Ascension - Mageocracy

Game Master bbangerter

Pit


651 to 700 of 932 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>

HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

I've got the first draft of the board up. I'd like this to actually reflect Leo's in character note keeping, something he is putting together in our regular meeting place when we discuss what we've learned and what our plans are.

Leo's Intrigue Board


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Nicely done


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

very helpful


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Btw, did we ever settle on loot? Am I gaining 3457gp's and 5sp? Also how does having items crafted for us work? Is that at reduced cost but takes time?


Looks like we decided to take items we want, which would change the gp total. Can't recall about crafting...I believe the GM said the cost is the same but that many items could be crafted very quickly.


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

I am assuming:

spring-loaded wrist sheath x2
mwk dagger x2
amulet of natural armor +1
invisibility potion x2

please correct me if that is wrong.

i have no idea what other coins i might get


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Scrying is a 5th level spell for Serelina and she usually uses her ring rather than memorize it because it takes such a valuable slot.

Do we want to have her scry someone? If so, who? With the blood on the sword we could scry Ragnar's man... the theives will be harder without a focus.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

As for finalizing the loot, Serelina will claim the following if there is no objection:

Scrolls: Obscuring mist, comprehend languages; mithril buckler +1; Pearl of power 1st level; lesser rod of spell focus.

She could use the belt but it may better suit others more likely to fight.

I think we should finalize item claims to figure out if we have leftover cash and divide it up in case others want to make quick purchases.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

We can wait until I cast Blood Biography on the sword, find out who it is before we scry them. Finding out that it is Ragdar himself, instead of just a follower, might change our plans.


Regarding Scrying: I'd agree with Leo, let's see what Blood Bio comes up with and then Scry. Not sure there is one good focus for scrying until then.

Regarding treasure: Roland laid claim to the Potion of Cat's Grace, one of the Handy Haversacks, the Wand of Expeditious Retreat and the Masterwork Manacles. He wanted the potions of invis too, but Rilumin would be a better recipient for those.

To calculate everyone's gold take from the treasure, we'll need Ian to stated what (if any) of the magic items he is laying claim to. I'm also assuming someone will take the Belt.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Maybe the cure wounds potion? Other than that nothing he needs. Would love to get him a STR belt, but nowhere near enough cashmoney for that.


Roland La Vallette wrote:
Looks like we decided to take items we want, which would change the gp total. Can't recall about crafting...I believe the GM said the cost is the same but that many items could be crafted very quickly.

Same cost, single day to have the item crafted.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

If no one else wants the + con belt, Serelina will take it rather than selling. She is the most vulnerable to physical damage, but I thought someone more up-front would jump on it.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Tactically it seems like Serelina would need it, but if you think it'd be better served on the front-lines then Ian will wear it. You and Roland are kind of our tactical masterminds :]


I will be working overtime for the next few weeks. My posting may be a bit irregular during that time.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

@Roland: The longer you take, the more time I have to keep an eye on the comings-and-goings in the place. I'm not sure what else Leo can accomplish besides looking out for suspicious activities. Throwing spells to interrogate the employees doesn't seem like a great idea, and my bluff isn't high enough to risk trying to do it through mundane means. I agree that searching the back rooms is probably the best idea, and keeping an ear out for someone using in a strange manner might just be the clue we are looking for if your search doesn't pan out.

Any other ideas on what Leo can accomplish?


@Leo: No, I agree with you, not much else Leo can do. Mostly I didn't want to crimp your style if you had other ideas I hadn't thought of. Searching all the back rooms is the main thing; I have to imagine the entrance to their lair is back there somewhere. Leo can pick up and leave as soon as "Barnard" says he wants to move on. We'll then reconnoiter back with the group and see what's next.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Turning the hiccough from Gameplay into a discussion.

She might not even need knock. If the window is curtained she might simply be able to prestidigitation the curtain open enough to see into the room, in which case she can shift in. The real problem I think is getting into the secret room easily. I'm not sure if there are many passwall like lower-level spells. Knock might work here?


