GM Cody Age of Ashes

Game Master Codanous

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Male Human Rogue/Juggler 7 | Perc 15 | ⛨ 25 | ♥️ 78 | Fort 11, Ref 17, Will 12 | Exploration Activity: Avoid Notice | ◆◇↺

Samael will attempt to pick the lock of the iron gate.

Samael's Thievery modifier is +7


Spell Area Templates ☘️☘️ = Hero points

Samael moves up to the gate and attempts to pick the lock, he can see it isn't overly difficult or intricate.

gm roll:

thievery: 1d20 + 7 ⇒ (10) + 7 = 17
Grauladon Perception: 1d20 + 6 ⇒ (8) + 6 = 14
Samael's stealth: 1d20 + 7 ⇒ (12) + 7 = 19

With ease he is able to unlock the old gate and does so quietly, the dragon like creature in the courtyard is still oblivious to Samael's efforts. The creature is clearly hungry and focused only on the tasty goblins and halfling above it.

Initiative:

Violant Turra's Initiative (T): 1d20 + 8 ⇒ (17) + 8 = 25
Samael Doulen's Initiative (E): 1d20 + 8 ⇒ (16) + 8 = 24
Lyra Flamecrest's Initiative (T): 1d20 + 7 ⇒ (6) + 7 = 13
Oppa Silk's Initiative (T): 1d20 + 5 ⇒ (18) + 5 = 23
Grauladan: 1d20 + 7 - 2 ⇒ (14) + 7 - 2 = 19
goblins and calmont: 10 = 10

Initiative

Violant
Samael
Oppa/Doxie

Grauladon
Lyra
Goblin/Halfling commotion

Recall Kn: Arcana DC 16:
Grauladons are vicious predators that appear crocodilian in form, but are in fact distant offshoots of dragonkind. They make their dens in the shallows of fetid ponds or isolated corners of larger bodies of water, usually in rural swamps or woodlands. They possess a noxious breath where they can expel a sickening debilitating cloud of gas to slow down prey. Additionally, they are not from this area of Golorian. You read or remember that they are normally only found way in the south in the Jungles. You've never heard of one being this far north.

Figured it was best to move into rounds/imitative to continue things going, unless y'all chose to ignore the goblins being threatened by a halfling and a dinosaur wanting to eat the lot of them. As a note, y'all are currently Unnoticed/Undetected by the Grauladon. Additionally if you zoom the map slide out, there is a smaller square in the bottom right corner that shows the upper level where Calmont the Halfling that started the fire earlier is threatening a group of Goblins.


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 7 | AC: 24/22 (+1)| HP: 81/71 Hero: 1 | Fort +12 Ref +14 Will +13 | Perc +11 | Stable Timestream (Initiative = 28)

Violant Strides into the room, then casts Electric Arc, not even touching her components as she attacks the creature in front of her, switching to a monotone Utopian.

Utopian:

"Some reptilian creature in front of us. I'm currently trying to recall what it is."

Will need a DC 17 Reflex save from the creature.
Damage: 2d4 ⇒ (2, 1) = 3

Stride. Cast Electric Arc


Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype

◆ Command Doxie
◆ Stride
◆ Take Cover

Oppa points the big lizard out to Doxie, then strides into the courtyard keeping to the walls. She then crouches behind the steps to take cover.

"I wonder if those goblins are the ones we're supposed to rescue. Looks like that little guy is threatening them. I'm going to try to work my way over to that rope".

Doxie
◆ Stride
◆ Breath cold (30' Cone) DC 16 Basic Save
1d6 ⇒ 2 Cold damage
1d4 ⇒ 3 Recharge roll


Male Human Rogue/Juggler 7 | Perc 15 | ⛨ 25 | ♥️ 78 | Fort 11, Ref 17, Will 12 | Exploration Activity: Avoid Notice | ◆◇↺

Samael will move 25 feet, right up to the Dragon.

Then, Samael will attempt to tumble through the Dragon: 1d20 + 7 ⇒ (3) + 7 = 10 vs its Reflex DC.

Then, Samael will attack with the dagger: 1d20 + 7 ⇒ (5) + 7 = 12


Spell Area Templates ☘️☘️ = Hero points

The three of you spring into action, immediately identifying the Grauladon as the immediate threat.

Violant flings electrical magic at it, reflex save: 1d20 + 6 ⇒ (20) + 6 = 26 but it shrugs off the majority of the damage, roaring and turning to face you guys.

Doxie springs up and blasts with a breath of icy cold air, reflex: 1d20 + 6 ⇒ (6) + 6 = 12 but its caught off guard and takes the full brunt of her icy breath. Paving the way for Samael to come tumbling in but stopping short of sliding through the low bellied legs of the grauladon. It doesn't take advantage though of his failure to slide through its legs, nor is he able to pierce its tough hide with his dagger!

Recall Knowledge Arcana DC 16:
Grauladons are vicious predators that appear crocodilian in form, but are in fact distant offshoots of dragonkind. They make their dens in the shallows of fetid ponds or isolated corners of larger bodies of water, usually in rural swamps or woodlands. They possess a noxious breath where they can expel a sickening debilitating cloud of gas to slow down prey. Additionally, they are not from this area of Golorian. You read or remember that they are normally only found way in the south in the Jungles. You've never heard of one being this far north.

The Grauladon reacts and returns the favor, first with a roar as it tries to bite Samael with its massive gaping maw,

Jaws: 1d20 + 10 ⇒ (19) + 10 = 29 ouch crit
damage - piercing: 1d12 + 4 ⇒ (2) + 4 = 6
crit damage: 1d12 + 4 ⇒ (10) + 4 = 14

And samael is viciously wounded as the grauladon tears into him with one nasty chomp, leaving him unconscious and bleeding out on the ground.

It rushes over his body to doxie to slam her with his tail.

Tail: 1d20 + 10 ⇒ (14) + 10 = 24
bludgeoning: 1d8 + 4 ⇒ (3) + 4 = 7

Initiative - Round 1 - Courtyard Battle

Violant
Samael -3 and Dying, need a recovery check on your turn
Oppa/Doxie 7 damage
Grauladon 3 damage
Lyra
Goblin/Halfling commotion


1/2 Orc Cleric of Serenrae 7 HP: 85/85 |Shield HP: 64/64 Hardness: 9| AC:26 28 w/ shield,| Fort:+14, Refl:+10 , Will: +15 | [ooc] Percp +15 | Healing font 5/5 | Spells 1st: [ ][ ][ ] 2nd: [ ] [ ] [ ] 3rd: [ ] [ ][ ] 4th: [ ][ ] | Battle Medicine: [] [] [] [] []

Lyra quickly moves into the room after hearing the dragon attack. As she enters the room and sees Samael bleeding out on the flood she swiftly pulls out her holy symbol of Sarenrae and send a flow of healing energy towards him.

