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

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.

So just to clarify... is Caks doing nothing this round, or delaying till either Adayil or Alorea can do something about her condition?


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

Sorry... delay for healing


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
Âdayil wrote:
"Telurion - are you alright? Do you need assistance? Caks?"

"I think so, that thing bit me!" - the man seemed surprised.

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

When he hears the screams coming from outside, he immediately dashes out - "Yes, lets go!"

I think:
◆ Stride
◆ Stride
◆ Stride

Or something else if one or to strides show me anything I would like to react to.


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

So dont forget there were screams of terror from upstairs of the store as well.


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

Thx for the reminder ;) Going upstairs first!


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.

It looks like Lil is next, so...

"Where did they come from?" Lil asks as she was still outside when the paniced cries began. She steps over the corpse to get to Caks and touches the Ysoki to soothe some of the injuries, then she heads up the stairs.

Action 1: Step.
Action 2: Ocean's Balm on Caks. She heals 1d8 ⇒ 2 damage, has Fire Resist 2 for 1 minute, and I can't Balm her again for 10 minutes.
Action 3: Stride.


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

Trade show the next couple of days but hope to be able to post tomorrow night. Alorea is up then I'll move everyone forward.

Alorea is up.


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 hustles after Lilanith. She pauses beside Caks and calls on her divine connection to heal the wounded rogue, then she continues up the stairs behind Lilanith.

◆ Stride
◆ Cast heal on Caks
◆ Stride

Heal: 1d8 ⇒ 7


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

So to summarize... the creatures went down, and everyone took off upstairs to answer the panicked screaming. On the way Lil stopped to heal Caks for a couple of points of damage, then Alorea stopped by to heal for a couple more. I'm going to reset the initiative to where I think we are.

Caks is immune to Treat Wounds for 1-hour. Telurion hasn't been treated yet.

The screaming is coming from behind the closed door at the east end of the hall.

Round 5

Telurion is up
Initiative order & Status:

1. Tellurion (-8 HP Eligible for Treat Wounds)
2. Others
3. Lil
4. Adayil
5. Alorea
6. Cake (-4 HP)


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 bursts through the door!

◆ Raise Shield
◆ Stride
◆ Stride?


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

Telurion bursts through the door!

◆ Raise Shield
◆ Stride
◆ Stride?

As part of the second stride I’ll need an Athletics check to break down the door.


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

Athletics: 20 + 7 = 27 :D


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 is still where she failed to heal Caks. Her most recent turn consisted of ◆Draw Weapon ◆ Move ◆ Battlefield Medicine.

So she hasn’t even moved toward the stairs yet…


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

Adayil is still where she failed to heal Caks. Her most recent turn consisted of ◆Draw Weapon ◆ Move ◆ Battlefield Medicine.

So she hasn’t even moved toward the stairs yet…

I think everybody took an additional turn so feel free to specify another turn


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

Telurion spurred by his desire to protect flies down the hallway like a charging rhino, and the door offers little resistance as he plants one big foot into the middle of it not only smashing it open but breaking it into 4 nearly equal pieces. As he draws his shield and looks around, he notices the shopkeeper and his family huddled behind the bed. The room is lit by a single candle, and a little light is filtering through the curtained bedroom window (Dim Light), and he acknowledges the shopkeeper pointing towards the shadowed closet door with one finger.

Emerging from the shadowed opening the shadows themself seem to congeal into a frightening form and its icy claw reaches out to try and touch Telurion.

◆ Stride
◆ Strike
1d20 + 9 ⇒ (10) + 9 = 19 Shadow Hand
1d6 + 1 ⇒ (6) + 1 = 7 Void Damage
◆ Steal Shadow (Telurion is Enfeebled 1).

[ooc]Adayil can still act from last turn. [/ooc\]

Lil is up! Adayil is on deck (2-turns).


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.

"Where did that come from? What is happening here?" Lil says as she moves down the hallway and tries to ram the creature with a blast of air.

Action 1: Stride.
Actions 2 and 3: Elemental Blast. 1d20 + 7 ⇒ (6) + 7 = 13 for 1d8 + 4 ⇒ (6) + 4 = 10 Bludgeoning damage.


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

Lil comes down the hall and is surprised to see some shadowy presence swinging it's shadowy claws at Telurion, and the man turning gray and visibly weakened by the blow.

Her elemental blast sails harmlessly past the creature knocking a couple of knick knacks off a shelf on the wall. as she is so concerned with hitting Telurion she misses.

NOTE: You're also at -1 from Telurion being in the way.

