Cruel Instructor

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You knew it couldn't be that easy, right?


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Google Slides
Hagrym wrote:

5 level cleric (war priest)

——-

-8+Con hit points

-Stat Boosts:
+.5 Wis
+1 Str
+1 Con
+1 Cha

-Perception becomes Expert

-Also moves K Nature to Expert

-Gain 2 level 3 spells/day
Holy Light
Martyr’s Intervention

-+1 heal/day

+1 to AC, attacks, perception, saves, skills, save DC and class DC.
——-

I have not made any changes to my sheet. Does this all sound correct, GM or anyone else?

Also, I can’t find my available ancestry feats on the site. I gain one at level five.

Hagrym:

70 hps
Saves F/R/W: +13/+8/+13
Speed rises to 20 feet since your Str modifier is now +3
AC: 22
Medicine, Nature, and Religion all +13
Defy Darkness seems like the best 5th level ancestry feat but you are free to choose whatever you like.
Cleric Spell DC: 21 (+11 to spell attacks)
All your other changes seem right.


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By the way, in the AP, during the battle with Volluk, if you take out his portrait and show it to him during combat, it would have slowed him 1. However, I do not see how any party would have figured to do that in game. I stressed how vain he was in life and even put a picture of the portrait in the Monsters slides to stress that it was important, but still do not know how the AP expects any party to try that strategy in combat. Thankfully, you guys won without resorting to that.


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Google Slides

Ok, will address the last posts:
1. Pen, while I appreciate you rolling for me to move the game along, I like to apply my rolls since the enemies are under my control, so Volluk's tendril attack missed you.
2. Hagrym, to express your turn better, you used 2 actions to wipe the leeches off of yourself, which gave you an immediate recovery check was successful, so you avoid the persistent damage.
3. Mac, your attack inflicted 6 damage on Volluk, bringing the total to 78. Persistent damage prior to the recovery check: 2d8 + 8 ⇒ (5, 3) + 8 = 16 so Mac is at 40/62 with no more persistent damage in effect.

Round 4: Volluk
Volluk looks around the room. He is hurt and a little scared. The raging dwarf who appeared dead to rights has recovered thanks to his cousin, while everyone else is at or near full health. The former drow apprentice has underestimated the power of the group. He realizes now that his only option is to escape and come back better prepared. "You have won this round, heirs to the Roseguard, but Volluk Azrinae will be back, better and stronger, when you least expect it. I will feed your corpses to Belcorra's pets and I will have my vengeance as well as my Lady's favor! You cannot defeat me, it's why I chose the path of the immortal swarm!" A maniacal laughter spreads across the room.

With his laughter in your ears, the drow swarm apprentice begins casting magic, and for a brief second, you see his physical form begin to fade from reality.....

No one can prevent his escape.....except for Mac and his damn reactionary strike, because the spell has the manipulate trait. Volluk also could not step and cast because he needs his 3rd action, so he is risking it all on the chance that the strike misses. So Mac, let's see what you got....


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Google Slides

Hagrym, you have +12 on your Medicine check and Assurance so you automatically heal 2d8+15 without rolling. The only reason to roll the check would be to try and hit DC 30 so you can heal 4d8+15. but to do so, you would have to roll 18 or higher on the die, which means 15% chance. I do not see a reason to risk it unless your ally is at 1 hp and about to die. Otherwise the assured 2d8+15 without rolling is the obvious choice. Therefore, I assume you do not roll and get to keep your Hero Point. You extend, move, and use Battle Medicine on Mac, healing him for 20.
Persistent damage on Mac: 2d8 + 8 ⇒ (5, 1) + 8 = 14 so Mac is at 42/62 hps.

Round 3: Volluk

Volluk smiles that he took no damage that round. He laughs at Mac's pathetic swings, convinced his leeches are protecting him. 54 damage. He enjoys that his leeches continue to feast on Mac, but is angered by Hagrym healing the dwarf. "You will pay for your interference!" Volluk lashes out and infests Hagrym with leeches. He then does the same to Pen.

