[PaizoCon Online 2023] Bounty #20 - Burden in Bloodcove (Inactive)

Game Master Lady Ladile

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Season of Ghosts

Free from Blue's grasping tongue, Rickle raises his shield and draws out his weapon. He'd really rather not risk the chameleons getting free and so tries to clonk Blue over the head with the weapon's hilt - but even confined to a (rather cramped) cage, the chameleon manages to avoid the blow.
______________

Round 2

Zekki
==============
Giant Lizard Red (Goading Feint’d)
Giant Lizard Blue
==============
Rickle (-19)
Clarence (Shield)
Iskra (Grabbed)
Wysteria

Active Conditions:

Environmental Conditions: None

Zekki may act!

Combat Map - Warehouse Row

Grand Archive

NG F Ysoki Investigator 3 | HP 33/33 | AC 20 | Fort +6; Ref +10; Will +9 | Perc +9 (low-light, scent 30') | Hero Pts: 1/3 | Default exploration: Investigate | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

Zekki breathes a sigh of relief, as the lizards stay put in their crate. She aims at the red lizard, trying to find a good place to land a bullet.

Devise a Strategem: 1d20 ⇒ 4

Finding Rickle mostly in the way, she switches to the reddish one in the back, moving to get a better angle.

Sling, nonlethal: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19 for bludgeoning: 1d6 - 1 ⇒ (4) - 1 = 3

◆ Devise a Strategem
◆ Stride
◆ Sling


Season of Ghosts

GM Screen:

Red vs. Iskra (Jaws; GF): 1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 28 (Crit; negated by Rickle's reaction).

Red vs. Iskra (Jaws): 1d20 + 7 ⇒ (20) + 7 = 27 (Crit).
Damage (P): 1d10 + 7 ⇒ (8) + 7 = 15 (Doubled to 30)

Red vs. Iskra (Jaws): 1d20 + 2 ⇒ (8) + 2 = 10

Blue vs. Rickle (Jaws): 1d20 + 14 ⇒ (19) + 14 = 33 (Crit; Shield Block occurs)
Damage (P): 1d10 + 9 ⇒ (4) + 9 = 13 (Doubled to 26, down to 21 from Shield Block)

Blue vs. Rickle (Jaws): 1d20 + 9 ⇒ (18) + 9 = 27 (Hit)
Damage (P): 1d10 + 9 ⇒ (9) + 9 = 18

Blue vs. Rickle (Jaws): 1d20 + 4 ⇒ (20) + 4 = 24 (Crit ;_;)
Damage (P): 1d10 + 9 ⇒ (8) + 9 = 17 (Doubled to 34 but Rickle is already down so nothing actually happens.)

Zekki feels a little better about the situation once she realizes that the lizards aren't going anywhere. She tries to figure out a good place to strike at Blue but with Rickle standing right in front of it, she instead aims for Red and pops it upside the head with a sling bullet.

Red continues trying to chew on the tasty morsel caught with its tongue. Time seems to slow down as the jaws close in on Iskra...and just when it looks like they're about to rip into her, Rickle's power somehow makes the chameleon contemplate its life choices! (Critical hit...but Rickle uses Glimpse of Redemption & Iskra takes no damage.) Still, the chameleon is just a lizard and instinct is quick to kick back in as it tries again to take a bite out of Iskra and this time there's no respite as the jaws clamp down with agonizing force! (Critical hit; Iskra takes 30 damage.) A third bite follows but Red is momentarily tuckered out and misses.

Even without a tongue, Blue absolutely savages Rickle with a flurry of bites. The goblin is able to block a little of the damage with his shield but still unfortunately suffers an agonizing bite (critical hit) like what Iskra did. A second, less powerful bite connects and Rickle's world goes dark as he collapses. Those watching get the feeling that Blue is a little bit stronger than his counterpart Red...

Rickle takes a total of 39 damage and is now at Dying 1. My dice against you guys have unfortunately been hot this round; please feel free to peek under the GM Screen spoiler if you want to see what I mean :\
______________

Round 2/Round 3

Zekki
Rickle (Dying 1)

==============
Giant Lizard Red (-3 NL)
Giant Lizard Blue
==============
Clarence (Shield)
Iskra (-30; Grabbed)
Wysteria

Active Conditions: None

Environmental Conditions: None

Clarence, Iskra, Wysteria are up at the bottom of Round 2 and Zekki, Rickle are up at the top of Round 3!

Combat Map - Warehouse Row

Envoy's Alliance

Female Human Swashbuckler-Fencer 3 | HP 44/44 | AC 20/21/22 | F+8 R+11 W+8 | Perc +8 | Speed 25/35 ft | Hero Points 0 | Exploration: Thorough Search| Active Conditions: None

Wow that hurt

Iskra reels in pain at the bite, it is almost more than she can stand and now Rickle is on the ground completely passed out! Her mind is at risk of being lost in a panic, but she centers herself on the fundamentals.

* Escape Acrobatics: 1d20 + 9 ⇒ (1) + 9 = 10
Hero Point Reroll that Escape Acrobatics: 1d20 + 9 ⇒ (18) + 9 = 27

IDK what to do while waiting to see if an escape was successful so I'll wait for instructions before doing my other two actions

Horizon Hunters

Male Half-Orc | Martial Disciple | Fighter 4 | Hero Points: 1/3 | Lesser Healing Potion | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P 10/11/9/9 (DV) | 25 feet | Class DC 19 | Resist - Void 1 | Athletics(E): +11, Acrobatics/Stealth: +9, Survival: +7, Lore (PFS, Warfare)/Intimidation: +6 | Exploration Activity: Search |

Clarence sees Rickle go down. Though he believes that the more manly thing to do is to attack the lizard, he pulls out a healing potion, steps towards Rickle and pours the potion down the goblin's throat. Though he does wonder what would have happened if he'd missed Rickle's mouth and poured it down his nose instead.

Minor Healing: 1d8 ⇒ 8

"Wake up, little friend. Later on, I teach you cannonball!"

◆ Stride
◆ Interact to Draw
◆ Interact to Pour the potion down Rickle's throat

Envoy's Alliance

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Male Goblin Champion 4 | AC 22/24 | HP 54/54 | Shield HP 20/20 | F+9 R+8 W+8 | Perc +5 | Speed 25 ft | Hero Points 1 | Focus [_] | Exploration: Defend | Active Conditions: None

Rickle stands and wavers. He sees that Iskra is injured and staggers over to her. "Ipfkin rempa," he mumbles, reaching out to her with Sarenrae's light.

* Stand
* Stride
* Lay on Hands. Iskra heals 12 hp and gains a +2 status bonus to AC for one round.

Grand Archive

NG F Ysoki Investigator 3 | HP 33/33 | AC 20 | Fort +6; Ref +10; Will +9 | Perc +9 (low-light, scent 30') | Hero Pts: 1/3 | Default exploration: Investigate | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

"No, BAD LIZARD!" screeches Zekki as Rickle falls. She spits a vial into her hand, dashes some herbs into it, then tosses it at the back corner of the cage. aiming for blue, but hopefully where her companions won't get splashed

Bomb: 1d20 + 8 ⇒ (7) + 8 = 15 for poison: 1d6 ⇒ 1 plus persistent poison: 1d4 ⇒ 1 and 1 splash

◆ Retrieve Vial
◆ Quick Tincture
◆ Throw Bomb

Verdant Wheel

Female-presenting Ancient Ash Ghoran Wizard (Universalist) 3 (HP: 32/32) AC 17/18 F7 R7 W7 P+7E Spd: 25

Wysteria is again shocked by the intensity of the creatures' vicious attacks. Only fair to return the favour, she thinks.

Wysteria casts Electric Arc on both lizards, DC 19 reflex to save.

Electric Arc damage: 2d4 + 4 ⇒ (3, 2) + 4 = 9

With barely a thought, she maintains the shield on Clarence, fully aware with hindsight that she may have put that on the wrong target... ;)


Season of Ghosts

Apologies; work ended up being busy Tuesday & Wednesday night and I've spent a good portion of tonight getting my new PC set up. Ready to resume!

GM Scree:

Red Reflex (DC 19): 1d20 + 12 ⇒ (2) + 12 = 14
Blue Reflex (DC 19): 1d20 + 14 ⇒ (11) + 14 = 25

Terribly injured, Iskra fights down the urge to panic and instead puts all of her efforts into twisting free of Red's tongue. Though Red has a pretty good grip on her, it's no match for her smooth moves and she manages to slip free!

