Boggard

Barlespin's page

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male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

I thought we had a quorum for BC, but maybe I'm reading it wrong.

Also, am I correct in interpreting that we'd have a 25% reduction of time only for the 20 minutes or so it takes for us to get fully healed, and then Squishy will be able to travel at 100% after that point?


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Barlespin says to Malendyl, "Ah, no problem, so long as Squishy can brew up some more of those tonics we'll be fine in no time ... so long as we aren't beset by another menace before then, of course, but we're no safer standing around here."

1d6 healing every 10 minutes while moving isn't shabby


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male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations
QM rainzax wrote:
Barlespin @ 18/24

I'm at 22 points. 4 from Mariu's heal spell, 4 from his Treat Wounds check, and then 14 from Squishy's vials


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

After 30 minutes, Barlespin says, "Are we ready to move on, then? As long as we aren't dripping a trail of blood behind us, we need to stay in motion."

If I'm understanding the question, I choose to "sacrifice" additional healing to keep on the move.


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Since everyone else is doing the healing, Squishy distributes healing vials to everyone every 10 minutes, and also replenishes their versatile vial stockpile.

Barlespin healing: 4d6 ⇒ (2, 3, 6, 3) = 14
Red healing: 4d6 ⇒ (2, 5, 4, 5) = 16
Squishy healing: 4d6 ⇒ (3, 6, 6, 4) = 19


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations
QM rainzax wrote:

The party continues their rest.

30 Minutes
Barlespin @ 04/24

I believe I was in range of Marius' 3-action heal spell, so healed 4 from that and then 4 by Marius' Treat Wounds, so I'd be at 8 HP.

In 30 minutes, Squishy should be able to administer an additional 4d6 worth of healing to anyone who needs it from their field vials: 1d6 every 10 minutes, so at 0 minutes, 10 minutes, 20 minutes, and 30 minutes. With quicky alchemy, he can mix the formula up and hand it off for us to drink, so they don't have to dip into their limited quantity of versatile vials to do it.


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Barlespin blinks awake as he is healed by Marius' healing energy, to the sight of the crows all around him turning into dust. No need for Stabilize if I get 4 HP back

Once the last of them has been obliterated, he stands up and nods to Marius as he gets wounds tended to. "Appreciated ..." He glances toward Squishy. "You wouldn't happen to have one of your tonics, would you?"


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations
Squishy Pumpkin Quaintly Rooted wrote:
I'm very sorry, Barlespin, for the damage. I just wish that takes down the swarm, and Squishy will go to Stabilizing you.

Unless it looks like the swarm is going to begin damaging my corpse, I'd focus my attention on healing Red. Looks like she is down to 2 HP. Best to avoid her going down as well this turn.


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations
Squishy Pumpkin Quaintly Rooted wrote:
I'm very sorry, Barlespin, for the damage. I just wish that takes down the swarm, and Squishy will go to Stabilizing you.

Eh, I knew when I chose not to move that I was risking it.


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male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Barlespin collapses to the ground, twitching violently as Squishy burns his unconscious and dying body with acid.


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Reflex save DC 18 vs. 4 damage: 1d20 + 5 ⇒ (19) + 5 = 24
Reflex save DC 18 vs. 4 damage: 1d20 + 5 ⇒ (13) + 5 = 18

Two successes = 4 damage, which brings me to 0 hp ... so, unconscious and dying 1 ... possibly dying 2 if I just got hit by Squishy's acid splash.


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Here is the sequence of damage rolls outlined on Archives of Nethys. The doubling takes place at the end of Step 2 and the application of Weakness takes place at the beginning of Step 3, so it doesn't appear to double.


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Barlespin screams as alchemist's fire gets on him, "Barbarians shouldn't be allowed to carry bombs!" He calms down a bit as Marius heals him, but calls out, "If anyone has a ghost charge or holy water, use it!"


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male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Reflex save DC 20 vs. 10 damage: 1d20 + 5 ⇒ (9) + 5 = 14
Reflex save DC 20 vs. 4 damage: 1d20 + 5 ⇒ (8) + 5 = 13
Failure x2 => 14 more damage

Barlespin continues to be barraged by the zombie swarms, as he barely holds himself together.

Look at the tracker, shouldn't Black & Purple have taken 6 damage: 1 vitality splash + 5 splash weakness


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Ah, thanks ... No, I just needed a hand for the grenade. I'll swap instead (although whether it's picking up the battleaxe or drawing it next turn, it overall is the same number of actions since I didn't move).


