Zolerim

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Pathfinder Adventure Path, Maps Subscriber. *** Pathfinder Society GM. 20,190 posts (26,929 including aliases). 5 reviews. 1 list. No wishlists. 16 Organized Play characters. 45 aliases.


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At Foundry

The automated klaxons blare a final crescendo, vibrating the loose gears on the workshop floor. The Diligent Tangent moves in with blurring speed, snapping its metal arms forward in a series of deceptive, sweeping maneuvers designed to pin the rogue merchant to the stone. Yet, driven by the fear of the ticking countdown, Sanvil finds a desperate burst of agility. He ducks beneath the sweeping alloy fingers by a mere fraction of an inch, his coat tearing slightly on the Tangent's buckler as he wrenches himself free from the impending hold.

Knowing his illusions are spent and his sword hand is mangled, Sanvil doesn't risk another exchange. With his good hand, he violently snatches his satchel from the workbench, tucking it tight against his bleeding ribs. He sprints frantically toward the exit, his boots skidding wildly on the floorboards. "Blast you, Tangent!" Sanvil shrieks over his shoulder, his voice cracking with rage. "I'll be back when you least expect it!"

Without looking back, he hurls himself through the doorway and rushes out of the Foundry as fast as his legs can carry him, ducking his head and bracing his shoulders as if expecting the promised, cleansing blast of flame to erupt right behind him and scorch the skin from his back.

end of combat?


Waiting on Karina but will run her turn tomorrow if no update post. Gozznut, that action pattern is fine.


Garen did not hear anything from where he was listening. With a high roll that's generally indicative of something...He did not listen at every door as I understood it.

Ari creeps up and slowly looks in the door that is slightly ajar, being extra careful to make no sound at all. Upon closer inspection, the door shows signs of having been nailed shut in the recent past, but someone (or something) removed the nails in a careless way. Inside, this is small storeroom, which is half-filled with crates, barrels, and large sacks of grain. A small hole has been crudely chopped into the lower part of one of the barrels allowing pickles and brine to drain out onto the floor, and giving the small enclosed room the singular stink of vinegar.


The little kobold stays on his knees for a long moment, his chest heaving with a mixture of profound reverence and sheer, unadulterated terror as his eyes drift past your boots to the massive, four-legged beasts standing just behind the party. Meepo looks up at the horses, his slitted yellow eyes wide, reflecting a chaotic cocktail of pure horror and childlike delight. His tail twitches in a frantic, erratic rhythm against the dirt. He has clearly never seen a creature of such staggering size before, at least nothing this large that didn't immediately try to swallow his tribe whole.

"Wh-what... what manner of ssscaleless dragonsss are thessse?" Meepo whispers, his voice dropping to a trembling, high-pitched rasp. His 'S' sounds stretch out into long, sibilant wheezes that hiss like steam escaping a cracked pipe. "Meepo hasss never sseen a h-horrssse before... but Meepo iss sssmart! Meepo iss brave! Meepo am willing to learn the waysss of the giant beasstss!"

Eager to prove his immediate worth to his new masters, the tiny reptile pushes himself up from the ground. He takes one incredibly small, agonizingly hesitant step forward toward Caramel. With a clawed, trembling hand extended, he reaches out toward the horse's massive muzzle. His eyes squeeze shut in anticipation of being crushed. Just as his scaly fingertips are about to brush against Caramel’s velvet nose, the mare lets out a sudden, heavy puff of air through her nostrils. Meepo lets out a sharp, panicked squeak, violently snatching his hand back and tucking himself into a tight ball, his tail wrapping firmly around his legs in sheer terror. He peeks out through his claws, checking to see if he's still alive, before offering you all an embarrassed, toothy grin. "Ssshe... ssshe breathsss like an iron-forgige," he squeaks defensively, clearing his throat. "But Meepo will try again! Sssoon!"


Velas Galla wrote:
@DM DoctorEvil: FWIW, Velas was also interested in the item identification. +6 Arcana

Noted, have been half brain dead, I suppose., Nothing left to ID for now, but will get you in next time.


No sign, sight or sound is heard from the double doors. Opening them leads to a short hallway with another set of double doors at the end, and another single door on the north, which stands ever so slightly ajar.