Iskra is no longer grabbed and may take her two additional actions.

While he'd much rather swing his weapon at one of the chameleons, Clarence isn't heartless. He pulls out a healing potion and steps up to Rickle, pouring it down the unconscious goblin's throat and bringing him back to the waking world. Rickle woozily gets to his feet and stumbles to Iskra's aid, healing some of her wounds and granting her a small protective boon.

Zekki, alarmed and horrified, quickly mixes up a bomb and tosses it towards the back part of the cage. The vial goes a little high and shatters just outside of the cage but does splash both lizards a little bit.

Wysteria is also alarmed and decides to fight back with a bit of magic, sending a cracking arc of electricity at the two lizards. While Blue manages to avoid part of the blast, Red isn't so lucky.
______________

Round 2/Round 3

Zekki
Rickle (-35; Wounded 1)
==============
Giant Lizard Red (-3 NL; -10)
Giant Lizard Blue (-5)
==============
Clarence (Shield)
Iskra (-18; +2 AC Status Bonus, 2 Actions Pending)
Wysteria

Active Conditions: None

Environmental Conditions: None

Iskra may act!

Combat Map - Warehouse Row

Envoy's Alliance

1 person marked this as a favorite.
Female Human Swashbuckler-Fencer 3 | HP 44/44 | AC 20/21/22 | F+8 R+11 W+8 | Perc +8 | Speed 25/35 ft | Hero Points 0 | Exploration: Thorough Search| Active Conditions: None

Slipping free she still feels the sweat running down her neck from the bite. She twirls from the slip maneuver into a finishing flourish and then seemlessly into another feint to really send the foe reeling in the blitz of practiced swordplay. When done with her combo she bends her knees ever so slightly ready to dodge.

Confident Finisher and Goading Feint

Shortsword: 1d20 + 10 - 5 ⇒ (4) + 10 - 5 = 9
Failure Effect "You deal half your precise strike damage to the target." (2d6/2)
Damage: 2d6 ⇒ (6, 2) = 8 Couldn't figure out the /2 so 8/2= 4 damage

Feint: 1d20 + 10 ⇒ (5) + 10 = 15

Reaction: The first attack coming at me I will use Nimble Dodge feat and make my AC 22. All following attacks are at my normal AC of 20


Season of Ghosts

GM Screen:

Red vs. Iskra (Tongue): 1d20 + 12 ⇒ (2) + 12 = 14
Red vs. Iskra (Tongue): 1d20 + 8 ⇒ (2) + 8 = 10
Red vs. Iskra (Bite): 1d20 + 2 ⇒ (14) + 2 = 16

Blue vs. Iskra (Bite): 1d20 + 14 ⇒ (3) + 14 = 17
Blue vs. Iskra (Bite): 1d20 + 9 ⇒ (1) + 9 = 10
Blue vs. Rickle (Bite): 1d20 + 4 ⇒ (14) + 4 = 18

Though tense, Iskra attempts to execute a graceful finishing flourish against Red. The strike doesn't directly pierce the creature's hide like she was going for but it still grazes the chameleon and does some damage. She then tries to feint against the creature but with its sharp eyes it doesn't seem fooled. Still, Iskra isn't one to give up and she readies herself to dodge what seems like an inevitable counterattack.

Both lizards don't seem unwilling to give up on a potential meal just yet. Red tries twice to catch hold of Iskra with its tongue and then tries to catch her with its teeth, but Iskra easily dodges all of it. Blue also tries to bite at the nimble fencer, twice, but can't catch her either. Then, alarmingly, it cranes its neck out through the bars of the cage and tries to snap at Rickle, perhaps thinking the goblin an easier target. Luckily Rickle sees it coming and avoids getting another taste of Blue's sharp teeth.

And now you know that these guys have a 10 ft. reach on their bite attacks.
______________

Round 3/Round 4

Zekki
Rickle (-35; Wounded 1)

==============
Giant Lizard Red (-3 NL; -14)
Giant Lizard Blue (-5)
==============
Clarence (Shield)
Iskra (-18; +2 AC Status Bonus)
Wysteria

Active Conditions: None

Environmental Conditions: None

Clarence, Iskra, Wisteria are up at the bottom of Round 3 and Zekki, Rickle are up at the top of Round 4!

Combat Map - Warehouse Row

Envoy's Alliance

Male Goblin Champion 4 | AC 22/24 | HP 54/54 | Shield HP 20/20 | F+9 R+8 W+8 | Perc +5 | Speed 25 ft | Hero Points 1 | Focus [_] | Exploration: Defend | Active Conditions: None

Clearing his head a little, Rickle realizes he's left his dogslicer and shield over at the other end of the crate. He slips out his horsechopper instead, though laments the realization that it doesn't give him the reach advantage he'd hoped for.

He tries to sweep the lizard off its feet before slicing at it.

* Draw weapon
* Trip Red Athletics: 1d20 + 11 ⇒ (4) + 11 = 15
* Attack Strike: 1d20 + 4 ⇒ (1) + 4 = 5 for Slashing: 1d8 + 4 ⇒ (3) + 4 = 7
Reaction: Glimpse of Redemption if an enemy within 15 feet damages an ally within 15 feet.

Verdant Wheel

Female-presenting Ancient Ash Ghoran Wizard (Universalist) 3 (HP: 32/32) AC 17/18 F7 R7 W7 P+7E Spd: 25

Wysteria's eyes seem to unfocus slightly as she shimmers and wavers in the morning light, her form appearing to jump back and forth in space several times before the effect fades, leaving her in a new location. Using my Bend Time ability to stride once to behind and just north of Rickle.

She mutters arcane words and raises her hand, which somehow continues to ripple in the air, as if seen through the heat shimmers of a desert sun, and carefully touches Rickle, transferring the effect to him. Casting Blur on Rickle, which will provide Concealment for one minute.

"Careful now, but I think we must put these creatures to rest, permanently or otherwise!" she says, sparing a moment of concentration to perpetuate the defensive enchantment on Clarence.

Grand Archive

NG F Ysoki Investigator 3 | HP 33/33 | AC 20 | Fort +6; Ref +10; Will +9 | Perc +9 (low-light, scent 30') | Hero Pts: 1/3 | Default exploration: Investigate | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

Zekki stays right where she is, hopefully out reach of anything else the lizards might show. She reloads her sling and aims carefully at Blue, whirling the sling over her head.

Devise a Strategem: 1d20 ⇒ 6

Blue seems rather dodgy, so she takes a wild shot at Red instead.

sling, nonlethal: 1d20 + 8 - 2 ⇒ (16) + 8 - 2 = 22
bludgeoning: 1d6 - 1 ⇒ (1) - 1 = 0

◆ Reload
◆ Devise a Strategem
◆ Strike

Envoy's Alliance

Female Human Swashbuckler-Fencer 3 | HP 44/44 | AC 20/21/22 | F+8 R+11 W+8 | Perc +8 | Speed 25/35 ft | Hero Points 0 | Exploration: Thorough Search| Active Conditions: None

Deep breaths, composing her mind to the flow of the next series of strikes. She calls out during a pause in her motion, "Be careful!"
A shift of the foot to feint right while pivoting the hips for a sting of her sword to the left.

Goading Feint Deception: 1d20 + 10 ⇒ (16) + 10 = 26

Horizon Hunters

Male Half-Orc | Martial Disciple | Fighter 4 | Hero Points: 1/3 | Lesser Healing Potion | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P 10/11/9/9 (DV) | 25 feet | Class DC 19 | Resist - Void 1 | Athletics(E): +11, Acrobatics/Stealth: +9, Survival: +7, Lore (PFS, Warfare)/Intimidation: +6 | Exploration Activity: Search |

Clarence unstraps his shield from his back. He steps forward and swings at Blue.

+1 Longsword vs Blue: 1d20 + 11 ⇒ (1) + 11 = 12

Clarence trips on a loose rock and nearly drops his sword.

↺ AoO:

+1 Longsword: 1d20 + 11 ⇒ (2) + 11 = 13
Clarence kicks the dice bot

◆ Interact to Draw Shield
◆ Step
◆ Whiff
↺ Reactive Shield - When hit in melee, raise shield to get bonus to AC vs that strike


Season of Ghosts

Rickle draws out his backup weapon and attempts to trip Red but the chameleon manages to keep its footing. The goblin follows up with a strike at the creature but isn't able to connect.

