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At the Adventurers' Table: Chapter Twelve

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"Everything's under control, situation normal... We're fine. We're all fine here, now, thank you. How are you?"
 
Ha ha at both of you!

Check it now, Sherwood? It should be up.
 
Yeah, I saw the hiccup. No worries! Everything is good, except that we keep missing our rolls because your dice hate us for some reason. D':

Perhaps, perhaps not. Either way, remember that Shop Talk has a small amount of my d20s in there. If you don't like how one is rolling for you, feel free to give me another one of those colors to roll! =)
 
Its ok. Random chance is just that: random. Soon enough we'll get a critical and it will help to balance things out.
 
For what it's worth, that mess of fortune is going both ways. Eight swings on Bria that round and not one connected (though several came close). Again, for what it's worth. =)
 
Oh, that's different. The dice are supposed to be against the Storyteller when you are rolling hits and damage against us.
 
Are the bow/crossbow goblins in range of a 60ft spell? I'm having difficulties counting the grid.

Also, would casting at the bow goblin suffer some sort of penalty, as the spell would have to travel through the group of enemies and allies on the way?
 
Each of the ranged goblins are within 60 feet of Nivirea and within 60 feet of each other (each square is 5 feet).

It depends upon the spell and how it operates. In most cases, no penalty; like a coil of rope thrown toward a target, either the spell will reach or it won't.

Which spell did you have in mind?
 
Feels almost like I'm not, right...? *sigh*

It's not like there's a lot of spells I can choose from. I meant the Ray of Frost, I don't know if I can heighten it or not. And I wanted to target the goblin with the bow, if he's in range. So if he is, that's what I'll do.
 
Wolf, everyone in the whole team should be feeling at least a little off, given what you're going through. At least you're not alone. =)

Yes, Nivi can try for him because he's in range. No, no spells can be heightened when a character is first level; they have to be higher level than that.

And of course you don't have a lot of supposed choose from. You're all 1st level! If I had started this playtest with everyone being 10th level, we would all be in way over our heads! =)

Gotta crawl before you learn how to walk. Have fun with it while Nivi is still a wizard! =)

I will roll the dice when I have some in front of me (later today). Until then, have a good one! =)
 
Wolf Rawrrr Wolf Rawrrr The dice appeared to be with you! Your 17 on the d20 for the required Ranged Touch Attack is much more than necessary to hit him, and your ray did maximum damage - enough to take him out! =)

Kaerri Kaerri It's Bren's go! =)
 
Alright! Thanks for not making me do the whole post, too... I just don't feel so good these days, except for brief bouts of unexplainable hopefulness.
 
Hey, Gang! Read in-game first again, if you would.

Bren healed Luna for 7 Hit Points. She was wounded for 6. That brings her to her to full health.

A little Shop Talk here. Using the Healer ability, Channel Energy, Bren rolled a 4 on the d8 for his 1st level Heal spell (which heals d8 + 3, [his spellcasting ability modifier]). Keep in mind your Signature Abilities have also carried over to your characters. If Bren would have rolled a 1 or a 2 on that d8, it would have counted as a 3 on the d8.

The Goblin with the longbow is now a dead "gobbie-sicle" thanks to Nivirea. That leaves the Goblin with the crossbow as your only ranged attacker. He decided to get a little payback on archer Otiorin there. He rolled a natural 4 for his first shot but an 18 on the second. That second shot would have hit, but it was his second Strike that round and therefore had a -5 to hit penalty on it. Otiorin is unharmed. =)

I will update the maps on Psychie's turn.