Same initiative order for Round 2


Starday Tournament - Bout 1 - Round 1

17 Ikto (17/24hp remain, shield broken)
11 Za Minyahil
8 Shieldbearer Construct (10hp dmg, off-guard)

Not wasting anytime, the first team brings out their big guns against the wooden construct. Ikto's flaming spell hits the target, and you can see the material that makes up the structure of the construct is very flammable, causing more damage than it might have against a normal foe. The leshy squeals in outrage as the damage is dealt.

Za Minyahil follows up with a powerful spell of their own, causing the ground to shake. The leshy-driven foe stumbles, and loses its balance a bit, but does not fall to the ground. The ghoran raises his shield to ward any return blows.

Stepping forward, the construct closes to within melee distance and swings its over-sized wooden sword at each of the initiates in turn. The point of the sword crushes the wooden shield held by Ikto, which does help reduce the damage he takes though the shield is rendered useless. The back swing attack against Za Minyahil misses the raised shield unnecessary.

Fire damage seems to work good on this foe. Ikto, I assume you want shield block though the damage breaks your shield and you take 7hp dmg. On to the next round.

Construct DC17 Reflex: 1d20 + 7 ⇒ (17) + 7 = 24
Construct sword vs Ikto: 1d20 + 11 ⇒ (9) + 11 = 20 hit
Construct sword vs ZM, MAP: 1d20 + 6 ⇒ (10) + 6 = 16 miss
Piercing dmg to Ikto, shield block: 1d8 + 4 ⇒ (6) + 4 = 10


Vako does indeed sense the presence of magic (besides that known to your group already) within the 30 foot emanation of the spell.


Titania Olivia Thrune wrote:
I wanted to give y'all a heads up. I'm going to be working late over the next few days. That means that posting from me might be a bit slow and barebones.

Jump in when you can, but take care of yourself first.


Unless you want shoddy weapons and armor, there was no loot worth taking

The goblins do not seem to be expecting invaders so the front doors are indeed open. The floor of the room inside is hard-packed dirt, as if the builders ran out of lumber after building the walls and roof, or as if they never thought about building a floor at all. A number of poorly preserved horse and dog heads are mounted along the eastern wall, while along the southern wall hangs a pair of large black-feathered wings tacked in place with daggers. No inhabitants are present otherwise.

If it's not clear, north is oriented to the top of this map. There are several doors exiting this trophy room. Double doors to the west and north, but also three single doors along the connected hallway, and another single door to the east.


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The initial, chaotic rush of adrenaline fades fully into the grueling, somber reality of a town in recovery. The goblin raid didn't breach the entire settlement in force as the worst of the devastation remains concentrated around Cathedral Square and the Northgate areas, but the toll on life and property is heavy. The air smells of extinguished woodsmoke, iron, and the sharp, coastal brine of the gulf.

Down at the Northgate, Sheriff Belor Hemlock organizes a weary work brigade to clear shattered barricades and debris. It's here that Telurion and Grigori’s paths cross over the heavy lifting. They work shoulder-to-shoulder for a time, exchanging brief nods of mutual respect born of combat. Yet, as the immediate labor winds down and the brigade disperses, the two men drift their separate ways. Telurion keeps his ears open as he works, but the air is devoid of tactical speculation; no one is asking *why* the fractured goblin tribes suddenly coordinated an attack on a festival day. For now, the townspeople are too numb for the big picture—the "why" will have to wait until normalcy returns.

Meanwhile, Ameiko looks over the wreckage of her festival service stalls and sighs, gesturing for Syeira to lend a hand. Together, the innkeeper and the sorceress pack up the remaining supplies and haul them back to the Rusty Dragon. Back inside the familiar, wood-paneled tavern, they fall into the quiet rhythm of mundane chores. For Syeira, the sheer dichotomy of scrubbing grease and stacking dishes just minutes after throwing life-threatening magic at rabid monsters is jarring. It might almost be funny, if the lingering chill of how close death came wasn't settling deep into her bones.

While the kitchen staff is still packing up outside, Grigori is the first to slip back into the tavern's quiet common room. Finding it entirely empty, he goes behind the counter, pours himself a cold, heavy beer, and sits alone with his thoughts. Staring into the amber liquid, the kineticist contemplates the fragile nature of mortality. The absolute randomness of the assault hangs heavily over him. He is still nursing the drink in silence when the rest of the Dragon's weary service crew finally trudges through the back doors to begin the evening prep.

