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CE Skeleton Rogue 7 - Criminal - Exploration Act (Stealth or Deception; +15/+18) HP 83/83 | AC 26 | SVs F+9/R+17*/W+12| Speed 30 |Per +14
Clynter quietly reassembles himself during the gruesome slapstick session and joins the group.
"I think this guy has some really interesting ideas on labor management. We should talk with this demon guy and see if he has some pointers for us."
This thing is too crazy even for me. Let's take him to a quiet corner and remove his organs from his body.
Clynter follow along behind Ashes, his fingers itching to draw his blade.
Deception: 1d20 + 18 ⇒ (17) + 18 = 35
Stabbity Stab Stab ◆: 1d20 + 16 ⇒ (18) + 16 = 34
Slashing Piercing: 2d6 + 4 + 2d6 ⇒ (5, 2) + 4 + (3, 5) = 19
2nd attack?
Stabbity Stab Stab ◆: 1d20 + 16 - 4 ⇒ (3) + 16 - 4 = 15
Slashing Piercing: 2d6 + 4 + 2d6 ⇒ (2, 6) + 4 + (2, 2) = 16
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CE Skeleton Rogue 7 - Criminal - Exploration Act (Stealth or Deception; +15/+18) HP 83/83 | AC 26 | SVs F+9/R+17*/W+12| Speed 30 |Per +14
Don't forget the persist fire damage on a critical!
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CE Skeleton Rogue 7 - Criminal - Exploration Act (Stealth or Deception; +15/+18) HP 83/83 | AC 26 | SVs F+9/R+17*/W+12| Speed 30 |Per +14
Hello everybody! I just had the birth of my second child this last Friday, so I have been pretty out of it. If I am late to posting, please bot me. Clynter is pretty straight forward; move to flank or feint to get sneak attack damage. Use skirmish strike to Step into position if needed or step away after attacking.
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CE Skeleton Rogue 7 - Criminal - Exploration Act (Stealth or Deception; +15/+18) HP 83/83 | AC 26 | SVs F+9/R+17*/W+12| Speed 30 |Per +14
Clynter points to the runes on the floor. "See! For anyone still thinking that we should NOT have set this builidng on fire, now you can see that if we didn't set this place on fire we might have missed that trap! I think going forward we need to make sure we set every building on fire before entering it. It's just good common sense!"
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CE Skeleton Rogue 7 - Criminal - Exploration Act (Stealth or Deception; +15/+18) HP 83/83 | AC 26 | SVs F+9/R+17*/W+12| Speed 30 |Per +14
Ok, leveling up in 2nd ed is pretty easy. Clynter bumped Athletics up to Expert, and picked up Skirmish Striker for his class feat and Powerful Leap for his skill feat.

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CE Skeleton Rogue 7 - Criminal - Exploration Act (Stealth or Deception; +15/+18) HP 83/83 | AC 26 | SVs F+9/R+17*/W+12| Speed 30 |Per +14
Clynter looks at the crowd of sick and injured people waiting to be treated with disgust. This poor healer looks so over worked. The best way to help lessen her workload is if some of these wretches happened to succumb to their illness. Some of them look like they would die if I blowed on them.
Clynter then looks over at Stokes and Arkhan, and shakes his head. No, I don't think they'd go for that. I'm going to have to think of something else. .
Clynter says to Stokes and Ashes, "Hey guys, can you prioritize helping out the sickest people first? Especially the ones who can't walk first. I have a plan to convince some of these people that they can afford to wait until tomorrow to see the healer."
Several minutes later, Clynter comes back to the line dressed up in his leper disguise. He also went through the trouble finding the rubbish pile in this camp and now his bandages are coated with animal guts and offal.
"By Sarenrae, I am really sick! I think I came down with some form of cursed leprosy. My, my skin is falling off me!" Clynter pulls back some bandages on his arm, revealing a bony hand smeared with animal blood. Then he lets out a wracking cough and falls forward, grabbing onto someone's robe. He pulls himself up, embracing the poor person and smearing them with offal in the process.