Wysteria uses her powers to bend time and space and warp herself behind Rickle, before granting the goblin a bit of defensive blurring magic. She also maintains her defensive shield on Clarence.

Zekki remains at a distance and tries to pinpoint some weakness of Blue's, but quickly decides that it might be best to focus on Red for now. She flings a soft, spongy stone at Red - she has no trouble connecting but the stone doesn't seem to actually have any noticeable effect on the creature.

Iskra readies herself for another barrage of attacks and once again attempts to do a fake-out against Red...and this time, it seems to work! (Red is now Goading Feint'd - that still leaves you with two actions if you want to do anything else.)

Clarence moves up into the fray now too, drawing out his shield before attempting to strike at Blue with his longsword. The strike misses and Clarence to defend himself with his shield.
______________

Round 3/Round 4

Zekki
Rickle (-35; Blur, Wounded 1)
==============
Giant Lizard Red (-3 NL, -14, Goading Feint’d)
Giant Lizard Blue (-5)
==============
Clarence (Shield)
Iskra (-18; 2 Actions Remaining)
Wysteria

Active Conditions: None

Environmental Conditions: None

Iskra may act!

Combat Map - Warehouse Row

Envoy's Alliance

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Female Human Swashbuckler-Fencer 3 | HP 44/44 | AC 20/21/22 | F+8 R+11 W+8 | Perc +8 | Speed 25/35 ft | Hero Points 0 | Exploration: Thorough Search| Active Conditions: None

*Nonlethal Shortsword vs Red: 1d20 + 10 - 2 ⇒ (1) + 10 - 2 = 9
Failed

* Confident Finisher Nonlethal Shortsword vs Red: 1d20 + 10 - 2 - 5 ⇒ (20) + 10 - 2 - 5 = 23
Critical Damage: 2d6 + 4d6 ⇒ (6, 6) + (4, 6, 3, 4) = 29

Hope I did that right.


Season of Ghosts

Nice crit!

GM Screen:

Red Stealth (Hide): 1d20 + 13 ⇒ (12) + 13 = 25

Blue vs. Clarence (Bite): 1d20 + 14 ⇒ (10) + 14 = 24 (GoR kicks in; Blue eats the Enfeeble 2)
Damage (P): 1d10 + 9 ⇒ (2) + 9 = 11 (Clarence resists 5, Shield Block eats another 5)

Blue vs. Rickle Concealment (DC 5): 1d20 ⇒ 12

Blue vs. Rickle (Bite): 1d20 + 9 - 2 ⇒ (2) + 9 - 2 = 9

Blue vs. Iskra (Bite): 1d20 + 4 - 2 ⇒ (12) + 4 - 2 = 14

After an initial failed attempt Iskra hauls off and manages to strike Red with a powerful blow, right where it hurts! Even though her strike is meant to incapacitate rather than kill, Red has clearly had enough - it's taken quite a beating and food isn't supposed to fight back this much! It shifts the color of its scales, blending in with the surroundings and becoming hidden...well, sort of. You still know where it is because it can't physically leave the cage.

Red has become hidden from everyone (it specifically doesn't need cover to do this). If you want to keep targeting it you'll need to make a DC 11 Flat Check to do so, but otherwise it's out of the fight.

Blue hasn't gotten the memo, however, and continues trying to chow down on anyone within reach. It first bites at Clarence and is forced to consider its sins, but being hungry, ignores the glimpse of redemption and chomps down. However, Clarence not only blocks with his shield but finds that his skin seems to somehow resist against Blue's piercing teeth. Wysteria's shield mitigates the rest, leaving the half-orc completely uninjured! It next tries to bite at Rickle and though it manages to see through the blurring effect, the goblin easily evades the bite. Last but not least, Blue snaps at Iskra but she too easily avoids being bitten.
______________

Round 4/Round 5

Zekki
Rickle (-35; Blur, Wounded 1)

==============
Giant Lizard Blue (-5; Enfeebled 2)
==============
Clarence (Shield)
Iskra (-18)
Wysteria

Active Conditions: None

Environmental Conditions: None

Everyone may act!

Combat Map - Warehouse Row

Envoy's Alliance

1 person marked this as a favorite.
Female Human Swashbuckler-Fencer 3 | HP 44/44 | AC 20/21/22 | F+8 R+11 W+8 | Perc +8 | Speed 25/35 ft | Hero Points 0 | Exploration: Thorough Search| Active Conditions: None

Iskra pivots on the balls of her feet to face the lizard which is still actively biting out at her and the rest of the team. Keepings a look out for a sudden change in behavior from the last lizard she shifts priorities to a foe she can see instead of playing a guessing game. If the first lizard wants more it can ask for it!

As her toes finish their turn her heel slams down to the ground, a slide from the leading foot out towards the monster making her profile low in the reach of her sword. Yet it is yet another feint. The last never learned and this second one will regret its persistence!

* Feint
Deception: 1d20 + 10 ⇒ (4) + 10 = 14


Season of Ghosts

Though pleased that at least one of the chameleons is all out of fight, Iskra isn't about to let her guard down. She attempts to brandish her sword and throw Blue off-kilter, but the overgrown lizard is quite perceptive to her movements and doesn't seem to be fooled.
______________

Round 4/Round 5

Zekki
Rickle (-35; Blur, Wounded 1)

==============
Giant Lizard Blue (-5; Enfeebled 2)
==============
Clarence (Shield)
Iskra (-18; 2 Actions Remaining)
Wysteria

Active Conditions: None

Environmental Conditions: None

Everyone may act!

Combat Map - Warehouse Row

Horizon Hunters

Male Half-Orc | Martial Disciple | Fighter 4 | Hero Points: 1/3 | Lesser Healing Potion | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P 10/11/9/9 (DV) | 25 feet | Class DC 19 | Resist - Void 1 | Athletics(E): +11, Acrobatics/Stealth: +9, Survival: +7, Lore (PFS, Warfare)/Intimidation: +6 | Exploration Activity: Search |

Clarence roars with rage and pokes Blue.

+1 Longsword vs Blue: 1d20 + 11 ⇒ (14) + 11 = 25
Piercing?: 1d8 + 3 ⇒ (8) + 3 = 11

He attempts to poke Blue again before raising his shield in defense.

+1 Longsword vs Blue, MAP: 1d20 + 6 ⇒ (17) + 6 = 23
Piercing?: 1d8 + 3 ⇒ (5) + 3 = 8

↺AoO:

+1 Longsword: 1d20 + 11 ⇒ (2) + 11 = 13
Piercing?: 1d8 + 3 ⇒ (5) + 3 = 8

If he's hit, he will shield block


◆ Poke
◆ Poke
◆ Raise Shield (+2 AC)

Envoy's Alliance

Female Human Swashbuckler-Fencer 3 | HP 44/44 | AC 20/21/22 | F+8 R+11 W+8 | Perc +8 | Speed 25/35 ft | Hero Points 0 | Exploration: Thorough Search| Active Conditions: None

Annoyed, but not flustered, Iskra pivots again to faint at a different angle. Deeply focused on getting into the rhythm of her attacks and get not just a hit in on the creature but one that shows the superiority of her technique.

*2nd Goading Feint
Deception: 1d20 + 10 ⇒ (8) + 10 = 18


Season of Ghosts

Clarence has finally HAD ENOUGH! With a roar of anger he swings his longsword twice at Blue, slicing two respectable-sized wounds into the creature's hide! He then raises his shield, ready for another barrage of attacks.

Iskra continues trying to feint against the creature and throw it off-kilter, but it stubbornly continues to track her movements. (It's got a pretty good Perception DC and the dice-bot has been unfortunately fickle for you.)
______________

Round 4/Round 5

Zekki
Rickle (-35; Blur, Wounded 1)

==============
Giant Lizard Blue (-24; Enfeebled 2)
==============
Clarence (Shield)
Iskra (-18; 1 Action Remaining)
Wysteria

Active Conditions: None

Environmental Conditions: None

Zekki, Rickle, Iskra, Wysteria may act!

