Kwinten's PF2 3-13 Guardian's Covenant (Inactive)

Game Master Quentin Coldwater

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Slides Loot sheet

Then Bina has one damage and Yakuthiel has 4 damage while we continue.

After you've had a good lunch and several talks with the Port Valen residents, Viltydus gathers you and leads you to a smithy in the village.

Viltydus cracks their knuckles. “Many dream of greatness, but a dream’s legs often buckle without a sturdy tool to support its weight. Any who brave the Forest of Trials must be well equipped, and such instruments of valor are forged here in the song of fire and steel. I task you to assist our esteemed smith with crafting a tool worthy of a hero, one you’d be honored to receive yourself in the coming years, were you to journey to Valenhall.”

Viltydus opens the door and a blast of heat comes from within as you see a human man working at the forge. "Tonfer Bronzhelm, here are the heroes I promised you. They'll help you finish your weapon of legend," Viltydus yells over the sound of clanging metal.

Tonfer puts down his hammer for a moment, mops his brow, and says, "Ah, excellent. Come in, come in, but don't get too comfortable, we gotta work while the forge is still hot. You see, I got the metalworking down pat, that isn't the issue. It's the imbuing of magic that sometimes goes awry. It's not just a matter of releasing magic into the weapon, it's also a matter of imbuing it with personality, that's the tricky part. Channel the wrong energy and it'll come out wrong. You might intend to make a rapier called Steelsong, famed for its swiftness, but if you channel too much anger into it, it might become known as Bloodthirster."

Viltydus takes a seat with a good view of the forge. "You're here to imbue this blunderbuss with your own bits of personality, so that a hero can carry your glory with them into battle."

"Be warned though," Tonfer adds, "Magic flows where it wants to go. Often spirits are called that want to imbue the weapon with their own kind of magic. You're also here to fight them off in case that happens. Got it?"

---

Three people need to make a check to finish the blunderbuss. One person needs to make a Crafting check, one person needs to make a Society check, and one other person a Thievery check. Other people can assist with the same skills (so Crafting to assist Crafting, Society for Society, and so on).

Please discuss who is gonna do what.

Envoy's Alliance

NG Ysoki Senghor Sailor Scoundrel Rogue Scout 6 | ◆◇↺ | Exploration Mode: Avoid Notice w/ Scout (+2) and Surprise Attack
Stats:
AC 24 or 26 dodge | Saves 13**/14*/12* w/ +1 vs poison & disease w/ Sewer Rat | Perception +12** w/ lowlight | Speed 25 w/ Light Steps
♥️ 76 w/ Cornered Fury | ☘️ ☑☑ | ✋ none | ⚕ none | (↺) ➤ Nimble Dodge

Bangy, crafty of finger, naturally winds his way towards the unfinished firearm...

Bangy’s Crafty Skills:

Crafting (**`) +13 w/ Alchemical Crafting, Magical Crafting, Quick Repair
Sailing Lore (*) +10
Scouting Lore (*) +10
Society (*) +10 w/ Courtly Graces
Thievery (**) +14 w/ Partner in Crime, +15 to Pick Lock w/ Skeleton Key, +16 quicksilver

In a single minute Bangy can Repair an item for 20 hit points or 40 w/ a critical success!

Radiant Oath

2396852-2010 | Male Kobold | Charlatan | Swashbuckler Lvl 4 | Hero Point: 1/3 | ◆◇↺ | HP 54/54 | AC 21 (23 w/ buckler) | F/R/W 9/12/8 | Perc +8 Darkvision | 25 feet | Class DC 20 | Resistances: Negative 1 |

+9 Thievery is my best

Horizon Hunters

Female Halfling (Gutsy) Swashbuckler (Battledancer) 4 | HP 50/50 | AC 21 | Hero Pts 1/3 | Per +9 (Keen Eyes) |Spd 30 ft | Fort +9 | Ref +11 | Will +9 | Exploration Activity: Scout | Active Conditions: None

Not even trained in Crafting. My best is also Thievery, but it's only +8, and my Society is only +5--not even worth the risk trying to aid, honestly. Happy to aid on the Thievery check, though.

Envoy's Alliance

NG Ysoki Senghor Sailor Scoundrel Rogue Scout 6 | ◆◇↺ | Exploration Mode: Avoid Notice w/ Scout (+2) and Surprise Attack
Stats:
AC 24 or 26 dodge | Saves 13**/14*/12* w/ +1 vs poison & disease w/ Sewer Rat | Perception +12** w/ lowlight | Speed 25 w/ Light Steps
♥️ 76 w/ Cornered Fury | ☘️ ☑☑ | ✋ none | ⚕ none | (↺) ➤ Nimble Dodge

...he prepares to solo the whole operation while his less-handy comrades thumb their pockets...

