Supreme Beings Pathfinder 2E

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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Current map Oppies Supplies God Infinity........
Lillanith wrote:

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.

I can do go ahead and roll an attack just in case you can make it in time. I'm away from my computer for a bit


Current map Oppies Supplies God Infinity........
Lillanith wrote:

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.

I can do go ahead and roll an attack just in case you can make it in time. I'm away from my computer for a bit


Female Sylph. HP 20 AC15(17) Fort +9 Ref +7 Will +5 Per +5 Speed 30 Low Light Vision, Electricity Resist 1, Hero Points 1 Kineticist (Air/Water) 1

Nope. No attack. I don't think I'd be able to LOS for ranged after 2 moves, so just three moves is fine.


Current map Oppies Supplies God Infinity........

The cave starts to get populated a bit as Lil moves to enter the fray.

SB Screen

Spoiler:

1d20 + 5 ⇒ (13) + 5 = 18 Perception Krutk
1d20 + 5 ⇒ (11) + 5 = 16 Perception Telurion
1d20 + 5 ⇒ (3) + 5 = 8 Perception Caks
1d20 + 5 ⇒ (2) + 5 = 7 Perception Lil

The Xul that Telurion just tried to decapitate reaches down, and pulling forth a rusty dagger reaches for the squirming halfling he is sitting on's head, and puts it to his throat, and belches out something you don't understand.

X1
1d20 ⇒ 14 Demoralize Telurion (Intimidation)
◆ Pull Dagger
◆ Manipulate (Put to prisoners Throat)

The other less injured Xul tries to defend his comrade.

◆ Ready Club
1d20 + 9 ⇒ (3) + 9 = 12 Club Swing, 1d6 + 4 ⇒ (3) + 4 = 7 Bashing
1d20 + 5 ⇒ (17) + 5 = 22 Bite, 1d6 + 4 ⇒ (2) + 4 = 6 Agile, Piercing teeth

Telurion becomes hesitant (Off Guard), to the attacks. The big ugly club misses, but as Telurion ducks out of the way a sudden lunge of teeth pierce the brave riverman's shoulder.

6-points of piercing damage, and would be off-guard (Frightened 1) if he spoke the same language the Xul used to attempt to threaten him. -4 peanlty against Telurions Will Save DC

Alorea is up.

NOTE: Sometimes I don't post much on the weekends, so no big hurry.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 15/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

Ok if I ask some mechanical questions?

Supreme Being wrote:

The Xul that Telurion just tried to decapitate reaches down, and pulling forth a rusty dagger reaches for the squirming halfling he is sitting on's head, and puts it to his throat, and belches out something you don't understand.

X1
◆ 1d20 Demoralize Telurion (Intimidation)
◆ Pull Dagger
◆ Manipulate (Put to prisoners Throat)

Doesn't the Manipulate action trigger my Reactive Strike - I think I saw in Nethys that 'Manipulate actions often trigger reactions.? Also, what does it mean when he puts the dagger to the halfling's throat - if I try to attack him, he can just slit the halfling's throat? In turn, what does that also mean - is it a Coup de Grace kinda thing? Can he execute him immediately?

Supreme Being wrote:

The other less injured Xul tries to defend his comrade.

◆ Ready Club
◆ 1d20+9 Club Swing, 1d6+4 Bashing
◆ 1d20+5 Bite, 1d6+4 Agile, Piercing teeth

Telurion becomes hesitant (Off Guard), to the attacks. The big ugly club misses, but as Telurion ducks out of the way a sudden lunge of teeth pierce the brave riverman's shoulder.

6-points of piercing damage, and would be off-guard (Frightened 1) if he spoke the same language the Xul used to attempt to threaten him. -4 peanlty against Telurions Will Save DC

The fact he managed to Intimidate me means he has some bonus to his Intimidation. Because the 14 would not be enough. Am I correct?


Current map Oppies Supplies God Infinity........

It does indeed trigger your reactive strike, and he has no actions left to slit the throat. The only way he could have done that was to...

◆◆ Ready an action (Slit the throat if anyone approaches)
◆ Slit the throat if he had a dagger in hand.