Adayil is up... Alorea on deck


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

Adayil - If you can catch Telurion I'll allow you to use the successful Battle Medicine roll you made on him... but he's been making a mad injured dash to the rescue... :-) I just used your last action to move you upstairs to join the others, so you're up in Round 5 unless you want to do something different.


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

Sounds like a useful retcon of my roll, let’s do that. Do I have any Actions remaining?


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

You have all three actions this round and are 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

[Ok, I double move to Telurion (◆ , ◆ ) and use Battlefield Medicine (◆ ) healing him for 14 damage…unless you want the healing rerolled - if so, happy for you to donthe re-roll…]


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

Adyil is almost out of breath from yelling at Telurion to slow down so that she can bandage his gaping wounds... but the brave village lad seems determined to charge into unknown danger damn the consequences.

Finally, she catches him as he is almost taken down by some kind of shadowy creature. She is able to apply a quick bandage to heal up both his gaping wound, and the shadowy substance spilling through it.

Alorea is up... Caks is on deck.

Telurion (-1 HP & Enfeebled 1)
Caks (-4 HP)
Everyone else (Including the enemy) is full health.


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 down the hall and casts a spell, firing a beam of divine energy at the shadow!

◆ Stride
◆◆ Cast divine lance

Divine Lance: 1d20 + 7 ⇒ (14) + 7 = 21
Spirit Damage: 2d4 ⇒ (2, 1) = 3


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

Alorea steps forward behind Lil... and despite having to aim through both Lil and Telurion she is able to score a hit on the dark menace. A bit of its shadowy substance seems to tear away at her divine power, but it still seems strong.

-1 due to soft cover from both Lil and Telurion.

Caks is up... Telurion is on deck.

Telurion (-1 HP & Enfeebled 1)
Caks (-4 HP)
Dark Presence (-3 HP)
Everyone else is full health.


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

Still feeling the fleeting pain of the major wounds she sustained, Caks creeps slowly from the now empty room to where the rest of her party is fighting the shadowy monster.

◆ Hide
◆ Stride
◆ Stride

Caks will attempt to hide as she moves forward to stand behind Alorea and Lil


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

Caks sneaks forward whining about her injuries and tries to hide behind Lil and Alorea.

SB Screen

Spoiler:

1d20 + 7 ⇒ (5) + 7 = 12 Stealth

Telurion is up... Followed by "Others".


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 feel like you just saved my life Âdayil..." - the young man snarled a thanks, but with no more time to waste, waded in on the creature.

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

Attack: 1d20 + 9 - 1 ⇒ (5) + 9 - 1 = 13
Damage if it hits: 2d8 + 4 - 1 ⇒ (7, 7) + 4 - 1 = 17


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

"I feel like you just saved my life Âdayil..." - the young man snarled a thanks, but with no more time to waste, waded in on the creature.

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

[dice=Attack]1d20 + 9-1
[dice=Damage if it hits] 2d8 + 4-1

Not sure where you are striding to? You were standing right beside the baddie. Can you access the OBR map?


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 was under the impression I was at the entrance to the room upstairs and needed to move to engage it. My bad. Lets roll with it though. Telurion will step to the side to protect the family ;)

Really cool the 'Enfeebled' card in OBR!


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

Brave Telurion gives a nod and word of thanks to Adayil, and swings at the dark minion barely missing it.

He then moves to protect the family.

The creature now that it has a taste of Telurion's shadow determines it wants another.

1d20 + 9 ⇒ (5) + 9 = 14 Shadowy hand

1d6 + 1 ⇒ (3) + 1 = 4 Shadow claws

But finds the wiley man to quick for his liking.

◆ He then turns to the fresh combatant and tries to damage him.

1d20 + 5 ⇒ (9) + 5 = 14 Shadowy Left Hand

1d6 + 1 ⇒ (4) + 1 = 5 Shadow Claws

It seems to quake with frustration... then tries his best to blend into the shadows of the dimly lit room.

1d20 + 9 ⇒ (7) + 9 = 16 Stealth The creature is now Concealed which requires a DC5 Flat check in order to target it.

Lil is up... Adyil on deck.


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.

"It's mid-morning! Why is it so dark up here? Lil's latest question rings down the hall as she moves down it and into the room. She sees the answer to her question, partly. For some reason, in daytime, they have the curtains drawn and a candle going.

Well, there is a fix to that! She strides across the room to the window and doesn't bother with subtlety. She just rips the curtain down!

Action 1 and 2: Stride. Action 3: Interact to let the sun in.


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

Lil vaults across the room realizing that the darkness in the room might be helping the shadowy creature. As the early morning light streams into the room, the dark creature hisses and tries to draw deeper into the shadow of Telurions bulk.

