Riverlands Here We Come (Inactive)

Game Master Chainmail

PF2E Kingmaker Book 1 Marching order: Lyra/Edoom:BB/Tibold
Stolen Lands Hex Map
Players Guide
Link to 2E action list
Current Map
Influence: Friends: Amiri, Jaethal Helpful:
Loot Tracker
hero points
Feel free to cut and paste these icons: ◆ Single action ◆◆ Two actions ◆◆◆ Three actions ◇ Free action ⟳ Reaction


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Splash is all around target. Bomber research area may change that.


Male Daytona 500 DM / 12

I forgot the inspire on a Edooms attack and damage if that makes a difference


Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1

Pathfinder forums are being weird this morning. When I originally rolled the checks it was a 15 on the cloak and a 19 on the sword. After I previewed them it changed them to what is in the post. I'm fine with either.


Infusions: 1/5
Prepared:
Bottled Lightning 2/3 | Goo Grenade 1/3 | Elixir of Life 0/2 | War Blood Mut 1/2
(Dying 2)/18 HP

Can Tibold make his own Medicine check for heals or is it limited to one try?


F Half-Elf Ranger 1 AC:18| HP: 15/20 |Perception +7|Exploration Action: Scout
Tibold Crenshaw wrote:
Can Tibold make his own Medicine check for heals or is it limited to one try?

Typically, someone who is trained can try to Treat Wounds once per hour even if a failure. It takes 10 minutes of game time per attempt. A critical failure can actually cause damage. Certain situations rules may vary.


Once a character is treated, they are immune for 50 mins after. Typically optimal healing uses best heal check unless time is a factor.


Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1

Edoom has a +3 to medicine if anyone wants him to try.


F Half-Elf Ranger 1 AC:18| HP: 15/20 |Perception +7|Exploration Action: Scout

By the way, here is teh updated Loot Tracker worksheet that I keep meaning to share, but never quite doing it.

In my games, I use this format. It has loot to be distributed or sold on the first page. coins and spending tracked on the second page, and distribution of existing things on the 3rd page.

I don't know for sure who has exactly taken what, so let me know, and I will update the third tab.

If you know your character's starting money, I will also update the second tab.

Maybe the GM will link this to the campaign so we can always find it?


Linked

Typically crafting is used to evaluate items and the check to value the item is the same to make it.

Some GMs use society given the "market Value" seems a society thing. But, I feel only with commodoties that would work, and have adopted the craft check as a good standard to replace appraise. And Tibold is a natural crafter, so right up his alley.


Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1

Did Edoom's 15 Arcana on the Cloak, and 19 Arcana on the sword reveal anything?


Once again, some rolls are secret rolls— identifying is one of those. As bad rolls give you wrong information in 2e now, having players roll their own checks defeats that purpose.

For skills with the secret label you just provide your modifier and GM rolls.


Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1

Got it. Perhaps a post like "Edoom was unable to identify the items" would clarify things.

You mentioned Linzi was unable to identify the items so I was wondering if Edoom could try.

Edoom's Arcana modifier is +6


I will communicate better. I think detect magic cantrip gives anyone with ten minutes to spare a check per day.


Infusions: 1/5
Prepared:
Bottled Lightning 2/3 | Goo Grenade 1/3 | Elixir of Life 0/2 | War Blood Mut 1/2
(Dying 2)/18 HP

I found myself with less time than expected during the 4th of July festivities. My apologies.


I will update tomorrow.

That was one of those NPC answers these type of questions from the PCs type of encounters for those who are familiar with Paizo adventures.


Infusions: 1/5
Prepared:
Bottled Lightning 2/3 | Goo Grenade 1/3 | Elixir of Life 0/2 | War Blood Mut 1/2
(Dying 2)/18 HP

Tibold is super low on health. I never did get an answer about the berries/healing that was described. Am I assuming a particular amount of health restored, or does somebody need to make some rolls?


Tibold was healed fully by berries.


Infusions: 1/5
Prepared:
Bottled Lightning 2/3 | Goo Grenade 1/3 | Elixir of Life 0/2 | War Blood Mut 1/2
(Dying 2)/18 HP
GM Tribute wrote:

Tibold was healed fully by berries.