Color 06
View attachment 540040
(Image credit: Michael Fitzhywel and Roll20.net)

Tactical 06
View attachment 540041
(Image credit: Michael Fitzhywel and Roll20.net)

Initiative Order for Round 3!
Bren - Natural 20! (Used Channel Energy upon Luna healing 6 Hit Points of damage from Goblin with Longbow, still threatening Warg Rider 1)
Ranged Goblins - 21 (Crossbow goblin fired on)
Otiorin - 20 (fired two arrows for 4 Hit Points damage to Goblin with Crossbow)
Luna - 19 (Cast Faerie Dust on Goblin with Longbow; Goblin saved)
Melee Goblins - 18 (failed save from "Foxes, Foxes, everywhere!" Condition). (Have gone already on Round 2; Initiative -3 due to "Foxes, Foxes, Everywhere!" condition)
Bria - 18 (swung on Warg Rider 2 and Young Warg 2, missing twice. Stepped with Oscar out of goblins' Flank)
Oreleth - 17 (used Stride, attacked "Goblin with Spiked Chains" with short sword and missed again, took pack from dead Warg 1 )
Nivirea - 5 (Cast Ray of Frost on Goblin with Longbow and slew it)

Captain Hesperus Captain Hesperus It's Oti's turn again! =)
 
O.K., Gang! We have our first natural 20 in the game! Cap'n asked to use my blue d20 and for his composite longbow shot against the Goblin with Crossbow, it rolled a 20!

So, let's talk shop. In the book, it states a critical hit results in double damage. However, critical hits (both spell and weapon) sometimes work a bit differently in Pathfinder 2.0. Spells have additional effects, while in the Weapons area, Paizo mentions that some weapons have different effects when they critically hit. Composite longbows (as well as their non-composite counterparts) have a trait called "Deadly d10." What this seems to mean is, when a critical hit is rolled, one does not roll the typical d8 damage of the bow and arrow and double it, but instead, a d10! I rolled one of my blue d10s...

... and got a 10! That's one very, very dead little wisecracking greaseball [and here's the math for those interested. 20 (Critical hit roll x 2) + 2 (magical bonus from the bow x 2) for 22 Hit Points. That's enough to drop anyone in your party at full health. What a shot!] So, now you only have the melee goblins and that badly-wounded warg rider and young warg to deal with! =)

Also, Cap'n? That was one heck of a good post. I really enjoyed it! =)

I will update the maps on Psychie's turn.

Color 06
Battle in the Red Cave - Color 06.jpg
(Image credit: Michael Fitzhywel and Roll20.net)

Tactical 06
Battle in the Red Cave - Tactical 06.jpg
(Image credit: Michael Fitzhywel and Roll20.net)

Initiative Order for Round 3!
Bren - Natural 20! (Used Channel Energy upon Luna healing 6 Hit Points of damage from Goblin with Longbow, still threatening Warg Rider 1)
Ranged Goblins - 21 (Crossbow goblin fired on Otiorin)
Otiorin - 20 (fired another arrow, critically hitting the Goblin with Crossbow and killing him instantly)
Luna - 19 (Cast Faerie Dust on Goblin with Longbow; Goblin saved)
Melee Goblins - 18 (failed save from "Foxes, Foxes, everywhere!" Condition). (Have gone already on Round 2; Initiative -3 due to "Foxes, Foxes, Everywhere!" condition)
Bria - 18 (swung on Warg Rider 2 and Young Warg 2, missing twice. Stepped with Oscar out of goblins' Flank)
Oreleth - 17 (used Stride, attacked "Goblin with Spiked Chains" with short sword and missed again, took pack from dead Warg 1 )
Nivirea - 5 (Cast Ray of Frost on Goblin with Longbow and slew it)

Sherwood Sherwood I hope the dice are as nice to Luna! =)
 
Wooo! About time! The dice have owed Captain that 20 for a looong time now!
 
Is it possible to boost the effects of the Glitter Dust by using more of the three actions available to me?
 
Do you mean Faerie Dust? No. That's an effect of Magic Missile. Maybe look up the Power Faerie Dust? He'll only fall asleep if he Critically Fumbles his roll (misses it by 10 or more; only somewhat likely). Luna is most likely going to make him drowsy (like the Goblin with the Longbow). That won't have much real effect. Do remember, he's taken 5 hit points of damage and is very rocky.

EDIT: You're welcome to change Luna's action if you want to.
 
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