He didn't have enough actions for this which is probably what he'll do if he survives to another round.

He did not intimidate you. The wording is a bit clumsy but I said "Your would be off guard if not for the minus 4. 14 would be enough since it's vs. your Will DC which is 14... In PF2 Meets beats.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 15/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Supreme Being wrote:

It does indeed trigger your reactive strike, and he has no actions left to slit the throat. The only way he could have done that was to...

◆◆ Ready an action (Slit the throat if anyone approaches)
◆ Slit the throat if he had a dagger in hand.

He didn't have enough actions for this which is probably what he'll do if he survives to another round.

He did not intimidate you. The wording is a bit clumsy but I said "Your would be off guard if not for the minus 4. 14 would be enough since it's vs. your Will DC which is 14... In PF2 Meets beats.

So that means I should attack with the Reactive Strike? :)

Ah so I am off guard because of something like flanking? Is that it?


Current map Oppies Supplies God Infinity........

my bad. You’re not off guard. I forgot to edit when I added in the -4 for no common language. It’s your decision on the reactive strike


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 15/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

I would try to disarm him with the Reactive Strike, but would need a critical success to be able to actually take the weapon away, so...

When the man notices the blade going for the throat of the halfling, he strikes.

Reactive Strike: 1d20 + 9 ⇒ (13) + 9 = 22
Damage if it hits: 1d8 + 4 ⇒ (1) + 4 = 5


Female Sylph. HP 20 AC15(17) Fort +9 Ref +7 Will +5 Per +5 Speed 30 Low Light Vision, Electricity Resist 1, Hero Points 1 Kineticist (Air/Water) 1

I don't think you could Disarm with a Reactive Strike in any case. Disarm is its own action that uses an Athletics check as part of it. It is not a Strike, though as it has the Attack trait, it adds to MAP. Reactive Strike is a reaction that specifies you use a melee Strike, which would preclude Disarm since there is no Strike component. Disarm did get a buff in the Remaster, but is still pretty weak. The reason for this is that it sucks when it happens to a PC, and monsters can do anything PCs do, so Disarm was made weaker in PF2e.


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

Alorea moves down the tunnel to catch sight of the xulgaths. As Telurion cuts one down, she casts a spell and points to the other one, attempting to overwhelm its mind.

◆ Stride
◆◆ Cast daze (Will DC 17).

Daze, Mental Damage: 1d6 ⇒ 1


Current map Oppies Supplies God Infinity........

1d20 + 4 ⇒ (16) + 4 = 20 Will Save

Telurion notices the muscles in the forearm of the Xul twitch a bit, and reacts quickly swinging his sword forward, and ending the creature's existence.

Alorea creeps down the small tunnel, almost running over her travelling companion Caks who is hiding in a crack in the tunnel, before concentrating on the remaining Xul who by the way just bit into Telurion. The beast shakes his head his eyes dulling for just a moment, but he seems to have given up hope of leaving this violent surface world alive. He moans in sorrow at his fallen family members and spits the chunk of Telurion on the ground before grunting something unintelligible.

Adayil is up! (Then Tellurion, Then Caks)


Female Orc (Hold-scarred) Witch 1 | HP 20/20| AC: 14 | Fort: +5; Ref: +4; Will: +5 | Per +3 | Spd 25 ft. | Darkvision |Hero Points: 1 | ◆ ↺ ◇ | Scouting, Perception + 3 | Stealth +4, Athletics +5 | Class DC 17

Adayil sees Alorea rush into the tunnel, and seeing there is very little need for her to stay with the youths bolts in after her. Her eyes allow her to pass through, by her companions, only to emerge just as Telurion is facing off against the last xulgath. She cannot quite reach the pair, and is left panting…

◆ ◆ ◆ Stride, Stride, Stride.


Current map Oppies Supplies God Infinity........

Telurion is up

Adayil sprints past everything and everyone to join Telurion near the last living Xuo.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 15/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

Feeling the threat to the innocent is now diminished, Telurion changes tactics, dropping the torch, drawing and raising his shield, and striking at the last creature with the side of his blade.