Does that mean, he had no need to drink the Elixir of Life I posted in Gameplay?


I had adjusted his hps after the elixir, so I did include elixir.
Is it possible to make header with vital stat? After 2 frost and a 15 pt giant attack I didn’t know if Tibold was down or not.


Infusions: 1/5
Prepared:
Bottled Lightning 2/3 | Goo Grenade 1/3 | Elixir of Life 0/2 | War Blood Mut 1/2
(Dying 2)/18 HP

Since 2+15=17 and Tibold has 18, he wasn’t down.

After the 15 point hit, I added HP to my bar. Do you not see it?


F Half-Elf Ranger 1 AC:18| HP: 15/20 |Perception +7|Exploration Action: Scout
Tibold Crenshaw wrote:

Since 2+15=17 and Tibold has 18, he wasn’t down.

After the 15 point hit, I added HP to my bar. Do you not see it?

I see it.


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

I see 8/18


I see it now— the sixes in the hp calculation was confusing me - my math was 8+8 +1


Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1

Were you going to move our tokens to the new map?


Athletics, Acrobatics, or Survival Check is required to put out flames in a room. Characters can concentrate on a single room or split up, but failing to extinguish enough of the flames is bad.

Breaking windows in a room can accelerate the extinguishing, but will also increase the possible fire damage.

Adding significant water (not waterskin water, but lots more, as from a a spell) will add to the extinguish fire roll.

Extinguish fires is a one action activity, so act accordingly with a skill roll for each implementation. Clearly designate room you are extinguishing using LEFT 1, LEFT 2, and LEFT 3 for burning rooms or push through a door at the end of the hall or on right if you want to skip firefighting.


Infusions: 1/5
Prepared:
Bottled Lightning 2/3 | Goo Grenade 1/3 | Elixir of Life 0/2 | War Blood Mut 1/2
(Dying 2)/18 HP

Tibold yells, "I got this!" Proceeds to throw several grease bombs into the rooms...


F Half-Elf Ranger 1 AC:18| HP: 15/20 |Perception +7|Exploration Action: Scout

I am out of town this weekend starting today through Sunday. I will be unlikely to post during that time, so feel free to bot Lyra as needed. If she survives the double critical fail, she will keep fire-fighting as needed.

If combat occurs, she will typically shot using her Ranger hunting skills to inflict most damage.


Choose exploration activity and we are back to exploring — water cloths in place.


F Half-Elf Ranger 1 AC:18| HP: 15/20 |Perception +7|Exploration Action: Scout

Sorry for the late notice, but I am away on vacation this week, returning on Sunday night late. Will try to peek in occasionally, but have had some trouble with Paizo site access.

Please run Lyra as you see fit during my absence.


Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1

Work travel till Thursday afternoon. Feel free to DMPC character to not hold things up.


Infusions: 1/5
Prepared:
Bottled Lightning 2/3 | Goo Grenade 1/3 | Elixir of Life 0/2 | War Blood Mut 1/2
(Dying 2)/18 HP

Good thing for the walking plant! Tibold just assumed the gnome was dead based on that description and didn't even consider using his Medicine skill. :P


N is the plan now. We can wait for more input.


So out of combat perception rolls are no longer a thing. You can be in explore mode using a search activity looking for sights and sounds and moving at half speed. If you notice, you were given a bonus to initiative that resulted in Lyra getting to act first because of your preparation. You are at half speed looking for hidden stuff while searching.

Some DMs take roleplaying activities and convert them to initiative skill, if you are a fighter stretching and working out, you may get to roll initiative with athletics. If you are building defenses or brewing potions in camp, when attacked you may get to roll craft for initiative.

Mainly perception and stealth are use for initiative with the default being perception.


Edoom's description matched a search or scout activity.


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

Good to know. Old pf1 habits will be tough to break.


Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1

Yeah. Still clinging to old habits. Do hate to waste a natural 20 though... :-). In addition, I think this is a secret roll, so I was wrong all around. Edoom was defending on this exploration round, not searching or scouting.


