Supreme Beings Pathfinder 2E Shattered Star (Inactive)

Game Master scranford

Pathfinder 2E campaign to introduce new veteren players and friends.
◆ One action, ◆◆ Two Actions, ◆◆◆ Three Actions, ◇= Free Action, ↺= Reaction


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Female Sylph. HP 24/32, AC16 Fort +10 Ref +8 Will +4 Per +4 Speed 30 Low Light Vision, Electricity Resist 1, Hero Points 1, Group XP 140/1000 Kineticist (Air/Fire) 1, Elemental Sorc FA.

Yes. It's why I took it. I spend two actions to give the group four. It's a good round 1 play, especially with the house rule about weapons, and it can be good mid-battle for repositioning. But, while it does happen like a Reaction, it's not one, so people keep their reactions.


Female Ratfolk Rogue: HP 15 AC18 Fort +4 Ref +9 Will +5 Per +5 Speed 30 Low Light Vision, +1 vs Traps, Ratspeak, Hero Points 1

SO can she then move (not sneak), take out her sling and then load it? If so then she will do that and move towards the north of the map, keeping close to the cavern wall


Current Map Heidmarch Manor God Infinity........

If you're online click on the latest link in the inspection thread. I can invite you to the Owl Bear Rodeo map and see if you can interact with it.


Female Orc (Hold-scarred) Witch 2 (Sentinel FA) | HP 28/28| AC: 18 | Fort: +6; Ref: +5; Will: +6 | Per +4 | Spd 20 ft. | Darkvision | ◆ ↺ ◇ | Scouting, Perception + 4 | Stealth +5, Athletics +6 | Class DC 18

Adayil rushes to support Telurion, buffeted by Lillanith’s gyre. Frowning in disgust at the noisome stench she zigs diagonally before adjusting to provide a flank for the young human warrior. She makes a wild swing with her falchion…

◇ Move 10’ ◆Stride ◆ Stride ◆ Strike

Fortitude save, DC 16: 1d20 + 5 ⇒ (15) + 5 = 20

Skaii!!!: 1d20 + 5 ⇒ (13) + 5 = 18 [vs. Off-guard]
Shikksh!!!: 1d10 + 2 ⇒ (4) + 2 = 6


AC 14 | Size: Tiny | Speed: 40' | HP: 14 | Low-light vision | Perception +5 ; Acrobatics +5 ; Stealth +5 | ◆ ↺ ◇

Krutk merely huddles in the sand, trying to look like…for all intents and purposes…a….rock.

No actions for Krutk as Adayil used no Actions to Command him…


Female Sylph. HP 24/32, AC16 Fort +10 Ref +8 Will +4 Per +4 Speed 30 Low Light Vision, Electricity Resist 1, Hero Points 1, Group XP 140/1000 Kineticist (Air/Fire) 1, Elemental Sorc FA.

Lill moves closer to the Xulgath and fires a chilling beam of ice at him.

Action 1: Stride to end up 3 west of Xulgath 2. Actions 2 and 3: Elemental Blast with damage type cold.

Zap: 1d20 + 7 ⇒ (19) + 7 = 26
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

Also, just in case I'm close enough to need it.

Fort: 1d20 + 9 ⇒ (13) + 9 = 22


Current Map Heidmarch Manor God Infinity........

Adayil's falchion took a large chunk of his right shoulder off, and just as he turned to defend himself, Lil, nose wrinkling at the terrible stench hits him with a vast cloud cloud of frost particles covering him from head to toe. His joints stiffen up, and he falls to the ground dead.

^ Telurion is up


Female Orc (Hold-scarred) Witch 2 (Sentinel FA) | HP 28/28| AC: 18 | Fort: +6; Ref: +5; Will: +6 | Per +4 | Spd 20 ft. | Darkvision | ◆ ↺ ◇ | Scouting, Perception + 4 | Stealth +5, Athletics +6 | Class DC 18

I thought the Xulgath were after Adayil in Initiative…or did they Delay, and if so, when do they go?

Oh, they Delayed until after Lill shot at them, and Telurion had already Delayed until they moved. So is everyone back to the initial Initiative rolls or what? I’m so confused.

