster-2 Damage: 1d2 ⇒ 1

Second Set Goblin-6
Monster-1 Attack: 1d20 + 7 ⇒ (1) + 7 = 8 Prone +4
Monster-2 Attack: 1d20 + 7 ⇒ (7) + 7 = 14 Prone +4
Monster-3 Attack: 1d20 + 7 ⇒ (14) + 7 = 21 Prone +4

Monster-3 Damage: 1d2 ⇒ 1

Goblin-5 Fort: 1d20 + 6 ⇒ (7) + 6 = 13

******* End of Round 5 -- Begin of Round 6 *******

Goblin 1 Targets 1-2 Salaha 3-5 Dáin
Goblin 1 Target: 1d5 ⇒ 4
Goblin 1 Attacks: 1d20 + 6 ⇒ (16) + 6 = 22
Goblin 2 Targets 1-3 Dáin 4-6 Stone
Goblin 2 Target: 1d6 ⇒ 5
Goblin 2 Attacks: 1d20 + 4 ⇒ (12) + 4 = 16
Goblin 4 Targets 1-4 Dáin 5-7 Stone 8-10 Salaha
Goblin 4 Targets: 1d10 ⇒ 5
Goblin 4 Attacks: 1d20 + 7 ⇒ (8) + 7 = 15
Goblin 5 Targets 1-2 Stone 3-4 M1 5-6 M2 7-8 M3 9-10 Grün
Goblin 5 Targets: 1d10 ⇒ 4
Goblin 5 Attacks: 1d20 + 6 ⇒ (13) + 6 = 19

Second Set Goblin-6 AoO
Monster-1 Attack: 1d20 + 11 ⇒ (3) + 11 = 14
Monster-2 Attack: 1d20 + 11 ⇒ (14) + 11 = 25
Monster-3 Attack: 1d20 + 11 ⇒ (16) + 11 = 27

Monster-2 Damage: 1d2 ⇒ 2
Monster-3 Damage: 1d2 ⇒ 1

Goblin-6 Fort: 1d20 + 6 ⇒ (8) + 6 = 14
Goblin-6 Fort: 1d20 + 6 ⇒ (17) + 6 = 23
---
Goblin-6 Fort: 1d20 + 6 ⇒ (9) + 6 = 15
Goblin-6 Fort: 1d20 + 6 ⇒ (12) + 6 = 18

Goblin-6 Throw Bomb: 1d20 + 6 ⇒ (8) + 6 = 14

Damage M-1: 2d6 ⇒ (5, 2) = 7
Damage M-2: 2d6 ⇒ (2, 3) = 5
Damage M-3: 2d6 ⇒ (3, 5) = 8


Note to Everyone I found Sgt Stone to be a very interesting eye opener when it comes to Intimidation and as such I had do some research into it to get more acquainted with this marginally used skill. Here is what I found which I have also added to the Campaign Tab

Intimidation is a Fear affect which means targets immune to Fear are immune to Intimidation. However, it is not a mind-affecting effect therefore it can still be used to effect mindless creatures (such as skeletons).

Next while it states it causes the Sickened affect this is no longer the case simply put an Intimidated creature simply has a -2 Attack and Damage rolls for the duration of the Intimidation. This means if a target is immune to being Sickened they can still be Intimidated.

This seemed initially counter intuitive but then I did some reading and it occurred to me that Intimidate is more of a Force of Spirit than it is how it is most often conveyed. In fact it is believed that Samurai would Intimidate an oppoent by just standing perfectly still and just facing their enemy. So yes it will effect targets that are mindless and have no real senses either (sight, hearing, etc..), however, if the target is spiritless (like some constructs) then they cannot be Intimidated.


Male Human Psion 10/Atlanteologist 10
DunwichStoryteller wrote:

Note to Everyone I found Sgt Stone to be a very interesting eye opener when it comes to Intimidation and as such I had do some research into it to get more acquainted with this marginally used skill. Here is what I found which I have also added to the Campaign Tab

Intimidation is a Fear affect which means targets immune to Fear are immune to Intimidation. However, it is not a mind-affecting effect therefore it can still be used to effect mindless creatures (such as skeletons).

