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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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 think that if something was going to come out of the cave, it has had a month to do so. But, you're a local. Do things often come out of the caves? If they do, well, sure, let's look. If not, do we really just want to walk around in caves for no reason? Lill says and asks.


Current map The Gazebo God Infinity........
Telurion wrote:

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?"

I'm going to handwave that the last 30 days both your group and others from the village have returned to the caves, removed the bodies, and determined what happened. (A Nature check would reveal much of it). There was a tremor about a week earlier, that opened up the new rift in the corner of the cave. The old cave-in was from years ago. The group of Xul's for some reason followed the newly opened rift. (You would have needed to question them to find that out). As they were exiting into the cave another tremor caused the rift to close up trapping one of them in the rubble and killing them.

This area is prone to landslides and minor earthquakes (Think about the geyser in the river)... which is why people in Raven stay away from the caves. The kids were following folk-tales of treasures uncovered when the cave-in's happen and got caught by the Xul's.


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

"First time I saw a Xulgath in my life" - Telurion nodded - "I just want to make sure the place is safe - is that so weird?" - he blushed a little, and drank some more.


Current map The Gazebo God Infinity........

We can certainly retro any actions taken at McGills before the shopping trip.

The storekeep and a local gaffer chat idly near the front counter talking about the strange music, which has apparently been heard across parts of town since before dawn, speculating as to who could be the source. The storekeep’s wife stocks shelves while their gaggle of young girls run around playing chase.

You once again eye the suit of fine plate armor that stands near the back of the store, wondering what kind of coin it would take to get the storekeep to part with it—you’ve heard him mention that it belonged to his wife’s long-deceased grandfather from back when he fought for his country.

As one of the young girls opens the cellar door to fetch a bag of herbs for her mother, you hear her small child’s voice suddenly exclaim with delight, “Grammy?!” to which the storekeep’s wife patiently
explains, “No, dear. You know Grammy and Grampy passed on from the fever last winter. She’s not waiting in the cellar for you.”

Out of the corner of your eye you notice that the arm of the suit of armor seems to shift and slightly raise, as if it had been dislodged and the whole thing was about to fall over forward, but you are distracted from further investigation by the sound of the heavy, slow tread of bare feet climbing the cellar stair and the look of delight still on the young girl’s face as she shouts, “It is Grammy!” at something behind
the cellar door that you can’t see yet. As the suit of armor clatters to the floor at your feet and you see standing in the alcove behind it the worm-eaten corpse of what was once a gray-bearded old man, you can only think to yourself, “And this must be Grampy.”

Then the screaming begins.

Initiative

Spoiler:

1d20 + 6 ⇒ (17) + 6 = 23 Perception (Telurion)
1d20 + 5 ⇒ (16) + 5 = 21 Perception (Caks)
1d20 + 7 ⇒ (1) + 7 = 8 Perception (Alorea)
1d20 + 5 ⇒ (8) + 5 = 13 Perception (Lillanith)
1d20 + 3 ⇒ (3) + 3 = 6 Perception (Adayil)
1d20 ⇒ 14 Perception (Baddies)

So... Oppies
Telurion
Caks
Baddies
Lil
Alorea
Adayil

Batter 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 rushed to position himself in front of the wife, drawing his sword and raising his shield - "Get to safety with the children!" - he roared.


Current map The Gazebo God Infinity........

The shelving etc. is difficult terrain so basically you what you did would be.

◆ Stride
◆ Stride
◆ Stride
◆ Draw Sword
◆ Ready Shield.

Way too many actions. :-)


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

In that case I will do stride, stride, stride, to stand in front of the wife.


Current map The Gazebo God Infinity........

Gottcha! Caks is up!


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 to help the children escape whatever it is coming up from the basement!

So would those just be stride or is there a different action I should take to herd the kids out??


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

Can the little girl also be put on the map?


Current map The Gazebo God Infinity........
Lillanith wrote:
Can the little girl also be put on the map?

Their turn is now... so it's going to be irrelevant in a minute. :-)


Current map The Gazebo God Infinity........

◆◆◆ Caks spends all his actions moving to the children and ushering them towards the stairs heading up. the shopkeeper and his wife also rush upstairs. [ooc]I moved Caks to the stairs that the family retreated up to.