...but not one to get tunnel vision with his projects, indeed, instead, a fundamentally social creature from a large family, he gets everyone involved (no-roll “aid” checks?) equally ”Hold this!” he hands Mik-Mek a half-jacked cartridge that needs to be elevated just so, and ”Wipe that!” a dirty rag and disassembled barrel assembly given to Bina, then ”Put your finger there!” needing a temporary brace to secure properly safe leverage for the next PC to post...

Ready to take Lead check on all three checks, GM!


Slides Loot sheet

I need three people to do a check. You're too busy with your own check to participate in the other rolls.

Also, assisting checks are easier than the regular DC 20, in case that matters.

Grand Archive

Human Fighter 6 | AC 24 | HP 92 | F +14, R +12, W +12 | Perception +12 | Athletics +15 | Performance +11 | Acrobatics +10 | Intimidation +9 | Crafting, Sailing Lore +8 | ◆

"I am able to attempt to make something of this, if you want."

Crafting is +6

Envoy's Alliance

NG Ysoki Senghor Sailor Scoundrel Rogue Scout 6 | ◆◇↺ | Exploration Mode: Avoid Notice w/ Scout (+2) and Surprise Attack
Stats:
AC 24 or 26 dodge | Saves 13**/14*/12* w/ +1 vs poison & disease w/ Sewer Rat | Perception +12** w/ lowlight | Speed 25 w/ Light Steps
♥️ 76 w/ Cornered Fury | ☘️ ☑☑ | ✋ none | ⚕ none | (↺) ➤ Nimble Dodge

After cleaning the blunderbuss with help from his friends, Bangy gets to work fashioning a raggy array of handkerchiefs to decorate it, but not so much to saddle it down in useless fetters, no, as form serves function, to includes clever slip knots and hooks to easily attach and remove from articles of clothing and utility gears.

He demonstrates by slinging it over his back, and drawing it again, in two clean motions.

”Thanks Yakuthiel Treeflyer” addressing the human fighter by his full name ”What do you think?” to the group...

Crafting, Lead Check, spoilered to await Aid:

Crafting w/ Alchemical Crafting, Magical Crafting, Quick Repair: 1d20 + 13 ⇒ (12) + 13 = 25

Grand Archive

Female Undine/Elf Sorcerer (Elemental Water) - 7 | P:10 | F:11 R:11 W:12 | hp:48/48 | AC:21 | HP:2/3 | GA | 124312-2013

Betel is feeling a bit out of her depth here. The only skill she has that can help is Society.

Maybe I am best just standing over here out of the way she says quietly.

society to aid: 1d20 + 9 ⇒ (6) + 9 = 15

Horizon Hunters

Female Halfling (Gutsy) Swashbuckler (Battledancer) 4 | HP 50/50 | AC 21 | Hero Pts 1/3 | Per +9 (Keen Eyes) |Spd 30 ft | Fort +9 | Ref +11 | Will +9 | Exploration Activity: Scout | Active Conditions: None

Thievery Assist: 1d20 + 8 ⇒ (3) + 8 = 11

Bina is too fascinated watching Tonfer work to be of much actual help.

It probably doesn't help that she's literally never stepped into a forge once in her entire life.

The stellar rolls continue. >_<

Radiant Oath

2396852-2010 | Male Kobold | Charlatan | Swashbuckler Lvl 4 | Hero Point: 1/3 | ◆◇↺ | HP 54/54 | AC 21 (23 w/ buckler) | F/R/W 9/12/8 | Perc +8 Darkvision | 25 feet | Class DC 20 | Resistances: Negative 1 |

Sorry if I blow it! :)

Mik-mek steps up. "I'll help with that." He burrows under all the tall people and uses his deft touch where needed.

Thievery: 1d20 + 9 ⇒ (15) + 9 = 24

Sigh of relief... I hope :)


Slides Loot sheet

Overview of who does what:
Bangy: Main Crafting check
Betel: Society assist
Bina: Thievery assist
Graeyson: Hasn't responded yet, but his profile suggest he's good at Crafting and Thievery
Mik-Mek: Main Thievery check
Yakuthiel: Said he is good with Crafting (so assist?), but hasn't rolled anything yet

Still need someone to do the main Society check. Betel perhaps?

Grand Archive

Human Fighter 6 | AC 24 | HP 92 | F +14, R +12, W +12 | Perception +12 | Athletics +15 | Performance +11 | Acrobatics +10 | Intimidation +9 | Crafting, Sailing Lore +8 | ◆

Crafting aid: 1d20 + 6 ⇒ (2) + 6 = 8

Envoy's Alliance

Do we still need a thievery check?
'1d20 + 10 ⇒ (18) + 10 = 28

Grand Archive

Female Undine/Elf Sorcerer (Elemental Water) - 7 | P:10 | F:11 R:11 W:12 | hp:48/48 | AC:21 | HP:2/3 | GA | 124312-2013

Looks like Betel will have to roll the main Society check. Will spend the last Hero Point to do so

Society: 1d20 + 9 ⇒ (12) + 9 = 21


Slides Loot sheet

Betel, since I messed up on the first task, you didn't spend a hero point there, so you still have one. :)

Completely arbitrary Hero Point giveout time: Betel gets one!