Across town, Asjar hitches his shield to his back and seeks out Gorvi, the town’s half-orc streetsweep. True to his word, the seasoned guardsman rolls up his sleeves to help with the grimmest task of the day. Hefting twisted goblin corpses and piling them into the heavy wooden wheelbarrows isn't pleasant work, but Asjar has seen enough of war to know it’s necessary to prevent disease. As he carts the refuse toward the designated pyre grounds, he keeps his evening plans in mind, muttering a quiet promise to meet the rest of the team at The White Deer by seven.

At the Sandpoint Cathedral, the atmosphere is a heavy shroud of grief. Talene balances a frantic workload alongside the rest of the weary clergy, her hands constantly stained with holy waters and poultices as they tend to the weeping wounded, console shattered families, and prepare the local fallen for proper funerals. Amidst the solemn duties, her thoughts repeatedly drift to Ro. She’s certain the resourceful halfling survived the rampage, surmising that Ro likely hurried off to check on Rynshinn Povanni, given how frantic she had been about the tailor's safety during the height of the raid.

The afternoon fades into twilight as the Heroes of Sandpoint, who recently felt moments of sheer panic, now deal with the mundane, passing time in their own fashion until the appointed time to rendezvous with the gaudy nobleman, Aldern Foxglove.

Might be a good opportunity to have Syeira and Grigori meet, and if they hit it off well, get Grigori invited to the dinner too, so we can keep the group together. If it works out. Anyone else have things of note before we move to the White Deer meeting?

Secret Checks:

Asjar Perception: 1d20 + 4 ⇒ (7) + 4 = 11


The newly identified magical bounty from Sarenrae is barely resting in Myron’s hands when a sudden echoing CRASH detonates from the adjacent chamber, the area of the cellar currently being cleared out and converted into the team’s makeshift sleeping quarters. The sharp tang of freshly pulverized mortar and a thick wave of choking white masonry dust instantly billow through the doorway, overtaking the aroma of coffee from upstairs.

Abandoning the coffer for a frantic moment, you rush into the back room, weapons half-drawn, expecting a squad of Thrune inquisitors to be breaking through the ceiling. Instead, through the swirling gray haze, you find a scene of localized devastation. One of the old, exterior masonry walls of the cellar hideout has completely given way, slumping forward into a heavy, jagged mountain of brick, plaster, and ancient stone.

Fortunately, the room was empty at the exact moment of the failure so no one was injured. But as the dust slowly begins to settle over the ruined cots and scattered gear, the implications of the collapse are unsettling, to say the very least.


I will put these on your Loot Tracker. Someone else can try the unidentified scroll or you can let Rexus study it. Recall that unless these are assigned to a party member overtly, they cannot be used in combat situations. So if you want to divvy them up (or give them away), feel free.


Myron steps forward and examines the magical writings on the scrolls, and while he must spend at least 10 minutes with each one, after 4 such sessions, he has identified 3 of the scrolls, but cannot decipher one. He also can clearly tell the properties of the potions by making little sips and swishing it in his mouth like a sommelier.

Scroll 1: Heal (2nd level)
Scroll 2: Dawnflower's Light
Scroll 3: cannot id
scroll 4: Cleanse Affliction
Potions: 2x Heal (minor); 1x Heal (lesser); 1x Sound Body; 1x Clear Mind and 1x Sure Footing.

Secret Checks:

Myron Identify, Arcana: 1d20 + 5 ⇒ (12) + 5 = 17
Myron Identify, Arcana: 1d20 + 5 ⇒ (15) + 5 = 20
Myron Identify, Arcana: 1d20 + 5 ⇒ (5) + 5 = 10 fail
Myron Identify, Arcana: 1d20 + 5 ⇒ (14) + 5 = 19
Myron Identify, Arcana: 1d20 + 5 ⇒ (20) + 5 = 25


With his blade held out defensively in front of him, Neppka cautiously leads the others across the stone threshold and straight into the heavily obscured room. As you push through the shifting wall of gray mist, a massive, fluted stone column suddenly looms out of the whiteness on your right side. Keeping your bearings by tracking the column, you press forward a few more paces until the dark, solid stone of the chamber's far wall begins to resolve through the gloom ahead.

