All's Well that Ends in a Well

Game Master Choon


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Also, just as a reminder to everyone- the range listed on ranged weapons isn't the max range- just the range increment. For every time you pass the range increment of your weapon, you start taking a -2 penalty to attack rolls.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Ignatzia's reload for whatever it's worth now should be a Move Action because it's a light crossbow. Future Reference for Action Economy.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Haha, everyone feels like "Shooting birds with missiles"?


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Choon how extra crispy are these rats? If they're burnt enough to believe they wouldn't make me take a Fort Save to eat one I think I'd like to haha

Edit: Since we were playing with multiple time spaces at once, does Simon's door check for the main building still go through?


The Man. The Myth. The Mask!

They're char broiled at best. The innards wouldn't be cooked so they would probably still make you sick. :P


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Damn... but still.. Dirty trick with the wizard all by himself haha. Future note for the party.. don't wander off too far without a buddy.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Perfect for a cat though, right?

In other news I'm heading out for a few hours. Maglin will use detect magic with extreme prejudice. Feel free to roll knowledge checks or similar for me and convey the results to the party as convenient; we're on a roll right now and I don't want to disrupt that.

Edit: also I specifically called out separating Maglin from the party as something the GM could do that'd be interesting in my fluff section.


The Man. The Myth. The Mask!

It was too perfect an opportunity to pass up. And I tricked nobody. Youall are the ones that left your well-dressed squishy all alone. :P


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

To be clear, I didn't actually mean it was a trick like deceitful or forced, just having some fun. It was fun and a delightful first encounter

Anyway I can get a clearer hint about what is on Dalkk's mind? lol


The Man. The Myth. The Mask!

That was actually a pretty clear hint. ;)

Whether you get more kinda depends on how gloves-off the party wants to play this?


What (if anything) do I have to roll to see if my crossbow bolt is recoverable.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Per RAW, bolts and arrows have a 50% recovery rate if they miss, 0% on a hit. Durable arrows/bolts are 1 gp each and can be recovered so long as there is time to do so. You may not have time to descend a mountain or pull them out from under a troll.


Percentile dice time. I assume if I roll a 50 or higher it's recoverable.

1d100 ⇒ 29


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

If something was triggered that would negate Dalkk rejoining the group at the time, consider Dalkk handing over the 5 Durable Bolts to Ignatzia as happening whenever they meet back up, so I don't have to retype it.


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

The only thing I can see Dalkk that you wanted to look at were the rats. Was there something else? You also mentioned a sick feeling.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Yeah, all I got is the stonework which was resolved, the first look at the well that was resolved, the torch that I think was resolved, the rats and ratholes which if not resolved should be soon, the 2nd look at the well which should be triggered now. The sickly feeling we all had, and got brought up in character to establish character knowledge whether or not it was just any one of us or if it was all enough, cause it felt weird that none of us said it out loud. I don't think I went to the side buildings either. I think Dalkk either failed some checks or has fallen victim to a failed Will save like suggestion or something.


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

@Dalkk Did you look at the gargoyles before? Those things make me nervous. Like something is going to fall or swoop down on us.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17
Vuzi Ognok wrote:
@Dalkk Did you look at the gargoyles before? Those things make me nervous. Like something is going to fall or swoop down on us.

I specifically looked at the Mausoleum Stonework, and I believe the gargoyles were mentioned in the reply, so yes. I also looked at the dwarf statue, but no resolution so I assumed insignificance, and I did look extensively at the well.

Unrelated and curious, regardless of what Vuzi knows did you pick up what I was really looking for in our argument at the Inn?


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5

I think you were trying to ask me if Vuzi has her orc side under control. I may have missed what you were looking for.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Nah, but it playing out like that made sense for a rude and repulsive dwarf with no manners. I look forward to our next conversation :D


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Who here needs an hour to prepare their class features? I'm starting to think about watch order.

I need an hour at some point some times for my mutagen. It's only if I use it and in theory I should be able to make it on lunch or whenever we have a free hour to rest.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

I've got two hours of class features that I need to prepare. I only sleep for two hours though, so I actually end up using spending less time incapacitated than other people.