You all start working on the magic blunderbuss with zeal. Bangy Piper adds a shoulder strap that allows for quickly drawing the weapon, Betel infuses the weapon with an undine cooling system so the blunderbuss won't overheat after repeated firing, and Mik-Mek and Graeyson tinker with the design so it's lighter and easier to run around while you have it drawn.

After two hours of working in the blisteringly hot forge, Tonfer finally puts his hammer down and plunges the blunderbuss into a barrel of water to let it cool off. "Ho ho ho, excellent work people, this might be my best work yet, all thanks to you! I call this weapon Leadroar! I'm proud of you all, excellent work for a first time! Go have a rest, you have earned it. Mission completed, I'd say!"

Tonfer wanders to one of his weapon racks, picks up a weapon, and holds it out to you. "As a way of saying thanks, you can have one of my weapons, I hope it'll serve you well."

As a reward, you get one simple or martial +1 striking weapon of your choice. First person to claim it gets to decide what it is.

---

The forge's fire flickers for a moment, and several orbs of light suddenly are spat out and start flying around the shop. Three orbs fly into suits of armour, while two other orbs solidify into flaming imp-looking creatures.

"By Torag's hammer," Tonfer curses, "the forge-spirits I warned you about! Luckily they didn't pop up during the forging, but it seems like they still want to mess around. Could you get rid of them for me, please? I don't think a stern talking-to will convince them to go home, so get your weapons ready!"

Pictures of the creatures. The armours are on fire and carry a blunderbuss similar to the one you just made.

Betel Capella's Initiative Using Your Exploration here: 1d20 + 6 ⇒ (20) + 6 = 26
Bina's Initiative Using Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Yakuthiel's Initiative Using Scouting: 1d20 + 9 ⇒ (6) + 9 = 15
Mik-Mek's Initiative Using Avoid Notice: 1d20 + 9 ⇒ (8) + 9 = 17
Bangy Piper's Initiative Using Avoid Notice w/ Surprise Attack: 1d20 + 11 ⇒ (16) + 11 = 27
Graeyson's initiative: 1d20 + 9 ⇒ (9) + 9 = 18
Initiative yellow: 1d20 + 3 ⇒ (3) + 3 = 6
Initiative red: 1d20 + 3 ⇒ (5) + 3 = 8
Initiative black: 1d20 + 9 ⇒ (5) + 9 = 14
Initiative blue: 1d20 + 9 ⇒ (11) + 9 = 20
Initiative green: 1d20 + 9 ⇒ (4) + 9 = 13

Bangy Piper
Betel Capella

Blue
Graeyson
Mik-Mek
Yakuthiel
Black
Blue
Green
Bina Sevencloaks
Red
Yellow

Bangy Piper and Betel Capella may act!
Battlemap.

Envoy's Alliance

NG Ysoki Senghor Sailor Scoundrel Rogue Scout 6 | ◆◇↺ | Exploration Mode: Avoid Notice w/ Scout (+2) and Surprise Attack
Stats:
AC 24 or 26 dodge | Saves 13**/14*/12* w/ +1 vs poison & disease w/ Sewer Rat | Perception +12** w/ lowlight | Speed 25 w/ Light Steps
♥️ 76 w/ Cornered Fury | ☘️ ☑☑ | ✋ none | ⚕ none | (↺) ➤ Nimble Dodge

Bangy wriggles his whispers in curious thought...

◆) Recall Knowledge vs Metal Construct(?)

Bangy's Knowledge Skills:

Crafting (**`) +13 w/ Alchemical Crafting, Magical Crafting, Quick Repair
Nature (*) +8
Religion (*) +8
Sailing Lore (*) +10
Scouting Lore (*) +10
Society (*) +10 w/ Courtly Graces

Grand Archive

Female Undine/Elf Sorcerer (Elemental Water) - 7 | P:10 | F:11 R:11 W:12 | hp:48/48 | AC:21 | HP:2/3 | GA | 124312-2013

Betel attempts to put Yellow's fire out with a blast of water.
sa: 1d20 + 10 ⇒ (10) + 10 = 20 bludgeoning: 2d4 + 4 ⇒ (4, 1) + 4 = 9

before creating a Shield.