The villager that had been speaking to the shopkeeper screamed in panic and rushed past the remaining adventurers out into the street.

Grammy emerged from the basement and moved towards the juicy Fleshbag known as Telurion

◆ Stride
◆ Stride

Gramps emerged from beyond the suit of armor and also headed towards Telurion.

◆ Stride
◆ Stride

Lil is up... Alorea on deck.


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

Do the shelves break Line of Sight? In other words, when I get to the door and into the shop, can I see Telurion and the zombies? That will have a major impact on my actions for the round.


Current map The Gazebo God Infinity........
Lillanith wrote:
Do the shelves break Line of Sight? In other words, when I get to the door and into the shop, can I see Telurion and the zombies? That will have a major impact on my actions for the round.

All the shelving in this front room is waist height... so no... you have line of site.


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

Actually, while I do still want to know the answer, after looking at the map more, I can take actions before I know.

Telurion is shouting to protect children, and a man comes screaming out of the store, so, perhaps foolishly, Lill goes into it! She moves around shelves until she can see Telurion and walking corpses. "Where did they come from?" she thinks.

All actions are Strides.


Current map The Gazebo God Infinity........

Alorea is up! Followed by Adayil


Current map The Gazebo God Infinity........

Alorea can't post till tomorrow, so she has agreed to delay her actions till after Adayil goes... so...

Ayadil is up! Followed by Alorea.


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 hears what sounds like more than usual consternation comign from inside the establishment. Moving inside, she gets as close as she can to fire electricity at “Grammy”.

◆ Stride ◆ ◆ Cast electric arc

[Basic Reflex Save DC 17, 2d4 damage]

Don’t have actions for RK, but does Grammy look like Gramps?


Current map The Gazebo God Infinity........

1d20 ⇒ 19 Grammy Reflex Save.

You're not sure if Grammy is that quick or if she stumbled at just the right time... but she is able to dodge some of the damage.

Don't forget to roll your damage.

Without getting closer you couldn't really tell much difference, but Gramps does look a little more rotted and beefier. NOTE: If this was a ranged attack, I'd probably give them soft cover from you due to half their bodies being covered, but with a save no issues. .


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

Yep, Soft Cover makes sense…

Zappfzzz!!!: 2d4 ⇒ (4, 3) = 7


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

I guess I go next?

Telurion shifts his position so he is not flanked by Gramps and Grammy, then draws his shield and raises it.

So my actions would be:
◆ Step
◆ Draw Shield
◆ Raise Shield

Rules question (if my shield can be raised with the Feat Reactive Shield):

In that case my actions would be:
◆ Step
◆ Draw Shield
◆ Draw Sword?


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

Yes. It can. Also note that Reactive Shield has a trigger of 'An enemy hits you with a melee strike.'. What this does is let you know if Raising the Shield would turn the hit into a miss. Now, unless you have two reactions, you can't also Shield Block. But, Reactive Shield is a very solid tool to have in your tool box.


Current map The Gazebo God Infinity........
Telurion wrote:

I guess I go next?

Telurion shifts his position so he is not flanked by Gramps and Grammy, then draws his shield and raises it.

So my actions would be:
◆ Step
◆ Draw Shield
◆ Raise Shield

** spoiler omitted **

Actually, Alorea is next as she delayed till after Ayadil and hasn't acted this round. I think your actions are still Okay... but you might want to modify them. I know it's kind of wonky, but you don't need to spend (2) actions to get your shield ready. "Ready Shield" is the only action you need to take. You don't have to both draw it and ready it. So, you still have an action available. I might rule otherwise if you're swimming and have the shield strapped to your back, but the rules assume that to take advantage of the Shield AC bonus you need only ready it. Lil is right on the use of the shield feats. They are both reactions so with only one reaction it's either or. "Reactive Shield" lets you add the AC the shield provides without having the shield raised action. "Shield Block" is a reaction that lets you deflect some of the damage the attack would have done if you already have taken the Raise shield action. So, in theory you could ◆Step, ◆Draw Sword, ◆Strike... and still be able to use your reactive shield to raise you AC by 2 if one of them hits you.


Current map The Gazebo God Infinity........

I'm going to give Alorea a couple more hours before I bot her, then we'll move forward.