The Man. The Myth. The Mask!
Quote:
I also looked at the dwarf statue, but no resolution so I assumed insignificance

I didn't catch that you looked at it. I knew you planned on it, but I missed where you actually walked over there. It is significant.


The Man. The Myth. The Mask!

Simon, after checking the second smaller mausoleum, you are drawn to a freshly dug grave nearby it stands empty with a shimmery marble headstone which reads, "Here lay Simon Blue-Eyes, he who tempted fate."


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

With the time traveling nature of these PBP for the sake of efficiency (which may be the best way to do it, it'd be rough truely waiting for all these things) I have missed things too. It's fun to go back and re read them though lol.

How did Dalkk know the key was magical? Not complaining but is it glittery glowing like some magical objects do or is it assumed one of our magic metal detectors (players with detect magic) pointed it out once it was revealed?

Trying to figure out how to play it is all


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -
GM Choon wrote:
Simon, after checking the second smaller mausoleum, you are drawn to a freshly dug grave nearby it stands empty with a shimmery marble headstone which reads, "Here lay Simon Blue-Eyes, he who tempted fate."

Oh-oh...

So this is before I get to start on the main mausoleum?
You know ... "I have a bad feeling about this..."


The Man. The Myth. The Mask!

Indeed. :)


The Man. The Myth. The Mask!
DW Duck wrote:

With the time traveling nature of these PBP for the sake of efficiency (which may be the best way to do it, it'd be rough truely waiting for all these things) I have missed things too. It's fun to go back and re read them though lol.

How did Dalkk know the key was magical? Not complaining but is it glittery glowing like some magical objects do or is it assumed one of our magic metal detectors (players with detect magic) pointed it out once it was revealed?

Trying to figure out how to play it is all

It tingles when you touch it. It also glows to your people who are detecting.


What type of knowledge check is it to identify the properties of these creatures? And what action does it take to make a knowledge check?


The Man. The Myth. The Mask!

Kn. are free actions as far as I know. Knowledge Nature required


Ignatzia knowledge nature: 1d20 + 9 ⇒ (12) + 9 = 21

Araquiel knowledge nature: 1d20 - 1 ⇒ (5) - 1 = 4

Both checks are trained.


The Man. The Myth. The Mask!

These are monstrous humanoids called Green Guardian Gargoyles. Their eyes glow because they are bound to the jet stones that comprise their eyes. If the eyes are not destroyed they will return given enough time, typically a few days.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

I don't suppose a 23 will improve that knowledge check result? Probably not, but gotta ask

Edit - Also, remind me to buff before surprise combat next time

2nd Edit - This could all change after their move action, but as it sits I think the highest threat is the one between Cain and Simon. He's preventing Flanking I believe between Simon and Emily and may also be adding a 2nd Flank to Cain. With him gone, Simon can close space pretty hard I think.


The Man. The Myth. The Mask!

Nope. Next level is 24. :)


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

Damn, should've taken ten.

Today I went for a ride in a German Army surplus vehicle, a big troop transport unimog. This particular vehicle had a penchant for the driver forgetting to put the parking brake on. Also for flipping over. In particular it seemed to do these things at times after I had taken my seatbelt off but before I had actually gotten out.

Anyway, I'm mildly concussed but otherwise fine. I had a hard time reading my book while the ambulance was on its way, but that's not necessarily a result of head trauma, it might have just been stress.

The point I'm trying to make, though, is that I might sound more like an idiot than usual.


Character Image Female half-orc oracle 8/sorcerer (tattooed sorcerer) 4/gestalt 4 | N Medium humanoid Init +8; Senses darkvision 60 ft.; Per +9 AC 24, T 16, FF 19 hp 68/68 | Fort +7, Ref +8, Will +7; Defensive Abilities sacred tattoo[APG]; DR 5/lethal; Immune disease, sickened; Resist cold 5
Maglin wrote:

Damn, should've taken ten.

Today I went for a ride in a German Army surplus vehicle, a big troop transport unimog. This particular vehicle had a penchant for the driver forgetting to put the parking brake on. Also for flipping over. In particular it seemed to do these things at times after I had taken my seatbelt off but before I had actually gotten out.

Anyway, I'm mildly concussed but otherwise fine. I had a hard time reading my book while the ambulance was on its way, but that's not necessarily a result of head trauma, it might have just been stress.