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Slides Loot sheet

Spoiler:
1d20 ⇒ 13

Bangy knows a lot about these things. They're animated armours, mindless constructs brought to life by forge-spirits. They don't have that many hit points, but the armour is difficult to penetrate and has decent hardness. When you crit them or when they drop to half HP, they lose their hardness and a bit of AC.
You also know that since they're on fire, they'll resist fire attacks, but are weak to cold attacks, as that cools them down.
They're wielding blunderbusses, which are 10 feet scatter weapons. Everything within 10 feet of the primary target will take some splash damage as pellets go wide.
Also, since they're constructs, they're immune to most conditions that require you to be alive or have a conscious mind.

Envoy's Alliance

NG Ysoki Senghor Sailor Scoundrel Rogue Scout 6 | ◆◇↺ | Exploration Mode: Avoid Notice w/ Scout (+2) and Surprise Attack
Stats:
AC 24 or 26 dodge | Saves 13**/14*/12* w/ +1 vs poison & disease w/ Sewer Rat | Perception +12** w/ lowlight | Speed 25 w/ Light Steps
♥️ 76 w/ Cornered Fury | ☘️ ☑☑ | ✋ none | ⚕ none | (↺) ➤ Nimble Dodge

Drawing his bead, our ysoki hero looses two quick arrows before the forge creatures have a chance to act.

”The metal ones have thick armor - focus fIre!”

◇) Surprise Attack
◆) Recall Knowledge
◆◆) Strike x2

Shortbow vs Green Construct vs Flat-footed w/ Sneak Attack (1d4): 1d20 + 12 ⇒ (10) + 12 = 222d6 + 1 ⇒ (2, 4) + 1 = 71d4 ⇒ 4
Shortbow vs Green Construct vs Flat-footed w/ Sneak Attack (1d4): 1d20 + 12 - 5 ⇒ (2) + 12 - 5 = 92d6 + 1 ⇒ (5, 3) + 1 = 91d4 ⇒ 4


Slides Loot sheet

Bangy Piper recalls (and presumably shares) information about the armours, then strikes twice. The first attack hits, the second goes wide. As it's meant to do, the metal plate resists quite a bit of the damage, but it's certainly damaged.

Betel casts a spell and drenches the yellow imp with water. Not sure which spell you meant to cast, but it hits!

The blue armour trundles over, raises its blunderbuss, and fires at 1d6 ⇒ 2 Mik-Mek! With a loud roar, the weapon fires and tears chunks out of poor Mik-Mek's flesh. Everyone around him also takes 1 damage from shrapnel flying everywhere.

Attack roll: 1d20 + 12 ⇒ (14) + 12 = 26
Piercing damage: 1d8 + 3 ⇒ (2) + 3 = 5 plus 1d4 ⇒ 1 fire damage

It then reloads and seems ready to fire again.

Bangy Piper, 1 damage
Betel Capella, 1 damage
Blue
Graeyson, 1 damage
Mik-Mek, 7 damage
Yakuthiel, 1 damage

Black
Blue
Green, 5 damage
Bina Sevencloaks, 1 damage
Red
Yellow, 9 damage, bloodied

Graeyson, Mik-Mek, and Yakuthiel are up!

Battlemap.


Slides Loot sheet

I remembered Bina and Yakuthiel already had some damage from earlier. Updated HP totals:

Bangy Piper, 1 damage
Betel Capella, 1 damage
Blue
Graeyson, 1 damage
Mik-Mek, 7 damage
Yakuthiel, 5 damage

Black
Blue
Green, 5 damage
Bina Sevencloaks, 2 damage
Red
Yellow, 9 damage, bloodied

Graeyson, Mik-Mek, and Yakuthiel are up!

Battlemap.

Grand Archive

Female Undine/Elf Sorcerer (Elemental Water) - 7 | P:10 | F:11 R:11 W:12 | hp:48/48 | AC:21 | HP:2/3 | GA | 124312-2013

It's the Water Elementalist equivalent of Resist Flame. It's just water instead of fire

Envoy's Alliance

I would like to use Scout's warning

You visually or audibly warn your allies of danger, granting them each a +1 circumstance bonus to their initiative rolls. Depending on whether you use gestures or call out, this action gains either the visual or auditory trait, respectively.

Radiant Oath

2396852-2010 | Male Kobold | Charlatan | Swashbuckler Lvl 4 | Hero Point: 1/3 | ◆◇↺ | HP 54/54 | AC 21 (23 w/ buckler) | F/R/W 9/12/8 | Perc +8 Darkvision | 25 feet | Class DC 20 | Resistances: Negative 1 |

Mik-Mek has fire resistance 1.

Mik-Mek yelps in pain as the shot tears through him. He runs out into the center of the forge at the Red flying thing and attempts to distract it.

Create a Diversion, Deception vs Perception DC: 1d20 + 10 ⇒ (10) + 10 = 20
If that's a success, he gets Panache.

He then raises his buckler.