One went
Adayil
Xulgaths (Xulgaths Delayed)
Telurion (Telurion Delayed)
Lill
Xulgaths
Telurion
Alorea
Caks

But now it seems Telurion is up before the Xulgath’s? I’ll have to read up on Delay again…Or is this some combination of individual and block initiative?!?


Current Map Heidmarch Manor God Infinity........

They delayed until they were attacked. Lil attacked them. Telurion used his delay action to move so now it's their turn after telluran


Current Map Heidmarch Manor God Infinity........

The initiative order is in the discussion. I'll try to keep it in the gameplay thread.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

With a grunt, Telurion tried to drop his torch on a non-wet spot, retrieved his shield and raised it. Then he swung at the creature in front of him.

Not sure, but can I:
Drop torch
> Grab Shield
> Raise Shield
> Attack (he is flanked, right?)

Bastard Sword: 1d20 + 9 ⇒ (4) + 9 = 13
Damage if it hits: 1d8 + 4 ⇒ (3) + 4 = 7


Female Orc (Hold-scarred) Witch 2 (Sentinel FA) | HP 28/28| AC: 18 | Fort: +6; Ref: +5; Will: +6 | Per +4 | Spd 20 ft. | Darkvision | ◆ ↺ ◇ | Scouting, Perception + 4 | Stealth +5, Athletics +6 | Class DC 18

I edited my post to show how I saw it. But it really doesn’t matter! And I’m happy to chat initiative in Discussion. Either works!


Female Orc (Hold-scarred) Witch 2 (Sentinel FA) | HP 28/28| AC: 18 | Fort: +6; Ref: +5; Will: +6 | Per +4 | Spd 20 ft. | Darkvision | ◆ ↺ ◇ | Scouting, Perception + 4 | Stealth +5, Athletics +6 | Class DC 18

@Telurion: think the flanked one is now dead (hot by Adayil’s falchion, then dropped by Lill’s blast) so you’d have to ◆Step get to melee range of the next one. Given he’s now by himself, maybe you can ignore your shield, and just try to Strike twice and hope to drop him.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

Got it! I will do that then, step and attack. Here is the second strike if that is ok:

Bastard Sword: 1d20 + 9 - 5 ⇒ (16) + 9 - 5 = 20
Damage if it hits: 1d8 + 4 ⇒ (6) + 4 = 10


Current Map Heidmarch Manor God Infinity........
Âdayil wrote:

I thought the Xulgath were after Adayil in Initiative…or did they Delay, and if so, when do they go?

Oh, they Delayed until after Lill shot at them, and Telurion had already Delayed until they moved. So is everyone back to the initial Initiative rolls or what? I’m so confused.

One went
Adayil
Xulgaths (Xulgaths Delayed)
Telurion (Telurion Delayed)
Lill
Xulgaths
Telurion
Alorea
Caks

But now it seems Telurion is up before the Xulgath’s? I’ll have to read up on Delay again…Or is this some combination of individual and block initiative?!?

Delay moves your initiative to right after the person you delayed for. In this instance The Xul's delayed until someone moved into the room (Telurion). Telurion delayed until someone started the combat (Lil). At that time nobody had entered the room yet... (Except for sneaky Kutek whom they didn't notice). so Telurion moved into the room, then they took their actions. Telurion just acted so how their initiative turn is up.

"The ready action lets you hold an action till some situation provokes it. You spend 2 actions to hold 1 action or a reaction till the triggering event occurs. Using ready maintains your place in the initiative.

I'll work on getting the Initiative tracker Extension working on OBR so that might clear things up a bit.


Current Map Heidmarch Manor God Infinity........

Telurion is taken aback as the creature he was standing next to bled, froze and died. He steps over to the next creature, but was a bit taken aback by his original target's quick death, so his aim was off. He was able to refocus and despite this being his second attack he was able to score a vicious hit on the Xul.

Xul 3 badly wounded skirts the rocks and heads towards the SE corner. Xul 1 also wounded follows him but stops to pick up one of the struggling bodies before continuing on his way.

Telurion gets a Reactive Strike as Xul 1 moves away from him. This is without a MAP as this is a reaction.