Combat Map - Warehouse Row

Envoy's Alliance

Female Human Swashbuckler-Fencer 3 | HP 44/44 | AC 20/21/22 | F+8 R+11 W+8 | Perc +8 | Speed 25/35 ft | Hero Points 0 | Exploration: Thorough Search| Active Conditions: None

I am a Swashbuckler, I am just a bad fighter without Panache. I thought about tumble, but they are in cages so that won't really work either. Its just the weakness of Swashbucklers that they struggle against anything with good Reflex and/or Perception/Will. But since the odds are bad would it be alright if I roll three feints at once and we just take back all feints after the one that succeeds. That way I am only taking 2 turns at most. I am going to Feint again, at least this time my turn is over one way or the other.

*Goading Feint
Deception: 1d20 + 10 ⇒ (12) + 10 = 22

Verdant Wheel

Female-presenting Ancient Ash Ghoran Wizard (Universalist) 3 (HP: 32/32) AC 17/18 F7 R7 W7 P+7E Spd: 25

Wysteria waits for her moment, dropping the shield on Clarence and instead using her magic to assist her aim. She points a finger to launch a gobbet of flame at the blue lizard, trying not to strike it in a vital spot, but maybe ruin its day a bit.

True Strike, followed by Produce Flame, with -2 for non-lethal

Attack Roll 1: 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 17
Attack Roll 2: 1d20 + 9 - 2 ⇒ (17) + 9 - 2 = 24
Flamey damage!: 2d4 + 4 ⇒ (4, 2) + 4 = 10

Envoy's Alliance

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Male Goblin Champion 4 | AC 22/24 | HP 54/54 | Shield HP 20/20 | F+9 R+8 W+8 | Perc +5 | Speed 25 ft | Hero Points 1 | Focus [_] | Exploration: Defend | Active Conditions: None

Suddenly realizing that he never posted his turn in this game,

Rickle sweeps his weapon low in another attempt to throw the creature off-balance, then follows it up with a slice towards the chameleon's head--no, not a slice. He twists his weapon at the last moment to strike with the flat. Lizards are cargo, apparently.

He then takes a step back, hopefully out of reach this time. It's not how he learned to fight, but at the moment he's really feeling the goblin tactics and remembering one of the reasons he's been trying to learn other ideas from his halfling friends.

* Trip Athletics: 1d20 + 11 ⇒ (6) + 11 = 17
* Strike Attack, MAP/nonlethal: 1d20 + 2 ⇒ (6) + 2 = 8
* Step
Reaction: Glimpse of Redemption if an enemy within 15 feet damages an ally within 15 feet.


Season of Ghosts

GM Screen:

Zekki DoS: 1d20 ⇒ 17
Strike vs. Blue (Sling): 17 + 8 - 2 = 23
Damage (NL): 1d6 - 1 + 1d6 ⇒ (5) - 1 + (2) = 6

1=Iskra, 2=Clarence
3d2 ⇒ (1, 2, 1) = 4

Blue vs. Iskra (Enfeebled 2, GF): 1d20 + 14 - 4 ⇒ (13) + 14 - 4 = 23
Damage (P): 1d10 + 9 ⇒ (7) + 9 = 16

Hit but GoR eats it~

Blue vs. Clarence: 1d20 + 9 ⇒ (1) + 9 = 10
Blue vs. Iskra: 1d20 + 4 ⇒ (14) + 4 = 18

With dogged determination, Iskra tries once again to feint against Blue...and this time, she's certain she's thrown it for a loop - though just barely. But just barely is all she needs. (Success!)

Thinking that perhaps a strong offense would be more prudent, Wysteria allows the shield around Clarence to expire and uses her magic to bolster her own aim. She then flings an orb of flame that connects and delivers a nice singe to the chameleon's scaly hide!

Rickle tries once more to trip Blue before attempting to crack the creature under the jaw with the flat of his blade, but the chameleon manages to avoid all of his efforts. Not wanting to suffer another painful bite, the goblin then falls back a step to consider his options.

Zekki reloads her sling and manages to pinpoint a vulnerable point on the chameleon. She takes aim and flings the sling stone, which connects solidly!

Blue is also doggedly determined and snaps out again, first at Iskra - who finds herself protected by her own cleverness and Rickle's redemptive powers - and then at Clarence. But to no avail. One last, third attempt is directed at Iskra again but she has no trouble dodging it.
______________

Round 5/Round 6

Zekki
Rickle (-35; Blur, Wounded 1)

==============
Giant Lizard Blue (-24, -16 NL)
==============
Clarence
Iskra (-18)
Wysteria

Active Conditions: None

Environmental Conditions: None

Everyone may act!

Combat Map - Warehouse Row

Horizon Hunters

Male Half-Orc | Martial Disciple | Fighter 4 | Hero Points: 1/3 | Lesser Healing Potion | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P 10/11/9/9 (DV) | 25 feet | Class DC 19 | Resist - Void 1 | Athletics(E): +11, Acrobatics/Stealth: +9, Survival: +7, Lore (PFS, Warfare)/Intimidation: +6 | Exploration Activity: Search |

Clarence pokes Blue again before raising his shield.

+1 Longsword vs Blue: 1d20 + 11 ⇒ (19) + 11 = 30
+1 Longsword vs Blue: 1d20 + 6 ⇒ (8) + 6 = 14

Piercing: 1d8 + 3 ⇒ (1) + 3 = 4
Double if it's a crit
Rages against the dice bot!!

◆ Poke
◆ Whiff
◆ Shield up

↺ Shield block if he gets hit

↺ AoO:

+1 Longsword: 1d20 + 11 ⇒ (4) + 11 = 15
Piercing: 1d8 + 3 ⇒ (2) + 3 = 5

Envoy's Alliance

Female Human Swashbuckler-Fencer 3 | HP 44/44 | AC 20/21/22 | F+8 R+11 W+8 | Perc +8 | Speed 25/35 ft | Hero Points 0 | Exploration: Thorough Search| Active Conditions: None

Doggedly determined indeed. Others might call inflexible, but Iskra is proud and stubborn and won't let even the most perceptive foes force her to compromise. Victory of the worthy foe is itself worth the dedication.
That said a duelist with only one series of moves is a bad duelist, a simple change in aggression is no concession to the beast.

She alters her gripe for lighter attacks. One more feint for good measure, but then all sting!

One normal feint to fish for Flat Footed. +1 Circumstance bonus to Deception from Panache
Deception: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12

Success or failure we move into two strikes.
Shortsword: 1d20 + 10 - 2 ⇒ (15) + 10 - 2 = 23

Shortsword: 1d20 + 10 - 5 - 2 ⇒ (13) + 10 - 5 - 2 = 16

If I hit with Strike 1:
Shortsword Damage: 1d6 + 0 + 2 ⇒ (3) + 0 + 2 = 5

If I hit with Strike 2:
Shortsword Damage: 1d6 + 0 + 2 ⇒ (4) + 0 + 2 = 6

The combo finished she leans into the balls of her feet to give her the spring for a sudden roll.
Reaction: If I am attacked I will Nimble Dodge for AC 22 on first attack.


Season of Ghosts

Clarence continues to poke at Blue with his sword, this time connecting with a powerful-looking strike! Though his follow-up is a miss, Blue is definitely not looking too happy with all the cuts and bruises it has accumulated. Clarence then raises his shield, ready for anything.

Buoyed by her success, Iskra tries once more for a feint before going on the offensive. While Blue isn't inclined to be fooled again so soon, the duelist is able to connect with her first strike and opens up another bleeding wound on the lizard!
______________

Round 5/Round 6

Zekki
Rickle (-35; Blur, Wounded 1)

==============
Giant Lizard Blue (-37, -16 NL)
==============
Clarence
Iskra (-18)
Wysteria

Active Conditions: None

Environmental Conditions: None

Wysteria, Zekki, Rickle may act!

Combat Map - Warehouse Row

Envoy's Alliance

Male Goblin Champion 4 | AC 22/24 | HP 54/54 | Shield HP 20/20 | F+9 R+8 W+8 | Perc +5 | Speed 25 ft | Hero Points 1 | Focus [_] | Exploration: Defend | Active Conditions: None

Rickle moves close enough to try again. Sweep, jab.

"Go on, disappear! Be a good lizard."