"Oh Sarenrae, heal me! I think I'm dying. I hope it's not something that spreads. I need to see the healer right away!"
As he his making his theatrics, Clynter thinks to himself Hopefully this clears the line out a little bit. If I can't get rid of the sickest ones, maybe I can get rid of some of the ones who can still at least walk."
[Deception: 1d20 + 14 ⇒ (13) + 14 = 27

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CE Skeleton Rogue 7 - Criminal - Exploration Act (Stealth or Deception; +15/+18) HP 83/83 | AC 26 | SVs F+9/R+17*/W+12| Speed 30 |Per +14
In regard to healing, Clynter can be healed with Medicine, elixirs and the soothe spells in addition to negative energy, but heal, lay on hands, and healing potions will damage him.
Clynter drifts discreetly through the crowd, whispering salacious rumors as he moves along. He puts on a variety of accents and even throws his voice using the magic ring of ventriloquism that he is wearing.
"I don't like how badly this guy talks about non-humans. I've known some good non-humans in my time."
"I bet he's just using them as a scape goat to distract from something he doesn't want people to think about."
"Its funny you say that. Haven't you heard that Baats'ulan is actually a tiefling?"
"I heard that its all red scales from the neck down. That's why he's always wearing those baggy robes. To cover up the scales."
"I don't know if that's true, but he's definitely hiding something."
"It's not surprising. I heard that his parents were some kind of liaison for the Cheliax. Those devil worshipers are known for having unholy relations with fiends."
"Can we really trust a tiefling to tell us what to do?"
Deception: 1d20 + 14 ⇒ (15) + 14 = 29
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1. The question isn't whether Clynter is going to rob the old buzzard, but whether he's going put everything he stole on red or black later that night.
2. A locked door has never stopped Clynter before and he doesn't see why it would now.
3. Clynter waits until nightfall and quietly takes out the first person who gives him and opportunity. Preferably someone with a visored helmet, because he's going to put on their uniform, sneak back into the encampment and grab whatever he can carry before slipping back into the night.
4. Clynter calls for a guard, saying that the gentleman in question suddenly collapsed and needs medical help. Then in the ensuing chaos, Clynter plants the bloody dagger on the guard and slips away.

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The Dragon's Demand
The worst thing about panic is that it causes you drop whatever you're holding along with running away from the enemy.
Xox: 1d100 ⇒ 55
Garow: 1d100 ⇒ 61
"Don't tell us who to attack like you're our leader, Clotho" Xox yells back before moving forward and firing an arrow at Jack. The arrow flies towards him and glances off his armor without harming him.
Attack: 1d20 + 5 ⇒ (9) + 5 = 14
Piercing: 1d8 + 2 ⇒ (8) + 2 = 10
"My hands are full right now, goatlegs!" the injured Garrow yells out as he drops his bow. The feathered wolf man then slashes at Adowyn's wolf with both claws. One claw connects with Leryn and leaves a very nasty scratch.
Claw: 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5
P/S: 1d6 + 2 ⇒ (3) + 2 = 5
Claw: 1d20 + 5 - 2 ⇒ (18) + 5 - 2 = 21
P/S: 1d6 + 2 ⇒ (5) + 2 = 7
Holmes and Bahram both drop the weapons currently in their hands and run away as quickly as they can.
Round 1 Season - Fall (-2 ranged attacks)
Relgar - Out of combat
Ronronne (pink)
Adowyn -panicked 1 rd.
Leryn -Will Save needed, -7
Clortho (black)
Alecto - immune to pipes, shaken 1 rd. concentrating
Xox (green)
Garow (red) -16, shaken
Holmes - panicked 1 rd.
Jilla -9, shaken 1 rd., immune to pipes
Bahram - panicked 1 rd.
Season: 1d4 ⇒ 4
The season starts to turn to winter for just a second before snapping back into fall. A stiff, chill wind continues blowing.