No problem, I will have you defend and Move Lyra back after the enemies for the next round as you cant get the benefit of both.

I will put this in a thematic way to explain this game mechanic adjustment.


Nevermind, you got the bonus of scout and defend this time!!

After the crit roll I can't be that heartless.


Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1

Just to clarify so I understand. The leader did the following:

◆ Fired Crossbow
◆ Moved
◆ Readied a dagger
◆ Threw dagger

So he had something special to let him draw the dagger for free?

It might be helpful for us as we're learning to see what actions the enemy is taking as well.


Infusions: 1/5
Prepared:
Bottled Lightning 2/3 | Goo Grenade 1/3 | Elixir of Life 0/2 | War Blood Mut 1/2
(Dying 2)/18 HP

Given he's an 'assassin', we can assume he's a Rogue-based class which can select Quick Draw at level 2, but technically there's no way for our PCs to ever know that since they don't think of their world in mechanical terms.

Edoom, Tibold, Lyra, and Brightberry would just think he's got really fast hands.


Hand crossbow one hand
Dagger left hand
>Fire one handed crossbow
>move
>throw dagger
holds unloaded crossbow
other hand empty

Hand Crossbow
Source Core Rulebook pg. 281 4.0
Price 3 gp; Damage 1d6 P; Bulk L
Hands 1; Range 60 ft.; Reload 1
Category Simple
Group Bow
Ammunition Bolts


Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1

Ah Got it. Didn't know it was a hand crossbow. That explains it.

OUCH!

:-)

Was wondering if there was something else, I could have done, but them being so high in the initiative order sealed Edoom's fate.

Not complaining... just understanding how the game works so I can strategize moving forward... that is if we don't have a TPK.


When you’re dying, at the start of each of your turns, you must attempt a flat check with a DC equal to 10 + your current dying value to see if you get better or worse. This is called a recovery check. The effects of this check are as follows. Critical Success Your dying value is reduced by 2. Success Your dying value is reduced by 1.

You have been sailing through all but the first combat. And crits do swing both ways. the assassin boss needed his ability enemies are flatfooted to him if they havent acted before to hit you.

And, having the shield raised is the best action for the person in the front IMHO -- so you could tank 5 more damage with 2 more AC.

Dying rules are forgiving until you are suffering persistent damage, then they are brutal


Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1

Yep. And I believe I spent my Hero point earlier on an attack... so I might have to start thinking about a new character if I don't get some help fast. I'm going to go ahead and roll my recovery check here, as I might be AFK much of the day.

1d20 - 1 ⇒ (3) - 1 = 2 Recovery Check


F Half-Elf Ranger 1 AC:18| HP: 15/20 |Perception +7|Exploration Action: Scout

That doorway really limits my tactical options. And the die roller is getting karma revenge on Lyra. Hopefully Edoom (and I) will survive the 2nd wave of attacks


Infusions: 1/5
Prepared:
Bottled Lightning 2/3 | Goo Grenade 1/3 | Elixir of Life 0/2 | War Blood Mut 1/2
(Dying 2)/18 HP

If Tibold can’t hit these guys with a Nat 20 and/or a total of 25, we’re all dead.


Oops missed that, and the fact that you both hit the same one.

Adjusted in rerecap, Edoom needs no roll as everyone gets to heal him before he has to roll.

He gets to go before whoever whacked him, he JUST starts prone, wounded one, and emptyhanded.

Build possibility for Tibold: Tibold can use arcane tattoo for abjuration and get the shield cantrip-- a very solid defensive option that doesn't get affected by a casting stat.


Leader draw stride strike
Minion strike x2 stride


Shields are not normally in a locked grip. But we can get you one but release shield no longer becomes a free action. It will ensure it can’t be easily disarmed and stays in hand when unconscious.

Edoom can stand up rather than raise shield if he wants. Still has wounded 1 condition.


Male: Fort +6 : Ref +5 : Wil +5 : Focus 1/1 Elf, Perception +3 : HP 15/15, Wounded 0 Magus 1 : AC 17 (+2), Speed 30, Hero Points 3/1

Are we waiting on something here?

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