Alorea is up pending Telurion's Reactive strike stopping Xul 1's retreat.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

Reactive Strike: 1d20 + 9 ⇒ (10) + 9 = 19
Damage if it hits: 1d8 + 4 ⇒ (6) + 4 = 10


Current Map Heidmarch Manor God Infinity........

Telurion takes a parting shot at Xul 1 nearly decapitating him..but he soldiers onward spraying all the prone bodies with arterial blood.


Female Orc (Hold-scarred) Witch 2 (Sentinel FA) | HP 28/28| AC: 18 | Fort: +6; Ref: +5; Will: +6 | Per +4 | Spd 20 ft. | Darkvision | ◆ ↺ ◇ | Scouting, Perception + 4 | Stealth +5, Athletics +6 | Class DC 18

Brave, brave Sir Xulgath, spraying arterial blood!


Female Halfling (Gutsy) Cleric 1 | HP 13/15| AC: 15 | Fort: +4; Ref: +6; Will: +9 | Per +7 | Spd 25 ft. | Keen Eyes |Hero Points: 1 | ◆ ↺ ◇ | Searching | Healing Font 0/4 | Class DC 17

Alorea moves across the cave. She casts the same cantrip again, but this time, the darts sail harmlessly past her intended target.

Stride 25', cast needle darts on Xul1.

Needle Darts: 1d20 + 7 ⇒ (4) + 7 = 11


Current Map Heidmarch Manor God Infinity........
Alorea wrote:

Alorea moves across the cave. She casts the same cantrip again, but this time, the darts sail harmlessly past her intended target.

Stride 25', cast needle darts on Xul1.

[dice=Needle Darts]d20+7

What map are you looking at? I'll post the link again. Not only are both or the Xul's behind the outcropping, but I've added the light of Telurions's Dropped torch, and they are in darkness as well. Might need to adjust your actions.

Round 2 Map


Female Halfling (Gutsy) Cleric 1 | HP 13/15| AC: 15 | Fort: +4; Ref: +6; Will: +9 | Per +7 | Spd 25 ft. | Keen Eyes |Hero Points: 1 | ◆ ↺ ◇ | Searching | Healing Font 0/4 | Class DC 17

Okay, I thought I had line of sight on Xul 3 and didn't see the lighting on the map before. But I think it should be bigger: "A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour." That should put the xulgaths in dim light at least. I adjusted my position within the limits of my Stride action to be sure I had line of sight. My attack roll missed anyway so won't bother rolling concealment.

Also, I just read the remastered version of the light cantrip, which is much better than it used to be. I can now have 4 light spells going at once and attach them to people so that they automatically float by them and follow their movement. I will be sure to prepare it next time so that we have better visibility options in the future. I will confess to not really paying attention to lighting in the games I run.


Current Map Heidmarch Manor God Infinity........
Alorea wrote:

Okay, I thought I had line of sight on Xul 3 and didn't see the lighting on the map before. But I think it should be bigger: "A torch sheds bright light in a 20-foot radius (and dim light to the next 20 feet) for 1 hour." That should put the xulgaths in dim light at least. I adjusted my position within the limits of my Stride action to be sure I had line of sight. My attack roll missed anyway so won't bother rolling concealment.

Also, I just read the remastered version of the light cantrip, which is much better than it used to be. I can now have 4 light spells going at once and attach them to people so that they automatically float by them and follow their movement. I will be sure to prepare it next time so that we have better visibility options in the future. I will confess to not really paying attention to lighting in the games I run.

You are correct as usual :-). I forgot that this map already had a grid, so I disabled the OBR grid as it didn't match up... but the circle drawing in the app assumed a different grid. I can adjust... but at this time it's not a big deal. This little encounter was mainly to try out Owlbear Rodeo and show a few things about going from Exploration mode to Encounter mode anyway. Plus I used diameter instead of radius... so the darkness doesn't come into play here. There is a way in OBR to attach a radius effect to a remove fog... but I don't think I want to do that with a Pbp game. Maybe if we were playing live on the Vtt.


Current Map Heidmarch Manor God Infinity........