"Klllarkisha Sarenrae brisshhraka liikk!"

Orchish:
be healed by the light of Sarenrae

Heal: 1d8 + 8 ⇒ (1) + 8 = 9

yikes a 1. actions: stride 25 feet into the room, >> 2 action Heal


Spell Area Templates ☘️☘️ = Hero points

And just as quickly does Samael goes down, does Lyra's healing magic bring him right back up and almost into flanking!

The Halflings and Goblins have taken notice to your presence and the goblins yell down, "Help us please! This mad halfling has taken our chief Helba hostage!"

To which the halfling retorts, "Shut up, shut up, just shut up or I'll kill your chief!" pointing his knife at you guys, "Don't even think about coming any closer! I hope that dragon eats you all! Finish what the flames couldn't" He backs up slowly into the turret, struggling with the Goblin chief, Helba.

Initiative - Round 2 - Courtyard Battle

Violant
Samael 4/17 hp + Wounded 1
Oppa/Doxie 12/19 hp

Grauladon 3 damage
Lyra
Goblin/Halfling commotion


Male Human Rogue/Juggler 7 | Perc 15 | ⛨ 25 | ♥️ 78 | Fort 11, Ref 17, Will 12 | Exploration Activity: Avoid Notice | ◆◇↺

RAW, Samael would go after Oppa/Doxie

◆ Stand up
◆ Get knife
Stabby Stabby, Dragon is flanked: 1d20 + 7 ⇒ (6) + 7 = 13for: 1d4 + 4 + 1d6 ⇒ (1) + 4 + (1) = 6

HP=9, Wounded 1


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 7 | AC: 24/22 (+1)| HP: 81/71 Hero: 1 | Fort +12 Ref +14 Will +13 | Perc +11 | Stable Timestream (Initiative = 28)

Violant begins speaking loudly in Utopian, as she begins casting yet another spell that she's specifically modified to produce an effect closer to another spell.

Utopian:

"Let a hand of thunder blast your auditory organs, creature. This normally would only be useful up close, but if we modify the manifestation point, while less effective against those wearing metal, we can cast it at range!! Halfling, you have chosen the wrong individual to mess with."

As she finishes the arcane words, thunder seems to expand from an origin point relatively close to the reptilian creature in front of her, proceeding to make a loud, thunderous clap right near wherever its auditory sensory organs are located.
Electric: 1d12 ⇒ 6
Sonic: 1d4 ⇒ 1
Arcana: 1d20 + 7 ⇒ (11) + 7 = 18

"Grauladon," she says as that is the same name for most languages, and she begins motioning for everyone to get away from its mouth. While she cannot reliably convey the information in a language they don't speak, she can still try with her frantic motions.

Going to need a DC 17 Basic Refle save. Cast a Spell (Thunderstrike fluffed as a ranged Shocking Grasp), recall knowledge.


Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype

◆ Command Doxie
◆ Cast: Protect Companion
◆ Act as one

Doxie though not really relishing the thought decides it's time to take her teeth into the fray... then her claws.

◆ Stride (Move to flank)
◆ Strike 1d20 + 7 ⇒ (15) + 7 = 22 Jaws
1d8 + 4 ⇒ (4) + 4 = 8 Piercing

◆ Strike 1d20 + 3 ⇒ (6) + 3 = 9 Claws
1d6 + 4 ⇒ (1) + 4 = 5 Slashing

But the beast tastes so bad she misses with her claws.

Normally I would have Doxie retreat to make the beast use an action to move but she'll stay flanking with Samael... who might use his mobility going forward :-)


Spell Area Templates ☘️☘️ = Hero points

Oppa casts protective magic, shrouding Doxie as he sends her on the offensive, biting into the Grauladon with a vicious tearing of flesh.

Violant lashes it with an electric explosion Grauladon reflex: 1d20 + 6 ⇒ (18) + 6 = 24 but it seemed ready and avoids half of the blast!

Fortunately Samael leaps back to his feet and attempts to hamstring the beast but fails to cut through its tough hide.

The beast roars and lets out a noxious cloud of stinking halitosis breath, enveloping Violant and Lyra.

Need a DC 18 Fort save or be Sickened 1 (or Sickened 2 on critical fail) from Lyra and Violant please

recharge:

1d4: 1d4 ⇒ 2

After that it tries to take a bite out Doxie, returning the favor.
chomp: 1d20 + 10 ⇒ (5) + 10 = 15
damage: 1d12 + 4 ⇒ (10) + 4 = 14

Its jaws slam down powerfully but doxie nimbly slips out of the way. It then jumps up and slams its body down, swinging its tail at both Doxie and Samael, trying to sweep them off their feet.

Athletics to trip vs Doxie: 1d20 + 10 ⇒ (15) + 10 = 25 success
Athletics to trip vs Samael: 1d20 + 10 ⇒ (11) + 10 = 21 success

And both of them go careening to the ground, swept off their feet by the powerful lizard's tail.

Initiative - Round 2 - Courtyard Battle

Violant
Samael 9/17 hp + Wounded 1 + Prone
Oppa/Doxie 12/19 hp + doxie Prone
Grauladon 15 damage
Lyra
Goblin/Halfling commotion


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 7 | AC: 24/22 (+1)| HP: 81/71 Hero: 1 | Fort +12 Ref +14 Will +13 | Perc +11 | Stable Timestream (Initiative = 28)

Fort: 1d20 + 5 ⇒ (18) + 5 = 23

Violant covers her mouth with her wide-brimmed hat as soon as the noxious breath happens, and mutters a curse in utopian.

Utopian:
"AGH I FORGOT TO MOVE. F!#! MY LIFE"


1/2 Orc Cleric of Serenrae 7 HP: 85/85 |Shield HP: 64/64 Hardness: 9| AC:26 28 w/ shield,| Fort:+14, Refl:+10 , Will: +15 | [ooc] Percp +15 | Healing font 5/5 | Spells 1st: [ ][ ][ ] 2nd: [ ] [ ] [ ] 3rd: [ ] [ ][ ] 4th: [ ][ ] | Battle Medicine: [] [] [] [] []

Fort save: 1d20 + 7 ⇒ (8) + 7 = 15 dang it, Sickened 1 it is then

As the noxious breath falls over her Lyra begins to violently cough. Catching her breath and wipes the tears from her eyes and the spit from her mouth. She moves forward in front of the creature and raises her shield. And attacks with her tusks.