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Reflex DC 18 vs. 4 damage: 1d20 + 5 ⇒ (1) + 5 = 6
Hero Point re-roll: Reflex DC 18 vs. 4 damage: 1d20 + 5 ⇒ (16) + 5 = 21
Reflex DC 18 vs. 4 damage: 1d20 + 5 ⇒ (6) + 5 = 11
Reflex DC 18 vs. 4 damage: 1d20 + 5 ⇒ (10) + 5 = 15

Success (2), failure (4), failure (4): 10 hp of damage. Total of 18 damage, then 12 healed by Squishy, so I'm at 6 damage, and stat line has been updated.

Barlespin pulls up his esoterica, waving the mix of divine symbols toward the red swarm of crows, calling out, "Spread out and get to cover!"

◆ Divine Disharmony:

From your collection of religious trinkets, you pull out opposing divine objects-such as the religious symbols of two deities that are hated enemies-and combine them in a display that causes discordant clashes of divine energy that are especially distracting to the faithful. Roll your choice of a Deception or Intimidation check against the Will DC of a creature you can see within 60 feet, with the following results. If the creature is particularly devoted to a deity, such as a cleric, celestial, monitor, fiend, or other creature with divine spells, you gain a +2 circumstance bonus to your skill check. The GM might determine that a creature that despises all deities, such as an alghollthu, is unaffected.

Critical Success The creature is off-guard to your attacks until the end of your next turn.
Success The creature is off-guard against your attacks until the end of your current turn.


Deception vs Will DC: 1d20 + 8 ⇒ (16) + 8 = 24
Likely a success, which would mean the red swarm is off-guard to my attacks.

Barlespin drops his axe, grabbing a bomb, and hurls it into the crows around him, as he waves his amulet to empower the attack.
◇ Drop battleaxe
◆ Interact: Draw lesser ghost charge
◆ Strike
Lesser ghost charge attack vs. off-guard red crows: 1d20 + 5 ⇒ (11) + 5 = 16
Lesser ghost charge damage (vitality) w/ implement empowerment: 1d8 + 2 ⇒ (8) + 2 = 10 + enfeebled 1 until next turn + 1 vitality splash (to all three swarms)


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Botting Malendyl - He has a ghost charge, but I don't want to burn through any consummables, so we'll go with ...

Malendyl darts out of the zombie crows into the protection of cover in nearby foliage.

◆ Stride

◆ Quick Draw: Draw shortbow and strike

As he gets into cover, he pulls out his bow and fires at the purplish flock of zombie birds.

Shortbow attack: 1d20 + 8 ⇒ (8) + 8 = 16
Shortbow damage (piercing): 1d6 ⇒ 1

◆ Take Cover - Assuming the forest terrain provides standard cover, then that would advance to greater cover which provides a +4 Reflex bonus

Oh, yeah, and his reflex save ...
Reflex save (before he was in cover) DC 20: 1d20 + 10 ⇒ (2) + 10 = 12
Failure for 8 damage


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Is there a reason that we would travel within 10 feet of each other for a 120 mile journey? Shouldn't there be a default assumption that during overland travel we're much more spread out than this?

Particularly, if Malendyl is Avoiding Notice, it makes no sense for him to be standing near a big group of people. He should be off on his own, near any available cover, I would think.

Alternately, if Malendyl was Scouting then wouldn't we all get a +2 to Initiative rolls, which means he would get to go before the first crow flock initiative? Should we all add the +2 Scouting bonus into the Macros page manually for future encounters?


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Reflex save: 1d20 + 5 ⇒ (11) + 5 = 16
8 damage


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

What is our estimated distance to the next settlement?


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations
Marius Tanar wrote:
@QM rainzax: What your last update in the IC thread the trigger for Day 2 rolls? Just want to make sure I understood. Thanks.

Thanks, Marius, I thought it was just me that was unclear on what we were supposed to bedoing. I thought that rainrax was going to run through several days of macros and just let us know of the consequences, but was beginning to get concerned that maybe he was just creating the macros and then we were supposed to use them.

If it was stated, I missed it, but what is our estimate of the travel distance to the next settlement?


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations
QM rainzax wrote:


[ dice=Barlespin to Aid w/ Evade Undead (Deception, T)]1d20+7

My Deception is +8. I updated the Macro sheet, as well,


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male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations
QM rainzax wrote:

@ Marius (and Malendyl and Squishy)

QM rainzax wrote:

And, I forgot to assess a -5 to Subsist for "after 8 hours or less of exploration, but if you do, you take a –5 penalty"

How does that change our outcomes (inclusive of fixed LV2 Macros)? Do we have to dip into our 76 Rations? How far?