Neppka strains his eyes, peering into the dense fog, but he doesn't spot any immediate shapes or occupants waiting for you in the immediate area. However, just as you begin to think the room might be empty, a sudden draft carries a distinct whiff of something foul, a sickening, organic stench that hints at rot or stagnation. But before you can pin down exactly where it's coming from, the air shifts again, and the scent vanishes entirely into the heavy smoke.

Tell me the path you continue on for the next several moves, if you continue at all.

Secret Checks:

Perception: 1d20 + 6 ⇒ (4) + 6 = 10
Perception: 1d20 + 7 ⇒ (20) + 7 = 27


Thanks for the heads up


At Foundry

The frantic countdown of simulated destruction rings out over the clatter of metal as the Diligent Tangent presses his relentless assault. Driving forward with mechanical precision, the titan lands a heavy, jarring blow squarely against the real Sanvil. The Technic League agent lets out his breath in a sudden, agonizing rush as the steel fist connects with his ribs, sending him stumbling backward. Sensing the rogue merchant is off-balance, the automaton’s hydraulic joints whine as it beautifully swivels and pivots on Foundry's floorboards. It executes a flawless tactical feint, completely faking the thief out and forcing him to expose his flank. The Tangent drives a heavy backhand and the attack is lined up with absolute perfection. Unfortunately, the metal fist connects only with the last remaining duplicate. The illusion pops with a sharp crackle of displaced light, leaving the real Trett entirely uninjured by the follow-p, but now without any more images.

Desperate to recover his footing and his failing composure, Trett frantically mutters another incantation, funneling more unstable arcane energy into his enhanced longsword before swinging wildly at the hulking construct. Once again, the Tangent’s tactical subroutines prove flawless. Moving with perfect defensive geometry, DT interposes his shield and cleanly clears the trajectory of the glowing blade. The lethal edge cuts only empty air with no damage done to the automaton.
Hurt, bleeding from a fresh cut on his face, and now visibly frustrated to the point of madness by his total inability to even touch the Tangent, Sanvil’s arrogant smile is completely gone. His breath comes in ragged, panicked gasps, and his eyes wildly dart toward the exit...

Sanvil sword, spellstrike: 1d20 + 10 ⇒ (3) + 10 = 13 miss again...

No images remain. Sanvil is down 18hp and clearly frustrated. DT is up once again. I don't believe I have rolled better than an 8 this whole fight...


I really don't know why I was waiting on y'all to post...apologies.


What is in the Warehouse - Round 3 - continued

21 Garmen Ulreth (17hp dmg)
21 Blue Thug (6hp dmg)
21 Stodig (50/55hp remain)
18 Seoli (30/41hp remain)
25 Alpha-47
14 Bahir
12 Gozznut (48/50hp remain)
9 Karina (21/29hp remain)

9 Purple Thug

Hemmed in by two thugs, Seoli takes a moment, and calmly enters a more flowing stance. Then she explodes in power and fury, shoving the Purple Thug so hard he staggers back against the doorway. Whirling she lands two unarmed strikes against Green, causing significant injury to the tall thug.

From above on the stairs, Stodig uses the butt of his warhammer to try to to shove the now-injured Green Thug back, but he can't find the right leverage point from that angle. Instead he raises up his shield, ready to deflect more missiles that fly his way.

Alpha-47 tries to hit the same thug with a ray of divine energy, but misses. Frustrated the android flings a magical stone at the man's head, which splits like a ripe melon, spilling brains and gore all over the floor as he drops dead.

With Green dead, the rest of the group is up. Bahir, Gozznut, and Karina may all act.


The iron box does not appear to be trapped according to Buttercup's once over. It is not locked wither, but secured with a pair of metal clasps , a little like a lunch box. Finally, when someone flips it open, it's clearly a scroll box filled with four scrolls and six small vials of pale blue liquid.

With the gentle ministrations of Impasha, Myron's hurts suffered in the burned out basement, are fully restored to normal.

It normally takes 20 minutes and a caster check to Identify Magic. Feel free to drop your casting skill modifier if you want to be part of the process. Rexus can also look these over for you, if can't ID them any other way.


From where Vako stands, nothing much can be made of the room at all, since the smoke is so think, it appears just to be a wall of whiteness. You can, of course, enter the smoke cloud, and see if there is more to this area than it appears.