Tusk Attack: 1d20 + 4 ⇒ (17) + 4 = 21
Piercing damage: 1d6 + 2 ⇒ (4) + 2 = 6

>Stride
>raises shield
>Attack


Spell Area Templates ☘️☘️ = Hero points

Lyra struggles through the sickening breath to stride forward and tusk the Grauladon, tearing into its hide.

Calmont having retreated inside the tower the remaining goblins are hooping and hollaring from the battlements, throwing rocks and anything they can at the Grauladon to little effect. One shouts, "Hurry please, defeat this overgrown lizard!!"

Initiative - Round 3 - Courtyard Battle

Violant
Samael 9/17 hp + Wounded 1 + Prone
Oppa/Doxie 12/19 hp + doxie Prone

Grauladon 21 damage
Lyra
Goblin/Halfling commotion


Male Human Rogue/Juggler 7 | Perc 15 | ⛨ 25 | ♥️ 78 | Fort 11, Ref 17, Will 12 | Exploration Activity: Avoid Notice | ◆◇↺

Samael will stand, and poke the flanked dragon.

Stab: 1d20 + 7 ⇒ (5) + 7 = 12


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Spell Area Templates ☘️☘️ = Hero points

Sam, your poor poor dice, i feel bad lol


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 7 | AC: 24/22 (+1)| HP: 81/71 Hero: 1 | Fort +12 Ref +14 Will +13 | Perc +11 | Stable Timestream (Initiative = 28)

Violant growing weary of battle (she is not used to it) decides to fire a bolt of magical enemy at the Grauladon as she steps out of range of another noxious breath.

Utopian:

"No modifications. Just die."

Spell Attack (Phase Bolt): 1d20 + 7 ⇒ (5) + 7 = 12

She then mutters more curses under her breath as her bolt of energy goes wide, striking the wall.

Stride. Phase Bolt.


Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype

◆ Command Doxie
◆ Cast "Protect Companion"
◆ Act as one with Doxie

Doxie

◆ Strike 1d20 + 7 ⇒ (16) + 7 = 23 Bite
1d8 + 4 ⇒ (6) + 4 = 10 Teeth

◆ Strike 1d20 + 3 ⇒ (16) + 3 = 19 Claw
1d6 + 4 ⇒ (6) + 4 = 10 Nails

◆ Step (Move away from the creature) Act as One


Male Human Rogue/Juggler 7 | Perc 15 | ⛨ 25 | ♥️ 78 | Fort 11, Ref 17, Will 12 | Exploration Activity: Avoid Notice | ◆◇↺

Second Stab (see discussion): 1d20 + 7 - 4 ⇒ (14) + 7 - 4 = 17for: 1d4 + 4 + 1d6 ⇒ (1) + 4 + (1) = 6


Spell Area Templates ☘️☘️ = Hero points

Doxie ferociously tears into the off guard and hurt Grauladon, while it wishes it could escape, the overwhelming damage from Doxie finishes it off. The creature collapses into a heap, unconscious and bleeding out.

Combat is over!

The goblins cheer as you defeat the Grauladon, shouting "Please please help us, the halfling is going to kill our leader! "

The bottom of the stairs leading up to the battlement are destroyed and collapsed into loose unstable rubble. There is a rope that could be climbed to ascend to the top.

DC 15 Athletics check to climb the rope or DC 10 Acrobatics to move across the loose rubble


Male Human Rogue/Juggler 7 | Perc 15 | ⛨ 25 | ♥️ 78 | Fort 11, Ref 17, Will 12 | Exploration Activity: Avoid Notice | ◆◇↺

Samael begins to dance across the loose rubble: 1d20 + 7 ⇒ (15) + 7 = 22


Spell Area Templates ☘️☘️ = Hero points

Samael easily dances, hops, skips and runs about the loose crumbling rubble that makes up the lower levels of the stairwell. Quickly he finds himself amongst the 8 goblins on the battlements and can see Calmont in the nearest northern tower.

Calmont is still holding a struggling goblin at knife point, he briefly points the knife at Samael, "Don't come any closer, I'll kill this goblin! You should have just died in the fire!"


Male Human Rogue/Juggler 7 | Perc 15 | ⛨ 25 | ♥️ 78 | Fort 11, Ref 17, Will 12 | Exploration Activity: Avoid Notice | ◆◇↺

"Look, I'll give you a chance. You know, if you kill him, we'll have to kill you -- after an 'appropriate' amount of torture. If you let him go, I'll give you a chance to escape with your life. No harm, no foul."

Deception: 1d20 + 4 ⇒ (14) + 4 = 18

While saying this, Samael moves forward, slowly.


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 7 | AC: 24/22 (+1)| HP: 81/71 Hero: 1 | Fort +12 Ref +14 Will +13 | Perc +11 | Stable Timestream (Initiative = 28)

Acrobatics: 1d20 + 2 ⇒ (3) + 2 = 5

Shaking off the unrelenting urge to speak Utopian, Violant tries to dissuade the Halfling, all while failing to get around the rubble. "I can reach you from here with my spells, I'd advise against trying anything."


Spell Area Templates ☘️☘️ = Hero points

Sorry I had put him on the south tower on the map but definitely meant for him to be in the north tower, part of the tower he is in is crumbled and exposed, so y'all can see him from the ground as well

He waves his knife wildly at you Samael, "I'm not letting any of these goblins go until they tell me where Alseta's Ring is! Oh hoho I'm getting my treasure and then I'm getting out this middle of nowhere town!"

Samael you feel like you're diplomacy check worked. While still being unfriendly and afraid that his plan has gone sideways, you think you can continue asking him questions. Though he could be still behave erratically depending on how the situation progresses


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 7 | AC: 24/22 (+1)| HP: 81/71 Hero: 1 | Fort +12 Ref +14 Will +13 | Perc +11 | Stable Timestream (Initiative = 28)

Violant just stands there, stunned, repeatedly touching up one of the three holy symbols on her necklace as a nervous twitch. (Alseta, obviously). "What makes you think the Goblins know where Alseta's Ring is?"

Knowledge Religion? Bonus from well... being Alsetan? (Last one largely a joke, lmao)


Spell Area Templates ☘️☘️ = Hero points

Yeah my bad, I should have included a recall knowledge :O

Recall Knowledge DC 15 vs Alseta, history, religion, relevant lore:
Alseta is the Taldan goddess of doorways, portals, thresholds, and the transition from year to year. Elves also consider her the patron deity of elf gates, though again, this is not part of her official portfolio.