* Step
* Trip Athletics: 1d20 + 11 ⇒ (20) + 11 = 31
* Strike Attack (MAP/nonlethal): 1d20 + 2 ⇒ (11) + 2 = 13

Verdant Wheel

Female-presenting Ancient Ash Ghoran Wizard (Universalist) 3 (HP: 32/32) AC 17/18 F7 R7 W7 P+7E Spd: 25

With few non-lethal options available to her, Wysteria takes a deep breath and launches another bolt of flame at the lizard, preceding her missile with a minor enhancement to her timing, trying to avoid striking the bars...

Time Sense for a +1 to hit, followed by a non-lethal Produce Flame.
Produce Flame Attack Roll: 1d20 + 9 - 2 + 1 ⇒ (7) + 9 - 2 + 1 = 15
Flamey Hurtage: 2d4 + 4 ⇒ (3, 1) + 4 = 8


Season of Ghosts

GM Screen:

Trip Damage (B): 1d6 ⇒ 3

Eager to end the fight, Rickle once more steps up and aims a sweep at Blue's legs - and nails it! Not only does Blue get tripped up and fall but it even thumps its head against the bars of the cage as it goes down. With that, plus Wysteria sending another orb of fire flying over its head, Blue finally seems to have had enough as well. Even as Zekki readies herself to fling another stone, Blue uses its innate camouflaging abilities to meld in with the bits of greenery in the cage and hide.

Combat Over!

With the chameleons no longer a threat - but still very much alive and without any lasting injuries - you've got time to mend your wounds and refocus yourselves before moving on to the other crates.

Warehouse Row

Envoy's Alliance

Male Goblin Champion 4 | AC 22/24 | HP 54/54 | Shield HP 20/20 | F+9 R+8 W+8 | Perc +5 | Speed 25 ft | Hero Points 1 | Focus [_] | Exploration: Defend | Active Conditions: None

"Lizards... Check."

Rickle retrieves his fallen armaments before seeing if he can get the crate closed again.
"I can do more healing... but I gotta rest a minute, first."

Envoy's Alliance

Female Human Swashbuckler-Fencer 3 | HP 44/44 | AC 20/21/22 | F+8 R+11 W+8 | Perc +8 | Speed 25/35 ft | Hero Points 0 | Exploration: Thorough Search| Active Conditions: None

Breathing heavily Iskra sheathes her weapons and pulls a handkerchief from per pocket and wipes away her perspirations.
What... was that supposed to be safe... the safe cargo Aspis was expecting?

She looks to Rickle to acknowledge him, "Yes, a good bout it might have been but we have earned our time on the bench to recuperate before the next b@%&%~#s."

Horizon Hunters

Male Half-Orc | Martial Disciple | Fighter 4 | Hero Points: 1/3 | Lesser Healing Potion | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P 10/11/9/9 (DV) | 25 feet | Class DC 19 | Resist - Void 1 | Athletics(E): +11, Acrobatics/Stealth: +9, Survival: +7, Lore (PFS, Warfare)/Intimidation: +6 | Exploration Activity: Search |

Clarence retrieves his weapons and rejoins the group. He's not even winded. "Maybe later after we complete our mission I will show you a trick I learned in Port Peril!"

Verdant Wheel

Female-presenting Ancient Ash Ghoran Wizard (Universalist) 3 (HP: 32/32) AC 17/18 F7 R7 W7 P+7E Spd: 25

Wysteria takes a moment to recover, paging through a sheaf of leaves covered in tightly-packed mystical script. Rivulet sits on her shoulder and emits tiny droplets of shimmering liquid that are rapidly absorbed into her skin.

Refocusing and using Familiar Focus to regain an additional point.
Back up to 3.

"Well, that was quite a discovery. I hope the other crates are less violent, but we should be prepared for anything, yes?"

Wysteria carefully arranges her equipment and straightens her petals, taking a few steps towards the next nearby crate. Careful not to touch the object, she carefully examines it. "Herbs, this says. Hmph."

I do have Plant Lore, if that's something that might help here.

Envoy's Alliance

Female Human Swashbuckler-Fencer 3 | HP 44/44 | AC 20/21/22 | F+8 R+11 W+8 | Perc +8 | Speed 25/35 ft | Hero Points 0 | Exploration: Thorough Search| Active Conditions: None

"Clarence, help me with this!", Iskra stands near the fallen sides of the crate. Her handkerchief slipped back in a pocket she is down low to pick up the crate side again.

"We gave them more than they could eat, but I am in no mood for a rematch. Lets close this up put a big notice on the side and move on."

Horizon Hunters

Male Half-Orc | Martial Disciple | Fighter 4 | Hero Points: 1/3 | Lesser Healing Potion | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P 10/11/9/9 (DV) | 25 feet | Class DC 19 | Resist - Void 1 | Athletics(E): +11, Acrobatics/Stealth: +9, Survival: +7, Lore (PFS, Warfare)/Intimidation: +6 | Exploration Activity: Search |

Clarence heads over and helps Iskra close up the crate. "Sleep well, lizards" he calls as they nail the side shut.


Season of Ghosts

GM Screen:

Wysteria Plant Lore: 1d20 + 9 ⇒ (15) + 9 = 24

Everyone takes a few minutes to catch their breath, rest, and refocus before getting back to the task at hand. Rickle, Iskra, and Clarence work together to get the lid back on the chameleon crate and manage to do so without further incident. Once that's done, you rig up a notice on the side of the crate to warn others to approach and handle the creatures with plenty of caution. What do the Aspis need with giant chameleons, anyway?

Meanwhile, Wysteria moves over to a much smaller crate designated on the manifest as 'herbs'. The crate itself looks quite ordinary and Wysteria can definitely detect a melange of earthy, herb-y aromas coming from within. While the Mwangi Expanse has its fair share of interesting and aromatic flora, Wysteria doesn't recognize any of the scents leaking out of the crate as belonging to this particular region. Though visual inspection will confirm it, she's already fairly certain that whatever herbs and plants are in the crate aren't native to this part of the world.

Plant Lore is very much applicable here :)

Verdant Wheel

Female-presenting Ancient Ash Ghoran Wizard (Universalist) 3 (HP: 32/32) AC 17/18 F7 R7 W7 P+7E Spd: 25

"Hmm, these are not local, I think. Not from this continent. Is there more information on that manifest about what they're for, or just 'Herbs'?" Wysteria muses out loud.

She turns and looks around for the crowbar before remembering that she didn't memorize Mage Hand today after all. "This one next?"

Horizon Hunters

Male Half-Orc | Martial Disciple | Fighter 4 | Hero Points: 1/3 | Lesser Healing Potion | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P 10/11/9/9 (DV) | 25 feet | Class DC 19 | Resist - Void 1 | Athletics(E): +11, Acrobatics/Stealth: +9, Survival: +7, Lore (PFS, Warfare)/Intimidation: +6 | Exploration Activity: Search |

Clarence doesn't know anything about plants... even the edible ones

Envoy's Alliance

Female Human Swashbuckler-Fencer 3 | HP 44/44 | AC 20/21/22 | F+8 R+11 W+8 | Perc +8 | Speed 25/35 ft | Hero Points 0 | Exploration: Thorough Search| Active Conditions: None

Iskra still looks plenty injured. Glancing over with concern at Rickle, she isn't sure how the goblin is still on his feet.

Grand Archive

NG F Ysoki Investigator 3 | HP 33/33 | AC 20 | Fort +6; Ref +10; Will +9 | Perc +9 (low-light, scent 30') | Hero Pts: 1/3 | Default exploration: Investigate | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

Zekki slips the sling and bullets back into her pouch, pulling out some herbs and bandages to replace them.

"Come here Rickle and let's see if we can stop the bleeding."

Medicine: 1d20 + 7 ⇒ (8) + 7 = 15
healing: 2d8 ⇒ (3, 7) = 10

If we have time to just Medicine everyone:

Medicine: 1d20 + 7 ⇒ (6) + 7 = 13 for healing: 0 = 0
Medicine: 1d20 + 7 ⇒ (13) + 7 = 20 for healing: 2d8 ⇒ (7, 4) = 11
Medicine: 1d20 + 7 ⇒ (17) + 7 = 24 for healing: 2d8 ⇒ (2, 3) = 5
Medicine: 1d20 + 7 ⇒ (14) + 7 = 21 for healing: 2d8 ⇒ (8, 8) = 16
Medicine: 1d20 + 7 ⇒ (20) + 7 = 27 for healing: 4d8 ⇒ (3, 7, 8, 4) = 22
Medicine: 1d20 + 7 ⇒ (16) + 7 = 23 for healing: 2d8 ⇒ (4, 5) = 9
Medicine: 1d20 + 7 ⇒ (7) + 7 = 14 for healing: 0 = 0

If Zekki can Pursue a Lead on this Aspis stuff, she will. I always forget to do this.