Ayadil steps into the chaos unfolding on the shop floor and walks up behind one of the shelves. Raising her hand, she sends forth a bolt of electricity, that deals a glancing blow to Grammy. Grammy flinches then turns her head to see what new threat has arisen.

Krutk settles himself on one of the lower shelves in front of Ayadil and stares up at her.

I don't think there is a rule in PF2 concerning this... but thinking that making a Medicine Recall Knowledge roll might let me reveal the current and maximum HP of the creature you're fighting. thoughts?

Grammy 3/?
Gramps 0/?


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 you have seen, the way I do it as sum up how much things have taken and give comments like 'all three monsters look like they are on their last legs. I'd advise against tying anything like that to RK as that becomes an action tax on the players. I don't think I'd do a 'It's at 22 of 35' though. You could try things out until something feels right.


Current map The Gazebo God Infinity........
Lillanith wrote:
As you have seen, the way I do it as sum up how much things have taken and give comments like 'all three monsters look like they are on their last legs. I'd advise against tying anything like that to RK as that becomes an action tax on the players. I don't think I'd do a 'It's at 22 of 35' though. You could try things out until something feels right.

I might try it in my tabletop game and see how it works. I could combine it with your method as well. I'm still not completely satisfied with how Recall Knowledge works, so trying to codify it's effects a bit.


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

Personally I think almost any party member with at least visual capability would be able to tell most creatures general health on a sliding scale of “probably able to run a marathon while lifting weights” through “half-health” through “almost dead”. I agree on not tying it to Medicine, though in some cases that might be a really good use - maybe how something died/what killed it, or even “what might kill it” in particularly esoteric cases?


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

In one of my other PF2e PbPs, during combat the GM makes an update post from time to time that: narrates actions since last update; bolds the names of party members who are up/have turns this round; and lists each combatant (both party and foes) with a bracket after each name with values (as you had above) to reflect how much damage they have taken; and then any status effects for each combatant or other pertinent information. It doesn’t tell us how much HP they have left, just keeps everyone aware of running totals, including reminding us how much damage we have taken.

Example


Current map The Gazebo God Infinity........

Yeah. I don't see it being used often... but if everyone failed their RK checks to identify the creature and/or it's weaknesses/strengths. It might give the group a second chance to at least determine how dangerous the creature might be. "Adayil fails her RK check and doesn't know what this thing is. Alorea rolls a RK medicine check and realizes that thought they've done 45 points of damage to this creature it is still healthy".

Unknown Creature 45/115.

I agree that saying it's about half dead works as well... so maybe it's an option that never gets used. I'll let you know what the tabletop groups think. It would also let you know that you might just use a dagger instead of a damage spell if you know it only has 2-hp left thus giving a little power to the spent action.

Unknown Creature 112/115.


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

Like I said in my first post and then with my Example in the second, I would avoid providing any HP totals (how many it has in total when not wounded) rather just the running total of how much we have inflicted.


Current map The Gazebo God Infinity........
Âdayil wrote:

In one of my other PF2e PbPs, during combat the GM makes an update post from time to time that: narrates actions since last update; bolds the names of party members who are up/have turns this round; and lists each combatant (both party and foes) with a bracket after each name with values (as you had above) to reflect how much damage they have taken; and then any status effects for each combatant or other pertinent information. It doesn’t tell us how much HP they have left, just keeps everyone aware of running totals, including reminding us how much damage we have taken.

Example

That's a good idea. I usually do a round recap, so I could add this to the post... most of the time. Sometimes I post on my phone so that probably won't happen then... but I'll do my best to do something similar.

BTW... we should probably use the discussion tab for this type of discussion going forward, so we don't have to backtrack too many posts to see what's going on.


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

Gotcha


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 up beside Adayil. She casts a spell, sending a trio of metallic darts hurtling at the nearest foe!

◆ Stride
◆◆ Cast needle darts

Needle Darts: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 3d4 ⇒ (1, 4, 3) = 8


Current map The Gazebo God Infinity........

Alorea moves forward a look of grim determination on her usually jovial visage. She pulls something forth from her pocket Jumps into the air, and in a split second something goes whizzing from her hands striking Grammy full in the torso. The needles then work their way backwards out of the husk and return to the halfling's hand.

I'm going to let it go this time... but as a small character you probably wouldn't even be able to see what's happening from behind the shelves. I gave the creatures greater cover... but you still rolled high enough to hit Grammy.