Free: drop torch.
◆ Draw Shield
◆ Raise Shield
◆ Strike non-lethal (at -2)

Strike (nonlethal): 1d20 + 9 - 2 ⇒ (15) + 9 - 2 = 22
Damage if it hits: 1d8 + 4 ⇒ (1) + 4 = 5

Would be nice to stop rolling 1s for damage :/


Current map Oppies Supplies God Infinity........

Though dazed by the blow to the side of his head, the remaining Xul smiles as his eyes refocus. Once again, he utters something unintelligible... but probably something like. "I might go down... but I'll take you with me".

Caks is up! Then Lil then the Lone Xul.


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

Keeping hidden as she moves forward, Caks aims and fires a single bullet at the remaining creature.

◆ Sneak
◆ Sneak (I think?)
◆ Shoot

Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d6 ⇒ 2


Current map Oppies Supplies God Infinity........

SB Screen

Spoiler:

1d20 + 7 ⇒ (7) + 7 = 14 Hide 1
1d20 + 7 ⇒ (4) + 7 = 11 Hide 2

Without some special feat it wouldn't be possible to hide in the middle of a brightly lit cave. The normal thing is to ◆ Stride, ◆ Hide, ◆ Strike... but I don't see anything wrong with the way you did it. You think you're hidden anyway.

Caks leaves the dark corner and stride forth into the brightly lit chamber moving slowly and hoping not to draw too much attention. She then quickly swings her sling around loosing a bullet at the remaining Xul but missing high as the bullet ricochets off the tumbled debris.

Lil is up


Female Sylph. HP 20 AC15(17) Fort +9 Ref +7 Will +5 Per +5 Speed 30 Low Light Vision, Electricity Resist 1, Hero Points 1 Kineticist (Air/Water) 1

Not sure how to move the token. But, my stride will put me right behind Telurion and north of Adayil.

Stepping up behind the wounded Telurion, Lill reaches out as she says [/b]"I've got this."[/b] Water flows from her hand and over the wound, at least partly healing it.

Action 1: Stride.
Action 2: Ocean's Balm. Healing: 1d8 ⇒ 2. In addition to the healing, Telurion has Fire Resistance 2 for one minute, and I cannot Balm him again for 10 minutes.

Her hand then shifts to aim at the Xulgath, and the water becomes ice that she sends at the creature.

Action 3. Elemental Blast.
Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d8 ⇒ 3 cold damage.


Current map Oppies Supplies God Infinity........

Are you sure you had the select (hand in upper right) selected? Looks like you had the draw tool selected as you drew two lines.

Lil moves up behind Telurion, soothes him with some healing water, then attempts to blast the remaining Xu’s with an angry version of that water… but her aim is off and she powerwashes a section of the rubble.


Current map Oppies Supplies God Infinity........

In an absolute frothing frenzy, the Xul overwhelmed by both rage and intense sorrow reverts back to primal savagery and drops his club attacking Telurion with tooth and claw.

◆ Strike 1d20 + 9 ⇒ (9) + 9 = 18 Bite
1d6 + 4 ⇒ (1) + 4 = 5 Teeth

◆ Strike 1d20 + 5 ⇒ (9) + 5 = 14 Claws (1)
1d4 + 4 ⇒ (3) + 4 = 7 Nails

◆ Strike 1d20 + 1 ⇒ (17) + 1 = 18 Claws (2)
1d4 + 4 ⇒ (2) + 4 = 6 Nails

CORRECTION
Telurion takes 5 points of piercing damage, and 6 points of slashing damage... or would have had he not thought to raise his shield...

Alorea is up! Adayil is on deck


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

Alorea winces as Telurion is attacked. She conjures more needle darts and sends them flying at the xulgath.

◆◆ Cast needle darts.

Needle Darts: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 3d4 ⇒ (1, 3, 3) = 7


Current map Oppies Supplies God Infinity........

The whole group for a moment sees Telurion disappear under a cloud of attacking fury, but then saw him come out the other side with nary a blemish... though his shield had a few new scrapes.

Alorea then somehow threads her handful of metal scraps successfully at the creature sending it to its final reward, before the now bloody scraps fly back to her hand.