Calmont yells down at Violant, sneering, "“These freaks know how to get to the basement. They used to live down there! Everyone knows that! Those blocked stairs on the first floor, they can’t be the only way down. There’s an elf gate down there. Do you have any idea what someone would pay for information about lost elf gates? A lot! Only these worms won’t tell me how to get downstairs and I know that's where Alseta's Ring will be!”

Helba stammering, a thin line of blood running down her neck from where Calmont has nicked her with his wildly gestulating, "Never heard of an Alseta ring. Is it shiny? I bet it is. Rings are always shiny. But there were no shiny rings in our vaults, I can say. But there’s rooms even deeper, and crypts too. We never go there, but maybe the ring is hidden in there?”


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 7 | AC: 24/22 (+1)| HP: 81/71 Hero: 1 | Fort +12 Ref +14 Will +13 | Perc +11 | Stable Timestream (Initiative = 28)

Religion: 1d20 + 4 ⇒ (12) + 4 = 16 I would have burned a Hero Point here if I needed to, dangit. Core part of her is being Alsetan.

Violant sighs and chuckles at the notion of Alseta's Ring being a mere ring you wear on your finger. If she weren't an awkward wizard-mathematician hybrid, she might have even gone into the clergy of the Goddess, given how much solace The Welcomer has given the Half-Elf throughout her life since early childhood.

"Alseta's Ring is a ring of things: elf-gates. You can't wear it around your finger," she says with derision, unwilling to use the proper elven term for them. "Have you already searched for secret entrances yourself, as opposed to merely threatening Goblins, who seem to be too entrenched in their own affairs to care about the artifacts of elves long past?"


Spell Area Templates ☘️☘️ = Hero points

Calmont responds, "You know what Elf Gates are, hunh?? Don’t you realize how valuable that information is to richies who want to travel fast? Selling that information would get me out from under Voz’s thumb! Now that you know the secret too, I don't want to have to share with you! So don't even think about looking for them!" he sneers, waving the dagger, "These goblins must know of a second way into the basement! They just wont tell me and my patience grows thin!"

Society DC 15:
You recognize the name Voz as the name of a local bookseller back in town


1/2 Orc Cleric of Serenrae 7 HP: 85/85 |Shield HP: 64/64 Hardness: 9| AC:26 28 w/ shield,| Fort:+14, Refl:+10 , Will: +15 | [ooc] Percp +15 | Healing font 5/5 | Spells 1st: [ ][ ][ ] 2nd: [ ] [ ] [ ] 3rd: [ ] [ ][ ] 4th: [ ][ ] | Battle Medicine: [] [] [] [] []

Athletics: 1d20 + 2 ⇒ (8) + 2 = 10

Lyra tries to nimbly climb up the rope but unfortunately doesn't make it up. Getting only slightly frustrated with herself she pulls out her holy symbol and points it toward herself and shouts in Orchish. “QUIIILURTH”

Orchish:
Guidance

She then grabs the rope and attempts to climb it again.

Athletics w/ Guidence: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10

dang i cant roll above a 10

"Just let him go! we don't want to hurt you but we will if it comes to it!"


Male Human Rogue/Juggler 7 | Perc 15 | ⛨ 25 | ♥️ 78 | Fort 11, Ref 17, Will 12 | Exploration Activity: Avoid Notice | ◆◇↺

"Hey. Those elf gates sound interesting. If there's money to be made, we can share the wealth. But, there's no need to hold these nobodies hostage. Let the goblin go, and we can help you. Matter of fact. We can help you with Society: 1d20 + 4 ⇒ (18) + 4 = 22 that bookseller, too."

Deception: 1d20 + 4 ⇒ (15) + 4 = 19

Samael has moved forward another five feet while talking to him.
Additionally, GM permitting, Samael will Palm an Object (in this case one of his daggers) vs Perception DCs: 1d20 + 7 ⇒ (17) + 7 = 24


Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype

Oppa and Doxie move closer to the foot of the wall where the goblin leader is being held. He talks softly to Doxie. Don't worry Girl. When we get a little time I'll put a poultice on you and we'll heal up.

[DM]

Spoiler:

Oppa plans on getting within 30' of Calmont at the foot of the wall, and use Gravitational Pull to pull him off the wall.


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 7 | AC: 24/22 (+1)| HP: 81/71 Hero: 1 | Fort +12 Ref +14 Will +13 | Perc +11 | Stable Timestream (Initiative = 28)

"I'm with Samael here. The only reason I know of the elfgates is I worship Alseta. I'm not exactly worshipping The Welcomer for the money," Violant says, trying to help her cause. She had heard of the reason the elves worshipped Alseta, being the elf-gates, but she had never taken much interest in them... well, up until now, that is.


Spell Area Templates ☘️☘️ = Hero points

While Samael and Violant are distracting Calmont, Oppa and Doxie sneak up and cast a spell,

Calmont Save: 1d20 + 6 ⇒ (18) + 6 = 24 However despite being caught off guard he resists the spell, though it rocks him back and Helba sensing the distract bites his arm, he yelps and pushes her away, eyes going wide in shock as he realizes his hostage just escaped. "Agh! I'll kill you and be all the richer! Why I can't believe I was about to considering sharing!"

Initiative:

Violant Turra's Initiative (T): 1d20 + 8 ⇒ (7) + 8 = 15
Samael Doulen's Initiative (E): 1d20 + 8 ⇒ (20) + 8 = 28
Lyra Flamecrest's Initiative (T): 1d20 + 7 ⇒ (2) + 7 = 9
Oppa Silk's Initiative (T): 1d20 + 5 ⇒ (11) + 5 = 16
Calmont: 1d20 + 6 ⇒ (7) + 6 = 13

The map kind of sucks ass, we'll have to do our best and improvise space a bit. Calmont is about 25-30 feet up

Round 1 - Battle on the Battlements
Samael
Oppa
Violant

Calmont
Lyra


Male Human Rogue/Juggler 7 | Perc 15 | ⛨ 25 | ♥️ 78 | Fort 11, Ref 17, Will 12 | Exploration Activity: Avoid Notice | ◆◇↺

"Hey! Look over there!"
Create a Diversion: 1d20 + 4 ⇒ (16) + 4 = 20 vs Perception DC
If successful, he is off guard to my first attack

Strike: 1d20 + 7 ⇒ (12) + 7 = 19for: 1d4 + 4 + 1d6 ⇒ (3) + 4 + (4) = 11

Strike again: 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6for: 1d4 + 4 ⇒ (1) + 4 = 5


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 7 | AC: 24/22 (+1)| HP: 81/71 Hero: 1 | Fort +12 Ref +14 Will +13 | Perc +11 | Stable Timestream (Initiative = 28)

Violant sighs, mentally exhausted from the forced flip-flopping between languages at a break-neck pace, and prepares to cast a spell as she murmurs arcane chants in Utopian.