Grigori Petulengro wrote:
DM DoctorEvil wrote:

I could not get the link in the thread to work but found it in your profile., Gregori looks good to go, just a couple questions:

1) no weapons? I have not looked at proficiency etc and I see you with just 5sp left, but making sure.

2) I don't see how you can afford a repair kit which is 2gp along with the other things you have. Maybe I bought them wrong or they are in a kit together somewhere.

Otherwise, good to go. Feel free to speak up to the Heroes after the fight ends.

Grigori does not use mundane weapons, as he can generate Kinetic Blasts and can use his Weapon Infusion feat to create weapons from metal or fire on the fly.

Starting Gold: 15gp

Adventurer's Pack: 1.5gp
Studded Leather: 3.0gp
Artisan's Toolkit: 4.0gp
Repair Kit: 2.0gp
Thieves' Toolkit: 3.0gp
Writing Set: 1.0gp

TOTAL COST: 14.5gp (5sp left over)

NOTE: Steel Shield in Grigori's Defense tab is generated via Metal Carapace, a Kineticist Impulse, and is included there for AC calculation purposes.

The steel shield is what threw me. We are on the same page then.


For Ever Ready, we will use as I described, and I agree that Shield Block is hard to use as that reaction, but you get more of them down the line. It's basically Intercept for now, but subject to change as you level up

I also don't see why the scenario outlined in the thread is not possible but you'd have to be in a situation to have two reactions. Guardians gain a second reaction per round at Level 7, and then you could do both (or others). I did not see Quick Intercept as a thing, but i didn't look long and hard.

Guardians can be quickened with some of their feat/class skills, but usually not a quickened reaction, at least as far as I looked.

TLDR: Ever Ready only works at the start of combat, but that can also be valuable in the right situation.


The box is not locked, that has been established, but Korva Fushi doesn't know that, and its just a way to show off her skill set.


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As the adrenaline fades and the echo of the battle subsides, Krrys'tall steps up to the broken carapaces of the giant pests. While the creatures don't carry any traditional coin or gear, they aren't entirely without utility. Nestled within the abdomen segments of the defeated beetles are pairs of intact bioluminescent organs. With a few careful, practiced cuts, these glands can be harvested; they continue to emit a soft, pulsing glow, serving as handy, hand-held light sources should the party need to conserve torches. And, of course, as Krrys'tall looks over the shattered limbs, the monk might just manage to crack open a leg joint to find a perfectly juicy, albeit slightly rubbery, subterranean snack. Neppka gives a reassuring nod, cleaning his blade as Vako lets his inspiring whistling taper off into the damp quiet of the room.

Turning away from the well, the team coordinates their marching order and pushes through the western doorway. The threshold opens immediately into a dark, narrow stone passage. It tightly winds its way toward the south, forcing the party to move cautiously in single file before the narrow walls suddenly fall away, opening up into a massive, echoing chamber. Discerning the actual scale of this new room, however, is nearly impossible. From floor to ceiling, the area is completely choked by a heavy blanket of thick smoke or roiling fog. The gray mist hangs heavily in the dead air, turning your torches and harvested beetle lights into dull, useless halos. Vision is severely obscured here; anything farther than 5 feet away dissolves entirely into a featureless, shifting wall of white and gray.

Peering down through the breaks in the mist at your feet, you spot a sequence of sharp, angular characters deeply etched into the stone flooring. The ancient Dwarven runes have resisted the dampness of the tomb, and a quick inspection reveals another solemn message from the architects:

"The Hammer of Torag is for crafting and the hearth, but may also be used for the defending the worthy."


The heavy trap door of the hidden sanctuary swings shut, finally cutting off the stifling, paranoid tension of Kintargo's upper streets. Down here, beneath the comforting aroma of brewing beans from Laria’s coffeehouse above, you can finally breathe easy. Impasha and Myron are magnificent sights caked from head to toe in slick, black soot, coughing up the last of the music shop's calcified ash, and trailing gray streaks across the hide-out's floorboards.