Caks is up then to the top of Round 3


Female Ratfolk Rogue: HP 15 AC18 Fort +4 Ref +9 Will +5 Per +5 Speed 30 Low Light Vision, +1 vs Traps, Ratspeak, Hero Points 1

Caks moves swiftly towards the corner of the cavern as she tried to get the creatures into range of her sling.

Will double move and then will have to wait until she can move again to bring the beasts into range


Current Map Heidmarch Manor God Infinity........
Caks wrote:

Caks moves swiftly towards the corner of the cavern as she tried to get the creatures into range of her sling.

Will double move and then will have to wait until she can move again to bring the beasts into range

You know you can triple move... or double move and shoot your sling. Did you use the measurement tool... or count squares. I didn't get the grid aligned since this map was already drawn in another program, so you have to count squares for this particular combat. You should be able to get into range with two moves and fire your sling. With low light vision, a 50' range increment and no soft cover you should be good to let fly without penalty.

◆ Stride
◆ Stride
◆ Strike (Roll an attack with no penalty)


Female Ratfolk Rogue: HP 15 AC18 Fort +4 Ref +9 Will +5 Per +5 Speed 30 Low Light Vision, +1 vs Traps, Ratspeak, Hero Points 1

I used the measuring tool and it was 85' so I will recheck it and if I am in range (50') she will fire!!

Attack-Ranged: 1d20 + 7 ⇒ (16) + 7 = 23
Damage: 1d6 ⇒ 5


Current Map Heidmarch Manor God Infinity........

Caks enters the fray with a well-aimed sling bullet and hits Xul 3 with a solid shot to the head which sounds like a melon being thumped with a very large finger... but he keeps on plugging towards a seemingly dead end.

GM Screen

Spoiler:

1d20 + 3 ⇒ (2) + 3 = 5 Adayil Preception

Round 3

^Adayil
^Telurion
^Lil
^Xul 1&3
^Alorea
^Caks

NOTE: Check to see if the initiative tracker (Upper left-hand circle with arrows around it). is showing the initiative order for you all.


Female Sylph. HP 24/32, AC16 Fort +10 Ref +8 Will +4 Per +4 Speed 30 Low Light Vision, Electricity Resist 1, Hero Points 1, Group XP 140/1000 Kineticist (Air/Fire) 1, Elemental Sorc FA.

Lil moves up next to Telurion and fires off another blast of ice.

Same as last round, Stride and 2 action Elemental Blast for cold. Target is Xulgath 3.

Zap: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d8 + 4 ⇒ (1) + 4 = 5


Female Orc (Hold-scarred) Witch 2 (Sentinel FA) | HP 28/28| AC: 18 | Fort: +6; Ref: +5; Will: +6 | Per +4 | Spd 20 ft. | Darkvision | ◆ ↺ ◇ | Scouting, Perception + 4 | Stealth +5, Athletics +6 | Class DC 18

If Xulgath 3 falls to Lill’s blast amend the numbers from “two” to one and remove “both” in Adayil’s plea…

Adayil screams in frustration.

No more! Stupid, needless suffering!

She lets one hand free of her blade, and holds it out, palm facing the xulgaths. She growls in the Common as simply as she can.

”End fight. We number five, you only now two, and you both hurt. You only die here if you fight. Let us talk.

She then throws her blade dramatically on the sand just in front of her.

◇ Delay…if they do not acquiesce to Adayil’s request she’ll…use her magics!!!! Mwuah hahahahahahahaha


Current Map Heidmarch Manor God Infinity........

Adayil is before Lil in the initiative. Head to the discussion thread to determine what happens here.


Female Sylph. HP 24/32, AC16 Fort +10 Ref +8 Will +4 Per +4 Speed 30 Low Light Vision, Electricity Resist 1, Hero Points 1, Group XP 140/1000 Kineticist (Air/Fire) 1, Elemental Sorc FA.

Wait, we're not doing a when party members are up, post in whatever order people can? If you are doing a strict, person 2 cannot post until person 1 does, combat is going to get very slow.