Once everyone is patched up, she puts away her supplies and rinses the blood off her hands. "So, let's see what's up with this box of herbs." Zekki rests her hands on the side and leaning forward, sniiiiiiifs.

Perception, scent, lead: 1d20 + 9 + 1 ⇒ (6) + 9 + 1 = 16
Herb/Plant Lore via keen recollection, lead: 1d20 + 3 + 1 ⇒ (13) + 3 + 1 = 17
Zekki also has alchemical crafting, if that's relevant

Envoy's Alliance

1 person marked this as a favorite.
Male Goblin Champion 4 | AC 22/24 | HP 54/54 | Shield HP 20/20 | F+9 R+8 W+8 | Perc +5 | Speed 25 ft | Hero Points 1 | Focus [_] | Exploration: Defend | Active Conditions: None

Rickle helps Zekki with treating injuries. He isn't as skilled as she is, but knows which end of the bandage to use (it's either one). Dedicated to a goddess of healing, treating people helps focus his connection to the divine, allowing him to intermittently add magical healing where his physical skills fail.

Rickle can refocus by doing Medicine, so while he only has even odds of succeeding he can throw a few lay on hands in there.

That done, Rickle readies his shield again. "Herbs probably won't attack us," he says brightly. And keeps his shield up.


Season of Ghosts

Yep, you've got time to heal up! @Zekki - Yes, you can Pursue a Lead on the Aspis cargo.

GM Screen:

Boo! :)

Zekki Search: 1d20 + 9 ⇒ (4) + 9 = 13
Iskra Search: 1d20 + 10 ⇒ (3) + 10 = 13

Hopeful for a less eventful time, everyone seems keen to investigate the box of herbs - though some of you know more about such things than others. Zekki leans in and takes a big whiff and finds the scents coming out of the box are strong enough to sting her nose a bit and make her eyes water - not due to being toxic or anything of that sort, but simply because there are several competing scents, all of them strong.

Both Zekki and Iskra give the crate a good once-over and agree that there aren't any traps or signs of tampering.

Verdant Wheel

Female-presenting Ancient Ash Ghoran Wizard (Universalist) 3 (HP: 32/32) AC 17/18 F7 R7 W7 P+7E Spd: 25

Wysteria looks around at the group and holds out a hand for the crowbar. Once she has the implement, she somewhat gingerly pries open the box, averting her face slightly in case there's an explosion of some kind...

Athletics check?: 1d20 ⇒ 7

"Ah, maybe someone with more muscles?"

Envoy's Alliance

Male Goblin Champion 4 | AC 22/24 | HP 54/54 | Shield HP 20/20 | F+9 R+8 W+8 | Perc +5 | Speed 25 ft | Hero Points 1 | Focus [_] | Exploration: Defend | Active Conditions: None

"...
"...
"...
"...sure! Of course."

Rickle takes the crowbar from Wysteria.

Athletics: 1d20 + 11 ⇒ (1) + 11 = 12
Hero Point: 1d20 + 11 ⇒ (3) + 11 = 14


Season of Ghosts

GM Screen:

Zekki's Medicine (T): 1d20 + 7 ⇒ (12) + 7 = 19
Rickle's Nature (T): 1d20 + 7 ⇒ (19) + 7 = 26
Wysteria's Plant Lore: 1d20 + 9 ⇒ (5) + 9 = 14

Rickle can keep his Hero Point; this crate opens easily enough :)

As Rickle and Wysteria pop the top off the crate, everyone within five feet of the thing is slapped in the face by a miasma of powerful, competing odors. In fact, it's enough to make your eyes water and your nose burn. Yet after a quick inspection, Rickle and Zekki both realize that the plants are medicinal herbs from Xa Hoi, in Tian Xia and are meant to be administered in small amounts. The strong scents are normal and won't produce any lasting, lingering effects. In fact, the moment any of you move five feet or more away from the crate, the burning in your eyes and nose recedes and vanishes.

Other than the herbs, the crate is empty.

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Season of Ghosts

Where OOC discussion and off-topic chatter lives!


Season of Ghosts

Howdy folks! Opening post is up over in Gameplay but seeing as this is the last day of the VTT part of PaizoCon *and* a holiday Monday here in the US, we'll take it slow for a couple of days until everyone is able to get checked in and ready to roll. Also, while I exist on US Central Standard Time I work the graveyard shift and tend to keep to those hours even when not working - so look for my posts to happen more often during the evening/night than daylight hours.

A macro sheet as well as the maps + slides are linked at the top of the campaign please. Please fill out the macro sheet for your character as well as Slides #2 & #3 with the relevant character information. RPG Chronicles link to follow; currently having some trouble getting it set up.

As of right now, we sit at three players. I've got one person who is willing to run a pregen to round out the group if need be, but there's also been a history of last-minute signups to the PbP portion of PaizoCon Online so that's another reason we're going to take it slow for a day or two to see if anyone else pops in.

Now...let's have some fun! And questions. If you have any questions about anything and/or if you are NEW to PbP here on the forums, please don't hesitate to let me know! :)


I have 2 glyphs which I'm happy to give to the others and a campaign coin.

Envoy's Alliance

Male Goblin Champion 4 | AC 22/24 | HP 54/54 | Shield HP 20/20 | F+9 R+8 W+8 | Perc +5 | Speed 25 ft | Hero Points 1 | Focus [_] | Exploration: Defend | Active Conditions: None

Y'know what, why not?

Edit: One Glyph, if we're using those.


Season of Ghosts

Plenty of glyphs to go around, it looks like!
______________

Door Prizes

So Paizo is giving away $15 paizo.com gift vouchers as door prizes! Everyone please roll a d20 - a 19 or 20 is a winner! If you win, I'll need an email address so that HQ can get your prize to you; feel free to PM me if you'd rather not post it publicly. For VTT games this would be done at the end of the game but given the nature of PbP we're going to do this now so I can get any winners submitted prior to June 20th.

Prize?: 1d20 ⇒ 12

Envoy's Alliance

Male Goblin Champion 4 | AC 22/24 | HP 54/54 | Shield HP 20/20 | F+9 R+8 W+8 | Perc +5 | Speed 25 ft | Hero Points 1 | Focus [_] | Exploration: Defend | Active Conditions: None

Prize?: 1d20 ⇒ 1

Grand Archive

NG F Ysoki Investigator 3 | HP 33/33 | AC 20 | Fort +6; Ref +10; Will +9 | Perc +9 (low-light, scent 30') | Hero Pts: 1/3 | Default exploration: Investigate | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

WIN??: 1d20 ⇒ 18

Horizon Hunters

Male Half-Orc | Martial Disciple | Fighter 4 | Hero Points: 1/3 | Lesser Healing Potion | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P 10/11/9/9 (DV) | 25 feet | Class DC 19 | Resist - Void 1 | Athletics(E): +11, Acrobatics/Stealth: +9, Survival: +7, Lore (PFS, Warfare)/Intimidation: +6 | Exploration Activity: Search |

Clarence want door!: 1d20 ⇒ 3

3 glyphs so I think we all start with 2.

Verdant Wheel

Female-presenting Ancient Ash Ghoran Wizard (Universalist) 3 (HP: 32/32) AC 17/18 F7 R7 W7 P+7E Spd: 25

Hi, still working on setting up my character, but I should be all set up tomorrow evening. I do have two glyphs to share out, which definitely puts us to more than the number of players. This is my second PbP game, but the first was a year ago, so I'm a bit rusty.

But to get this taken care of:

Lucky Number!: 1d20 ⇒ 15

Envoy's Alliance

Female Human Swashbuckler-Fencer 3 | HP 44/44 | AC 20/21/22 | F+8 R+11 W+8 | Perc +8 | Speed 25/35 ft | Hero Points 0 | Exploration: Thorough Search| Active Conditions: None

prize: 1d20 ⇒ 17

Envoy's Alliance

Female Human Swashbuckler-Fencer 3 | HP 44/44 | AC 20/21/22 | F+8 R+11 W+8 | Perc +8 | Speed 25/35 ft | Hero Points 0 | Exploration: Thorough Search| Active Conditions: None

No glyphs. I have no experience with pbp, what do I need to do?