The point I'm trying to make, though, is that I might sound more like an idiot than usual.

And to think my husband wants to OWN one of those things. He may be out to get me if it's going to roll away and flip over with no warning.

I hope you are alright, and the brain bruise was a mild one.


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

For future reference: Does "adjacent" translates to "within 5ft"? Aka, is Emily still adjacent to me if she is one square diagonally from me?
Doesn't really matter since I can take a 5ft to get close to her while remaining in melee range to the gargoyle.

I have some problems with the map on my phone and can't edit it (that's probably because my phone was originally found at Stonehenge and was intended for a museum rather than sale ...) and I can only view but not edit/move.
On my PC it works fine though.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

If your asking if your currently flanking with Emily I would assume you are. There is a small gap on the map but I don't think that's a full square. Worse case, Emily rather then you can take a free 2.5 ft step forward. Then per RAW I believe you would be both flanking and Adjacent for whatever your planning. Of course GM has final say, but per RAW I believe you are correct. For my splash damage a diagnosis square is considered adjacent as well

Edit: what I really don't know is if you provoke an AoO if you attack since you are flanked. In theory though, she could take a 5ft step left, and you could replace her. Then you both should be able to make full atks without AoE or being flanked


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|
Vuzi wrote:
And to think my husband wants to OWN one of those things. He may be out to get me if it's going to roll away and flip over with no warning.

Eh, I climbed out of a gunner's hatch, so it had to be worth it, right?

I wouldn't want to have to drive one in hilly terrain though. Which is exactly what the company that seemed to own a bunch of them was doing. In fact, when the paramedics hered us ambulatory greens off, the only vehicle that was available for us to get into was another unimog. Also it wasn't really hilly terrain, more like mountainous terrain. So I guess steeper and with more sharp dropoffs next to the roads.

If we can get the gargoyles to bunch up together I can blast them with grease or glitterdust or something. I think the current plan, though, is to try to stop the ones on the flanks without having to pull back.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

There's 8 of them and they have fly speeds. I don't imagine any possible word where we could get them all together. As is though we have half of them mostly grouped. I think we need to destroy the group that's holding up our front line defenders and then push through the others. The only reason to split up that I can think of would be if being surrounded wrecks us too hard.

Also, I'm relieved to hear your ok.


Active Effects, limited use abilities:
Active Effects: Mage armor 4 hours, shaken (sheltered drawback) | Bombs 5/7 | Arcane Bond 1/1 | Shift 7/8 | Cognatogen 1/1 |
Familiar stats:
Initiative +3 | HP:15/15 Fast Healing 5 when attatched| AC16 (Touch 15, FF 13), | CMD 9 (+4 vs trip) | Fort 1 Ref 5 Will 5 | Perception +7, SM +0|
Defensive stats:
Initiative +16 | HP:9/30 0 nonlethal | AC14[17] (Touch 13[17], FF 11 [14]), +2 from familiar | CMD 14 | Fort 4 Ref 5 Will 5 (+2 vs ench spells & effects; +2 vs poison)(Immune: Sleep)| Perception +8, SM +1|

When did we learn they had fly speeds? Also I don't know the rules regarding tripping a grounded creature with a fly speed, but I'd think that it works normally since they're not making fly checks to do things.

Anyway, I could drop a grease on two of the ones up front. That's a bit too much of a straight ref or fall prone and no other effects for my tastes though, and I feel like I get more out of a summoned monster. I could cast glitterdust, but that'd hit friendlies unless it was just aimed at two on a flank, and I think I'm going to get more out of a summoned monster since you get to try the save against glitterdust again every round. If there were a well placed tree nearby I'd use web and just take two of them out of the fight for a bit, but unfortunately there isn't. I also contemplated casting enlarge person, but the issue with that is that neither character scales off strength, so it's only a buff for the reach. And by the time it kicks in the right flank can already have closed in, so it's not actually doing anything in this situation. I could try create pit on a flank, but that uses my 1/day arcane bond and I'd like to preserve that as long as possible. Certainly it's not necissary here, since it's unlikely that we die and if we have to expend extra resources on these gargoyles we can just walk away from the dungeon.