Female Orc (Hold-scarred) Witch 2 (Sentinel FA) | HP 28/28| AC: 18 | Fort: +6; Ref: +5; Will: +6 | Per +4 | Spd 20 ft. | Darkvision | ◆ ↺ ◇ | Scouting, Perception + 4 | Stealth +5, Athletics +6 | Class DC 18

I must admit, that’s why I rolled with what Lill had done - I figured it was a kind of block initiative…I also tend to have no problem with waiting my turn, and so just went with Adayil going after Lill…

Like I said, I’m happy with either distinct Initiative order, or block us/them/us/them.


Current Map Heidmarch Manor God Infinity........

What you say is true... and if you post out of initiative, I'll try to use it however... The fact that PF2e is so dependent on buffs and strategy the "Block initiative" really doesn't work. Setting up "Off Guard" Intimidates, buffing spells etc. can have a giant effect on the results of the combat. Using "Delay" etc. in initiative becomes more important and will be come rote as we grow used to adventuring together. ie... The cleric always casts "Magic Weapon" on the fighter before entering melee... so it makes sense for the Fighter to delay his actions till after the cleric. Yes it will slow things down... but the system won't work if we don't do it this way.

Now off to the discussion thread, then I'll give you the opportunities to alter your actions.


Female Orc (Hold-scarred) Witch 2 (Sentinel FA) | HP 28/28| AC: 18 | Fort: +6; Ref: +5; Will: +6 | Per +4 | Spd 20 ft. | Darkvision | ◆ ↺ ◇ | Scouting, Perception + 4 | Stealth +5, Athletics +6 | Class DC 18

Happy to do individual initiatives as rolled/in turn. I think I prefer it for a grain of “verisimilitude”.

Adayil’s “Actions” are as written. ◇ Speak ◇ Drop Weapon ◇ Delay.


Current Map Heidmarch Manor God Infinity........

Adayil implores everyone to cease their violence and throws down her weapon to enforce her stance, then, stands ready to act based on what happens next.

All of her actions are free actions and she joins the conga line of delay ;-)

Telurion is up.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

Telurion waits for the reactions of the creatures.

Delay I believe.


Current Map Heidmarch Manor God Infinity........

Telurion waits breathing hard at the thrill of the fight to see what happens.

I'll resolve Lil's actions then move on in a bit.

Lil steps up and fires off a blast of ice crystals at Xul 3 coating him in ice crystals... but he seems of sturdier stuff and continues putting his arm around his more injured companion and helping him carry the wriggling body he had picked up, as both of them disappear into a until now cleft in the back of this cavern.

◆◆ Stride, Stride ◆ Take cover.

They are now out of sight into a concealed cleft. They took one of the bound individuals with him, but there are still 5 struggling, wriggling bodies bound on the floor with dirty sacks secured on their heads.

Alorea is up or Adayil or Telurion with their delayed actions.


Current Map Heidmarch Manor God Infinity........

Alorea, Telurion, and Adayil stand waiting for something to happen as the youths continue to squeal and panic knowing that something is happening but with bags over their heads not sure what.

Caks is up or any of the three delayed actions in any order.


Female Halfling (Gutsy) Cleric 1 | HP 13/15| AC: 15 | Fort: +4; Ref: +6; Will: +9 | Per +7 | Spd 25 ft. | Keen Eyes |Hero Points: 1 | ◆ ↺ ◇ | Searching | Healing Font 0/4 | Class DC 17

Alorea curses under her breath as the xulgaths begin to flee. She moves up to one of the prisoners and starts to remove the sack from their head. "River Boy! Go after 'em!" she calls out.

◆ Stride
◆ Stride
◆ Interact to start untying a prisoner


Female Orc (Hold-scarred) Witch 2 (Sentinel FA) | HP 28/28| AC: 18 | Fort: +6; Ref: +5; Will: +6 | Per +4 | Spd 20 ft. | Darkvision | ◆ ↺ ◇ | Scouting, Perception + 4 | Stealth +5, Athletics +6 | Class DC 18

Adayil curses unimaginatively in Orcish and then motions to Krutk.