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

I am on travel this week and have less access than I anticipated. Should be back to normal on Monday. Sorry.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

I believe Roland is correct. You can only ready an action as a part of a normal action within an initiative round. Once the door is open the parties become aware of each other, and initiative should be rolled.
Then determinations are made for surprise (there should be none in this case as we saw them out the window and are aware of the potential threat).

It is possible that the door opener will also win the initative and be able to open the door and take the first action. However, the shooter could not have readied his action yet as combat has not started until the door opens.

http://www.d20pfsrd.com/gamemastering/combat#TOC-Initiative

"The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so)."
http://www.d20pfsrd.com/gamemastering/combat#TOC-Ready

The rules work in conjunction this way to prevent just this sort of sniping, otherwise the PC's would be getting free attacks to start every combat that begins with opening a door.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

FYI - Camping this weekend - no internet.


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

Will sneak a post in by phone tomorrow AM

dang, this night just doesnt seem to be going our way...


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

All,

I have a big trial coming up Wed-Tuesday of next week. I hope to still be able to post regularly, but if I'm not responsive and slowing things down please NPC me.

Thanks!


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Leo doesn't need any of the loot from Tasem. My vote is for selling it all for spending money unless anyone actually needs some of it. The potion, however, seems universal enough for someone to take. Leo is the last person to need it, though.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

fine by me. trying to save up for a giants belt, but you know, child support is a killer.


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

Rilumin could use the ring, but someone else could use it if they want. He prefers not being seen to being targeted and missed. But for instances where Serelina cant put greater invis on him, it'd help.


Roland doesn't need any of the items from Tasem. Sounds like Rilumin could use the Ring, so I say he takes that, we sell the rest and divvy the gold among us.

Unrelated: I'm going to try to dig through the old posts regarding leads on Radgar, as I'm not sure how many we have to follow up on. Not sure exactly when I'll get to this so if anyone wants to help out feel free.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

There's that image I made from the last time I combed for clues. I don't remember if we've interviewed the person Radgar swapped with yet.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Very Cool!

My two cents is we routed Anthony's Gang and just took out this most recent part of the Criminal Underground. We may eventually want to push that up towards the Mistress, but Radgar seems like a bigger issue to pursue. We could turn our leads (and prisoners) related to the Criminal Underground over to the Guard and let them know if they need our assistance in the future.

In the mean time we could try and dig more up on Radgar.

Thoughts?


In general I agree with Serelina; I'd like to shift the group away from repeated fights with the Thieves' and onto other things, of which the Radgar mess seems most salient. However, if we can get info about Smet and Milah out of Tasem I wouldn't mind knocking them off first. If we don't get that info we can roll right into Radgar stuff.

Speaking of Radgar stuff: there are some good tidbits on this on pages 19 (about 1/3 of the way down) and 28 (about 2/3 way down) of the Gameplay thread. On page 19 the group has gone to the Mithril Rose paladins. They gave us both the items Leo mentioned on the top left corner of his chart as well as an offer of a cadre of paladins to assist with the search.

Because speaking with the Mithril Rose crew happened just before we got into chasing the Thieves the first time, we didn't really check the items we received from the Mithril Rose until page 28 (though we did a cursory look when we first got them). There, my previous character (Tomlin) tried looking over the books. We didn't get much out of that aside from a list of names of which all but Firyin and Diguri were crossed off. However, not being a spellcasting type may have limited Tomlin's effectiveness at this. As far as I can tell, there was no other follow-up on these items.

So....I'd recommend we do a more exhaustive look-over of the items we were given, with our best Know: Arcane (probably Serelina) leading the effort. Re-looking all three books should happen too, also by Serelina or other Tower sages as needed.

Two other possible Radgar follow-ups: 1) talk to the begger woman he swapped places with. I think we never did this but can't recall. It may not give us much but you never know. 2) Use Zov/Maklo to draw Radgar out. When we fought Radgar he said that a guard would die each day until the drow was killed. The only drow we have captive is Maklo, so clearly he wants him dead. There is a lot of ways this plan could backfire (Maklo gets away, Radgar is enraged we released him instead of executing Maklo and attacks more guards, etc.) but might be worth something if the Mithril Rose leads fail.

Off topic: I'm also intrigued by Tasem's mention that Firyin was bringing a bunch of drow into the city. Not sure where to go with that but it is notable.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Lets put together a list of things to research/identify and Serelina will get to work on it.