Relgar in flying away from the group at top speed when he and his mount hit a storm cloud that descends out of nowhere. His mount loses control and is carried away. Suddenly he finds himself on the ground, right in the middle of the grove that he tried to escape from.
stiff storm.
Round 2 Season - Fall (-2 ranged attacks)
Relgar
Ronronne (pink)
Adowyn -panicked 1 rd.
Leryn -Will Save needed, -7
Clortho (black)
Alecto - immune to pipes, shaken 1 rd. concentrating
Xox (green)
Garow (red) -16, shaken
Holmes - panicked 1 rd.
Jilla -9, shaken 1 rd., immune to pipes
Bahram - panicked 1 rd.
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Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25
I thought they were all the same kind of creature. Mirtha will try to ID pink.
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The Dragon's Demand
The frog lunges forward and bites at Jilla. Its huge mouth clamps down on her and she finds herself lifting off her feet. The creature then quickly gulps her down. But then....
Instead of swallowing the gnome whole the giant frog spits the gnome out, where she lands prone in front of it.
Bite: 1d20 + 8 ⇒ (11) + 8 = 19
B/P/S: 2d6 + 9 ⇒ (1, 1) + 9 = 11
Grab!: 1d20 + 14 ⇒ (5) + 14 = 19
And yes, before someone brings up grappling rules to me, these creatures specifically have the ability to grab and swallow whole in the same turn.
Round 4
Bahram 1 images
Relgar
-Gregor
Adowyn
-Leryn
Jilla -prone
Holmes
Teal Goliath Junior -37
Alecto
Round 5
Bahram 1 images
Relgar
-Gregor
Adowyn
-Leryn
Jilla -prone
Holmes
Teal Goliath Junior -37
Alecto
-28
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The Dragon's Demand
Jack casts mirror image on himself, and Adowyn casts feather step while ordering her wolf to stand by and guard her. Relgar flies up a little higher at a steady pace while casting produce flame on himself. Finally Holmes fires a shot at on one of the frogs but it flies by it.
Jilla casts speak with animals and then tries to talk to the frogs.
The younger frog jumps into the pool, which is deep enough for the creature to be half-submerged. The other giant frog crawls through the mushrooms. It appears to be readying itself to take some kind of action.
Round 1
Bahram
Relgar
Adowyn
Jilla
Holmes
Teal Goliath Junior
Purple Goliath Senior
Alecto
Round 2
Bahram 3 images
Relgar
-Gregor
Adowyn
-Leryn
Jilla
Holmes
Teal Goliath Junior -Improved Cover, Full Defense
Purple Goliath Senior -Readied action
Alecto

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Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25
Finally a chance to use Group Impression! As an Expert in Diplomacy Mirtha can target all four kayals with one check!
Diplomacy: 1d20 + 12 ⇒ (11) + 12 = 23
Mediocre roll, but hopefully her skill will be enough
Mirtha steps forward and clears her throat, ready to address the kayals as she used to address the courtrooms of Cheliax.
"You know that you are surrounded and that your attack has failed. What you may not know is that the room you chose to barricade yourself in contains valuable and fragile writings that could be easily damaged in a melee. You will be held responsible if anything is damaged. But if surrender right now, I can promise you that we will grant mercy and any punishments for your crimes will be mild, if not out right forgiven. So please, let's end this peacefully today."
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In the interest of keeping this a recruitment thread and not just another discussion thread, I will run a 1st edition scenario. If you're interested, just post the level and class of the character you want to play and I'll select players later this week!
Down the Verdant Path #9-14 (tier 1-5)

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The Dragon's Demand
The sky darkens and there is a loud crack of thunder as lightning strikes nearby. Suddenly a massive creature descends out of the sky. It's body is made of lightning itself and the party notices that their hair is standing on end and their metal items are buzzing magnetically. The elemental creature rumbles deeply, and then Suizal steps forward and speaks in that strange language she sometimes speaks in.