Combat is Over. I'll reward experience in a bit, then perhaps we can move the chat to discussion to strategize a bit. I'll be travelling the next couple of days but should be able to post later in the evening. This concludes the Prelude to the campaign. There will now be a month of downtime where you will be allowed to pursue downtime activities before we kick off with part 2 next week.

Just a note on Owlbear Rodeo. If you clear your cookies, use a different browser, or a different device you'll have to ask for access again as the program uses your cache to store your admission to the room.


Current map Oppies Supplies God Infinity........

Everybody gets 40 XP.

We are out of combat now so feel free to interact in any order.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 15/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

"Thank you for that - you command healing powers?" - Telurion nodded at Lil, then immediately went to check on the halfling and any others - "Are you alright. Did they wound you?"


Female Sylph. HP 20 AC15(17) Fort +9 Ref +7 Will +5 Per +5 Speed 30 Low Light Vision, Electricity Resist 1, Hero Points 1 Kineticist (Air/Water) 1

"I'm not exactly sure how I do what I do. Back home, a lot of people called me a witch. The air and water seem to allow me to use them to aid myself and others. But, I don't know any of the hows or whys. Still, in the end, blood is mostly water, so it's not all that hard to manipulate." Lil explains to Telurion.

She will also check on the prisoners, and if any have wounds, give them a quick heal.


Female Orc (Hold-scarred) Witch 1 | HP 20/20| AC: 14 | Fort: +5; Ref: +4; Will: +5 | Per +3 | Spd 25 ft. | Darkvision |Hero Points: 1 | ◆ ↺ ◇ | Scouting, Perception + 3 | Stealth +4, Athletics +5 | Class DC 17

Adayil stands over the slain xulgath. She looks at Telurion as he ministers to the captive halfling. The orc then crouches to check the two xulgath’s bodies for items. Krutk wanders in and climbs back onto his mistress.

Once looted, she will check the third xulgath corpse back in the main cave, unless someone else does first. Adayil also has a 1st level heal spell and Medicine/healer’s tools she can use in addition to Lil’s healing.


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

Not wanting to get in the way, Caks stands to one side and watches the others go about caring for the wounded, as well as taking interest in Adayll's search of the dead xulgath.


Current map Oppies Supplies God Infinity........

Once the hostages are all untied and released you notice that except for vomit-stained clothing, and a few minor bruises they are not harmed. They introduce themselves as...
* Isla (Halfling they had been sitting on)
* Oscar (Other Halfling)
* Ralph (Villager)
* Sadie (Villager)
* Neil (Villager)
* Essex (Villager).

They are all in their early teens and clearly scared to death... but thankful for the rescue. Perhaps you could pacify them somehow.

Loot

Each Xul had 2 javelins, and a club. One also had a dagger (Probably taken from one of the prisoners).

There was also a sack with 100 cp, 1 PP, and 2 SP. (Note 54 of the CP were of normal manufacturing the other 46 seem to be of Xulgath manufacture. There is also a greasy feeling ribbon which detects as slightly magical on the Xul corpse under the boulders.
They have rough leather pouches and waterskins which are all empty.

RK Identify (Nature, Occult, Arcane or Religion) DC 14

Spoiler:


Female Orc (Hold-scarred) Witch 1 | HP 20/20| AC: 14 | Fort: +5; Ref: +4; Will: +5 | Per +3 | Spd 25 ft. | Darkvision |Hero Points: 1 | ◆ ↺ ◇ | Scouting, Perception + 3 | Stealth +4, Athletics +5 | Class DC 17

Adayil packs up the javelins and hands the dagger to Telurion to return to whichever of the kids it was taken from. After hefting the sack onto her shoulder she examines the strange greasy ribbon, but doesn’t understand what it could be.

”Alorea - Lillanith: either of you know what this is?” she asks the other females in the group, discounting the males out of either gender bias or some deeper intuition as to their capabilities.