◆Volluk attacks Hagrym with a tendril: 1d20 + 18 ⇒ (11) + 18 = 29 --- hit, but not a critical.
◆Volluk attacks Pen with a tendril with 10' reach: 1d20 + 13 ⇒ (18) + 13 = 31 - Is that a critical, Pen? It's either a hit or a critical.
◆Step 5' North toward Jon
Flat recovery check: 1d20 ⇒ 2 --- fails, still on fire

Hagrym and Pen are subject to possible persistent damage. Party is up.


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Google Slides

Volluk has no more images. Thanks Hagrym. Hagrym's vial misses but inflicts an additional 8 damage to Volluk for a total of 43. Mac takes 2 damage - 1 from Jon's splash and 1 from Hagrym's splash. Moved you Hagrym with your 3rd action this round to get everyone within range of Bless.


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Google Slides

I was going to have the party roll a Society check to recognize the name of Ayla, but Mac beat me to the punch. :) It is in fact Kaleeno's wife and that was Jaul. Mac takes the werewolf's head. When Jaul died, he reverted back to his human face, not the hybrid one.

There are tidbits galore spread through the campaign if you are attentive enough to remember/find them. With regard to the wisps, you have faced the corpselights and the flickerwisps, but none of the others as they are CR 6 and above. There is no need to roll for healing - we can say the party rests for an hour and you are healed up.

Jon's comment about the runes reminded me. The striking runes you just found affect your power level, as they make your weapons do double standard damage, so that could help Jon and Pen and even Hagrym. So if the party wants to go back to town now to get the runes inscribed on your weapons, please let me know. There is no clock on this AP - true, the lighthouse beam might go off in 30 days, but you are on Day 2-3 of that countdown so you have plenty of time. Up to you. You can go back to town, turn in Jaul's head, Pen can heal his drained status, and you can get the weapon upgrades and then come back to this same place where we can pick up again. Or you can be hardcore and continue right now. Let me know.


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Google Slides

Ok, wild round!
Mac's reactive strike lands for 12 damage (werewolf grits his teeth): Total 55
Pen's spellstrike lands for 15 damage (werewolf yells in pain as he is burned), while second strike misses: Total: 70
Mac's critical lands for 58! Total: 128! Mac's greatpick penetrates the werewolf's brain! Down goes the werewolf! Without even a chance to speak....Mac's 3rd action can be a move toward the wolf or he can strike the werewolf again to make sure he is dead.
Hagrym steps and strikes, inflicting 11 damage on the wolf. He has a third action to attack again if he wishes, but no need.
Both of Jon's shots miss the wolf.
That was a CR6 werewolf with 24 AC and +17 to hit in hybrid form and he did not last a round...well done!
With his master dead, the wolf poses no challenge and we can handwave the rest of the battle.
Congratz on the battle! I thought you guys were in trouble. Everyone gets a Hero Point!


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Google Slides

Will saves:
Green crawling hand: 1d20 + 2 ⇒ (7) + 2 = 9
Orange crawling hand: 1d20 + 2 ⇒ (4) + 2 = 6
Yellow crawling hand: 1d20 + 2 ⇒ (5) + 2 = 7

Hagrym channels energy and the 3 undead crawling hands are caught in the blast and they all turn to dust! Only the 3 wisps remain. Nicely done!

Mac is up and you are still Frightened 1, despite 1 round passing.


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Google Slides

After you heal and Pen fixes his shield, you head north and find the central room under the lighthouse:

This vast octagonal chamber is mostly empty. The walls are carved and painted to resemble a sprawling graveyard half-sunken into a swampy morass, yet all the graves in the mural are open and empty. Carved images of shrieking ghosts parade upward and into the hungry pupil of a malevolent eye at the apex of this room, thirty feet above. A circular fifteen-foot-diameter platform sits in the middle of the room, raised three feet off the surrounding floor. The platform supports an altar stone made of an irregular slab of rock marked by seven deep indentations, almost as if a huge, seven-fingered hand had gripped the stone with enough force to leave grooves behind. Now and then, a faint blue light flickers and pulses inside one of these indentations. Small objects lie heaped atop the altar. Two doors, one leading east, and one leading west flank the room.