The sylph and the elemental talk back and forth for a few minutes and then she turns to the group. "They...want me to come with them. It's an incredible opportunity; I'll be going to the Plane of Air. I'm sorry, but I need to go with them. I will try to return back as soon as I can."
After saying her goodbyes, Suizal approaches the elemental and it lifts her up in one of it's massive appendages. Then it rockets upwards into the sky, taking her with it. Soon after it leaves, the noonday storm ends and the sky is blue and bright again.
If the party is waiting, they still have time in the day to gather information, talk to other NPCs, or make purchases.
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Male Sarcesian Solarion 2 | SP 14 HP 18 | RP 5 | EAC 16 KAC 17 | Fort +3 Ref +3 Will +3 | Init +3 | Perc +0, Low-light| Speed 30 ft | Attunement Points 1/3
"Durlok, if you don't have a pencil and paper on you, then nobody else is likely to either."
The Darkness instead takes several pictures of the diagrams with his comm unit.
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The Dragon's Demand
Yes, Lifft, that is a good point. At low levels the difference is pretty small but the gap gets bigger and bigger as you go up in level.
I think small arms do have some advantages though.
1) You save two feats. Feats are pretty good in Starfinder and you don't get a lot of them.
2) they have light bulk, so a low strength character can carry as many guns as they want. My pistol using envoy has on several occasions out damaged long gun users simply by virtue of having more than one option.
And that's about it. Otherwise long arms are way more powerful and slightly more versatile.
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The Dragon's Demand
Yep, acknowledged that. But there is cover from shooting through the rocks/allies, there is a penalty for firing at targets engaged in melee and kobolds are small creatures that get a DEX bonus. So even assuming a DEX bonus of only +1, you're looking at needing at least an 18 to hit.
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If there are newbies to either Starfinder or PbP in general who are interested in getting into a game, I am going to run Rat's Repentance. Just sign up quickly, as games tend to fill up quickly and I will probably start the game early next week.
Sign up here!
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Level 3 Cleric...I mean Sorcerer. She's a Sorcerer that thinks she's a cleric.

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|SP 40 (-11)/56 HP 52/52|RP 7/9 |EAC 23 KAC 24|Fort +4 (+2 vs poison and disease), Reflex +10, Will +7| Init +8 Resist Acid 5|Per+11 Speed 50 Underwater Thunderstrike Sonic Pistol +11 (1d8+4 So, Deafen) | Static Arc Pistol +11 (1d6+4 E, Arc 2) | Tactical Baton +10 (1d4+4)
"Daata, you need to withdraw! I'll make cover for you!"
Moxie then fires two point blank shots at the cyberzombie.
Moxie is deliberately provoking so that Daata can move away without having to withdraw. She is going to also fight defensively. Please don't waste the opportunity! Remember, these also explode when they die.
Defensive, +2 AC: 1d20 + 2 + 10 - 4 ⇒ (10) + 2 + 10 - 4 = 18
Shock: 1d6 + 3 ⇒ (6) + 3 = 9
"Everyone else! Let's just finish off this zombie!
Imp get em on the zombie. I know it's the lesser threat, but I think we just need to get rid of it so we have the space to move around in.
Are there handholds on the wall? Im curious if Moxie could use her force soles to get some elevation so that she's not providing cover to her allies. If so, she does have an unused move action. She would just drop the arc pistol after firing it so she has one hand free to hold herself up.
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Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25
Sorry to hear that!
And from what you said before; I'm not familiar with Dark Sun but the main idea for this character is that she is a fire and brimstone preacher who gets her power from Hell itself. She can't accept that her powers come from an evil place (being a judgmental fanatic), and since Sarenrae also has fire as a big part of her profile, it's become a natural explanation for her. So besides healing, I'm always looking for spells that seem kind of sinister but wouldn't be considered anathema and sudden blight seemed like a good choice.
Plus I genuinely thing its a pretty cool spell because it can also remove difficult terrain and counter act spells like entangle.