Marius & Malendyl would still be successes, but Squishy would be a failure ... which means we feed only 10 instead of 11 people ... but that's all we needed to feed. So still at 76 daily rations after Day 1.


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations
Squishy Pumpkin Quaintly Rooted wrote:
It looks like we forgot to update the Macros since we leveled up. I just updated my stats there.

Thanks, Squishy. I completely forgot about that sheet. Mine is updated now, too.


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

We have that 4-person tent we salvaged in Yua's Hope. Not sure if anyone bought other tents in their starting gear. I'd say we put the 3 kids in the tent ... and then rotate who gets stuck in there on babysitting duty.


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Daily rations are in my tagline: 76 rations going into "Day 1" leaving Yua's Hope

Squishy, not having the Forager feat, forages only for one himself (or one person, since he doesn't eat). Malendyl & Marius each forage for 5 people. So together, they are able to feed 11 of the travelers.

Squishy made 5 Lastwall Soup servings for daily preps and "ate" one themself, so we fed 4 of the group that needs to eat ... meaning we had only 10 we needed to feed.

So everyone is fed without having to dip into our rations.

Is it possible for the extra serving of foraged food to be saved over to the next day?


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations
QM rainzax wrote:


[ dice=Barlespin to Aid w/ Evade Undead (Deception, T)]1d20+7

My Deception is +8.


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations
Squishy Pumpkin Quaintly Rooted wrote:
Create Lastwall soup with the Crafting skill so that I can free up some for my Daily Prep to other items.

Squishy, I think the issue is that while you have the Alchemical Crafting feat and therefore have the ability to create Lastwall Soup in Downtime, doing so requires a minimum of 6 gp worth of supplies (for a batch of 4). And that's assuming you spend multiple days of Downtime crafting to bring the cost down.

Crafting lets you turn raw resources into useful items ... but we're in a scenario where we don't have access to the raw resources. Even if you had 6 gp, it's not like you can run down to use it to buy your Crafting supplies.


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

I did in an earlier post point out that if no one does a travel activity that slows us down we can move at a much faster speed, but Malendyl is still showing as Avoid Notice/Scout, so it looks like as a group we are limited to moving at 17.5 feet per turn.

My recommendation was that Malendyl & Red also do Evade Undead, so the entire party can move at full speed of 20 feet per turn/16 miles per day during our overland travel ... particularly if we're going along the longer river path. (I don't know if there'd be a benefit to multiple people trained in Survival doing Sense Direction as their activity, but that would be another option that wouldn't slow us down.)

As for my action, I believe at this point I have said "Evade Undead" something like 5 times. I would be using Deception, which has a +8 modifier, if you are setting up macros to move us through the travel. Again, if there's something about that which is unclear, please tell me directly what information you need from me, because I am clearly missing something.


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations
"Red Agnes" wrote:
Agnes nervously rubs the hilt of Sir Karl's sword in her hand. "Vellumis is the closest settlement. Do you think they managed to hold out against the hordes?"

"I appreciate the optimism, but I'd bet against it all day, given what we've seen in just the few hours we've been out. No way is this an isolated phenomenon ... there weren't enough people living in Yua's Hope to make a hoard like that."

He listens to Squishy's comments on the terrain and nods. "Well, I'd say that we go by the river ... maybe we can find an abandoned boat or something and make even better time. I suspect the foraging will be better there, too."


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations
Barlespin wrote:
Barlespin wrote:

◆) Travel

Evade Undead (+8 Deception vs moderate DC 15)

◆) Camp
I am not trained in Survival, so I think it makes the most sense for Squishy to Set Camp. My camp activity will be handing out rations & setting up my snares. It seems like so long as we have one person to Set Camp the camp gets set up successfully, if I read the description right, so there's no need for others to do the Untrained Survival check.

Also, in related to "Travel" - Since I'm no longer Watching Jystolo, then I'll be in the front (I'd be happy to swap w/ Squishy, unless they really want to be in front) and have my battle axe out.

I suspect my earlier "Camp" reply may be unclear: From what I can tell, there is no useful formal Camp/Downtime activity for me to perform in this situation. If anyone can think of anything that is eluding me, feel free to let me know. I guess "Subsist" in the sense that I'm handing out and tracking food, but I am not making an Untrained Survival roll to look for food.