◆ Stride
◆ Create Diversion
◆ Raise Buckler

Envoy's Alliance

Draws his magical dagger and his club declares light blue his enemy.

Grand Archive

Human Fighter 6 | AC 24 | HP 92 | F +14, R +12, W +12 | Perception +12 | Athletics +15 | Performance +11 | Acrobatics +10 | Intimidation +9 | Crafting, Sailing Lore +8 | ◆

◆ Stride upto within ten feet of Green and Red
◆◆ Strike Green (with knockdown)
Attack: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 2d10 + 4 ⇒ (3, 5) + 4 = 12
Trip vs Green's REF DC: 1d20 + 12 - 5 ⇒ (18) + 12 - 5 = 25

If Green tries to stand up:

Attack of Opportunity: 1d20 + 13 ⇒ (16) + 13 = 29
Damage: 2d10 + 4 ⇒ (4, 3) + 4 = 11


Slides Loot sheet

Thanks for notifying me of fire resistance, good to know.
Also, Betel, thanks for clarifying. Your roll just said "sa," which I guess stands for "spell attack," but I was just a little confused which spell you used.

Mik-Mek runs into the fray and darts out of Red's eyesight. Graeyson readies his weapons and focuses his attention on the Blue armour. Yakuthiel walks up to the Green armour and sweeps it off its feet. Crit success, but the damage won't penetrate its hardness.

The Black armour moves forward and has a little trouble getting a bead on the party, so it has to move twice to get in position. Once it is, it raises its blunderbuss and fires at Graeyson.

Blunderbuss: 1d20 + 12 ⇒ (17) + 12 = 29
Damage: 1d8 + 3 ⇒ (8) + 3 = 11 plus 1d4 ⇒ 4 fire

Again, stray pellets hit Bangy, Betel, and Bina.

Then Blue moves into action. It walks straight up to Graeyson and fires its blunderbuss point-blank into Graeyson's face, then reloads.

Blunderbuss: 1d20 + 12 ⇒ (20) + 12 = 32
Damage: 1d8 + 3 ⇒ (8) + 3 = 11 plus 1d4 ⇒ 4 fire
Uh, that's a crit. Luckily no fatal or anything on the blunderbuss, but that's still a lot of damage.

It and Black armour take some scattershot as well, but the armour deflects it. Graeyson isn't so lucky, however.

Green armour gets up and Yakuthiel then brings down his halberd and chops the armour in half. It stops moving. Crit!

Bangy Piper, 3 damage
Betel Capella, 3 damage
Blue
Graeyson, 48 damage
Mik-Mek, 6 damage, hidden from Red
Yakuthiel, 5 damage
Black, empty blunderbuss
Blue
Bina Sevencloaks, 4 damage
Red
Yellow, 9 damage, bloodied

Bina may act!

Battlemap.

Horizon Hunters

Female Halfling (Gutsy) Swashbuckler (Battledancer) 4 | HP 50/50 | AC 21 | Hero Pts 1/3 | Per +9 (Keen Eyes) |Spd 30 ft | Fort +9 | Ref +11 | Will +9 | Exploration Activity: Scout | Active Conditions: None

Bina finally comes out of her reverie when the armor gets up and starts attacking.

With a yelp, she pulls out Stabitha and, deciding the folks to her right have things under control, rushes over at the flying fellow to her left. She then attempts to tumble past him to get on his other side.

Draw sword.
Stride 25 feet.
Acrobatics (Tumble Through) vs Red Reflex DC: 1d20 + 8 ⇒ (7) + 8 = 15

UGH. That is unlikely to succeed. If it has reactions, it can use it now. If that is somehow a success (I VERY much doubt it) Bina would be on the other side of it from where she is now and have Panache.


Slides Loot sheet

Yeah, that's a fail, sorry. :(

Bina draws her weapon and tries to catch Red off guard, but stumbles and fails.

Red imp flaps a bit back Would provoke, but Yakuthiel has already used his reaction, takes a big breath, and then breathes a cone of fire over Yakuthiel, Bina, and Mik-Mek.

Yakuthiel, Bina, and Mik-Mek, please make me a basic DC 17 Reflex save or take 2d4 ⇒ (4, 2) = 6 fire damage. Regardless of the result, you also take 1d4 persistent fire damage.

Yellow flies over to the worktable and lands on it, and does the same to Bangy, Betel, and Graeyson.
Fire damage: 2d4 ⇒ (3, 2) = 5

Reflex Blue: 1d20 + 5 ⇒ (19) + 5 = 24

Yellow imp catches the Blue armour in his breath attack, but Blue doesn't seem to care.

Normally I'd let you roll your own saves, but with Graeyson being nearly down, I think it's important to know everyone's saves, so I'm rolling everyone's now. Feel free to use a Hero Point if you don't like the result.