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Lashunta Solarion 5 Theme Dragonblooded |SP 27?/40 HP 32/39|RP 6/6 |EAC 21 KAC 22|Fort +5, Reflex +6, Will +3| Init +5 |Per -1 Speed 40 Fire Res 5
THE Umbral Dawn, never one to let a chance to stroke his ego or demonstrate his superiority pass him by, goes to visit Datch in order to gloat to the incarcerated ysoki. When she asks about apples, the lashunta is ready with a packet of apple flavored protein powder which he tosses into the cell.
"Sorry Datch. There aren't going to be any apples where you're going." Then he turns on his heels and walks away from the cell.
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Lashunta Solarion 5 Theme Dragonblooded |SP 27?/40 HP 32/39|RP 6/6 |EAC 21 KAC 22|Fort +5, Reflex +6, Will +3| Init +5 |Per -1 Speed 40 Fire Res 5
Also, I too wanted to thank you for GMing! I've done a few of these specials (but never by PbP) and they are a lot of work! I think you did a great job with moving things along and really appreciate the game.
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The Dragon's Demand
I mentioned before that I am bumping up many of the encounters due to the party having 5 members for material written to challenge a 4 person team. Incidentally, that also means I am dropping in a little extra treasure here and there to accommodate having a fifth person. And the Travelers Any-Tool is my favorite low level magic item, so I couldn't resist giving one to your team!
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CG M Winter Touched Human (Ulfen) Alchemist 2 | HP:21/26| AC: 18 (20 with shield) F: +7(+8), R: +8, W: +4(+2) |Resist Cold 1 Per: +4
"The Eagle Knights are a fine group of fellows, from what I hear. I'll keep it consideration, Louie. And I suppose if you had any fellows here looking to work for the Pathfinder Society, one of us could put in a good word them too."
Asketell rubs his injured head. "I had my brain addled a few times today and I even thought for a minute I was going to see Valhalla. I need to get some healing first; but after that I could use a good ale or ten!"
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Lashunta Solarion 5 Theme Dragonblooded |SP 27?/40 HP 32/39|RP 6/6 |EAC 21 KAC 22|Fort +5, Reflex +6, Will +3| Init +5 |Per -1 Speed 40 Fire Res 5
"We should chose the ship whose weapons will overwhelm our enemy's defenses with righteous fire! Let us chose the Drake and shove many missiles down their maws!"
THE Umbral Dawn then loudly insists that he should be captain, so that he can personally ensure that any of the undisciplined layabouts in the crew are looked after.
"And anyone caught derelict in their duties WILL be keel-hauled through the Drift! Discipline will be our watch word while THE Umbral Dawn is in command!"
As a player, I would recommend the gunner position, but the character THE Umbral Dawn very strongly believes that he needs to be captain.
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The Dragon's Demand
Yeah, it'll happen after the dungeon is finished. You have a few loose ends to deal with first, but I just want to give you a heads up so you can start thinking about it. And of course you'll have treasure to distribute too.
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Lashunta Solarion 5 Theme Dragonblooded |SP 27?/40 HP 32/39|RP 6/6 |EAC 21 KAC 22|Fort +5, Reflex +6, Will +3| Init +5 |Per -1 Speed 40 Fire Res 5
I hate to say it, but since Kitane didn't move away from THE Umbral Dawn, they would also have been caught up in his blast. Its a 10 foot radius centered on him.
THE Umbral Dawn moves past the icy porcupine-like monster, backflipping around its reach and towards Romeo's unconscious body. Then he reaches down and picks up the dwarf's acid pistol.
Acrobatics to avoid AoO: 1d20 + 15 ⇒ (12) + 15 = 27
"THE Umbral Dawn is requisitioning this weapon, for you have fallen and my weapons will not penetrate its evil hide!" he shouts at his unconscious body.
I hope you're okay with that Romeo! Also, photon attuned 1
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CG M Winter Touched Human (Ulfen) Alchemist 2 | HP:21/26| AC: 18 (20 with shield) F: +7(+8), R: +8, W: +4(+2) |Resist Cold 1 Per: +4
Maybe they were...evil mushrooms?