30ft up? No problem! Frostbite it is!

Utopian:

"We will deal with you, then. Treating an artefact under the name of Alseta, even if it's from elves, as some cheap secret to be sold doesn't exactly sit right with me. Let's modify this spell along the lines of Magic Missile, I don't want you slipping away."

She then points her finger at Calmont, as a ray of icy cold bursts out from it, reaching up into the air and hopefully hitting the halfling. Afterwards, she raises her shield so as to absorb any attempted knife-wounds.

Damage: 2d4 ⇒ (4, 3) = 7

Will need a DC 17 Basic Fortitude Save from the halfling. The pre-remaster version, Ray of Frost, was a spell attack roll, so I decided to say it was fused with magic missile to instead require the Fortitude save against cold. Cast a Spell (Frostbite, a la Ray of Frost), Raise Shield (17 AC). I hope I'm doing a good job of conveying her focus in magic was more manipulating spells then any sort of broader magical experience... hence the only 1 level of Wizard despite graduating, ha.


Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype

"Dang it! Almost had him"!
◆ Ready Sling
◆ Load Sling
◆ Strike: 1d20 + 5 ⇒ (15) + 5 = 20 Sling
1d6 - 1 ⇒ (1) - 1 = 0 Bullet )1-pt damage if it hits)

Doxie growls, snorts and paces along the wall limping a bit from from his previous injury.


Spell Area Templates ☘️☘️ = Hero points

Samael darts past the goblin, distracting Calmont and delivering a sneaky stab straight to the kidney while Violant and Oppa assault him from below.

Fortitude Save: 1d20 + 6 ⇒ (12) + 6 = 18

He resists some of the cold damage, taking minimal damage from the sling bullet Oppa fired as well.

Just a reminder, y'all were propositioned by the town and offered 10 gp to bring Calmont alive for questioning by the Council

Calmont feints Deception: 1d20 + 7 ⇒ (11) + 7 = 18 trying to draw Samael open, which he does so, then delivers his own vicious double slice!

Dagger: 1d20 + 9 ⇒ (19) + 9 = 28
damage: 1d4 + 4 + 1d6 ⇒ (1) + 4 + (2) = 7

dagger: 1d20 + 4 ⇒ (17) + 4 = 21
damage: 1d4 + 4 ⇒ (1) + 4 = 5

Cutting into Samael, deeply!

Laughing maniacally as he cuts you Samael, "Once I'm through with you, I'm home free!"

Round 1 / 2 - Battle on the Battlements
Samael 12 damage
Oppa
Violant

Calmont 15 damage
Lyra


1/2 Orc Cleric of Serenrae 7 HP: 85/85 |Shield HP: 64/64 Hardness: 9| AC:26 28 w/ shield,| Fort:+14, Refl:+10 , Will: +15 | [ooc] Percp +15 | Healing font 5/5 | Spells 1st: [ ][ ][ ] 2nd: [ ] [ ] [ ] 3rd: [ ] [ ][ ] 4th: [ ][ ] | Battle Medicine: [] [] [] [] []

Lyra reaches into her spell component pouch and pulls out a small piece of metal. Running her hand over it she says ”NULLISH CRAAALIFK” the metal quickly turns into 3 darts and fly up towards Calmont.

Orchish:
Needle darts!

attack: 1d20 + 7 ⇒ (6) + 7 = 13
damage: 3d4 ⇒ (3, 3, 2) = 8


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 7 | AC: 24/22 (+1)| HP: 81/71 Hero: 1 | Fort +12 Ref +14 Will +13 | Perc +11 | Stable Timestream (Initiative = 28)

Assuming he's not knocked unconscious yet:

Violant repeats her previous arcane mumblings in Utopian, modifying spells to better suit the situation.

Utopian:
"I can do this all day, and you're outnumbered! Surrender already!"

2d4 ⇒ (2, 1) = 3 Another DC 17 Fort save.


Spell Area Templates ☘️☘️ = Hero points

He's looking hurt but not hurt too badly yet


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 7 | AC: 24/22 (+1)| HP: 81/71 Hero: 1 | Fort +12 Ref +14 Will +13 | Perc +11 | Stable Timestream (Initiative = 28)

I'm last on the initiative though ;)


Male Human Rogue/Juggler 7 | Perc 15 | ⛨ 25 | ♥️ 78 | Fort 11, Ref 17, Will 12 | Exploration Activity: Avoid Notice | ◆◇↺

Samael will attempt to Tumble Behind: 1d20 + 7 ⇒ (13) + 7 = 20 vs Reflex DC.

Then, stab: 1d20 + 7 ⇒ (16) + 7 = 23for (includes d6 for sneak attack): 1d4 + 4 + 1d6 ⇒ (2) + 4 + (4) = 10

Then, stab more: 1d20 + 7 - 4 ⇒ (12) + 7 - 4 = 15for: 1d4 + 4 ⇒ (1) + 4 = 5


Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype

"This is going to end badly for you if you keep resisting. My Dragon has already defeated one foe and I'm betting he would like the way you taste more than that dragon he just killed".

1d20 + 6 ⇒ (3) + 6 = 9 Intimidation (Demoralize).
Oh well. I guess a little short dude threatening him from 30' away with a dragon that can't fly isn't too scary.
◆ Load Sling
◆ Strike
1d20 + 5 ⇒ (15) + 5 = 20 Sling
1d6 - 1 ⇒ (5) - 1 = 4 Bullet

Doxie continues to snort around the base of the wall sounding immensely dangerous.

"Remember all. The council has money for us if we bring him back alive. Not necessarily unharmed... but alive".


Spell Area Templates ☘️☘️ = Hero points

Lyra launches some needle darts that splash past him breaking up against the fortifications while Samael, Oppa and Violant launch a violant assault.

Fortitude Save: 1d20 + 6 ⇒ (7) + 6 = 13

Samael tries to tumble behind Calmont but is unable to get past the craft halfling, even still Samael gets a decent stab in. Oppa's sling bullet cracks Calmont in the back.

On his last breath, bleeding and bruised, he reaches to belt pouch drawing a potion, uncorking it and quaffing its contents. lesser healing potion: 1d8 ⇒ 1 his shaking hand causes most of its contents to spill out though.