Betel Capella's Reflex (T): 1d20 + 8 ⇒ (15) + 8 = 23
Bina's Reflex (E): 1d20 + 10 ⇒ (10) + 10 = 20
Yakuthiel's Reflex (E): 1d20 + 9 ⇒ (19) + 9 = 28
Mik-Mek's Reflex (E): 1d20 + 11 ⇒ (7) + 11 = 18
Bangy Piper's Reflex (T): 1d20 + 11 ⇒ (9) + 11 = 20
Graeyson's Reflex save: 1d20 + 12 ⇒ (13) + 12 = 25

- Yakuthiel, Bina, and Mik-Mek would take 6 on a failed save.
- Bangy, Betel, and Graeyson would take 5 on a failed save.
You all take 1d4 persistent fire damage, regardless of the result.
At least, I presume so. The basic save is specifically against the normal damage, the persistent is just a rider. I'd say you don't take persistent if you crit succeed (and thus don't take damage at all). Does anyone else know for sure?
Everyone saved, so that's 3 for Yakuthiel and Bina, 2 for the rest (because Mik-Mek would take 3 as well, but resists 1)

Bangy Piper, 5 damage
Betel Capella, 5 damage

Blue
Graeyson, 50 damage
Mik-Mek, 8 damage, hidden from Red
Yakuthiel, 8 damage
Black, empty blunderbuss
Blue
Bina Sevencloaks, 7 damage
Red
Yellow, 9 damage, bloodied

Bangy and Betel are up!
Note that Graeyson has 52 HP total, so he's nearly down.

Battlemap.


Slides Loot sheet

I realise now that some people didn't spend an action to draw their weapon and some people did. Because it's too late to retcon now, let's say that everyone who drew their weapons last round gets one extra action. Two in Graeyson's case.

Envoy's Alliance

NG Ysoki Senghor Sailor Scoundrel Rogue Scout 6 | ◆◇↺ | Exploration Mode: Avoid Notice w/ Scout (+2) and Surprise Attack
Stats:
AC 24 or 26 dodge | Saves 13**/14*/12* w/ +1 vs poison & disease w/ Sewer Rat | Perception +12** w/ lowlight | Speed 25 w/ Light Steps
♥️ 76 w/ Cornered Fury | ☘️ ☑☑ | ✋ none | ⚕ none | (↺) ➤ Nimble Dodge

”Persnickety wickets!”

Switching targets, our ysoki hero fires a shot, then steps below the work table and takes cover!

Shortbow vs Yellow Imp: 1d20 + 12 ⇒ (2) + 12 = 142d6 + 1 ⇒ (6, 5) + 1 = 12

◆) Strike
◆) Step
◆) Take Cover

Persistent Fire (1d4) + Flat Check (DC 15): 1d4 ⇒ 41d20 ⇒ 10

Grand Archive

Female Undine/Elf Sorcerer (Elemental Water) - 7 | P:10 | F:11 R:11 W:12 | hp:48/48 | AC:21 | HP:2/3 | GA | 124312-2013

Betel moves around a bit to get a better line on Yellow and produces another blast of water targeting Yellow, hoping to put it's fire out.

sa: 1d20 + 10 ⇒ (20) + 10 = 30bludgeoning: 2d4 + 4 ⇒ (3, 4) + 4 = 11

It's not one hit, one kill this time, more's the pity.


Slides Loot sheet

Bangy Piper takes aim at Yellow imp, but misses. He then moves away and takes cover against future attacks. Betel produces a big ball of water and throws it right in Yellow's face. Yellow is catapulted back by the force of the water, hits the wall, and falls to the ground dead.

Persistent fire Betel: 1d4 ⇒ 1
Flat check Betel: 1d20 ⇒ 13

Blue armour takes note of who killed its fiery friend and aims its blunderbuss at Betel. The shot goes wide, so it reloads and fires again.

blunderbuss vs Betel: 1d20 + 12 ⇒ (4) + 12 = 16

blunderbuss vs Betel: 1d20 + 12 ⇒ (7) + 12 = 19
Damage: 1d8 + 3 ⇒ (2) + 3 = 5 plus 1d4 ⇒ 2 fire
Betel, Bangy, and Graeyson also take 1 splash damage.

Bangy Piper, 10 damage, on fire
Betel Capella, 14 damage, on fire
Blue, empty blunderbuss
Graeyson, 51 damage
Mik-Mek, 8 damage, hidden from Red
Yakuthiel, 8 damage

Black, empty blunderbuss
Blue
Bina Sevencloaks, 7 damage
Red

Graeyson, Mik-Mek, and Yakuthiel are up!

Battlemap.

Grand Archive

Female Undine/Elf Sorcerer (Elemental Water) - 7 | P:10 | F:11 R:11 W:12 | hp:48/48 | AC:21 | HP:2/3 | GA | 124312-2013

Is there a barrel of water in here, big enough for a medium sized creature to fit in?