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Lashunta Solarion 5 Theme Dragonblooded |SP 27?/40 HP 32/39|RP 6/6 |EAC 21 KAC 22|Fort +5, Reflex +6, Will +3| Init +5 |Per -1 Speed 40 Fire Res 5
I would take a gun if you have an extra one. Unfortunately, with this thing resistant to the weapons I have and everyone too packed in to use my 6d6 blast, there's not much I can do against this thing.
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Lashunta Solarion 5 Theme Dragonblooded |SP 27?/40 HP 32/39|RP 6/6 |EAC 21 KAC 22|Fort +5, Reflex +6, Will +3| Init +5 |Per -1 Speed 40 Fire Res 5
Ok, it sounds like Universal Healthcare is done. How about Welcome to the Jungle?
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Lashunta Solarion 5 Theme Dragonblooded |SP 27?/40 HP 32/39|RP 6/6 |EAC 21 KAC 22|Fort +5, Reflex +6, Will +3| Init +5 |Per -1 Speed 40 Fire Res 5
Peering over his shoulder, THE Umbral Dawn suddenly shouts, "Carson of Downton! What have you discovered? People are dying, man!"
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NG Unbreakable Goblin Fighter/Cavalier 5 HP: 80/80 |AC 24 | Saves: Fort +12 Refl +10 (+12 bulwark) Will +10 | PER +10 (Darkvision)
No problem! I did roll the flat check; it was right after the Fort saves; I just didn't say what it was for and it was pretty easy to miss. And yeah, not trying to second guess, its just that I try to predict when I'm likely to get a crit because my weapon has deadly d8 and causes Clumsy 1 on a crit. And its up to me to remember that! People say that martials are boring and simple but I feel like they often have a ton of stuff that you have to remember!
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Lashunta Solarion 5 Theme Dragonblooded |SP 27?/40 HP 32/39|RP 6/6 |EAC 21 KAC 22|Fort +5, Reflex +6, Will +3| Init +5 |Per -1 Speed 40 Fire Res 5
Reflex Save: 1d20 + 6 + 1 ⇒ (20) + 6 + 1 = 27
"Suzi from Accounting, prepare to feel the scorching heat of a thousand suns!" the lashunta shouts in rage as he recovers from the mine blast.
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Lashunta Solarion 5 Theme Dragonblooded |SP 27?/40 HP 32/39|RP 6/6 |EAC 21 KAC 22|Fort +5, Reflex +6, Will +3| Init +5 |Per -1 Speed 40 Fire Res 5
And despite what he said, Umbral's plasma ribbon is actually able to do non-lethal damage. I spent the extra money to have a Snowgarden Productions version.
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NG Unbreakable Goblin Fighter/Cavalier 5 HP: 80/80 |AC 24 | Saves: Fort +12 Refl +10 (+12 bulwark) Will +10 | PER +10 (Darkvision)
A carriage accident you say? That sounds familiar.
"So you were sleeping when the Maid was taken? Did you not awaken at all when they thieves came in or from them dragging the body out of here? What was the first thing you noticed when you awoke?"
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Lashunta Solarion 5 Theme Dragonblooded |SP 27?/40 HP 32/39|RP 6/6 |EAC 21 KAC 22|Fort +5, Reflex +6, Will +3| Init +5 |Per -1 Speed 40 Fire Res 5
"THE Umbral Dawn shall demonstrate the beautiful yet deadly 'Seven Tongues of Excruciating Flames,' a traditional war dance of the Kalashamii island dragonkin!"
Perform(dance): 1d20 + 12 ⇒ (16) + 12 = 28
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Lashunta Solarion 5 Theme Dragonblooded |SP 27?/40 HP 32/39|RP 6/6 |EAC 21 KAC 22|Fort +5, Reflex +6, Will +3| Init +5 |Per -1 Speed 40 Fire Res 5
"THE Umbral Dawn is a trained battle dancer, not some food service employee! Complaints will be filed!" the lashunta furiously shouts as he puts on an apron and begins serving the crowd.