Occultism: 1d20 + 7 ⇒ (3) + 7 = 10

Mostly Adayil tries to avoid the children and smiles at them as less-toothily as possible.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 15/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4
Lillanith wrote:

"I'm not exactly sure how I do what I do. Back home, a lot of people called me a witch. The air and water seem to allow me to use them to aid myself and others. But, I don't know any of the hows or whys. Still, in the end, blood is mostly water, so it's not all that hard to manipulate." Lil explains to Telurion.

She will also check on the prisoners, and if any have wounds, give them a quick heal.

"I had never heard of such thing - so it is not something you learned. You were born with it?"

Accepting the dagger, Telurion also tries to cheer up the released captives - "Is everyone ok? We should be out of here soon. My name is Telurion" - he explains - "Good thing we got here in time and you are all safe - adventuring can be a dangerous endeavor, so you need to be prepared, and never underestimate what you may come up against - let that be your first lesson" - he added with a smile - "I am not sure why those xulgath were here, but I am assuming it was just bad luck though - did any of you manage to understand their purposes? And whose dagger is this?"


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

Religion: 1d20 + 7 ⇒ (15) + 7 = 22

Alorea examines the ribbon Adayil hands her. "Oh, aye! 'Tis a slippery ribbon, a talisman to help ye slide past a wily foe! Nifty in a pinch."

She turns to the hostages. "I know ye all have been through a lot, but anything ye can tell us about your captors would be very helpful. And I can assure ye, we'll get ye back to your homes soon, safe and sound!"

Diplomacy, Make an Impression: 1d20 + 5 ⇒ (13) + 5 = 18


Female Sylph. HP 20 AC15(17) Fort +9 Ref +7 Will +5 Per +5 Speed 30 Low Light Vision, Electricity Resist 1, Hero Points 1 Kineticist (Air/Water) 1

"It might be better to get them back to town and then question them. There might be more xulgath and we don't want to be trapped like the xulgath were. Lil says. She's keeping her gate open just in case, and if the air and water circling her freaks the former captives out at all, she doesn't seem to mind.

She doesn't look at the ribbon since Alorea has that covered. She is more concerned with keeping an eye out for more Xulgath now. She also shrugs to Telurion's question, filing it away to answer when they are not in potentially hostile caves.


Current map Oppies Supplies God Infinity........

Neil speaks up.

"I actually understood what they were talking about. I don't think there are any more of them. They were scared and sad as that rockslide a few days ago opened a tunnel from their home to here. Just as they were entering this cave another tremor hit and killed their oldest child, so they were trapped here and didn't know what to do. Unfortunately, they finished their food this morning... and if you hadn't made your timely appearance, I feel we'd have been next on the menu".

Getting ready to head out for some product training. I'll do a larger / moving on post later today. The journey back to Raven will go without any issues when you get ready to leave.


Current map Oppies Supplies God Infinity........

Neil seems to be the leader of this group. He is the mayor's grandson and known for overestimating his abilities. It is his dagger, and he is glad to reclaim it. "Please keep the coin. Some of it was ours, but we owe you for saving us from the Xulgath Picnic".

The youngest of the halflings... Oscar... grumbles and bit and frowns at that but doesn't argue with their leader.

As the group with their now rescued hostages' heads back to Raven, the story unfolds a bit, and the survivors take turns with telling their tale, constantly interrupting each other with corrections, and differing viewpoints.

"Well, Sadie was close to the cliffs gathering berries for a pie when she heard a rumble, and felt the ground shake a bit. She looked up and saw a plume of smoke arise from one of the caves. We knew that there are rumored to be fantastic treasures hidden up there in those caves so of course we decided to investigate. When we got closer we could smell the stench, but assumed it was probably some crypts unearthed, and the smell was of rotten corpses draped in finery and covered in gold jewelry".

One of the other children takes over the story.

"The ground was still shaking every now and then when we entered... then from that little cave on the side these five things charged us, waving their hands and threatening us".

Neil then interrupts... "Well not really. They were hollering something like leave us alone. This is our home now".

"Okay... whatever... anyway the smell was so bad that we all started puking, and they tackled us, tied us up and put these sacks on our heads. We layed there for what seemed days only getting the sacks taken off to give us some water every now and then".