Next while it states it causes the Sickened affect this is no longer the case simply put an Intimidated creature simply has a -2 Attack and Damage rolls for the duration of the Intimidation. This means if a target is immune to being Sickened they can still be Intimidated.

This seemed initially counter intuitive but then I did some reading and it occurred to me that Intimidate is more of a Force of Spirit than it is how it is most often conveyed. In fact it is believed that Samurai would Intimidate an oppoent by just standing perfectly still and just facing their enemy. So yes it will effect targets that are mindless and have no real senses either (sight, hearing, etc..), however, if the target is spiritless (like some constructs) then they cannot be Intimidated.

Does this mean that the undead have souls?


Male Grippli

Can Grun reach the the prone spell caster? If he flat footed or flanked?


If Grün were not to disengage then an Attack of Opportunity would be initiated.

If he were to disengage then he could not engage in combat on the same round.

The spell caster is at least 40 feet from Grün so he could not do a full move and attack in the same round from what I know (but I could be mistaken).

Therefore I would have to answer no to your question, unless you see a means of doing so.


Hey Grün I have to ask a question here.

You have your Kukri as being +9 to Hit ?

BAB: +2
DEX: +5
FET: +1
--------
TOT: +8

Where does the extra +1 come from as neither Kukri is masterworked?

Note you did not miss as +8 +4 -2 gives the same result and you had a +4 Flank bonus

Also can you check your other numbers just in case. Thanks


Male Grippli
DunwichStoryteller wrote:

...You have your Kukri as being +9 to Hit ?

BAB: +2
DEX: +5
FET: +1
--------
TOT: +8

Where does the extra +1 come from as neither Kukri is masterworked?

SIZ: +1

He be small.


M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

Smol froggy


Male Human Psion 10/Atlanteologist 10
Sun-Dapple Grün wrote:
DunwichStoryteller wrote:

...You have your Kukri as being +9 to Hit ?

BAB: +2
DEX: +5
FET: +1
--------
TOT: +8

Where does the extra +1 come from as neither Kukri is masterworked?

SIZ: +1

He be small.

Yep. That's right.


Cool thanks that is fairly easy to forget

So instead of 8 + 4 - 2 you had 9 + 4 - 2 = 11

Check: 1d20 ⇒ 4


Just a heads up William I will be alterring to clarify the Summon Monster spells as when I was looking at it I found it to be poorly defined. The following makes it more simplistic and straight forward and balanced. I will provide a list of the perhaps best selections based on whether it is air, ground, or aquatic one is needing.
.
Creatures = Animals* or Outsiders
.
Tier-1 Creatures CR 1/8 to 1/6
Tier-2 Creatures CR 1/4 to 1/3
Tier-3 Creatures CR 1/2 ........ (Monster Summon I)
Tier-4 Creatures CR 1 ........... (Monster Summon II)
Tier-5 Creatures CR 2 ........... (Monster Summon III)
Tier-6 Creatures CR 3-4 ........ (Monster Summon IV)
Tier-7 Creatures CR 5-6 ........ (Monster Summon V)
Tier-8 Creatures CR 7-8 ........ (Monster Summon VI)
Tier-9 Creatures CR 9-10 ...... (Monster Summon VII)
Tier-10 Creatures CR 11-12 .. (Monster Summon VIII)
Tier-11 Creatures CR 13-14 .. (Monster Summon IX)

Summoning at Tier gets 1
Summoning at Tier-1 gets 2-3 (1d8) ... 1-5 2 .. 6-8 3
Summoning at Tier-2 gets 3-5 (1d12) . 1-5 3 .. 6-9 2 .. 10-12 5

However this will only apply to future situations and not to the current situation.