Hagrym K religion: 1d20 + 12 ⇒ (16) + 12 = 28

Hagrym identifies this chamber as a shrine dedicated to Nhimbaloth, the Outer God of despair, ghosts, and swamps. Her shrines are often empty of additional furnishings, such as statues or benches, symbolizing the emptiness of death itself. Worshipers typically kneel or prostrate themselves on the stone floor while priests lead sermons and sacrifices at the altar.

Mac identifies the small objects on the altar as four severed hands.

You have not yet entered the room. What do you do?


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Hagrym, you took Panic the Dead class feat at 2nd level. I do not see it on your character profile. You should add it to remind yourself. Also, your AC is 21. Chain mail is 14 + 1 Dex = 15 + proficiency bonus, which is 2+4(class level) = 21, not 20. And if you use an action to raise your shield, you will have 23 AC and you have shield block trigger also. You may want to get a steel shield for the hardness. Try to remember. You are not squishy at all - you have potential to be party tank.

I want to thank everyone for keeping up with this PbP game this year and making this a very enjoyable experience. Happy New Year to all!


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Google Slides

Actually, Hagrym, if you hit with a Channel Smite, as you did, the target auto-fails the save vs. the vitality damage. If you critically hit with the attack roll, it critically fails the save.

The red wight takes another 14 damage for a total of 42 damage total.

Round 3: Cairn Wight
An angry wight sets its sights now on the dwarf who just burned him with holy energy.

Attacks on Hagrym:
1d20 + 14 ⇒ (17) + 14 = 31 --- critical!
Damage: 1d8 + 7 ⇒ (4) + 7 = 11 x2: 22 damage! Hagry, please make DC 18 Fort save or be drained 1.
1d20 + 9 ⇒ (10) + 9 = 19 --- miss!
1d20 - 4 ⇒ (13) - 4 = 9 --- miss!

The wight is no longer off-guard and has +5 temporary hit points.Party is up.


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Google Slides

You guys have been doing great, don't sell yourself short! The open hatch in this room and this fight gave me a convenient way to get Garidan out of the way so that it makes some sense! So let's see how this fight goes!


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Google Slides

The chainmail is noisy so gives a -2 penalty so total of 18 for Hagrym's Stealth check.

The female ghost is stunned by Mac's speech, as her anger dissipates at the weight of his words. She pauses as if replaying the relationship with Volluk in her mind. She murmurs "It's always Belcorra this and Belcorra that. She does always come first...." The ghost is lost in her internal reflection that she does not notice Hagrym move toward the skeleton and pry the object from its grasp. It is a framed portrait of a handsome drow. The name "Volluk Azrinae" appears on a tiny gold plaque at the portrait's base. Added a pic of the portrait to the Monster slides.

Perception:

1d20 + 10 ⇒ (4) + 10 = 14

The ghost excuses herself, as she looks back at the party. "Keep working...I need to think." She phases through the wall to the east.

Mac notices the wall that the ghost phased through is an actual secret door. There are no further exits from this room. Now what? Back to the library or something else?


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Thanks for the concern. I am well and regular posts will be forthcoming. Thanks for your patience!


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Emergent situation came up before - update for sure coming tonight.


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Ok, I am back. The applications were really great. At one time, I debated taking 7 players..lol. In the end, I selected the following players and it was not my intent to take such a diverse group, but that's what happened:

Pileus: Leshy Monk
Shi Xin Wang: Versatile Human (Tian) Bard
Jojo: Goblin Swashbuckler
Gexi: Ratfolk Alchemist (Toxicologist)
Thark the Blessed: Half-Orc cleric of Gorum

To those selected, please report to: Discussion Thread

Thanks again to all who applied!