Slides Loot sheet

Oh yes, definitely. Maybe not for full submersion, but definitely enough to automatically put out the flames if you climbed into it. It's not on the map, but you can draw it somewhere close to the forge if you want. (On mobile, can't edit the map right now.)

Grand Archive

Female Undine/Elf Sorcerer (Elemental Water) - 7 | P:10 | F:11 R:11 W:12 | hp:48/48 | AC:21 | HP:2/3 | GA | 124312-2013

That'll do - it'll also be good for partial cover

Radiant Oath

2396852-2010 | Male Kobold | Charlatan | Swashbuckler Lvl 4 | Hero Point: 1/3 | ◆◇↺ | HP 54/54 | AC 21 (23 w/ buckler) | F/R/W 9/12/8 | Perc +8 Darkvision | 25 feet | Class DC 20 | Resistances: Negative 1 |

Mik-mek runs up to Red, pulls his shortsword out of its sheath and stabs the thing in the back.

Shortsword vs Red, FF: 1d20 + 9 ⇒ (17) + 9 = 26
Piercing, Precision: 1d6 + 3 ⇒ (1) + 3 = 4 Doubled if the 26 is a crit

◆ Stride
◆ Interact to Draw
◆ Stabify the flying thing

Mik-mek then proceeds to cuss out the dice bot in Draconic! Probably the 5th time I've rolled minimums... either damage or healing!

Grand Archive

Human Fighter 6 | AC 24 | HP 92 | F +14, R +12, W +12 | Perception +12 | Athletics +15 | Performance +11 | Acrobatics +10 | Intimidation +9 | Crafting, Sailing Lore +8 | ◆

Yakuthiel strides next to Black, and then uses Knockdown on Cyan.

Strike: 1d20 + 13 ⇒ (9) + 13 = 22
Damage: 2d10 + 4 ⇒ (1, 7) + 4 = 12

Trip vs Ref DC: 1d20 + 12 ⇒ (7) + 12 = 19

If/when Cyan stands up:

Strike: 1d20 + 13 ⇒ (18) + 13 = 31
Damage: 2d10 + 4 ⇒ (4, 8) + 4 = 16

Envoy's Alliance

So how would multiple attack penalties work if he gets 5 actions this turn?


Slides Loot sheet

Multiple attack penalty caps out at -10 (or -8 with an agile weapon). So, looking at your profile, you +1 striking dagger would be at +11/+7/+3/+3/+3 if you spent all actions on attacking.

Maybe not entirely fair to give your lost actions from last round the multiple attack penalty, but it's the easiest way to correct things without doing weird math things.

Envoy's Alliance

Ya, but my actions would have been a lot different if that had been stated before I did my actions.

Envoy's Alliance

First action he will cast gravity weapon
2nd action will be twin take down
1d20 + 9 ⇒ (6) + 9 = 15 +1 striking club
1d20 + 11 - 5 ⇒ (9) + 11 - 5 = 15 +1 striking dagger
and then makes a double movement away.


Slides Loot sheet

Mik-Mek runs up to the red imp and catches it off guard, and plants a shortsword in its back. Crit because of Hidden!

Persistent fire damage for Mik-Mek: 1d4 ⇒ 4 -1 because of Fire resistance, so 3.
Flat check for Mik-Mek: 1d20 ⇒ 9

Then Yakuthiel walks up to Black, hits it, and swipes it off its feet.

Persistent fire damage for Yakuthiel: 1d4 ⇒ 1
Flat check for Yakuthiel: 1d20 ⇒ 9

Graeyson casts a spell on his weapons, then attacks twice. Sadly, both attacks miss, and then he runs away.

Persistent fire damage for Graeyson: 1d4 ⇒ 4
Flat check for Graeyson: 1d20 ⇒ 12

Graeyson then succombs to his wounds and falls to the floor while still on fire.

Black armour then reloads which would provoke, but Yakuthiel specifically said he wanted to attack Blue, turns around, aims at Yakuthiel, fires, and reloads again.

Blunderbuss vs Yakuthiel: 1d20 + 12 ⇒ (16) + 12 = 28
Piercing damage: 1d8 + 3 ⇒ (7) + 3 = 10 plus 1d4 ⇒ 1 fire

Blue armour then scrabbles to get up, only to meet Yakuthiel's halberd of doom. Crit, and dead. I let Yakuthiel trigger it on Blue because this way it would kill him. The crit wouldn't have killed Black.

Bangy Piper, 10 damage, on fire
Betel Capella, 14 damage, on fire
Blue
Graeyson, dying 1, on fire
Mik-Mek, 11 damage, on fire
Yakuthiel, 21 damage, on fire
Black
Bina Sevencloaks, 7 damage
Red, 8 damage, bloodied

Bina is up next!