Goblin 1 Dáin Dmg: 1d4 + 3 ⇒ (3) + 3 = 6
Goblin 1 Stone Dmg: 1d4 + 1 ⇒ (1) + 1 = 2
Goblin 4 Stone Dmg: 1d4 + 3 ⇒ (4) + 3 = 7
Goblin 5 Stone Dmg: 1d4 + 3 ⇒ (1) + 3 = 4


--- Round 6

Goblin 1 Targets Dáin 1-4 Salaha 5-6
Goblin 1 Targets: 1d6 ⇒ 1
Goblin 1 Atk: 1d20 + 6 ⇒ (20) + 6 = 26
Goblin 2 Con Save: 1d20 + 3 ⇒ (5) + 3 = 8
Goblin 3 Con Save: 1d20 + 3 ⇒ (5) + 3 = 8
Goblin 4 Targets Dáin 1-3 Stone 4-6 Salaha 7-8
Goblin 4 Targets: 1d8 ⇒ 1
Goblin 4 Atk: 1d20 + 5 ⇒ (1) + 5 = 6
Goblin 5 Targets Stone 1-3 Salaha 4-6
Goblin 5 Targets: 1d6 ⇒ 1
Goblin 5 Atk: 1d20 + 7 ⇒ (7) + 7 = 14

Goblin 5 Dmg Shield: 1d4 + 3 ⇒ (1) + 3 = 4

Stone Target: 1d6 ⇒ 3
Stone Intimidate Goblin 4: 1d20 + 23 ⇒ (20) + 23 = 43
Stone Attacks Goblin 4: 1d20 + 9 ⇒ (20) + 9 = 29
Stone Crit Goblin 4: 1d20 + 9 ⇒ (19) + 9 = 28
Stone Dmg Goblin 4: 1d10 + 13 ⇒ (7) + 13 = 20

M1 Atk G6: 1d20 + 7 ⇒ (2) + 7 = 9
M2 Atk G6: 1d20 + 7 ⇒ (9) + 7 = 16
M3 Atk G6: 1d20 + 7 ⇒ (4) + 7 = 11


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M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

*Licks Grun, trips balls*


?? What ??


Male Grippli

So Grun can flank for precision?


Yes and to speed it up I am doing it now.

Atk, Kukri, Flank: 1d20 + 9 + 4 ⇒ (20) + 9 + 4 = 33 Wrong -3 still Crits
Confirm Crit: 1d20 + 9 + 4 ⇒ (18) + 9 + 4 = 31 Wrong -3 still Confirms
Kukri Dmg, Str-1, Precision: 1d2 + 2d6 ⇒ (2) + (1, 4) = 7
Kukri Addtnl Dmg: 1d2 ⇒ 1

******* Round 7 Begins *******

Goblin 1 Targets Dáin 1-4 Salaha 5-6
Goblin 1 Targets: 1d6 ⇒ 6
Goblin 1 Atk: 1d20 + 6 ⇒ (9) + 6 = 15
Goblin 2 Con Save: 1d20 + 3 ⇒ (17) + 3 = 20
Goblin 3 Con Save: 1d20 + 3 ⇒ (13) + 3 = 16
Goblin 4 Con Save: 1d20 + 3 ⇒ (14) + 3 = 17
Goblin 5 Con Save: 1d20 + 3 ⇒ (20) + 3 = 23

Goblin 1 Armor Dmg: 1d4 + 3 ⇒ (3) + 3 = 6

Monster-1 AoO G6: 1d20 + 7 ⇒ (4) + 7 = 11
Monster-2 AoO G6: 1d20 + 7 ⇒ (19) + 7 = 26
Monster-3 AoO G6: 1d20 + 7 ⇒ (3) + 7 = 10

Goblin Lobs AoE: 1d20 + 6 ⇒ (4) + 6 = 10
Grenade Direction: 1d8 ⇒ 5

G6 Fort Save1: 1d20 + 6 ⇒ (9) + 6 = 15
G6 Fort Save2: 1d20 + 6 ⇒ (11) + 6 = 17

M2 Dmg: 1d2 ⇒ 2

Monster-1 Atk G6: 1d20 + 7 ⇒ (1) + 7 = 8
Monster-2 Atk G6: 1d20 + 7 ⇒ (10) + 7 = 17
Monster-3 Atk G6: 1d20 + 7 ⇒ (5) + 7 = 12


Stone Intimidate Goblin 1: 1d20 + 23 ⇒ (20) + 23 = 43
Stone Attacks Goblin 1: 1d20 + 9 ⇒ (5) + 9 = 14


Male Grippli

Did Grun take one down? And still flanking? Or could with a 5-foot step?


Well the one that Grün was fighting last did go down and I think yes his attack did push it over its edge.