He'll then slice at Samael.

attack: 1d20 + 9 ⇒ (5) + 9 = 14
damage: 1d4 + 4 ⇒ (1) + 4 = 5

Round 2 / 3 - Battle on the Battlements
Samael 12 damage
Oppa
Violant

Calmont 27 damage
Lyra


1/2 Orc Cleric of Serenrae 7 HP: 85/85 |Shield HP: 64/64 Hardness: 9| AC:26 28 w/ shield,| Fort:+14, Refl:+10 , Will: +15 | [ooc] Percp +15 | Healing font 5/5 | Spells 1st: [ ][ ][ ] 2nd: [ ] [ ] [ ] 3rd: [ ] [ ][ ] 4th: [ ][ ] | Battle Medicine: [] [] [] [] []

Lyra determined to get up the rope attempts to climb it gain.

Athletics: 1d20 + 2 ⇒ (10) + 2 = 12

Only to get frustrated that she cant make it more than a few inches off the ground. She pulls out more metal and throws it towards Calmont.
"NULLISH CRAAALIFK"

Orchish:
Needle Darts!

Attack: 1d20 + 7 ⇒ (4) + 7 = 11
Damage: 3d4 ⇒ (3, 2, 3) = 8


Male Human Rogue/Juggler 7 | Perc 15 | ⛨ 25 | ♥️ 78 | Fort 11, Ref 17, Will 12 | Exploration Activity: Avoid Notice | ◆◇↺

Tumble behind: 1d20 + 7 ⇒ (5) + 7 = 12 vs Ref DC

Non-lethal stab: 1d20 + 7 - 2 ⇒ (11) + 7 - 2 = 16for: 1d4 + 4 ⇒ (2) + 4 = 6

Non-lethal stab: 1d20 + 7 - 2 - 4 ⇒ (8) + 7 - 2 - 4 = 9for: 1d4 + 4 ⇒ (4) + 4 = 8


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 7 | AC: 24/22 (+1)| HP: 81/71 Hero: 1 | Fort +12 Ref +14 Will +13 | Perc +11 | Stable Timestream (Initiative = 28)

Assuming the Halfling is still standing, Violant launches one final cast of "Magic Frost Missile", hoping to knock the halfling over in one final spell casting.

Utopian:

"Repetitive, but when is solving equations any different?"

Damage: 2d4 ⇒ (4, 3) = 7

Same routine again. Cast a Spell. DC 17 Fort save

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Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 7 | AC: 24/22 (+1)| HP: 81/71 Hero: 1 | Fort +12 Ref +14 Will +13 | Perc +11 | Stable Timestream (Initiative = 28)

I took Alchemical Crafting for the level 2 skill feat. I could give you some bombs until then :)

Also, I don't see any rules against transcribing a spell of a higher level into a spellbook? Obviously it'd be unusable until I get 2nd rank spells, but I just want permission to try to copy it over the rest period.


Male Human Rogue/Juggler 7 | Perc 15 | ⛨ 25 | ♥️ 78 | Fort 11, Ref 17, Will 12 | Exploration Activity: Avoid Notice | ◆◇↺

I could definitely juggle a bomb (along with my cards) or two.


Spell Area Templates ☘️☘️ = Hero points

I think only one of the harder things to do with scribing higher level spells is not having a high enough arcana skill to make it possible without risking a failure.

But I don’t think there’s anything stopping you from trying


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 7 | AC: 24/22 (+1)| HP: 81/71 Hero: 1 | Fort +12 Ref +14 Will +13 | Perc +11 | Stable Timestream (Initiative = 28)

It's only one level higher, so it should be fine as long as I don't crit fail. If it were, say, a rank 9 spell it'd be pretty much impossible, but I believe a Rank 2 spell is DC 18?


1/2 Orc Cleric of Serenrae 7 HP: 85/85 |Shield HP: 64/64 Hardness: 9| AC:26 28 w/ shield,| Fort:+14, Refl:+10 , Will: +15 | [ooc] Percp +15 | Healing font 5/5 | Spells 1st: [ ][ ][ ] 2nd: [ ] [ ] [ ] 3rd: [ ] [ ][ ] 4th: [ ][ ] | Battle Medicine: [] [] [] [] []

hey im really doubling down on the medic aspect and shield of my character. I took ward medic which lets me treat 2 targets with "treat wounds" Im also better at treating wounds now as im treated as an expert. so i can be up in the front lines and take some hits but deal out the healing too :)


Dwarf Male Barbarian 7 | HP 122 | AC 25 | Fort +17; Ref +10 ; Will +14 | Perc +14 | Exploration Activity: Search | ◆◇↺

Level 2 for Stom includes:

* Free Archetype feat: Sentinel dedication
* Class feat: Second Wind
* Skill feat: Battle Medicine or Hefty Hauler - undecided currently
* Hoping we find heavy armor! :)


Dwarf Male Barbarian 7 | HP 122 | AC 25 | Fort +17; Ref +10 ; Will +14 | Perc +14 | Exploration Activity: Search | ◆◇↺

FYI: I updated the party inventory sheet with Stom's name next to the silver longsword and the wooden shield. I'm good with selling them as well if that's preferred.


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 7 | AC: 24/22 (+1)| HP: 81/71 Hero: 1 | Fort +12 Ref +14 Will +13 | Perc +11 | Stable Timestream (Initiative = 28)

Here's Violant's full level-up:

* Free Archetype Feat: Chronoskimmer Dedication.
* Class Feat: Widen Spell
* Skill Feat: Alchemical Crafting


Male Human Rogue/Juggler 7 | Perc 15 | ⛨ 25 | ♥️ 78 | Fort 11, Ref 17, Will 12 | Exploration Activity: Avoid Notice | ◆◇↺
Stom Flintheart wrote:
FYI: I updated the party inventory sheet with Stom's name next to the silver longsword and the wooden shield. I'm good with selling them as well if that's preferred.

You've claimed them!


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 7 | AC: 24/22 (+1)| HP: 81/71 Hero: 1 | Fort +12 Ref +14 Will +13 | Perc +11 | Stable Timestream (Initiative = 28)

I do have questions, can I have an Uncommon, and possibly a Rare, spell upon level up? I have a replacement (Acidic Burst) prepared for the Rare Spell (Scorching Blast).

I haven't found a replacement for the Uncommon spell yet, but I'll continue looking. Violant's fine taking (and copying for later use when she actually can prepare the spell) only the Acid Arrow scroll. A premaster spell is fitting for the weird 1e character who just got dropped in 2e one day lmao :)

* Forge: Uncommon
* Scorching Blast: Rare, will replace with Acidic Blast upon request.