I honestly don't know how to make my Travel response more clear than above, so let me know what is confusing about it and I'd be happy to clarify.

As for what I'm doing in camp, I think I pretty clearly said that I am *not* going to risk a crit fail on a Subsist roll, and I don't think there's any other defined activity for me to do in Camp. If I'm missing an option let me know.


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Doesn't crafting require spending 50% of the resources? If there's a way to Craft without spending money, then I might use the evenings to construct some additional snares.


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations
Barlespin wrote:

◆) Travel

Evade Undead (+8 Deception vs moderate DC 15)

◆) Camp
I am not trained in Survival, so I think it makes the most sense for Squishy to Set Camp. My camp activity will be handing out rations & setting up my snares. It seems like so long as we have one person to Set Camp the camp gets set up successfully, if I read the description right, so there's no need for others to do the Untrained Survival check.

Also, in related to "Travel" - Since I'm no longer Watching Jystolo, then I'll be in the front (I'd be happy to swap w/ Squishy, unless they really want to be in front) and have my battle axe out.

I suspect my earlier "Camp" reply may be unclear: From what I can tell, there is no useful formal Camp/Downtime activity for me to perform in this situation. If anyone can think of anything that is eluding me, feel free to let me know. I guess "Subsist" in the sense that I'm handing out and tracking food, but I am not making an Untrained Survival roll to look for food.


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male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Additional thoughts on the food situation: After Day 1 (when we leave town), I'd recommend to everyone that we not hog the Lastwall Soup and alternate who gets it. I realize that mechanically it makes sense for the PCs to get the Stealth bonus, but from an RP perspective if we're eating a bowl of soup, but everyone is getting foraged berries or 6-year-old rations, it is likely to engender resentment among the group eventually.

Since in general I get no specific benefit from a Stealth bonus (and will only use it in cases like getting across the bridge where I had no alternative), I'll choose to forego my Lastwall Soup and distribute it to other people until everyone has had it at least once. I would encourage others to do so as well (although someone who uses Stealth for initiative, at least, would do well to keep eating it).

If Squishy makes 6 Lastwall Soups each day (and they eat one), then that means 9 people we have to feed daily. Malendyl & Marius each are guaranteed to forage enough for 1 person ... so even if they fail at their Survival Subsist roll, we're feeding at most 7 people a day out of rations. On days they both succeed at Subsist rolls, no one is fed out of rations, but on the average day when one succeeds and the other doesn't we'd be feeding 3 people out of rations ... which means our 76 rations would be expected to last over 25 days (unless something happens that we have really bad Survival rolls for a string of days).

Also, I want to confirm: Is everyone free from the Zombie Rot at this time? If anyone is still making saves against it, Squishy should be making that person an antiplague each morning.


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Marius, sorry to hear about your family emergency. I hope everything gets straightened out OK.

◆) Travel
Evade Undead (+8 Deception vs moderate DC 15)

Given Malendyl's earlier post, I'd suggest that Marius handle the Sense Direction during the Travel phase. I'd note that Sense Direction does not require us to move at half speed (unlike most Exploration Activities). It looks to me like Evade Undead also does not have that restriction, so I would recommend the following Exploration Activities during overland travel:

Malendyl: Scout
Marius: Sense Direction (+8)
Everyone Else: Evade Undead (or, if someone really has concerns they'll crit fail, they could Aid Sense Direction ... or just not do any formal activity)

This means we'll be able to move at full speed instead of half speed overland. It should both reduce Danger Points and cut our travel time in half.

◆) Camp
I am not trained in Survival, so I think it makes the most sense for Squishy to Set Camp. My camp activity will be handing out rations & setting up my snares. It seems like so long as we have one person to Set Camp the camp gets set up successfully, if I read the description right, so there's no need for others to do the Untrained Survival check.


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

I accounted for "yesterday" (although I labelled it as Day 1 in the post). Going into today we had 76 daily servings of rations.

With 5 of the people eating having Lastwall Soup, we have to feed 9 people today (Day 1 in new system).

Marius & Malendyl: Can you make your Survival Subsist rolls for Forager ... go ahead and roll days 1-5, I guess, so we have a good sense of how things are going until we know how long it takes us to get to the next village.

Squishy: Are you planning to stick with six Lastwall Soups a day as the default?