Acrobatics: 1d20 + 15 ⇒ (20) + 15 = 35
"Move out of the way! You are an obstacle!" he shouts at Swizzers. "Witness the power of dance!" the insufferable solarion shouts as he twirls through the crowd with uncanny grace.

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CG M Winter Touched Human (Ulfen) Alchemist 2 | HP:21/26| AC: 18 (20 with shield) F: +7(+8), R: +8, W: +4(+2) |Resist Cold 1 Per: +4
Asketell is a large Ulfen man with a thick red beard. Despite his large pot belly he also appears to be surprisingly fit, with thickly muscled arms that end in big meaty fists. And despite his rough appearance, their is a glimmer of intellect in his icy blue eyes. He cracks his knuckles and loudly says, "Aye! So a little rumble with the dark dwarves under the earth! Tis a lucky day to have such a straight forward mission for once!"
"Greetings! I'm Asketell Bonecauldron. Not a magic user myself, although it does run in the family. Just a humble brewer and a bit of barroom brawler, I suppose. Magic must of skipped my generation. Supposedly there were a lot of witches on my pa's side. They say they used to brew potions and such in pots made out of frost giant skulls, but I don't believe the stories myself. I've seen a frost giant and despite their size, I don't think their heads would have enough room to boil my morning porridge."
Asketell is going to brew 2 juggernaut mutagens, 2 bravo brews, 2 bottled lightnings, and leave two batches remaining for Quick Alchemy. And if anyone wants one of those bravo brews, they are welcome to it. Might be good for someone with a low Will save.
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The Dragon's Demand
All the coins are valid currency, as people will take them simple because they still made of precious metals. And the Taldan Empire is actually still around (just greatly diminished) and they even still mint new coins just like these. There would even still be a few of the old Imperial coins floating around in circulation. They'd be uncommon, but enough of them were issued in the past that everyone in the party has at least seen one before. On the other hand, no one has probably ever seen one of the "roosters" before, so they were never widely circulated.
So basically, the coins being old has no practical effect on their value, but does tell your PCs a little bit about the history of this tower.
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The Dragon's Demand
This time Suizal manages to climb up the pile of rubble and pull himself over the ledge. He can see that Ilvaria has just managed to push a heavy wooden beam off a trap door.
That is exactly what you need to make the Climb check!

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The Dragon's Demand
There are two structures in this hill. One is (actually was) an old black tower. That tower recently collapsed, leaving only the remnants of the bottom two floors. The only way in is to climb up to the second floor and take the trapdoor down to the first floor, then into the basement. Basically, the main door is completely blocked by rubble. There were also two dead kobolds discovered in the rubble.
The tower also shared the hill with the wizard Hunclay's manor. Let's say they are on opposite sides of the hill, about a quarter mile away from each other. The only entrance to the manor is the front door, which has the burnt body of a kobold nearby. Melenthe detected a faint abjuration aura on that door, which means a spell effect no higher than level 3.
The baroness is tasking the party with exploring the tower first, because she thinks that Hunclay is more likely to be in the tower. But if the party can get the door of the manor open they could certainly explore that location first. The baroness isn't paying the party to do that though, but it is certainly an option.
Does that clear things up?
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Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25
Yeah I tend to think this type of mechanic works better in a "dinner party" type of scenario where there are multiple people that can be worked on. And those typically have more skills that you can bring to the table, like having one of the targets being a wizard who can be impressed with Arcana. It is a little weird that we have 5 people all trying to work the same person.
I do understand why we might need to work this NPC though. As the gm said, we're investigating the street fighting in the city and Vionia happens to be our only contact/suspect. And I think you're doing a great job, GM! These skill encounters are hard to pull off and keep interesting, especially in PbP.
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Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25
Mirtha looks around the jousting grounds for signs of what feels like an inevitable ambush.