As the layout sort-of shows though -- Grün is far from a 5ft step from anyone right now.

He could, however, easily join in on the attack on the remaining Goblin warrior if wants and have a Flank +3.

He could with a double move get closer to the Goblin spell caster but not get there this round.


Snapper Target 1-4 G-5 5-7 G4 8-9 G3 0
Target: 1d10 ⇒ 5

Dáin Fort: 1d20 + 3 ⇒ (13) + 3 = 16
Salaha Fort: 1d20 + 3 ⇒ (1) + 3 = 4
Snapper Fort: 1d20 + 3 ⇒ (18) + 3 = 21
Stone Fort: 1d20 + 3 ⇒ (7) + 3 = 10
William Fort: 1d20 + 2 ⇒ (20) + 2 = 22


Okay just to correct something I had said earlier.

One cannot take 20 on a Knowledge check, because it is a "no retries" skill. There is a penalty for failure - you do not know the thing in question. Thus failing a roll means you do not know the information, and you cannot just "try again" (the way you can with, say, searching for a trap with Perception by just looking again).

Note, I will be using a form of Take-10 going forward to inform the various characters of that they automatically know based on the Ranks they have in a Knowledge Skill.

However, you can also choose to make a roll, to see if you know more about it than your general knowledge would render for you.

Hey Dáin I was looking through your skills and noticed something that I may not have noticed before. At 1st-Level everyone gets 6 Background Points to spend in Background Skills and then they get 2 additional Background Points to spend in Background Skills each level thereafter so Dáin should have 6 + 2 + 2 = 10 Background Skill Points. It looks like you only spent 6 Background Skill Points.

Salaha I believe I stated under skills that I do not have Artistry as that is just a Craft skill and I do not have Lore as that is basically the Knowledge(Local) skill. To make it easier here are the Background Skills.

List of Background Skills
... Animals (aka Handle Animals)
... Appraise
... Legerdemain (aka Sleight of Hand)
... Linguistics

... Knowledge (Engineer)
... Knowledge (Geography)
... Knowledge (History)
... Knowledge (Nobility)

... Craft (<specific>)
... Perform (<specific>)
... Profession (<specific>)

Jazlyn your choice but since we are probably hardly ever going to do any Riding in this campaign due to its nature -- I am willing to let you take Survival in place of the Ride skill as one of your Class Skills.

Grün I just noticed this you do not know how to speak you native language Grippli I would suggest you put that in place and swap out either Gnome or Boggard


Or Grün since there are those in your tribe that know Saurian (Lizardfolk) you may take that one instead of Boggard or Gnome as well.


Male Grippli
DeJoker wrote:
Or Grün since there are those in your tribe that know Saurian (Lizardfolk) you may take that one instead of Boggard or Gnome as well.

Did both, they make more sense.


CG Human Female (she/her/hers) Brawler 3 | HP: 40/40 AC 19 T 13 FF 16 F +6 R +6 W +5 | Martial Flexibility 4/4
DunwichStoryteller wrote:
Jazlyn your choice but since we are probably hardly ever going to do any Riding in this campaign due to its nature -- I am willing to let you take Survival in place of the Ride skill as one of your Class Skills.

I think I already swapped riding and survival as class skills. My character creation notes have survival as a class skill and ride is not. I suspect you already gave me this option during character creation. She also has a full list of background skills.


Okay great -- you Class Skills are simply noted on your character sheet is all so I was not sure.


Okay folks should I move things forward -- aka do a short time jump -- or do you all want to work things out in role play.


Male Grippli

Happy to jump forward.


M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

Same


Female Aquatic Elf Druid 3

Time skip okay with me


Male Human Evoker 3

Time skip is okay with me.


M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

I need to learn armory skills so I can repair armor.


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

We should at least role-play the interaction with Jazlyn once she returns to consciousness.


Male Grippli
Jazlyn of Clan Ocēlōme wrote:
We should at least role-play the interaction with Jazlyn once she returns to consciousness.

True, but story telling else that could be away from "here."


Jazlyn's interaction will be allowed after my update which will include the information that Jazlyn learned during her state of semi-consciousness as well as what has been found by everyone else.


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

I'm ready.

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