Trying to, as faithfully as possible, adapt her 1e character, which is very fire-focused, a bit too much to her detriment. Hence the uh... 3 fire spells at 1st level.


Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype

Oppa took (2) of the scrolls False Vitality, and obscuring mist. He'll probably copy them into his spellbook at some time in the near future... but if circumstances dictate/??


Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype

I often use this tool for random loot determination unless it's something the story needs.

Loot generator

And this for encounter balancing.

Mimic Fight club


Spell Area Templates ☘️☘️ = Hero points

I didn't think summoner's could learn spells like that, aren't they prepared casters?

@violant The wording on Scorching blast is so confusing, its 1 action to cast and then you spend another action to throw the fireball, but if you don't throw it then you lose it. Can you spend 1 spend action to cast the spell and then 2 actions to throw 2 separate fireballs? At that point its an undertoned scorching rays, but maybe thats the point.

I'm fine with it, it doesn't seem that overlypowerful, definitely strong, potentially 4d8 fire damage with a level 1 spell is strong, but requires spell attacks.


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 7 | AC: 24/22 (+1)| HP: 81/71 Hero: 1 | Fort +12 Ref +14 Will +13 | Perc +11 | Stable Timestream (Initiative = 28)

I think an underpowered Scorching Ray is the point, given the name, but yeah, requiring two spell attacks for it makes it less powerful.


Dwarf Male Barbarian 7 | HP 122 | AC 25 | Fort +17; Ref +10 ; Will +14 | Perc +14 | Exploration Activity: Search | ◆◇↺

To help me the player understand party dynamics a bit better, I took a stab at guessing at party roles for each of us.

Lyra: buffer; healing; melee striker
Oppa: arcane support; arcane blasting; melee striker (eidolon)
Samael: all the skills; melee(?) striker; party face(?)
Stom: melee striker; backup mundane healing
Violant: blaster caster; alchemical crafting; knowledges

Please correct me where I'm wrong. And apologizes if I'm way off.


Spell Area Templates ☘️☘️ = Hero points

sounds about right Stom, I think folks are still figuring out their individual roles as well, feeling out their characters and what not but you definiteyl have the basic gist of it!


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 7 | AC: 24/22 (+1)| HP: 81/71 Hero: 1 | Fort +12 Ref +14 Will +13 | Perc +11 | Stable Timestream (Initiative = 28)

Sounds about right on Violant's end.


Male Human Rogue/Juggler 7 | Perc 15 | ⛨ 25 | ♥️ 78 | Fort 11, Ref 17, Will 12 | Exploration Activity: Avoid Notice | ◆◇↺

"All the skills"

Ha! Ha!

That's what I wanted. I play enough characters that don't have the proper skills. I wanted to play one that had all the skills (I still don't have Occultism). ((Yet!))

"Party Face?"

Huh?

It was just a lucky roll. But, I guess compared to the others, he's the cutest.


Dwarf Male Barbarian 7 | HP 122 | AC 25 | Fort +17; Ref +10 ; Will +14 | Perc +14 | Exploration Activity: Search | ◆◇↺

I'm pretty sure Samael has the best Diplomacy skill of the group. But, I don't mean to change how you view your character, of course.


Male Human Rogue/Juggler 7 | Perc 15 | ⛨ 25 | ♥️ 78 | Fort 11, Ref 17, Will 12 | Exploration Activity: Avoid Notice | ◆◇↺

Hey, Diplomacy is a dirty job, and someone's got to do it.

In one of my other campaigns, one of the PCs only has a +1 to Charisma. But, because of how all of the PCs are built, that one has the highest Charisma. Hilarity ensues when he crit fails a diplomacy check.


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 7 | AC: 24/22 (+1)| HP: 81/71 Hero: 1 | Fort +12 Ref +14 Will +13 | Perc +11 | Stable Timestream (Initiative = 28)

Ywah, Violant was originally going Time Oracle but I goofed the stats, so she was originally supposed to have like... a +2 in CHA.

The funniest loadout of Stats I've been in is a higher INT than the party Wizard, on my Kitsune Trickster. I tanked her damage and Will saves, but her skills are actually absurd. 7 STR, 16 DEX, 10 CON, 18 INT, 7 WIS, 16 CHA rogue with no trapfinding until I stop taking Rogue levels.


Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype
GM Cody wrote:

I didn't think summoner's could learn spells like that, aren't they prepared casters?

@violant The wording on Scorching blast is so confusing, its 1 action to cast and then you spend another action to throw the fireball, but if you don't throw it then you lose it. Can you spend 1 spend action to cast the spell and then 2 actions to throw 2 separate fireballs? At that point its an undertoned scorching rays, but maybe thats the point.

I'm fine with it, it doesn't seem that overlypowerful, definitely strong, potentially 4d8 fire damage with a level 1 spell is strong, but requires spell attacks.

You are correct about the spell usage. I haven't played a summoner before, so I'll have to review the class a little better. Unfortunately looks like the Summoner won't make the Player 2 cut.

Oppa has a +3 CHA... but he's only good at scaring things at the moment. Maybe I should retrain...


Spell Area Templates ☘️☘️ = Hero points

Like I said, definitely your opportunity to retrain as necessary if you feel like its not working how you liked.


1/2 Orc Cleric of Serenrae 7 HP: 85/85 |Shield HP: 64/64 Hardness: 9| AC:26 28 w/ shield,| Fort:+14, Refl:+10 , Will: +15 | [ooc] Percp +15 | Healing font 5/5 | Spells 1st: [ ][ ][ ] 2nd: [ ] [ ] [ ] 3rd: [ ] [ ][ ] 4th: [ ][ ] | Battle Medicine: [] [] [] [] []

we might need to make some diplomancy checks with this hellknight...which is not my strong suit :D


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Dwarf Male Barbarian 7 | HP 122 | AC 25 | Fort +17; Ref +10 ; Will +14 | Perc +14 | Exploration Activity: Search | ◆◇↺

I'm not sure what the full changes are, but I'm looking forward to these Barbarian changes in PC2!

Free action Rage on initiative
No AC penalty to Rage
Movement buff at lvl 3


Spell Area Templates ☘️☘️ = Hero points

Yeah excited to get my physical copy here in a few weeks


Spell Area Templates ☘️☘️ = Hero points

Hey, big salmon run tonight and tomorrow, I'll be unavailable till Sunday, sorry folks. Have a good weekend :)


Dwarf Male Barbarian 7 | HP 122 | AC 25 | Fort +17; Ref +10 ; Will +14 | Perc +14 | Exploration Activity: Search | ◆◇↺

Can't say I know what that means, but have fun!