Once again Neil interjects... "They were wondering what we were, and why we were there. I tried to tell them if they let us go, we could get them some help... but they didn't believe me. They were terrified that someone would come looking for us, and that if they kept us as hostages they could perhaps bargain for their safety".

"Anyway, you know the rest of the story. I don't think they were really evil or anything... just lost and confused. But I"m not sorry they died. I still think they would have eaten us, and they really are gly and smell bad". , Ralph jumped in with a spit back in their direction.


Female Orc (Hold-scarred) Witch 1 | HP 20/20| AC: 14 | Fort: +5; Ref: +4; Will: +5 | Per +3 | Spd 25 ft. | Darkvision |Hero Points: 1 | ◆ ↺ ◇ | Scouting, Perception + 3 | Stealth +4, Athletics +5 | Class DC 17

Adayil keeps quiet, listening to their story and struggling to parse their vernacular. Their ways were very different from her tribes - these youths seem…soft and weak yet also incredibly self assured, without the need for social jockeying and near-physical braggadoccio that her orcish peers must need.

Mostly she is happy to be a part of a new group - useful and supported. Her little one will be safe.


AC 14 | Size: Tiny | Speed: 40' | HP: 7 | Low-light vision | Perception +5 ; Acrobatics +5 ; Stealth +5

For his part, Krutk is content to ride at his mistress neck. Whatever counsel he keeps, only he knows.


Current map Oppies Supplies God Infinity........

Upon arrival back in Raven in midafternoon. The hero's and children were welcomed back with open arms.

* When the halflings are returned to the farm they are first greeted with tears and relief, then sent to their rooms as punishment for wandering off alone. The halflings reward each of the heroes with a small basket containing honeycomb, a jar of honey, and two bottles of Mead.

* Neil is welcomed home by his father, but warned that he is still a youth, and not to try such unplanned nonsense again. The mayor seems resigned to the fact that he probably will anyway. He rewards each member with a Town Whistle that can be blown at any time to summon assistance within earshot of Raven. (Relly a campaign tool as the elections are soon upon the town).

* Sadie's parents who run the Moist Clam are very thankful for her safe return and offer the adventurers A free meal every day for a week, and a bushel basket of fresh clams to use as they wish.

* Essex mostly stayed quiet the whole time he had been met. He had very poor eyesight, and often stumbled and fell. His wards were the Moneylenders in town, and they offered A very reasonable rate on any loans required to further their adventuring careers.

* Ralph, the son of the village grave digger was rewarded with a grab of the ear and chastising by his always inebriated father. "I swear you'd do anything to get out of your chores wouldn't you. Now get back there and unload the cart, clean the shovels, and wash the wagon. I'll see if there's any gruel leftover when you've completed your work".

He then turns to the rescuers. "Well what are you all standing around for? I should ask you for money for returning this drain on my time and finances. Be gone"!

with that we're officially in Downtime for the next month. If nothing is planned for that everyone chime in and I'll move us forward a month to the next part of this story. I'll probably do so by Wednesday anyway... so if you've got plans, now is the time. If you're "All" ready to move forward, we can do that as well.


Female Sylph. HP 20 AC15(17) Fort +9 Ref +7 Will +5 Per +5 Speed 30 Low Light Vision, Electricity Resist 1, Hero Points 1 Kineticist (Air/Water) 1

Lill has enough left over money for a comfortable standard of living for a month. That costs four gold and she has seven. She'll spend the month doing odd jobs with Athletics or Nature and/or spot healing for low fees, basically just to try and make up a little of that four gold, but nothing extreme.


Female Orc (Hold-scarred) Witch 1 | HP 20/20| AC: 14 | Fort: +5; Ref: +4; Will: +5 | Per +3 | Spd 25 ft. | Darkvision |Hero Points: 1 | ◆ ↺ ◇ | Scouting, Perception + 3 | Stealth +4, Athletics +5 | Class DC 17

I have never interacted with Downtime. I’ll read up on what I can do in the Player Core. I skimmed over Harsk making tea in the PF2 preremaster CRB…


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 15/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

Telurion is not particularly happy with the fact they had put down all the Xulgaths, but he felt reassured in the fact it had been done for the greater Good, and the safety of the children.