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Final List of Applicants:
Nosteo: Versatile Human (Chelaxian) Sorcerer
Pileus: Leshy Monk
Shi Xin Wang: Versatile Human (Tian) Bard
Jojo: Goblin Swashbuckler
Gexi: Ratfolk Alchemist (Toxicologist)
Rose Petal: Leshy Kineticist
Zatniteshuk: Gnome Oracle
Thark the Blessed: Half-Orc cleric of Gorum
Rumi: Catfolk Champion
Red Swampseer: Elven Commander
Ragnhild Iona Eklund: Versatile Human Fighter
Katarina: Versatile Human Sorceress

Ok, will be back in the morning with the selected players. Thanks everyone for applying - I will have to make some hard decisions.


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For those that don't know, pathbuilder2e.com lets you build characters pretty easily, especially at 1st level. A few clicks and you're done.


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Hagrym wrote:

Alright, I am officially leveled and feeling much enter.

Last question: I’ve still got over 60 gold burning a hole in my pocket. Advice for items I need to pick up to keep helping out the group?

Staff of Healing is universally recommended for a cleric - it's a level 4 item but costs 90 gp.


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Side note: Maybe one game with me is your limit (lol) but I am going to start an Age of Ashes PbP, so if you're interested, you can apply with an entirely new concept and will have preference. If not, I will not hold it against you. :)


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Google Slides
Hagrym wrote:

4 level cleric (war priest)

——-

8+Con hit points
Skill feat: Risky Surgery
Class Feat: Channel Smite
Archetype Feat: Doctor’s Visitation
Spells: +1 2nd level

+1 to AC, attacks, perception, saves, skills, save DC and class DC.
——-

I have not made any changes to my sheet. Does this all sound correct, GM or anyone else?

This is absolutely correct - you can proceed to level up.


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Hagrym, I apologize if I was not clear. Pen's conducive weapon and mirror image and your Bless were pre-bufs that you cast before opening the door (the round right before Round 1 so your Bless buff has 9 rounds left.)

Therefore, you can take your full round of actions in Round 1.


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Special attacks: It can increase its reach with its trident to 10'.
Lowest Save is Will
Resistances: Physical 5/Poison 5.

The devil puts his hand to his chin, as Garidan's reason seems to set in. "You do make a good point about the sign - nice observation. I did not catch your name. It seems to be more of a strict liability situation - just your presence in this room is enough to trigger the consequences. Those were Belcorra's orders, well, when she was alive. Unfortunately, I signed a contract to enforce those rules...like..." The devil looks over to the hashes on the wall. "Like 500 years ago. And, as you know, those contracts are legally binding. So, unfortunately, for you, in you go into the prison. Unless, there was something else that you wanted to discuss?" The devil seems very relaxed talking with Garidan.


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Google Slides

Perception checks:
Garidan: 1d20 + 7 ⇒ (17) + 7 = 24
Hagrym: 1d20 + 9 ⇒ (14) + 9 = 23
Jon: 1d20 + 7 ⇒ (3) + 7 = 10
Mac: 1d20 + 9 ⇒ (19) + 9 = 28
Pen: 1d20 + 5 ⇒ (8) + 5 = 13

As you analyze the room, Mac's sharp senses detect a trap in the room. Pen, via his magical scans, determines that the trap is not of an arcane nature. Hagrym, through his religious studies, can sense the presence of s restless spirit in the room that is related to fire. He determines that there is a haunt in the room emanating from the hatch. He can use his religious studies to quell the spirits, as he enters the room.

Knowledge Religion: 1d20 + 11 ⇒ (12) + 11 = 23

Hagrym commands the spirit to leave and is successful in citing to holy text and exorcising the spirit. The room is now safe to explore and you find a Ventriloquist's Ring buried in the ashes.

Where to next? The eastern door from the library, the northern door from the mist elemental room, or the southern door from the lighthouse center, where Rosk died?


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Google Slides

You vist Carman Rajani who purchases your magical weapons. You can purchase the blazons and whip from him.