Over at the central table, the tengu Fushi sisters are deep into a strange, fast-paced foreign card game, clacking their beaks and snapping cards down in a flurry of feathers. As you trudge in, they collectively wave a wing in greeting, though their eyes barely leave their hands, until they catch sight of the soot-stained iron box in your arms. Now completely out of sight of Thrune's prying eyes and inquisitors, the mysterious coffer is finally yours to inspect and open as you see fit. Stepping away from the card game, Korva Fushi eyes the iron container with a professional, sharp-eyed squint. She slides a set of delicate, thin metal wires from her vest sleeve and gives you a sly grin. "Looks like de city bit you two pretty hart for dat box, no?" she says, her voice clicking slightly. "Neet a hant vith dat? I can pick de lock if it's givink you any trauble."


Lots of contingies in that last round, but that's how reactions are in PBP. Thought you both did a good job of explaining your plans. Asjar damaged the dog but did not kill it, and the second attack missed (even with OG barely) so no movement. So Tel spent an action killing it off, moving but not flanking, and attacking Purple which he hurt bad. Purple's attacks, while it was alive, did not hit, so Asjar's reactions did not trigger so he stayed put. Purple then died from persistent damage. And the dog was hurt by the spell and enfeebled, and chose to run instead of fight. Whew!

A note on Ever Ready from Guardian: it's my understanding that the guardian ability does NOT give a second reaction each round. What it does do, is allow the Guardian to take a reaction when it rolls initiative, even before his action (as long as its a Guardian ability reaction). So you could Intercept even before your turn on Initiative. Normally, players do not have a Reaction before their turn starts. Hope you understand the difference. It useful but only at the start of combats, not every round.

LMK if you see something that leads you to believe otherwise.


Die Dog Die! - Round 4

23 Telurion (17/19hp remain)
20 Purple Goblin Dog (3hp dmg, enfeebled, 1d6 persistent fire+ fort)
20 Talene
13 Syeira
7 Asjar (16/22hp remain)

Telurion eviscerates the goblin dog with his guisarme, finishing the job that Asjar started, as if they have been combat partners for a long time, instead of never having met. The champion then rushes over to the other mounted goblin who is suffering from Syeira's spell and scores another major wound on the rider.

Purple Goblin stabs at the oncoming Telurion with its horsechopper, attacking twice. Neither blow lands however, and while Asjar is ready to leap into the fray to intercept the damage, it is not necessary and he stands his ground, shield up. Just as the last attack finishes, the goblin suffers damage from Syeira's spell and falls dead to the ground.

The goblin dog mount is also damaged by the water-wrenching spell, and takes fire damage and is also visibly weakened as the fluid leaves its body in a hurry. The spell effects also continue on the mount, which tries to flee out of the town after losing its rider/master.

All the goblins are dead, and the remaining dog-mount is fleeing and in serious trouble from the Dehydrate spell. Syeira, Talene, and Asjak are up to try to chase it down or let it run.

Purple horsechopper vs Telurion: 1d20 + 8 ⇒ (9) + 8 = 17
Purple horsechopper vs Telurion, MAP: 1d20 + 3 ⇒ (5) + 3 = 8
Persistent Fire dmg to Purple goblin dog: 1d6 ⇒ 3
DC15 Flat to end persistent: 1d20 ⇒ 13 fail
Goblin Dog DC16 Fort: 1d20 + 8 ⇒ (2) + 8 = 10 fail = enfeebled 1


Die Dog Die! - Round 3 - concluded

23 Telurion (17/19hp remain)
20 Purple Goblin (mounted; 5hp dmg; 1d6 persist fire+Fort)
20 Purple Goblin Dog (1d6 persistent fire+ fort)
20 Talene
13 Syeira
10 Blue Goblin Dog (11hp dmg)
7 Asjar (16/22hp remain)

As the goblin commando falls, Asjar turns his weapon in the rodent-like mount, hitting once and missing with the follow up attack. The salty warrior pops his shield up just in case.

End of Round 3

Please see my note in Discussion about Ever Ready, because I want to make sure we are on the same page on its use.


I could not get the link in the thread to work but found it in your profile., Gregori looks good to go, just a couple questions:

1) no weapons? I have not looked at proficiency etc and I see you with just 5sp left, but making sure.

2) I don't see how you can afford a repair kit which is 2gp along with the other things you have. Maybe I bought them wrong or they are in a kit together somewhere.

Otherwise, good to go. Feel free to speak up to the Heroes after the fight ends.


Looking for an action from ZM. I will run their turn if no post upcoming.