Battlemap.

Horizon Hunters

Female Halfling (Gutsy) Swashbuckler (Battledancer) 4 | HP 50/50 | AC 21 | Hero Pts 1/3 | Per +9 (Keen Eyes) |Spd 30 ft | Fort +9 | Ref +11 | Will +9 | Exploration Activity: Scout | Active Conditions: None

Bina steps next to Orange after her debacle trying to tumble past, then puts on the moves, twisting her feet in place and dropping into a one-handed stand in an effort to throw Orange off before stabbing out with her blade at its guts.

Using Focused Performance because why not, nobody else really around. I don't need to actually fascinate him to get Panache, I just need to hit its Will DC.

Step.
Focused Performance (dance): 1d20 + 11 ⇒ (5) + 11 = 16
Confident Finisher vs Orange, Flanking: 1d20 + 9 ⇒ (9) + 9 = 18 P Dmg: 1d6 + 1 ⇒ (6) + 1 = 7
Precision Dmg: 2d6 ⇒ (2, 6) = 8

I don't know if 16 is enough (probably not) but I included the Finisher damage just in case. If she doesn't have Panache, ignore it. Half the precision damage on a miss.


Slides Loot sheet

Bina makes some dance moves at Red to confuse him. It doesn't work, but the follow-up stab is definitely effective. It falls to the ground and won't bother you again.

Persistent fire: 1d4 ⇒ 3
Flat check: 1d20 ⇒ 4

Bangy Piper, 10 damage, on fire
Betel Capella, 14 damage, on fire

Graeyson, dying 1, on fire
Mik-Mek, 11 damage, on fire
Yakuthiel, 21 damage, on fire
Black
Bina Sevencloaks, 10 damage, on fire

Bangy and Betel are up!

Battlemap.

Envoy's Alliance

NG Ysoki Senghor Sailor Scoundrel Rogue Scout 6 | ◆◇↺ | Exploration Mode: Avoid Notice w/ Scout (+2) and Surprise Attack
Stats:
AC 24 or 26 dodge | Saves 13**/14*/12* w/ +1 vs poison & disease w/ Sewer Rat | Perception +12** w/ lowlight | Speed 25 w/ Light Steps
♥️ 76 w/ Cornered Fury | ☘️ ☑☑ | ✋ none | ⚕ none | (↺) ➤ Nimble Dodge

Peaking over the table, Bangy shoots from cover, then squats down again on all threes!

Hide (Stealth, Trained) vs Black Armor (Perception DC): 1d20 + 11 ⇒ (6) + 11 = 17
Shortbow vs Black Armor (FF?) w/ +1d4 Sneak Attack (??): 1d20 + 12 ⇒ (2) + 12 = 142d6 + 1 ⇒ (2, 1) + 1 = 41d4 ⇒ 3

◆) Hide
◆) Strike
◆) Take Cover

Persistent Fire (1d4) + Flat Check (DC 15): 1d4 ⇒ 11d20 ⇒ 8

Grand Archive

Female Undine/Elf Sorcerer (Elemental Water) - 7 | P:10 | F:11 R:11 W:12 | hp:48/48 | AC:21 | HP:2/3 | GA | 124312-2013

Betel jumps into the barrel of water near the forge, used for quenching hot metal. It's not as big as the barrel she uses on long overland or sea trips so she can't fully submerge, but at least the fire is out.

From, there, she blasts Black with water.

sa: 1d20 + 10 ⇒ (20) + 10 = 30 bludgeoning: 2d4 + 4 ⇒ (2, 4) + 4 = 10

She then wonders if there is a way she can use her water powers to put everyone's fire out.

Envoy's Alliance

GM. I am wondering when I caught on fire. When I looked at your recap post before my actions I didn't see anything about taking persistent damage.


Slides Loot sheet

Graeyson, I announced it in this post here. Everyone got hit by a breath attack by the imps at the end of round 1. My apologies if it wasn't clear.

Betel jumps into the lukewarm barrel of water near the forge to put out her fire. Now in her element, she throws a ball of water at the remaining armour and connects! The armour forms a big crack and it's easier to damage it further.

Bangy tries to hide from the armour and fails, then tries to shoot it, but also fails to hit it.

Bangy Piper, 11 damage, on fire
Betel Capella, 14 damage
Graeyson, dying 1, on fire
Mik-Mek, 11 damage, on fire
Yakuthiel, 21 damage, on fire

Black, 20 damage
Bina Sevencloaks, 10 damage, on fire

Graeyson, Mik-Mek, and Yakuthiel are up!

I have no idea why I only announced Bangy and Betel. I think there was an enemy in the lineup I only removed afterwards and didn't notice the turns merged.

Battlemap.

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