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Google Slides

You discover the following information:
You find no treasure on the tattoo artist or cultist ghouls.
You find a secret door in the western wall of this reading room besides the southern exit.
If you go back to the original room where you met the tattoo artist, you find 2 bulks worth of books on tattoos that would be of interest to Morbilint. You need to find 10 bulks' worth to complete the quest,
There are 2 side rooms from the tattoo artist's room: one leads to a butcher's shop, where you find +1 silver hand axe, and the other leads to a food storage room, where you find the bodies of 4 dead morlocks haging on hooks, which the ghouls most likely use to snack.
Finally, Hagrym is pretty certain that Garidan has been infected with ghoul fever.


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Apologies, I was away for Memorial Day weekend in USA. I should have advised you. I am back now.


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Apologies, I was away for Memorial Day weekend in USA. I should have advised you. I am back now.


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Slides

Ah, Destructive smite! Missed that.

Goliath's blow caves in the drake's skull, while Jericho's blade crits, disemboweling the creature. Both creatures are dead and combat is over!


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Google Slides

Hagrym studies the scene of the ghost and its almost compulsory pantomiming of repairing books, repeating actions it must have done a lot in life. Hagrym recalls his religious studies and he presumes that removing this room's tables and tools will allow the ghost rest eternally.

The party proceeds to follow Hagrym's directions in a respectful manner. The human ghost does not respond to the party's attempts to speak to it. Once the party has completed its chore, under Hagrym's direction, the ghost smiles and fades from existence. Nicely done!

A search of the room turns up a key, a gold paperweight worth 10 gp, and a crafter’s eyepiece.

Where to?


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Slides

Very noble of you, Goliath. Since the sailor was 5-10' away, since you both fell into the water together, Goliath grabs the drowning half-orc and swims back to the ship with the rest of his movement. You then both climb the rope that Jericho dropped down, just in time to avoid the crocs' massive jaws. The sailors pelt the crocs with rocks and oars and that drives them away, once they realize their prey has escaped. Well done!

The sailor that Goliath saved is very grateful for the druid's intervention and gives him a big hug. The sailors are happy with the party's presence on board.

Party can roll their skill checks for the day.


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Slides

Hope everyone had nice Easter weekend.

The party successfully and competently performs their duties causing no delays in the 1st day of travel, earning the crew's respect as you get claps on the back and handshakes from the half-orcs. Penny also cooked a delicious meal, which seems it irk the crew's cook a little.

Day 2:

The next morning, after breakfast, the day’s catch gets hoisted up on the deck first thing and the party is called in to help, which requires you to stand on the slippery deck and lean over the rail to haul in the nets. Ulmo and Goliath are recruited for their high strength, as the two of them along with three half-orc crew members get to work, while everyone else watches.

Ulmo and Goliath need to roll Reflex saves.


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Hagrym wrote:

3 level cleric (war priest)

——-

8+Con hit points
Skill increase: expert in religion
General Feat: Assurance (medicine)
2nd warpriest doctrine: trained in martial weapons
Spells: 2 2nd level gained per day
*Dispel Magic
*Restoration

+1 to AC, attacks, perception, saves, skills, save DC and class DC.
——-

That’s the easy part. Could someone check the numbers when I get the changes made and make sure the skills and all that good stuff add up?

Thanks!

Everything looks good, Hagrym, except I have your hps at 43, not 41.


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Ok all, selection time! I want to try and change the AP as written as little as possible so going with the following 4 players:

Grumbaki - Ulmo Nargrymkin - Dwarf Divine tracker/Infiltrator Ranger.
DBH - Penny Foundling - Half-elf Arcanist.
Lucendar - Jericho Darkleaf - Half-elf Rogue
Coffee Dragon - Baerothad - Human Cleric

Thank you for everyone who applied. To those selected, please report to the Discussion Thread.


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Recruitment closes in 3 hours.


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Google Slides

After 20 minutes of rest, Hagrym has healed the party back to full and you continue exploring.