Envoy's Alliance

Male Goblin Champion 4 | AC 22/24 | HP 54/54 | Shield HP 20/20 | F+9 R+8 W+8 | Perc +5 | Speed 25 ft | Hero Points 1 | Focus [_] | Exploration: Defend | Active Conditions: None

Adding your character sheet to your profile--including making a quick-reference stat block by putting that info in your "Race" and "Class" lines that are displayed in your posts--is standard practice. Feel free to look at Rickle's profile and copy my format.

Most GMs on this forum use Google Slides to create a tabletop, and some also have something else they'll ask you to fill out (looks like Lady Ladile has a "Macros" page that will help when she has to roll dice for us for things like Initiative and secret checks--which actually, I need to fill out too). Those links are up at the top left, just over the first post in the thread.

Since this game is part of PaizCon and never recruited here, there's nothing in the Campaign Info (although the GM also uses that to set the visible info at the top of the page, in this case links) or Recruitment tabs. Players shows the main profile of everyone who's posted in the Gameplay thread, and Characters shows the specific profiles that have. You don't have to do anything with them, they're just there for information.

Once you've posted in Gameplay (which I think you have?) this game will be added to your Campaigns menu. You can access that through My Account -> Profile -> Campaigns instead of saving the specific thread.


Season of Ghosts
Iskra_2005 wrote:
No glyphs. I have no experience with pbp, what do I need to do?

Welcome aboard! One of the biggest things for a PbP game is getting your character alias set up, much in the same way that you'd do for a VTT game. Another - and something that ties in to the first - is getting familiar with the 'lay of the land' of the forum and where to find certain functions, how to format posts, etc.

One of our VAs, Numbat, did a very thorough job of making a set of 'How to PbP on the Paizo Forums' slides that includes step-by-step instructions with actual screenshots as visual aids. They can be found here ---> Organized Play (Play-by-Post)

I know it looks like a lot to read through - and a couple of the earliest steps about getting an account set up here and registering your Organized Play ID# are things you've obviously already done - but I've found that it's one of the best ways to help get new folks up and running. So just take your time and please don't hesitate to ask questions if something isn't working like it should or if any of the instructions seem unclear or confusing :)

Envoy's Alliance

Female Human Swashbuckler-Fencer 3 | HP 44/44 | AC 20/21/22 | F+8 R+11 W+8 | Perc +8 | Speed 25/35 ft | Hero Points 0 | Exploration: Thorough Search| Active Conditions: None

How often should I be checking in on this forum. A couple times a day? Every Hour?
What is the etiquette for how frequent to post? Do you wait until everyone has said something or reacted to an important post or is it a free for all?


Season of Ghosts

A couple of times a day (depending on what you've got going on IRL) tends to be the norm for most folks. In accordance with that, most games and GMs tend to ask for people to try and post at least once a day through the week and once total over weekends. Plenty of people certainly post more often than that if they have the time and their character has something to do or something they want to react to but generally, aiming for at least 1/day is a good bet.

As far as more specific etiquette goes, no, if you've already posted a reaction to something specific you don't necessarily have to wait until everyone else has had a 'turn' to post before you can post again. Sometimes, as a player, I might post a reaction to a GM post but then come back a little later, see a reaction post made by Player #2 and think, 'Oh, my character would react to that' and make another post even if Players #3, 4, and 5 haven't posted yet. Generally, except for specific situations like combat rounds or social encounter rounds, you don't have to wait to post if you feel that your character has something to do or say (well, unless you're waiting on GM input on something, of course!)

All that said, you shouldn't feel pressured to post if you *don't* feel that your character has something to do or say or if you feel they've already responded to something as much as makes sense for them. Usually if that's the case and it's been roughly 24 hours since your last post, just make a quick post in the Discussion tab along the lines of, "Still here, just waiting for the next GM post/my character doesn't have anything else to add at the moment/etc." That way the GM will know that you're still following along with the game.


Season of Ghosts

Hey folks, I'm heading out of town to a convention today and won't be home until Monday afternoon at some point. I'll be taking my Chromebook with me as I expect I'll have some downtime between sessions to check in on the forums. So posting might be down to just once a day until Monday but I'll do my best to do more as needed and will be giving my GM games priority over player games.

Envoy's Alliance

Female Human Swashbuckler-Fencer 3 | HP 44/44 | AC 20/21/22 | F+8 R+11 W+8 | Perc +8 | Speed 25/35 ft | Hero Points 0 | Exploration: Thorough Search| Active Conditions: None

Do I click on GM stuff?


Season of Ghosts

Nope! That's just where I do some of my 'behind the screen' rolling :)


Season of Ghosts

I'm back from the con as of yesterday evening and caught up on my rest! While I might only manage a post a day on some work nights, I should be more responsive on the whole going forward. Thank you for your patience :)

Verdant Wheel

Female-presenting Ancient Ash Ghoran Wizard (Universalist) 3 (HP: 32/32) AC 17/18 F7 R7 W7 P+7E Spd: 25

Hi, just checking in, waiting for some action. :)

Horizon Hunters

Male Half-Orc | Martial Disciple | Fighter 4 | Hero Points: 1/3 | Lesser Healing Potion | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P 10/11/9/9 (DV) | 25 feet | Class DC 19 | Resist - Void 1 | Athletics(E): +11, Acrobatics/Stealth: +9, Survival: +7, Lore (PFS, Warfare)/Intimidation: +6 | Exploration Activity: Search |

just wondering, if darkvision follows heat, wouldn't the lizards be visible to clarence?


Season of Ghosts

Ah, but Darkvision doesn't say anything about tracking heat or being infrared. There are one or two monsters in 2e that *are* specifically called out as having infrared vision but no other type of vision - like the Deculi - so I'm inclined to rule that it and darkvision are two different things.

Horizon Hunters

Male Half-Orc | Martial Disciple | Fighter 4 | Hero Points: 1/3 | Lesser Healing Potion | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P 10/11/9/9 (DV) | 25 feet | Class DC 19 | Resist - Void 1 | Athletics(E): +11, Acrobatics/Stealth: +9, Survival: +7, Lore (PFS, Warfare)/Intimidation: +6 | Exploration Activity: Search |

oh well... I tried :)

Envoy's Alliance

Female Human Swashbuckler-Fencer 3 | HP 44/44 | AC 20/21/22 | F+8 R+11 W+8 | Perc +8 | Speed 25/35 ft | Hero Points 0 | Exploration: Thorough Search| Active Conditions: None

Has initiative already been rolled?


Season of Ghosts

^Yep, initiative has been rolled and everyone is listed on the combat tracker in order of initiative. Right now I'm just waiting for Zekki to act and then the lizards will act, then everyone else can act. To save time when it comes to PbP nearly all GMs will roll initiatives for the players when necessary. For me specifically, initiatives and secret checks are usually all that I roll for my players - attack/damage, regular skill checks, saving throws, etc. I leave to the players to roll, unless I'm having to bot/run someone's character due to an absence or something.

Grand Archive

NG F Ysoki Investigator 3 | HP 33/33 | AC 20 | Fort +6; Ref +10; Will +9 | Perc +9 (low-light, scent 30') | Hero Pts: 1/3 | Default exploration: Investigate | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

Do they look like they are going to attack or are they just hiding?


Season of Ghosts

They're getting ready to attack, since some nice Medium/Small-sized snacks just opened their crate :D

Envoy's Alliance

Female Human Swashbuckler-Fencer 3 | HP 44/44 | AC 20/21/22 | F+8 R+11 W+8 | Perc +8 | Speed 25/35 ft | Hero Points 0 | Exploration: Thorough Search| Active Conditions: None

Do we know the initiative order?


Season of Ghosts

The names are listed on the tracker in initiative order, or do you mean the exact numerical values rolled for everyone?

*edit* Or if you're asking if the characters 'know' the order for tactical planning purposes then sure! I've got no problem with folks discussing potential tactics, though if you want to offer a suggestion 'in-character' I'd prefer it be done in Gameplay and if it's an OOC suggestion then I'd prefer it be done here in Discussion. But you guys can absolutely talk strategy, ask if someone wants to delay their turn until you can act, etc. just like at an in-person table.