He is positively overwhelmed by the gratitude demonstrated by the parents of the rescued children, happily accepting the gifts and extended courtesies. After all, in his head they just did the right thing, and no reward should be needed.

The next day he returns to his tasks, assisting around Raven with any chores others might need him for, including at the Church - plowing fields, tending to livestock, lugging merchandise, repairing roofs, painting walls, mending fences, none of it is strange to him, and he has no issues with following instructions from others more experienced than him.

Subsist with Athletics: 1d20 + 7 ⇒ (17) + 7 = 24

On the side he manages to find a couple of days to continue his Weaponsmithing apprenticeship, toiling away at minor smithing jobs for now - he enjoys the physical exertion, and being focused for some hours at a time in a specific task.

As agreed with Father Grimble, he assists also with teaching youths about the lore of Thyr, and doing whatever tasks the Father asks of him.

With whatever time he has left, the man regularly checks on his new adventuring companions, making sure to meet them every day - he is curious about their plans for the future, and if he could be of assistance in any way.

He also makes sure they have at least one celebratory dinner after their successful 'adventure'!


Current map Oppies Supplies God Infinity........
Telurion wrote:

Telurion is not particularly happy with the fact they had put down all the Xulgaths, but he felt reassured in the fact it had been done for the greater Good, and the safety of the children.

He is positively overwhelmed by the gratitude demonstrated by the parents of the rescued children, happily accepting the gifts and extended courtesies. After all, in his head they just did the right thing, and no reward should be needed.

The next day he returns to his tasks, assisting around Raven with any chores others might need him for, including at the Church - plowing fields, tending to livestock, lugging merchandise, repairing roofs, painting walls, mending fences, none of it is strange to him, and he has no issues with following instructions from others more experienced than him.

[dice=Subsist with Athletics]d20+7

On the side he manages to find a couple of days to continue his Weaponsmithing apprenticeship, toiling away at minor smithing jobs for now - he enjoys the physical exertion, and being focused for some hours at a time in a specific task.

As agreed with Father Grimble, he assists also with teaching youths about the lore of Thyr, and doing whatever tasks the Father asks of him.

With whatever time he has left, the man regularly checks on his new adventuring companions, making sure to meet them every day - he is curious about their plans for the future, and if he could be of assistance in any way.

He also makes sure they have at least one celebratory dinner after their successful 'adventure'!

Close. You need to make one roll using Society or Survival for Subsisting. You roll is DC12 since your a resident. You then go to the cost of living table (posted in Discussion Thread), and either live at the basic level, or subtract the cost of living basic (If successful) from the level you choose to live at. If you choose the basic level there is no additional cost. If you fail the roll you need to pay for your subsistance during this time.

The other roll, in your case Athletics is to "Earn Income". In this case if I use the 24 you rolled results in the following.

Spoiler:

DC Days Result (Roll) Success Gold
12 30 24 ( N/A) Critical Success 9.00 gp
Total 9.00 gp

So you make a roll to subsist, and in addition to that you earn the amount listed in the spoiler as gold you made while subsisting.
[/spoiler]


Female Sylph. HP 20 AC15(17) Fort +9 Ref +7 Will +5 Per +5 Speed 30 Low Light Vision, Electricity Resist 1, Hero Points 1 Kineticist (Air/Water) 1

As for herself, Lillanith has no guild at all about killing the Xulgath. In her mind, they had kidnapped children, and so deserved what they got.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 15/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

Survival: 1d20 + 4 ⇒ (6) + 4 = 10


Current map Oppies Supplies God Infinity........
Telurion wrote:
[dice=Survival]d20+4

Telurion seems to have worn out his welcome around town, and finds he has to spend a little more coin to live as he wishes.

If you wish to Roleplay why you were unable to subsist there may be rewards for you. :-)

You can spend a Hero Point to re-roll if you wish... or since you made 9-gp you can just spend 2 for subsist, or 4 for comfortable lifestyle in your month of downtime.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 15/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

See my post in Discussion - Do I need Subsist if I have a job? Having a hard time wrapping my head around this.