You head east and then north, all the way back to the undead minotaur room. You take the western door that heads east for 10' and then south, where you see some stairs.

Secret Check:

Mac Perception: 1d20 + 10 ⇒ (20) + 10 = 30

Due to Mac's Stonemason's Eye ancestry feat, he spots at the top of the stairs, an incongruency in the western wall. The party stops to investigate and you discover a secret door in the western wall to a set of stairs leading down to Level 3. This is now the 3rd way of heading down to Level 3 the that you have found.

You head south and see a short flight of stairs leading down 10' to a moldy beach and a flooded cavern. You piece the geography together and make the educated guess that this cavern connects to the drake's lair.

Congratz - you have explored almost all of Level 2 except the drake's underwater cavern. I have posted map. You also have the other set of stairs down from Level 1 on the island to the north. Do you head there?


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Google Slides

To avoid dungeon delving taking days while i await for your responses, will make certain assumptions and proceed.

You head through the NW door to find a pantry.

Only a few fragments of the shelving that once lined the walls of this pantry remain today.

You search the room but find nothing of interest. Two doors lead out of this room, one east and one west. You try the eastern door and it leads to a staircase leading down to the lower level. The western door leads to a passageway with stairs leading down 10' to some ruined rowboats. There is also a room to the south. You try the door leading south but it is locked. You can try 2 thievery checks to unlock the door or an Athletics check to force the door open. Mac has the highest score at +8 while Garidan has +7.

Garidan Aid Another Athletics: 1d20 + 8 ⇒ (5) + 8 = 13 --- fails
Mac Athletics check vs. DC 20: 1d20 + 8 ⇒ (14) + 8 = 22 --- success!

Mac forces the door open and you find:

The walls of this octagonal chamber are adorned with swirling runes carved into the stone and then filled with dull, silvery metal. The floor is polished smooth, as is the ceiling ten feet above.

Per Arcana check: 1d20 + 7 ⇒ (14) + 7 = 21

The silvery metal and runes leads Pen to believe that this is some sort of teleportation chamber. However, it appears that a ritual spell is required to awaken the latent energy in the room. However, Pen is sure that he is unaware of the spell required and it is certainly not in his spell book.


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Google Slides

Mac's two strikes land, the first one inflicting no damage and the second one inflicts 4 damage.
Hagrym, the DC of your spells is 18 so please write that in your post each time. Skeleton Fort save: 1d20 + 8 ⇒ (3) + 8 = 11 --- fails, takes 7 damage.
Jon's bullet lands, inflicting 4 damage - no critical. The whip inflicts 7 damage. You fail to disarm the undead minotaur with a 14 check. That is not a critical failure.
Total damage: 22
Pen and Garidan are up.


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Google Slides

Mac's warpick pierces the devil's chest, as it slams into the wall dead, dissolving into foul ichor. Nice crit! He shouldn't have messed with your cousin! LOL..Combat over. There is nothing else of interest in this room.

I have updated the Map slide to show your progress so far. You have cleared the eastern part of the map. You have 6 options to go:
1. Door with green glow to N.
2. Door NW further down the corridor to the NW.
3. Secret door in the prior room with torture instruments.
4. Western door in the prior room with torture instruments.
5. SW door down the southern corridor.
6. Western door in the first room on this level, where you found the first secret door.
Which way? Obviously the door with the green glow is the closest but do not want to assume.


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Appreciate everyone's patience. I am back.


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Google Slides

Pen realizes that the magic of this structure, a lighthouse that has been around for 500 years, yet the base has no cracks or imperfections in its structural integrity, is beyond any he has ever seen. The most logical deduction that he can make to deactivate it would be to cut off its power source, which is must logically have, since it appears to be charging. What that power source could be, he has no idea. However, logically, it follows that it must come from down below, since the structure does not appear to be powered by the sun or any external force. With regard to his experiments, all the objects Pen throws harmlessly bounce off with no damage whatsoever to the structure.