Which reminds me that I haven't prepared rope trick. How necissary do you think that'll be?

I figure at least one gargoyle probably got entangled, and Simon and Cain ought to be able to take out another one or two unless they get unlucky, esspecially considering how Simon and Emily are both about to unload on the one they're flanking. My guess is that then Simon or at least Emily is free enough and Cain can stand with the other ones for a bit while the left flank gets killed. I'm planning to caste grease on the two on the right flank if they bunch up, maybe even if they don't. Not sure what Vuzi and Ignatizia will do, but I bet they can do something to those two on the right.

DW wrote:
Also, I'm relieved to hear your ok.

Yeah, we weren't going too fast. Lots of particularly old and young people got broken bones, but only about five of the twenty five of us were seriously hurt. One kid got their arm stuck under the roll cage, but somehow had only a minor fracture. The driver was in front when we started rolling and tried to stop the vehicle by pushing on it, which it was a twelve foot high thirty five foot long nazi death machine. So that didn't end well for one of his legs. I was in the front and went for the brake, but didn't get there in time.

Unsettlingly, I've been having a recurring dream about not being able to use brakes. I wonder if that's common...apparently it is.


The Man. The Myth. The Mask!

I had to google Unimog, but now I see why it flipped so easy. That's one center of gravity that isn't friendly with the ground.
I'm glad to hear you got a good story out of it!


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Re: Fly speed

Your right. I've never known gargoyles without wings but there is no mention of them. If they don't maybe they took some fall damage jumping from the roof?

GM Choon wings or no wings?

Re: Magic

I'm honestly pretty worried. Gargoyles tend to be a very tough baddies up there like mummy's and even some dragon like defenses. I think that if Simon/Emily/earth elemental can't wipe the front line this round then we could be really hurting when the other 4 close in. Given that option, the best bet might be to cast Enlarge on Dalkk, put the casters between him and the melee crew, I'll pop my mutagen and switch weapons out for melee, and be up and running round 3.


The Man. The Myth. The Mask!

Wings. The second wave is clearly flying in, though the four in melee are standing.


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17
GM Choon wrote:
Wings.

F+$@


As a heads up choon, if two or more gargoyles attack me, I'll be using an immediate action and expending my psi focus to cast ubtouchable aura.


The Man. The Myth. The Mask!

Thanks. I like heads up. :)


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

Well, wish I had a keen kukri already with that 15 ;-)


Haste +1 Atk/AC [] Mutagen +3 Nat Armor, +4 Dex, -2 Wis [] 50 Min - Heroism, +2 ATK/SV/SK, 50 Min Net Change +6 AC (3T 3FF) +2 CMD, AC 20 CMD 21
Offense:
CMB+6 | +9 Main XBow 1d10 19-20x2 - 5/5 DB | (2x) +8 L XBow2 1d8 19-20x2 - 1) SB 2) PB | +6 Dorn Derger 1d10+3 Rch+Adj | +9 Bombs - 3d4+4 Spl 7 Fire - TF/SI 8/8 TF/FI 2/2 | MTGN Dex 1/1
Defense:
AC:20|T15|FF15 +4 vs Giants | HP: 49/49 | CMD: 20 +4 BullR/Trip | Saves (F|R|W): 8|9|6 +3 Spells/Poisons | Perception: +13 +2 Stonework; 10ft Secret Doors | Init +6 | Alch Save DC 17

Simon, don't you get 2 attacks with TWF?


Male Catfolk Hunter 8 UC Rogue 4 || Defenses (-2AC/CMD/R if surprised): AC:22|17|/, HP:28/57, CMD: 23, Saves (F|R|W): 10|13(+1vs traps, Evasion)|6 || Other: Ini+5, Perception: +14 (Traps/Ambushes+2, 30ft Scent) || Ressources: AF:8/8, Spells: 1st:5/6 | 2nd:5/5 | 3rd:2/2 || Effects: -

I had to draw my blades first, so I don't have a full round action (sadly).
Unless I did not start to pick the lock and they attacked us before that (thus I would still have my blades drawn). Choooooon? xD

EDIT: Just re-read the start-of-combat post. Seems like they attacked before, thus I have my blades ready and can TWF. Will add the respective roll. Just ignore it if that assumption is wrong.

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