Envoy's Alliance

Female Human Swashbuckler-Fencer 3 | HP 44/44 | AC 20/21/22 | F+8 R+11 W+8 | Perc +8 | Speed 25/35 ft | Hero Points 0 | Exploration: Thorough Search| Active Conditions: None

What I meant was I don't know where to find the initiative tracker if we are allowed to see it.

Envoy's Alliance

Male Goblin Champion 4 | AC 22/24 | HP 54/54 | Shield HP 20/20 | F+9 R+8 W+8 | Perc +5 | Speed 25 ft | Hero Points 1 | Focus [_] | Exploration: Defend | Active Conditions: None

It's right in the GM's post, which is pretty typical for how most pbp GMs do it.

Grand Archive

NG F Ysoki Investigator 3 | HP 33/33 | AC 20 | Fort +6; Ref +10; Will +9 | Perc +9 (low-light, scent 30') | Hero Pts: 1/3 | Default exploration: Investigate | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

Initiatives are usually done by just posting the order and bolding the people who can go. I usually post based on what I'm doing and might take other posts into account. GM adjudicates based on the initiative order.

If this game, the tracker is this:
Zekki
==============
Giant Lizard Red (Observed to Zekki, Hidden to Everyone Else)
Giant Lizard Blue (Observed to Zekki, Hidden to Everyone Else)
==============
Rickle
Clarence (Shield)
Iskra
Wysteria

Zekki has posted, so it should be the Giant Lizards now.


Season of Ghosts

*facepalms*

I'm sorry, I should have been much more specific about what the tracker is and what it looks like. It's been a while since I've had new-to-PbP folks at a table of mine so I just did my usual and took it for granted that everyone knew what I was talking about. I will try and do better in the future!

Speaking of, now that I've posted for the lizards, the way this block of initiatives will work is that anyone who is bolded and listed as being able to act, may do so at any time and in any order. So even though Wysteria is at the bottom of the list, if they have the time and want to post their action now, they may do so even though Clarence, Rickle, and Iskra haven't posted yet. It's a concession made to help things run more smoothly and more quickly in this format.

Horizon Hunters

Male Half-Orc | Martial Disciple | Fighter 4 | Hero Points: 1/3 | Lesser Healing Potion | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P 10/11/9/9 (DV) | 25 feet | Class DC 19 | Resist - Void 1 | Athletics(E): +11, Acrobatics/Stealth: +9, Survival: +7, Lore (PFS, Warfare)/Intimidation: +6 | Exploration Activity: Search |

I might be without Internet service over the weekend. If I go quiet, this is why.

Verdant Wheel

Female-presenting Ancient Ash Ghoran Wizard (Universalist) 3 (HP: 32/32) AC 17/18 F7 R7 W7 P+7E Spd: 25

I'm starting to worry that maybe these lizards have the dicebot's family held hostage or something... :(

Envoy's Alliance

Female Human Swashbuckler-Fencer 3 | HP 44/44 | AC 20/21/22 | F+8 R+11 W+8 | Perc +8 | Speed 25/35 ft | Hero Points 0 | Exploration: Thorough Search| Active Conditions: None

hehe, what a sentence.

Grand Archive

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NG F Ysoki Investigator 3 | HP 33/33 | AC 20 | Fort +6; Ref +10; Will +9 | Perc +9 (low-light, scent 30') | Hero Pts: 1/3 | Default exploration: Investigate | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

I will be at Origins from this evening through Sunday night. Please bot as needed.

Horizon Hunters

Male Half-Orc | Martial Disciple | Fighter 4 | Hero Points: 1/3 | Lesser Healing Potion | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P 10/11/9/9 (DV) | 25 feet | Class DC 19 | Resist - Void 1 | Athletics(E): +11, Acrobatics/Stealth: +9, Survival: +7, Lore (PFS, Warfare)/Intimidation: +6 | Exploration Activity: Search |

In one of my games I hit a creature with a heightened Telekinetic Projectile. damage is 2d6+4+1 (IC). I immediately got (1, 1) + 4 + 1... I should sacrifice someone to the dice bot... :)

Envoy's Alliance

Female Human Swashbuckler-Fencer 3 | HP 44/44 | AC 20/21/22 | F+8 R+11 W+8 | Perc +8 | Speed 25/35 ft | Hero Points 0 | Exploration: Thorough Search| Active Conditions: None

My Feinting is taking a lot of time. Maybe I should roll three at a time when fishing for Panache and we can ignore the rolls after the pass. Like roll three, but if the 1st one succeeds we just rewind to the 2nd action, or third action if it is the first fails but the second succeeds. If the second fails its my last action so pass or fail my turn is over.


Season of Ghosts

Something like that, or if some of your actions are dependent on your initial action or on something an ally or a foe might do, you can use a format like this:

<Iskra feint attempt #1>

[spoiler= If Feint Succeeds]
Iskra does X & Y
[spoiler]

[spoiler=If Feint Doesn't Succeed]
Iskra feints again and/or does A & B
[spoiler]

Examples of this type of contingency posting can be seen in another game I'm participating in here and here :)

Grand Archive

NG F Ysoki Investigator 3 | HP 33/33 | AC 20 | Fort +6; Ref +10; Will +9 | Perc +9 (low-light, scent 30') | Hero Pts: 1/3 | Default exploration: Investigate | Action Symbols: (◆), (◆◆), (◆◆◆), (◇), (↺)

Thank you for your patience in me being away from the computer. I am trying to catch up with everything now. :)

Envoy's Alliance

Female Human Swashbuckler-Fencer 3 | HP 44/44 | AC 20/21/22 | F+8 R+11 W+8 | Perc +8 | Speed 25/35 ft | Hero Points 0 | Exploration: Thorough Search| Active Conditions: None

Was Ladile saying we could restore ourselves to full HP?


Season of Ghosts

^Yep! You're not under a time crunch here so after the chameleon fight the group has time to refocus, do medicine checks to heal up, etc.

Envoy's Alliance

Female Human Swashbuckler-Fencer 3 | HP 44/44 | AC 20/21/22 | F+8 R+11 W+8 | Perc +8 | Speed 25/35 ft | Hero Points 0 | Exploration: Thorough Search| Active Conditions: None

Is there a zoom button for the map slide?

Never mind, but how do I zoom out! I am in Iskra's nose at this point!

Envoy's Alliance

Male Goblin Champion 4 | AC 22/24 | HP 54/54 | Shield HP 20/20 | F+9 R+8 W+8 | Perc +5 | Speed 25 ft | Hero Points 1 | Focus [_] | Exploration: Defend | Active Conditions: None

Same way you zoned it. Pinch zoom in mobile, the minus button on a computer. I usually use the drop down. I find that 200% works for moving tokens and 50% for reading and switching slides usually does the trick.


Season of Ghosts

Hey folks, I've finally got the sign-in link for RPG Chronicles linked up at the top of the campaign page with the maps and such. Please go ahead and fill out your information so I can get you your chronicles when we finish up :)

Horizon Hunters

Male Half-Orc | Martial Disciple | Fighter 4 | Hero Points: 1/3 | Lesser Healing Potion | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P 10/11/9/9 (DV) | 25 feet | Class DC 19 | Resist - Void 1 | Athletics(E): +11, Acrobatics/Stealth: +9, Survival: +7, Lore (PFS, Warfare)/Intimidation: +6 | Exploration Activity: Search |

Done.


Done

Horizon Hunters

Male Half-Orc | Martial Disciple | Fighter 4 | Hero Points: 1/3 | Lesser Healing Potion | ◆◇↺ | HP 56/56 | AC 21 | F/R/W/P 10/11/9/9 (DV) | 25 feet | Class DC 19 | Resist - Void 1 | Athletics(E): +11, Acrobatics/Stealth: +9, Survival: +7, Lore (PFS, Warfare)/Intimidation: +6 | Exploration Activity: Search |
Wysteriaa wrote:
Wysteria winces in sympathy with Clarence. Between that wild swing and the promise of ale turning out to be a cruel lie, this is clearly not Clarence's lucky day.

You have no idea... That roll was the second natural 2 in as many games yesterday... I think I should sacrifice the GM to the dice bot...


Season of Ghosts
Clarence The Hunter wrote:
... I think I should sacrifice the GM to the dice bot...

But then there's no GM and you'll have to get a replacement :(

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