Knickpoint Crest wrote:

Perception modifier is the default to add to Initiative rolls, unless you are using an Exploration Activity that calls for you to add specific skill modifier instead of Perception.

So Za Minyahil's intiative roll should be 17 (as their Perception modifier is +6).

I should roll intiative as well. I can think of one potential thing I can do from the sidelines, that has a range of 30 feet; Base Kinesis (Extended Kinesis) i.e. One of Knick's teammates on the field gets mud in their eyes or are taking persistent fire damage, I can create water to provide Assisted Recovery.

[dice=Initiative]1d20+4

Non-combatants don't need to roll initiative, but I appreciate the enthusiasm. If you want to act during the combat rounds, you can just chime in, its easier than waiting for your turn every round.


Maybe true, for PBP, I will usually just group ties by whoever is around them, so its a little looser than what is listed above.


After the spell, Tot is left with 23/28hp by my count.


I also missed above where Teela was trying to Identify Magic Items.

On the way out, Teelas studies the items discovered in the "dragon hoard" and finds that the thimble full of dust is actually Dust of Appearance and the block of stone with a rune carved onto it is a Runestone with a rune of weapon potency etched into it.

She cannot determine any magical properties on the arrows, which have a semi-reflective blue-black sheen on the shaft and fletching of almost downy feathers. They do look very fine indeed and they carry a magical dweomer if the spell is cast.

Secret Checks:

Teela Identification: 1d20 + 5 ⇒ (15) + 5 = 20
Teela Identification stone: 1d20 + 5 ⇒ (15) + 5 = 20
Teela Identification arrows: 1d20 + 5 ⇒ (10) + 5 = 15


The Scarlet Knight wrote:
DM DoctorEvil wrote:
You leave all the coins and treasure offered?

Direct evidence to the contrary:

Quintessa Orlovsky wrote:


"We will take the ring and Tartuk’s spoils. You keep your tribe, your god, and your dignity."

Noted. I will update the Loot Tracker accordingly.


he heavy, oppressive stench of the lower caverns slowly fades as you make your ascent, replaced by the crisp, clean open air. Weighted down by the metallic clink of Tartuk's hoarded coin-bags and the recovered spoils of the fugitive gnome, your party winds its way back through the winding upper tunnels. Along the damp corridors, ordinary kobold laborers and families stop their work to stare. They gape in quiet awe at the surface-dwellers who walked into the shaman's den and single-handedly shattered a false chief's reign. Remembering the sheer power of the weapons you carry, the tribesmen press themselves flat against the stone walls, giving you a wide, deeply respectful berth all the way to the surface.

As you finally step across the threshold and into the brilliant warmth of the Greenbelt sun, a small, familiar figure is waiting for you by the cave mouth. It is Meepo - the very first kobold you rescued from the squalor of the mite burrow. Before anyone can speak, the little reptile drops to his knees on the rocky earth, bowing so low his snout nearly touches your boots. With trembling, clawed hands, he lifts his crude, notched hunting spear horizontally above his head, offering the weapon up to you in solemn, absolute fealty. When he looks up, his slitted eyes are wide with an earnest, unwavering loyalty.

"Great heroesss," Meepo says, his voice a high pitched rasp, his 'S' sounds stretching out into a long, sibilant wheeze like an agitated viper. "Meepo cannot ssswear allegianccce to Chief Ssssootscale. Not anymore. The tribe rejoicccesss for the Chief, but Meepo knows the truth. Ssssootscale did nothing. The Chief cowered while the purple one ruled. It wasss you who sssaved Meepo from the mite-bugs. It was you who broke the curssse and sssaved the whole tribe." He lowers his head again, his tail twitching nervously against the dirt. "And you returned Old Sssharptooth. You brought our true god home. For thisss, Meepo offersss hisss ssspear and hisss life. Meepo will follow. Meepo will cook, or ssscout, or dig... any aid a sssimple kobold can give to the Lordss of the Sssun."


The echoing clatter of the battle outside fades, swallowed up by the heavy, salt-sprayed air of the courtyard. Despite the rowdy sounds of your recent skirmish and the unmistakable presence of armed invaders on the island, the stockade itself remains eerily, uncomfortably quiet.