Grammy is a little puzzled by the electricity and piercing wounds, but still standing.

Grammy 11/?
Gramps 0/?

End of round 1
We'll wait to see if Telurion changes anything about his Round 2 action, then Caks will be up.


Current map The Gazebo God Infinity........

Round 1 Summary: The party moves into the room ensuring that the family is hopefully safe upstairs. The two zombies move to attack the big juicy Telurion, while Caks and Lil look on. Adayil and Alorea both step up behind the counters and lay into Grammy with electricity and iron.

Round 2 Caks is up! Followed by the bad guys... whatever they are.

Telurion steps clear of the two creatures, and his eyes widen as he draws his sword, and holds hid shield high as his training taught him.


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

Once all the children have been moved out of harms way, Caks takes out her sling, loads a stone, then attempts to hide from the undead horrors in an attempt to gain a sneak attack upon them!

◆Ready Sling
◆Load Sling
◆Hide 1d20 + 7 ⇒ (6) + 7 = 13


Current map The Gazebo God Infinity........

Caks attempts to hide behind a cardboard sign advertising Pickles... but accidently hits the sign and he has to grab it to keep it from teetering. Grammy notices this movement and slowly lurches to swing at the cowering Ysoki.

1d20 + 7 ⇒ (20) + 7 = 27 Jaws
1d6 + 3 ⇒ (3) + 3 = 6 Rotten, stinking teeth.
and that looks like a crit for a total of 12 points of piercing damage.

As Caks looks up from his loading and rebalancing the creature appears before him its teeth sinking deeply into her shoulder almost sending her to the ground.

Gramps can't believe the audacity of this human to stand directly in front of him spoiling his view of the rest of the store and tries to bite Telurion.

1d20 + 9 ⇒ (12) + 9 = 21 Jaws
1d8 + 3 ⇒ (1) + 3 = 4 Crooked snaggled teeth.

A couple of teeth Break off as his teeth barely penetrate the big mans armor... so he attempts to bite him again.

1d20 + 4 ⇒ (16) + 4 = 20 MAP Jaws
1d8 + 3 ⇒ (5) + 3 = 8 Teeth with a side of chronic halitosis.
He continues to apply pressure finally sinking through the new hole punched armor and finds some juicy flesh underneath.

Wow! My dice are hot today. That's a total of 12 piercing damage to Telurion.

Lil is up. Adayil on deck.


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

Lil sees the two corpses move to attack Caks and Telurion, and that makes her have to make a decision as to which of the two she will directly support, and she moves to back up the Ysoki.

Action 1 is a Stride to set up flanking with Caks.

As she reaches the corpse, she calls out to the elements, and water and air swirl around her and also lash out at the creature.

Action 2: Channel Elements, which gives a 1-action Elemental Blast (or stance, but I don't have any of those yet.

Blast 1: 1d20 + 7 ⇒ (17) + 7 = 24 Air Blast with Slashing damage.
Damage 1: 1d6 + 1 ⇒ (2) + 1 = 3 Slashing damage.

Then she directs a second blow at it, this one more crushing.

Action 3: Another Elemental Blast.

Blast 2: 1d20 + 2 ⇒ (18) + 2 = 20
Damage 2: 1d8 + 1 ⇒ (5) + 1 = 6 Bludgeoning damage.


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

Retconned attack: 1d20 + 9 ⇒ (10) + 9 = 19
Damage if it hits: 1d8 + 4 ⇒ (3) + 4 = 7

Shield Block takes away 5 points of damage from that second strike, so Telurion would have taken a total of 7 points of damage and is now at 12/19HP


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 slides past Alorea and past two more sets of shelves. Then, checking to see if Grammy is still a threat she fires off an another electrical jolt.

◆Stride ◆ Stride ◆ Cast spell, electric arc

Targeting Grammy if she is still “up” after Lill’s slash’n’bludgeon, otherwise Gramps…

Zzokktt!!!: 2d4 ⇒ (1, 3) = 4

[DC 17 Basic Reflex save]


Current map The Gazebo God Infinity........

Telurion takes a deep breath and swings a well-aimed blow at Gramps taking of a large section of putrid flesh from his hip before raising his shield to intercept Gramp's first bite. His elation is short-lived however as Gramps firmly bites his sword arm after the swing damaging him.