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 7 | AC: 24/22 (+1)| HP: 81/71 Hero: 1 | Fort +12 Ref +14 Will +13 | Perc +11 | Stable Timestream (Initiative = 28)

Hey, I figured I'd let you know since this is something the GM needs to know specifically: after this battle is over, I'm switching Violant's Chromoskimmer Timestream to Stable, meaning she no longer rolls initiative, but just takes a roll of 10 instead.

Also, if Violant is ever tied with an opponent, ever, for initiative, she goes first. Cursed-by-the-gods Chronomancy is more than a little confusing, but I'm glad I don't have to deal with switching over Oracle mechanics.


Spell Area Templates ☘️☘️ = Hero points

easy enough, I'll keep that in mind for the next combat!


Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype

Just a reminder that Grab still takes an action it's not free so the creature used all its actions attacking and shouldn't have gotten a grab. Before Remaster you didn't have to roll the grab... but it still took an action. In remaster you have to still roll for the grab... and it takes an action.


Spell Area Templates ☘️☘️ = Hero points

yeah, upon re reading, I just completely looked over the Action Arrow symbol. Reading the description had me convinced it was for free.

"The monster's last action was a successful Strike that lists Grab in its damage entry, or the monster has a creature grabbed or restrained; Effect If used after a Strike, the monster attempts to Grapple the creature using the body part it attacked with. This attempt neither applies nor counts toward the creature's multiple attack penalty."


Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype

Yes. I did it wrong at first until one of the Youtube masters corrected me. It should probably read previous action instead of last action.


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Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype

Sorry about the delay. Thought I'd have more time to post. Back to normal tomorrow... so feel free to DMPC to keep things from stalling.


Dwarf Male Barbarian 7 | HP 122 | AC 25 | Fort +17; Ref +10 ; Will +14 | Perc +14 | Exploration Activity: Search | ◆◇↺

FYI: company holiday today so having a family day. I’ll likely be able to post this evening.


Spell Area Templates ☘️☘️ = Hero points

Just picked up my player core 2!

Also I think I saw path builder updated with player core 2 materials


Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype

@Violant...

Just a reminder that "Chilling Spray" is a 15' cone, and the swarm is 30' up.


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 7 | AC: 24/22 (+1)| HP: 81/71 Hero: 1 | Fort +12 Ref +14 Will +13 | Perc +11 | Stable Timestream (Initiative = 28)

Ack! Double Blast it is then. No Scorching Blast Either as I have to stride, so Staff Nexus shenanigans it is.


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 7 | AC: 24/22 (+1)| HP: 81/71 Hero: 1 | Fort +12 Ref +14 Will +13 | Perc +11 | Stable Timestream (Initiative = 28)

Yeah, I'm pretty sure my normal Initiative bonus is +8 from Arcana/Detect Magic? And them the +1 from scouting would make it 19, I think. Where are we getting the other +1 from?


Spell Area Templates ☘️☘️ = Hero points

oh maybe I was double adding the +1 from scout lol


Dwarf Male Barbarian 7 | HP 122 | AC 25 | Fort +17; Ref +10 ; Will +14 | Perc +14 | Exploration Activity: Search | ◆◇↺

RE Player Core 2 update, I also have a copy and have been slowly reading the updated barbarian details. I'm pretty sure Pathbuilder has the update, but I haven't dug in yet.

I've been chatting with GM Cody in the background that Stom will change slightly - mainly pivoting away from the Sentinel archetype choice since the free action to rage at initiative does work when wearing heavy armor. I expect to have an updated build settled in the next days.


Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype

Am I missing Doxie on the map somehow? Don't see her on my end.


Spell Area Templates ☘️☘️ = Hero points

Hunh that’s weird, I see her right to the left of the doorway into the bat room. Maybe it’s a weird formatting issue with Google slides

Also violent yes the rules state only 1 diplomacy check a day to tame the warg puppies. Id probably also allow nature.


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 7 | AC: 24/22 (+1)| HP: 81/71 Hero: 1 | Fort +12 Ref +14 Will +13 | Perc +11 | Stable Timestream (Initiative = 28)

New thing to burn hero points on: Puppies!


Male Gnome - AC-21(24), | HP 96/0MV 25 Summoner / 7| Perception +14| F+12| R +12| W +14| Sorcerer Archetype

This is all I get when I click on the battlemap.

Where's Doxie


Spell Area Templates ☘️☘️ = Hero points

try this link


Spell Area Templates ☘️☘️ = Hero points

HThis AP came out before the Quest for the Frozen Flame which introduced rules/a feat for taming wild animals.

The feat makes it a nature check that takes an 1 hour and if successful tames the creature for a month.

However I think the AP or the writers are thinking because these puppies have an Int of like 7, that Diplomacy is more inline rather than Nature. Though it really begs the question of are they innately born knowing languages or does someone have to teach them.

Lot of questions to answer and the AP doesn't provide a ton of answers. I'll have to check the forums to see what others have done.


Spell Area Templates ☘️☘️ = Hero points

Okay found some hits fairly quickly, this is what James Jacobs had to say about the warg puppies

"Moving on to the warg puppies, the thing there is that wargs are NOT animals. They're beasts. They are not that much less intelligent than an average human, and as listed on page 322 of the Bestiary, they speak Common, Goblin, and Orcish. Thus, you CAN use Diplomacy to Make an Impression on them. They're puppies, and have a vocabulary about on par with what a toddler or very young child might have, but they still understand... provided you speak to them in Common, Goblin, or Orcish, that is. . ."

So I guess even at a few days old they are born know how to speak. I'll include that in the roleplaying next we run into them :)


Female Half-Elf Wizard/Chronoskimmer/Time Mage (Unified Magic Evoker) 7 | AC: 24/22 (+1)| HP: 81/71 Hero: 1 | Fort +12 Ref +14 Will +13 | Perc +11 | Stable Timestream (Initiative = 28)

Remind us when we get hero points, by the way :)

Wait, so is 10/+0 still average for stats for humanoids?


Spell Area Templates ☘️☘️ = Hero points

Not quite, maybe for intelligence, but the Gamemastery Guide which is old now, presents a Commoner with stats of: Str +3, Dex +1, Con +2, Int +0, Wis +1, Cha +0.

So maybe thinking that an int of 7 is just under the base 10 of a commoner.

the GM Core offers different guidelines, saying that for simple NPCs we should assign them attribute modifiers that add up to +9.

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