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Taking advantage of the distracted Zombear, Barlespin darts forward as quickly as his short legs will carry him, with Jystolo and the Brushpaw children hurrying behind him. He sees a steep incline of rocks with a vine along it. His stickytoe heritage and climbing skills coming in useful as he scurries over it and drags the children up and over to safety. The bear looks back, just barely missing the last of the small figures vanishing over the rocks.

From the safety of the other side of the rocks, Barlespin pants for a moment, then motions for the children to follow him as he proceeds along the path slowly, waiting for those sticking to longer and more stealthy routes to catch up, ready with his hand crossbow should any of them have a Zombear in tow.


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

I am untrained in Survival and have a poor Wisdom modifier, so won't be doing the Sense Direction activity.

My best modifier at something is probably Perception, and since I assume Malendyl will be focusing on Scouting, I'll just do Searching.

Looks like we'll be moving at 16 miles per day, as long as we succeed at the Sense Direction activity. How many miles to the next town?

Also, if I recall, the band had some sort of marching tune benefit, but I can't find the exact specifics for their boon. Does that push our overland speed up a bit?


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Don't forget that the Lastwall Soup provides a +2 item bonus to Stealth vs. undead.

Looking at Malendyl's stats it looks like our rogue isn't a Stealth expert (yet), so I guess Follow the Expert isn't an option ... this should be interesting

The rotund tripkee loaded down with equipment does his best to creep past the zombie bear quietly ... but it's not a strong part of his skillset.

Stealth w/ Lastwall Soup item bonus: 1d20 + 1 + 2 ⇒ (10) + 1 + 2 = 13
Stealth w/ Lastwall Soup item bonus: 1d20 + 1 + 2 ⇒ (17) + 1 + 2 = 20

As he nears the bear, he picks up a small rock and hurls it at a bush in the other direction, hoping the rustling noise will draw the bear's attention away from the group.

Deception: 1d20 + 8 ⇒ (20) + 8 = 28
W00t!

There is a crack and a snapping sound as the rock smacks hard into the bush.


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Yeah I see how it works now. Before I do my turn though do want to confirm I do not need to Watch Jystolo as my third action. If not I will go w/ Deception.


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations
QM rainzax wrote:
Barlespin decides between wanting to Trap / Lure the bear and simply Sneaking right by it... (Must pick one - can't do both)

Sorry if I wasn't clear, I was voting for non-confrontation. I wasn't suggesting that we lure the bear into the traps. What I am saying is that I'll Follow the Expert for Stealth (I assume we have a Stealth expert), but when crossing the bridge I will set up my hampering traps, so any zombies in the horde coming our way from the town will be slowed down (even more than zombies are normally slowed). Or maybe I'm confused ... I thought the bear was on the other side of the bridge. Do we have to sneak past the bear to get onto the bridge?


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Barlespin nods to Squishy. "Figures. I'm not good at sneaking, but if someone can tell me where to step, that extra helping of soup that Squishy forced down my throat this morning might come in handy."

Unfortunately, since I made 4 hampering snares, they just turn a 5-foot space into difficult terrain ... great for slowing them down on the bridge, but not as helpful against an undead bear in open terrain. So I'll set the snares as we cross, and then Follow the Expert to Sneak on the other side.


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

If no one else wants it, Barlespin accepts the bloodstone lung, using it in place of the Pharasma religious icon in his Divine Disharmony attempts.

Seeing the bear, Barlespin mutters, "You have got to be kidding me. How in the Outer Rifts has that thing survived out here? Are we sure it isn't a zombie bear?"

For the identify check, I will invoke Exploit Vulnerability on the bear. I'd say we aim for "close" (assuming that is still on our side of the bridge)

Esoterica Lore DC 16: 1d20 + 8 ⇒ (6) + 8 = 14

Barlespin shakes his head. "Can't make it out from here. Should we try from a little closer?"


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

"Between my weapon and my implements and esoterica, I'm afraid I don't have an extra hand to hold it during a fight when it would come in useful." Being something of a hoarder of interesting esoterica, though, you can see it pains him somewhat to not claim the exotic artifact.


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Barlespin looks over the lung. "Interesting ... So, Marius, not sure of the rules of your order regarding using an artifact of another deity, but in this specific case ... again, feel free to correct me ... I would think lashing out with retributive pain goes a bit against Iomedae's edicts. Likely why Constan kept it locked away. So, you want to lock it back up or entrust it to someone?"

Assuming no one here is a worshipper of Arazni (or favored by her) since that would be the best person to hold it.

Once rested, Barlespin gets up in the morning and dons his armor again.