Current map Oppies Supplies God Infinity........

Alorea has a little nest egg of funds, but still tries to find a reasonable place to spend a little time. There are a lot of travelers through Raven and though they don't stay long they are open to a little healing and talk of the joyous existence that is a worshiper of Mick O'Delving.

1d20 ⇒ 15 Society to Subsist (NOTE: INT based skill and untrained you don't add your proficiency modifier).

Fortunately, she is able to find a room with the Honeyclaws who are happy to provide... but businesspeople that they are she is starting to get the feeling that their generosity has limits.

Your board is free... but you can upgrade to a nice suite and live the comfortable lifestyle for 2GP instead of 4GP.

She spends her spare time preaching to the halflings of the village, and even a few non-halflings are interested in hearing what Mick O'Delving has to offer. In addition, she helps administer medicine to both real injuries and illnesses and as well to those with imagined ailments.

1d20 + 7 ⇒ (3) + 7 = 10 Religion (Earn Income)
1d20 + 7 ⇒ (9) + 7 = 16 Religion (Hero Point)

Alorea earns 6-gp from those interested in her succesful promotion of Mick O'Delving.

And finds the audience while at first scoffing at her words eventually warming up. (The free mead samples don't hurt).


Current map Oppies Supplies God Infinity........

Caks and Lil find a small room at the Boarding house to share for the month spent in Raven, and often meet with their new companions to get to know each other better, share their past experiences, and plan their futures. Caks always seems to have a little extra coin for some reason, but Lil's generosity, and need to help others learn seems to not earn her a lot of extra coin... but she is interested in the concerns of others in the village and often performs her tasks for free.

Telurion continues to stay in his small room provided by the church, but his newfound notoriety scores him more odd jobs, and he finds himself making a decent living... however some of the immediate glamor is starting to fade, and he is very interested in moving on to the next stage of his life.

Adayil sometimes tires of the stares and social miscues she still makes, and though much more comfortable in Raven, the people she trusts and likes most are her companions in the rescue of the townsfolk... however she knows this is not her final destiny in life and begins to itch to move on. She builds a warm and mostly leakproof shelter just outside of town, and often helps drill the local town guard in some of the techniques and strategies that she learned at a young age in her violent environment. She is able to pocket a little coin.

Alorea finds room at the Honeyclaw farm and provides spiritual enlightenment to any who bother to listen and is able to pocket some coin as well. She prefers to believe that it is in support of her views instead of to just shut her up.

Finally, after about a month of Downtime the group of heroes enjoys their last free meal at the Moist Clam, and heads to McGill's Pub to have a few drinks and plan their future endeavors. The consensus is to form a band of adventurers and move on seeking their fame and fortune where it might lead them. Now to just determine where that might next be. They agree to meet at Oppies Supplies first thing the next morning to purchase some travelling goods and flip a coin to determine their next direction.

Feel free to discuss naming your group at this time.


Current map Oppies Supplies God Infinity........

The early morning sun has barely peeked over the eastern
horizon as you make your way through long shadows across
the town square. The village is awakening around you as
goodwives push their sleepy-eyed children out the door to
begin the day’s chores. The usual sounds of cock crows and
dog barks are joined this morning by something unexpected.
Floating lightly upon the morning breeze is the sound of a
hauntingly beautiful melody, as if the world’s saddest fiddler
were out this dawn plying his bow to catgut in a dirge for
the day to come. Who the mysterious player might be is unguessed.
and the music, though mournful, is not unpleasant.

The party is still discussing their next destination... Bards Gate? Nains? Take revenge for Adayil's family massacre? as they head towards Oppies General Store.

More opportunity to interact as they head towards the store...


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 15/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

Sorry, I am going to skip the part about a name for the group hahaha. Also, is it ok if we are still at McGill's?

"The more I think about it, the worse I feel that we haven't checkd it out before" - Telurion piped in, fiddling around with his drink - "I think we need to go back to the caves, and make sure there are not other side tunnels, or even if that cave in is REALLY caved in, and nothing else will be coming out" - he explained - "What do you think?"

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