Follow them…

She then ducks to retrieve her falchion and then races after the escaping wounded and encumbered xulgaths into the darkness…

◆ Command ◆ Interact (pick up weapon) ◆ Stride


AC 14 | Size: Tiny | Speed: 40' | HP: 14 | Low-light vision | Perception +5 ; Acrobatics +5 ; Stealth +5 | ◆ ↺ ◇

Krutk waves his larger pincer as if to say “Yes, mistress” and then scuttles rapidly ahead of her and into the gloom…

◆ Stride ◆ Stride

[Note lil Krutk has a 40’ movement speed…]


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

Telurion follows after the xulgath - "Leave the child or you will both die!" - he roared.

◆ Stride ◆ Stride ◆ Stride, unless I come face to face with them after the second stride, in which case Telurion will attack.


Current Map Heidmarch Manor God Infinity........

Alorea is the first to shake off her adventuring freeze and strongly suggests that Telurion chase them down. She then rushes to the aid of one of the prone prisoners and removes the sack from his head revealing a youthful Dwarf.

"Oh thank god. I didn't know what was going on with all the sounds of combat. Untie me and I'll help".

Adayil curses at his ineffective attempt at peace, reaches for his implanted Falchion and heads for the cave entrance. He motions Krutk into the cave ahead of him.

Krutk enters the cave, but stops short when he can no longer see... then gasps in surprise as Telurion motors past revealing the scene in front of him.

Telurion a bit rebuked by Alorea strides forward into the room, and finds the following:

The two Xulgaths tremble in the corner of the room, one with his club in hand, the other sitting on the prisoner they snatched up, trying to bandage some of his gaping wounds. To the right you can see the partial body of another Xul crushed by the rockfall that obviously blocked this passage. The Xul stench is overpowering in this room.

Can you guys still manipulate your tokens on the OBR map? Can you see the added extension to the map? I didn't add some things that I will going forward like the rock blockage, and the two bodies... but I'll spend the time to do so if it looks like OBR is a viable option.

Telurion can make his attack, then Caks, then Round 3


Current Map Heidmarch Manor God Infinity........
Telurion wrote:

Telurion follows after the xulgath - "Leave the child or you will both die!" - he roared.

◆ Stride ◆ Stride ◆ Stride, unless I come face to face with them after the second stride, in which case Telurion will attack.

So... ◆ Stride, ◆ Stride, ◆ Strike


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

With a snarl, Telurion wades in on the one sitting on the child - ”Surrender!”

Strike: 1d20 + 9 ⇒ (6) + 9 = 15
Damage if it hits: 1d8 + 4 ⇒ (4) + 4 = 8


Current Map Heidmarch Manor God Infinity........

Taking care to keep from hitting the prone prisoner Telurion is surprised by the sudden ducking of the Xul, and swings above his head missing by a hair.

Caks is up then round 4


Female Ratfolk Rogue: HP 15 AC18 Fort +4 Ref +9 Will +5 Per +5 Speed 30 Low Light Vision, +1 vs Traps, Ratspeak, Hero Points 1

Unsure of what is happening, Caks swiftly follows Telurion after the escaping creatures. She stops at the edge of his light and hides herself to back him up if necessary.

◆ Stride
◆ Stride
◆ Hide


Current Map Heidmarch Manor God Infinity........

The ever curios Caks follows Krutk and Telurion into the dark cleft and arrives just in time to see Telurion take an ill-aimed swing at one of the Xul's half sitting on a squirming, tied up Youth. She passes Krutk on the way and smiles in passing.

You've still got dim light where you are... just not bright. A successful (Secret) Stealth role gives you the "Hidden" condition. Just being in dim light gives you the concealed condition.

SB Screen

Spoiler:

1d20 + 7 ⇒ (8) + 7 = 15 Stealth

On to Round 4...

Lil... Lead us off


Female Sylph. HP 24/32, AC16 Fort +10 Ref +8 Will +4 Per +4 Speed 30 Low Light Vision, Electricity Resist 1, Hero Points 1, Group XP 140/1000 Kineticist (Air/Fire) 1, Elemental Sorc FA.

Lill moves up to support Tellurion.

Three strides, to get next to Tellurion, and keep the Xulgath from running away. I think it will take all three, but I'm a little uncertain as to where the maps mesh, so please just move me up.

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