He checks that none of his traps have been sprung overnight, then disables them, using any salvageable parts along with those in his snarecrafter kit to build his four snares for the day. "I'm going to focus on slowing them down ... No time to dally this morning, I don't think. Let's head straight for the bridge, and I'll set these up to slow those who would follow after us ... unless someone has a way to actually destroy the bridge behind us."

Daily Preparations:
4 Hampering Snares


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Squishy - Are you making soup for yourself, as well?

Makes no difference to the math, but I'd give my serving to Jystolo. I don't typically roll Stealth (unless I'd be following an expert) ... and maybe the Stealth benefit will help Jystolo stay quiet and unnoticed. ;)


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Day 1 Food Status

GM rainraz wrote:
12 rations (each ration feeds 1 person for 1 week, or, 7 people for one day).

Food acquired: 7 x 12 = 84 daily servings of rations

11 NPCs + 5 PCs = 16 survivors
Garaag & Squishy do not need food, so only 14 survivors need food.

GM rainraz wrote:
Malendyl manages to find some scavengables (Success), while Marius brings home something that get's everyone sick (Critical Failure)!

Based on the Subsist rules and the Forager feat they both have, I believe Malendyl's success gives enough food for 5 people (doesn't seem to be Survival expert yet) and Marius' critical failure becomes a success, feeding himself.

Squishy's Lastwall Soup won't (I assume) be completed in time to feed anyone today.

14 - 5 - 1 = 8 survivors eating a daily portion of rations on Day 1.

Remaining Rations: 84 - 8 = 76 daily servings of rations

Let me know if any of my above assumptions are incorrect.


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations
Malendyl Sarmaris wrote:
Oh, I have an out of character idea. Someone try to identify that magic aura!

From what I can tell, we don't have anyone with either detect magic or read aura, let alone both of them, so that would take a DC 15 tradition check ... which I failed. You do appear to have +6 on Arcana & Occultism, though, so I'd say give it a go.

GM rainraz wrote:
I need someone to track party rations! I am presuming you feed all the Survivors tonight, who haven't eaten since yesterday evening!

I'll take care of that ... will show my work on the Discussion tab, and add food status onto my tracker.

Once anything related to the group activity on investigating the lung is over, Barlespin slips out of his gear, using the loaded backpack and satchels as cushions for his sleep, and then pulls off the scale mail armor and buckler, leaving it sitting out in each reach next to his weapons, amulet, and esoterica.

He glances around. "Did we identify all of the magical items we've found today?" I think we had an unidentified trinket and mace, perhaps? Anything else (other than the lung)?

"Well, for tomorrow, we've got a handful more places to go ... then on our way out of town ... The General Goods store, The Open Pot, the Brewery ... and then head out over the Bridge, unless we want to give a crack at that swarm of zombies at the Inn."

What I believe are the remaining locations:

A1. All-Spiral Cathedral
A2. Cast-Iron Creations
A3. Flatpine’s General Goods
A4. Hope’s Breath Inn (overrun with zombies)
A5. Mordesha House Lodge
A6. The Open Pot
A7. Residential District
A8. Town Hall
A9. Bright Barrel Brewery
A10. Eastlane Bridge

"Once we cross the Bridge, who has the best sense of the terrain to lead us in the right direction ... hopefully to make out way out of this nightmare territory. I'll be busy tending to ..." He nods over toward the sleeping Jystolo nearby.


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Barlespin nods to Squishy, then looks over the symbol to try to identify it.

Esoterica Lore w/ Diverse Lore modifier: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8

... but doesn't have any success at that.

Occultism: 1d20 + 5 ⇒ (9) + 5 = 14

Nor does his magical knowledge provide any insight into the types of magic at work here.

"I got nothin' else, I'm afraid."


male tripkee thaumaturge snarecrafter 2 | HP 22/24, Hero Points: 2 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Evade Undead (Deception +8) | Expendables: Acid Flask, Alchemist's Fire| Active conditions: Wounded 1 | Party Food: 76 daily rations

Esoterica Lore w/ Diverse Lore modifier: 1d20 + 8 - 2 ⇒ (9) + 8 - 2 = 15

Diverse Lore:
Your wandering studies mean you've heard rumors or theories about almost every topic... though admittedly, your sources aren't always the most reliable. You can take a –2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic, not just the usual topics available for Esoteric Lore. Additionally, when you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check.

Barlespin looks the jar over curiously. "I think that is a canopic jar ... but you'd have to look inside to see what it contains inside of it."