Adayil is up... Followed by Alorea


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

Is the Dark Thing still Concealed (by Telurion’s…bulk) or can Adayil see it clearly? Adayil also has Darkvision if that is of any consequence. Trying to see a shadowy Dark Thing with Darkvision must be….weird…though now of course there is light…


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

Also, when I checked OR, Adayil was back on the Ground Floor for some reason. I think I have her in the right place now…


Current Map Heidmarch Manor God Infinity........
Âdayil wrote:
Is the Dark Thing still Concealed (by Telurion’s…bulk) or can Adayil see it clearly? Adayil also has Darkvision if that is of any consequence. Trying to see a shadowy Dark Thing with Darkvision must be…. weird…though now of course there is light…

Still concealed. DC5 flat check to target it.

Did you use the latest link in my signature?


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

Looking at where the window is, if it wants to conceal in my shadow, it will need to move. Right?


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

So if Lil opened the curtain and let in light, and it still is in shadow even though it isn’t being shadowed by Telurion, I’m guessing it can sort of….fade into concealment as a special ability?.

Adayil blinks a few times trying to place the creature on this physical plane. Or at least she *thinks* that is what Krutk is telling her via Morse pincer on her neck. She moves to flank with Telurion and swipes at the thing twice with her falchion.

◆ Stride ◆ Strike ◆ Strike

Where is it, DC 5?: 1d20 ⇒ 10

Swisht!!!: 1d20 + 5 ⇒ (16) + 5 = 21 [vs. Off-guard]
Zwiptk!!!: 1d10 + 2 ⇒ (9) + 2 = 11

Swisht!!!: 1d20 + 5 - 5 ⇒ (3) + 5 - 5 = 3 [vs. Off-guard]
Zwiptk!!!: 1d10 + 2 ⇒ (2) + 2 = 4


Current Map Heidmarch Manor God Infinity........
Telurion wrote:
Looking at where the window is, if it wants to conceal in my shadow, it will need to move. Right?

Trust me! This creature has an ability to hide if it ends it's turn in shadow... which it did.


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

Remember time is abstract here. It's not like someone spends 6-seconds, then someone else, then someone else. The whole round is 6-seconds, and everyone acts in this time, it's just the order you act in the 6-seconds. All these actions from everyone happen in 6-seconds... so conditions don't change until the beginning of the next round.

Adayil bravely steps forward to flank the shadow as it is clearly visible to her superior night vision and is able to strike it wounding it... but not doing nearly as much damage as she expected. She then swings again, but the creature is able to dodge away.

Areas in shadow or lit by weak light sources are in dim light. Creatures and objects in dim light have the concealed condition, unless the seeker has darkvision or low-light vision (see page 433), or a precise sense other than vision. You didn't need the Flat check... but it is a free action, so you didn't really lose anything. You can also take an action to "Point out" the creature if the others can't see it.

Alorea is up... Followed by Caks.

Telurion (-1 HP & Enfeebled 1)
Caks (-4 HP)
Dark Presence (-8 HP)
Everyone else is full health


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

The shadows do not deter Alorea much. She takes aim and fires another divine lance. Unfortunately, her attack goes wide.

◆◆ Cast divine lance.

Keen Eyes: Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2 circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

Flat Check DC 3: 1d20 ⇒ 4
Divine Lance: 1d20 + 7 ⇒ (5) + 7 = 12

Forgo third action.


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

The shadows do not deter Alorea much. She takes aim and fires another divine lance. Unfortunately, her attack goes wide.

◆◆ Cast divine lance.

Keen Eyes: Your eyes are sharp, allowing you to make out small details about concealed or even invisible creatures that others might miss. You gain a +2-circumstance bonus when using the Seek action to find hidden or undetected creatures within 30 feet of you. When you target an opponent that is concealed from you or hidden from you, reduce the DC of the flat check to 3 for a concealed target or 9 for a hidden one.

[Dice=Flat Check DC 3]d20
[Dice=Divine Lance]d20+7

Forgo third action.

There are a lot of options to take with the third action. Actions are too valuable to waste. Recall Knowledge: to learn something about the creature, Take cover, Draw a weapon, move... etc.


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, Recall Knowledge. Religion +7


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

SB Screen

Spoiler:

1d20 + 7 ⇒ (3) + 7 = 10 RK: Religion

From the distance down the hallway Alorea notices the room suddenly light up. She sees Telurion and Adayil flanking some sort of shadowy creature but is unable to get a close look at it. Her sharp eyes clearly make out the beast and it's similar to creatures she had known... but not familiar.