To the east and west, the weathered wooden guard towers loom over the fort's corners, completely silent. No sentries lean over the railings, no frantic shouts bounce between the walls, and no hunting horns or shrill whistles have been blown to sound an alarm. It is as if the fort is holding its breath. Directly ahead, the thick front doors of the primary building stand significantly ajar. They sway ever so slightly in the sea wind, peeking open into the shadowed interior like a quiet invitation, practically daring you to step deeper into the belly of the structure.

It does not appear that your presence has been noticed or any alarms raised so far.


Stødig "Thunderer" Veinfinder wrote:
@GM: You have Seoli still as prone/off-guard. She stood up during her last turn.

Thx will update. i have her off guard in my stat book since she is currently flanked by two thugs. I need to update her status in the rundown.


You leave all the coins and treasure offered?


no need to worry about versioning, it just my own made up version of the text apparently. Unrepeatable...


M'Baba do you want to run your combat at the same time so as not to be long time in playing, or are you fine watching and waiting.


Starday Tournament - Bout 1 - Round 1

17 Ikto
11 Za Minyahil
8 Shieldbearer Construct

Ikto rather reluctantly enters the sparring ring aling with the ghoran while Knick makes a water spectacular on the sidelines. The leshy driving the construct waves at you merrily, and then gets to work.

The Spire Dorm team is up first.

Shieldbearer Construct init: 1d20 + 6 ⇒ (2) + 6 = 8


You will have Free Archetype available at 2nd level, so someone could dip into rogue (or rogue-like) archetypes as well.


Where to? Back to the hideout? or do you check out Rexus's family abode also?


Die Dog Die! - Round 3 - continued

23 Telurion (17/19hp remain)
20 Purple Goblin (mounted; 5hp dmg; 1d6 persist fire+Fort)
20 Purple Goblin Dog (1d6 persistent fire+ fort)
20 Talene
13 Syeira
10 Blue Goblin Dog
7 Asjar (16/22hp remain)

Talene's ranged casting misses once again, but only barely. She spins up a magical warding spell, just in case the mounted goblins get too close.

Syeira casts a spell that seems to draw the moisture out of both the goblin and its mount. Both seems to shudder and start as the effect hits them. No damage is apparent right away, but it's clear both are suffering.

Blue Goblin feels the effects of the elemental casters spells and to everyone's surprise falls out of the saddle dead without any further impact.

Syeira's extra damage is enough to drop Blue. The dog remains. Purple and its mount will suffer the persistent dmg on their turns. Asjar gets his 3hp back, and is up now. Telurion is up in Round 4.

Purple DC16 Fort vs Dehydrate: 1d20 + 7 ⇒ (6) + 7 = 13 fail
Purple Goblin Dog DC16 fort: 1d20 + 8 ⇒ (3) + 8 = 11 fail


Telurion wrote:
@DMDE: Was considering when the best option would be to call out the damage reduction and possible retributive strike. Now (as soon as I see the post), or when my turn comes up, or..?

You can call it out in your post, or we can just assume you use it anytime you can and its advantageous. Or I can just keep asking when the situation arises. Lots easier to manage reactions at the tabletop...


It only takes a few seconds and the power of Garen and Grod is shown in full force, destroying both the goblin and the mount to end the fight with a flourish.

End of Combat

That was pretty impressive ending! Up to you for out of combat actions now.


The frantic skittering of mandibles is suddenly cut short as Vako’s sharp, rhythmic whistling echoes down the crowded stone stairway, weaving a fresh surge of arcane adrenaline through the frontline fighters.

Capitalizing on the morale boost, Neppka and Krrys'tall move in perfect, devastating synchronization. The tengu fighter plants his feet and delivers a brutal, heavy slash with his blade, slicing deeply into the remaining beetle's defenses. Before the creature can even flinch, Krrys'tall steps in from its blind spot, unleashing a maximum-velocity arrow from their gakgung bow. The twin blows connect with terrifying, simultaneous precision. The combined impact completely shatters the giant beetle's thick, armored carapace. With a sickening, wet crunch, the creature burst apart, spilling its innards in a wide, dark smear across the cold stone floor.

The heavy clicking of mandibles fades away, replaced only by the echo of your own heavy breathing and the lingering notes of Vako's inspiring tune. With the immediate threat neutralized, the adrenaline begins to recede. The team has a well-deserved moment to catch their breath, shake the grime from their weapons, and properly look around the damp, shadowed space of the well room.

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