Perception please
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Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25
Mirtha fishes out a pair of copper pieces and sets them in the beggars hand. "May Sarenrae's fires warm you." Then frowning, she adds "And don't spend it on drink."
Mirtha continues attempting to influence Vionia as they walk throuth the city.
Diplomacy: 1d20 + 11 ⇒ (19) + 11 = 30
Diplomacy: 1d20 + 11 ⇒ (5) + 11 = 16
Diplomacy: 1d20 + 11 ⇒ (5) + 11 = 16
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Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25
My read of this is that the entire bridge is covered in difficult terrain, so her movement would have double cost. Just want to make sure.
Mirtha gingerly moves forward across the bridge, stepping over the rubble. She grasps her holy symbol and mutters some words, sending a blast of energy right into the head of the enemy wizard.
Casting daze, which deals 4 points of mental damage (Basic Will Save DC 19). On a critical failure, the wizard would get Stun 1.

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NG Unbreakable Goblin Fighter/Cavalier 5 HP: 80/80 |AC 24 | Saves: Fort +12 Refl +10 (+12 bulwark) Will +10 | PER +10 (Darkvision)
As Parnes rides into the mists, he leans over and coos softly into his steed's ear. "There, there Gloria. We shall pass through this safely ". He grips his magic lance in both hands, expertly steering his mount with his knees. "Be brave friends!" he shouts into the mists, hoping that his allies can hear him.
When Parnes hears the voice call out to him, he briefly thinks back on everything he has had to go through to reach this point. He thinks back on the suffering and mockery he had endured growing up among humans who saw him as a either a monster or an fool. He remembers the terror he first felt climbing on top of a horse for the first time. Then he recalls the first time he faced a human knight on the lists and the moment before they had to charge at each other. And then finally he remembers the day he finally left the castle he had known most of his life; not knowing what he would find in the great wide world but only that once he left he could never return.
And into the dark mists the goblin knight shouts, "Courage! Courage has always been my greatest strength!"
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NG Unbreakable Goblin Fighter/Cavalier 5 HP: 80/80 |AC 24 | Saves: Fort +12 Refl +10 (+12 bulwark) Will +10 | PER +10 (Darkvision)
Will Save: 1d20 + 10 ⇒ (2) + 10 = 12
Rerolling that with a hero point
Will Save: 1d20 + 10 ⇒ (3) + 10 = 13
Noice!
Parnes spurs his mount forward, charging into the the closet leshy with his spear.
Attack: 1d20 + 16 ⇒ (12) + 16 = 28
Piercing, Magic, PowerAttack, Jousting, Support: 3d6 + 10 ⇒ (1, 1, 1) + 10 = 13
1 action to command, two for Power Attack. The horse moves and uses it support ability.
"Come and test your mettle against my steel!"
Parnes has a reach weapon and attack of opportunity, which he will use on the first enemy that provokes
AoO: 1d20 + 16 ⇒ (11) + 16 = 27
Piercing, Magic, PowerAttack, Support: 2d6 + 8 ⇒ (3, 5) + 8 = 16
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Spells: Lvl 1: 2/4 Lvl 2: 1/3 | Focus Points: 1/1 LG F Gnome (Divine Wellspring) Sorceror 3 Per +7 (low-light vision) | AC 17 | For +7 Ref +7 Will +9 | HP 32/32 | Speed 25
Mirtha is also trained in Medicine, but since Hornbori is more skilled at it she would step back.
Doing her best to keep a stiff upper lip despite her injuries, Mirtha tracks down Vionnia.
"So, this is an interesting little racket you have here. It looks like there is a lot of money to made here; but I'm curious how a refined woman such as yourself got into this business. I do not wish to offend but you are a beautiful Taldan woman of good breeding and not the kind of person I would associate with organizing underground fights. Of course, they are lucky to have one such as yourself, and as I can see, it does appear that there is money to be made here!"
Diplomacy to Influence Vionnia: 1d20 + 11 ⇒ (10) + 11 = 21
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