If you recall, Boss Scrawng drew you a crude map of the 2nd level where the "mushroom-eyed people", who kicked him and his tribe out, dwell as well as the lair of the "swamp dragon". I've added it to the Slides.
Remember, also that you have 2 pending side quests:
1. The mitflit leader promised you a big pile of shiny gems if you go downstairs, kill all the mushroom-eyed people, and defeat their king.
2. Find Yinyasmera's four men, who have gone missing and were last seen near the dock in the ruins.


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Early wish: Happy New Year to all! Thank you for your participation and making this game fun!


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You got 60 xp for the wisp, bringing your total to 940. Welcome to second level! Remember that we are playing with the free archetype. Please do not level your characters up until you return to town and rest up.


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The doll was a CR 3 creature and worth 80 xp, for a total of 880 xp. 20 more xp for 2nd level.


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Google Slides

Whoa, the dice swing in the party's favor, dashing Mr. Beak's 22 AC!

Jon's comment about the warning shots was true and his aim on the next shot is perfect, as he inflicts 22 points of damage on Mister Beak.

Pen, barely standing, follows up with a burning strike that inflicts 16 damage to the doll and it drops to the floor dead, its wings singed!

It had exactly 38 hit points. And even if that didn't kill it, Mac's 2 attacks would have dropped it. Well done! Combat over.

Hagrym, seeing the results of the actions before yours, you can save the heal spell and try to cure Pen with Treat Wounds if you wish. Your call. If you wish to save the spell, you can roll a Medicine check instead.


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Google Slides

Hagrym, your action occurs in Round 3, so if Pen fails the Balance check, he cannot act this round and gains the Dying 1 condition and has to roll a recovery check. Your heal goes off next round. We are technically at the bottom of Round 2 right now.


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Google Slides

Hagrym, your Spell attack modifier is actually +7 not +1. Spells are based on casting stat and proficiency bonus, not Dex.

Hagrym casts a bolt of divine energy at the doll, which misses the agile doll! Yes, a modified 20 attack roll misses!

Round 2: Winged Doll
◆Step ◆Strike ◆Strike

In its warbly voice, the doll scolds the elf. "You tried to hit me! No one hits Mr. Beak! You made me angry." The doll swoops in close to the elf and tries to punch him in the face but misses. It then times its punch perfectly and strikes Penflower in the throat, breaking his shield, and still nearly killing him!

Since the doll does not have reach, it takes a step to move into Pen's square. It then tries to punch the elf twice.

Strike (Punch): 1d20 + 12 ⇒ (2) + 12 = 14...miss
Strike (Punch): 1d20 + 8 ⇒ (20) + 8 = 28...critical
Damage: 1d6 + 4 ⇒ (5) + 4 = 9 x2 = 18 damage.
Assume Pen uses shield block reaction.
Shield absorbs 5 and takes 13 gaining broken condition.
Pen takes 13 damage, leaving him barely conscious!
Also, since you got hit Pen, you need to make a DC 15 Balance check or fall prone and take 1 point of damage from the glass, which will render you unconscious!

Party is up!


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Jon, thank you for the Google doc! You can take off the rusted and ruined keys - those are useless and not worth anything.
Hagrym - the item is classified as magical. So anyone trained in Arcana, Nature, Occultism, or Religion can make the check. Under the PF2e rules, you do not have to be a spellcaster - only requires training in the skills. It is DC 18 check and if you fail, you have to wait for a day to try again. The rules say it is a secret check, rolled by me, but I prefer you roll it. In your case, it would be a Religion check I imagine.


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Google Slides

The Blue skeleton takes 14 more damage from Mac. The second attack misses.
Hagrym, I play the 3-action heal to heal/damage same so one roll for everyone, in this case that would be your first roll of 7.
Blue Fort save: 1d20 + 5 ⇒ (3) + 5 = 8..fails, takes 7 vitality damage.
Yellow Fort save: 1d20 + 5 ⇒ (13) + 5 = 18...success, takes 3 damage.
Blue: 35 damage so far.
Yellow: 22 damage so far.
Mac and Pen healed.

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