Alorea knows it is a variant of a shadow. Somehow weaker than a normal Shadow... but still incorporeal undead. The light seems to weaken it somehow.

Caks is up... Telurion On Deck.


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.

Guidance is a great action 3 for a cleric without a shield. Just to add to the suggestions that SB made for future third actions.


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

Yes, for some reason I didn't prepare that spell today, nor did I prepare disrupt undead. Remind me to change those next time we rest!


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 forward, past Alorea, and seeing that she has a clear shot, twirls her sling and lets a stone fling towards their enemy.

◆ Stride
◆ Attack (Ranged)
◆ Reload (sling)

Attack: 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d6 ⇒ 4

Not sure if my sneak attack will trigger here, but if it does, then 1d6 ⇒ 5 extra damage.


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

Caks a look of grim determination on her face enters the fray her vicious sling whirling in the shadowed hallway. Lil's tearing down of the window covering lit up the room easing her view of the lingering shadow. despite the chaos of the combat and slinging through the doorway her sling bullet strikes true... but though it seems to hit dead center, it doesn't look like it affected the creature at all.

Telurion is up... Followed by Dark Baddie

Initiative order & Status:

1. Tellurion (-1 HP Enfeebled 1)
2. Others (-8 HP)
3. Lil
4. Adayil
5. Alorea
6. Cake (-4 HP)


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

"Can someone tell me what the hell it is we are fighting?!" - the warrior roared, swinging hard.

◆◆ Vicious Swing
◆ Attack
(Will use Reactive Shield if attacked)
Am I still enfeebled? Thought the effects wore off at the beginning of my turn? Is the Dark Thing 'off-guard'?

Vicious: 1d20 + 9 - 1 ⇒ (15) + 9 - 1 = 23
Damage if it hits: 2d8 + 4 - 1 ⇒ (5, 4) + 4 - 1 = 12

Attack: 1d20 + 9 - 5 ⇒ (7) + 9 - 5 = 11
Damage if it hits: 1d8 + 4 - 1 ⇒ (5) + 4 - 1 = 8


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

It is off-guard... and you will be enfeebled for 1-hour per this thing's abilities. Different creatures can have different effects. One of the things I like best about PF2 experiences you've had in the past don't necessarily carry over.

Telurion is frustrated at the creature's seeming resistance to good old Steel but continues to swing hard at the misty menace... and is rewarded with a solid resistance to his blade as the mist dissipates into swirling motes of shadow which disintegrate in the sunlight streaming through the now open window.

30 XP each.

"Thank you! Thank you! You've saved my family. I can assure you that we will extend a discount on anything purchased here for as long as you draw breath".

His wife then looks up from sheltering the two small children. "Opie... the twins" A panicked look returns to the shop keepers face as the reality hits them. Both of their heads torn towards the now revealed window, and the wife points to something outside, and lets out a scream. There!

Looking out the window you see the Gazebo often used for weddings, and celebrations outlined in the rising sun. You can see a group of four children standing behind an angry dog, which seems to be defending them. You know this as a town stray that all the children play with. They are brandishing sticks and throwing stones at something in front of the dog.

There is only room for two PCs to stand at the window and look out. Lil is already there. This is a "Seek" action since we're still in initiative.

Perception DC 15

Spoiler:

You can barely make out several severed gray hands attempting to get past the dog and crawling up the posts of the Gazebo.

We're going to stay in initiative order for now as this is a multi-part encounter.

If the Seek roll was successful:

Spoiler:

The baddies make a concentrated effort to swarm the group, but the old dog grabs one in his jaws and slings it aside, just as another hand grabs onto his tail. One of the children bashes it with a stick, but the stick breaks and the hand remains attached.

Lil is up... Followed by Adayil.

Note it will take three rounds for everyone to get down the stairs and out the door, and another to reach the Gazebo. I have a new map to share once PC actions are resolved. If you're doing anything other than full movement let me know and I'll adjust.


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

"Can someone tell me what the hell it is we are fighting?!" - the warrior roared, swinging hard.

◆◆ Vicious Swing
◆ Attack
(Will use Reactive Shield if attacked)
Am I still enfeebled? Thought the effects wore off at the beginning of my turn? Is the Dark Thing 'off-guard'?

[dice=Vicious] 1d20 + 9-1
[dice=Damage if it hits] 2d8 + 4-1

[dice=Attack]d20+9-5
[dice=Damage if it hits] d8 + 4-1

NOTE: This blow turned into a critical strike due to flanking with Adayil, and without this extra damage, the creature would still be up. Good Job!

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