Lil enters the fray a maelstrom of twisting water and air, and batters poor Grammy to the ground... her poor wasted form ripped apart by the currents of slicing air, and then bludgeoned to the floor by a suddenly appearing thrust of water.

Adayil... Electric Arc is a two-action spell so you might need to adjust your position... but I think you're still in range of electric arc.

Adayil moves forward to offer more magical damage, and first eyes Grammy... then seeing her go down moves her focus to Gramps who still seems strong.

1d20 ⇒ 13 Basic Reflex Save

But is rocked a bit by the sudden jolt of electricity.

Status update

Grammy - Dead again
Gramps - 16/?
Telurion - -8
Caks - 12

Alorea is up followed by Telurion at the beginning of Round 3.


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 closer and sends more darts at the remaining enemy.

◆ Stride
◆◆ Cast needle darts (it might have cover)

Needle Darts: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 3d4 ⇒ (3, 4, 3) = 10


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

Right you are. Have moved back one Actions worth of movement. I agree, Gramps is still in range.

I think I fond it had to reconcile that my plinky Cantrip is a two action thing. Even though I posted it correctly upthread. Must get brain checked…


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 wades in on Gramps!

◆ Step
◆ ◆ Vicious Swing
(Will use Reactive Shield if attacked)

Attack: 1d20 + 9 ⇒ (5) + 9 = 14
Damage if it hits: 2d8 + 4 ⇒ (8, 2) + 4 = 14


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

Ehrmagherd.

Should have read: “I think I find it hard to reconcile that my plinky Cantrip is a two action thing. Even though I posted it correctly upthread. Must get brain checked…”


Current map The Gazebo God Infinity........

Alorea is able to sneak closer to Gramps, and send several sharp iron needles into his decaying flesh...

Then Telurion wades in with his sword and decapitates the formerly gentle grandfather.

Note: unless you wanted to move somewhere (I didn't see that on the OBR map), Telurion didn't need to take step before swinging at Gramps.

Combat over: [50 XP EACH)

As the PC's gather their wits after the sudden exhilarating battle, they hear the sound of screams from outside somewhere else in the village. Seconds later they hear the shrill screams of the shopkeeper's wife and young children from upstairs of the shop...


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 brings her falchion to bear. She looks worriedly from the human to the ysoki.

"Telurion - are you alright? Do you need assistance? Caks?"

Then Adayil sniffs the air, and listens.

"Something is...not right in this Raven-town. Upstairs. Outside. Let us first go...up."

The orc waits for agreement.

◆ Draw weapon ◆ Battlefield Medicine ◆ Battlefield Medicine

Adayil will use Battlefield Medicine on Caks...

Medicine, DC 15: 1d20 + 3 ⇒ (5) + 3 = 8 And fails.

And Telurion

Medicine, DC 15: 1d20 + 3 ⇒ (16) + 3 = 19 Success!

2d8 ⇒ (6, 8) = 14


Current map The Gazebo God Infinity........
Âdayil wrote:

Adayil brings her falchion to bear. She looks worriedly from the human to the ysoki.

"Telurion - are you alright? Do you need assistance? Caks?"

Then Adayil sniffs the air, and listens.

"Something is...not right in this Raven-town. Upstairs. Outside. Let us first go...up."

The orc waits for agreement.

◆ Draw weapon ◆ Battlefield Medicine ◆ Battlefield Medicine

Adayil will use Battlefield Medicine on Caks...

[dice=Medicine, DC 15]1d20 + 3 And fails.

And Telurion

[dice=Medicine, DC 15]1d20 + 3 Success!

2d8

We're going to have to have some moving mixed in there somewhere. I think I'll keep things in encounter (Initiative mode) for now just to keep things from getting too mixed up... so

Caks
Others
Lill
Adayil
Alorea.

Things are still happening, so I don't want to drop out to exploration mode yet. Perhaps some of the others will move to you for Battle Medicine, but you would have to move to Telurion since he's already acted this round.

Caks is up


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

Current HP: 3/15

Caks is shaken to her core from the vicious attack the undead creature inflicted upon her. She slowly crumbles to the ground with a tiny squeek.


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

Ah yes. The moving. Forgot all about that. Ok, weapon out, stride to Caks, fail to heal.

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