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

guard are bought and paid for, it seems. we should find out who from our probe and put them on the front lines so radgar kills them


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Oh we could interrogate the guard corpses. prolly low will saves.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

I'll need a morning of memorizing spells to get that job done (unless we are offered more scrolls from the tower). Remember, the more spells I memorize for research, the less I have for action.


I've been pretty underwhelmed by the information we've gotten from Speak with Dead. I think it still has its place but maybe more of a last resort thing in my mind.

@Serelina: There are three books: 1) a spellbook which radiates Moderate Abjuration due to a Book Ward spell, 2) a research journal and 3) notes on the slave trade in Coran. There is also a jewelry box, a faded robe in the fashion of tower apprentices, and a glass figurine of a couple dancing. The jewelry box contains a necklace, a of pair of earrings and two rings. One is a Ring of Arcane Signets. We previously tried Detect Magic on them and only the spellbook and the Ring of Arcane Signets came up as magical.

Tomlin looked at the books before; here's what we were told from p28 of the Gameplay Thread:

"The research journal contains numerous arcane symbols and drawings. You are able to discern that the journal primarily contains research on conjuration magic, but without training you aren't able to make out more than that.

The log on the slave trade contains meticulous notes regarding the illegal practice of it in Coran at the time it was written. Documented are dates, names, times, and locations. These are sometimes marked with snippets of conversations, which a casual reading of the comments themselves suggests nothing out of the ordinary, but written next to each of these in the margins are possible hidden meanings or undertones.

Near the end of the entries are several names, most have a check mark next to them, though two do not.

x Delkimum
x Elmunt
Firyin
x Ineris
x Kereby
x Issnem
Diguri
x Ashtin

The last third of the book is blank, the pages never filled."


M Humanborn

Heads up,

My posts will be sparing for the next day. I will be flying on a trip. The trip will be mostly leisure, but I will be working via phone/laptop. As such, I will still have time to post.

If you are one of those folks that has estimated the approximate times I am typically online, I will be on at different times. Five hour time zone difference will have me signing off five hours early, but also a drastically reduced work schedule will have me begin posting much earlier.


Limited posting for me over the next three days, just FYI.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Dazing Magic Missile

If each missile could cause four different people to be dazed, then why wouldn't it force four saves for one person?

Pure reading indicates the same... "When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell." He took damage four times from four different missiles, No?

When I built the character I had this interpretation in mind... if you disagree let me know...

As a side note, Serelina has a light source that is an Ioun Torch with the continual light heightened to 4th level. That should cut through Deeper Darkness next time.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Is there a spell that would align Roland's claws good?


Not a spell, but there is an Eidolon Evolution called "Alignment Smite" that would allow his claws to count as good aligned. Roland could get this instead of flight with Evolution Surge. Trouble is, I *think* Shadow Demons require Cold Iron AND Good align-ed to overcome their DR. Assuming I'm right, getting Rilumin Cold Iron Arrows and Ian some Cold Iron Weapon Blanche might be the best way to beat it along with Serelina's dazing magic missiles.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

I believe it is cold iron or good, and Serelina would likely know... GM?


Either/or. And yes Serelina would know.


Then Alignment Smite would do it. Rilumin can draw it to us, and Ian and Roland can pound it in melee. Still would recommend cold iron weapons. If a spell could give the Ghost Touch property to Rilumin's arrows as well it might be dead in a round.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

And I'm there for moral support! :D

Nah, just let me know what fight I should expect, and I can prepare spells appropriately.


Serelina Bellafini wrote:

Dazing Magic Missile

If each missile could cause four different people to be dazed, then why wouldn't it force four saves for one person?

Pure reading indicates the same... "When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell." He took damage four times from four different missiles, No?

When I built the character I had this interpretation in mind... if you disagree let me know...

As a side note, Serelina has a light source that is an Ioun Torch with the continual light heightened to 4th level. That should cut through Deeper Darkness next time.

Yea, the light source would have overridden the deeper darkness. Just remind me if I forget again.

Regarding magic missile, I'm going to run it as we have been doing. One target multiple saves, or multiple targets one save each. From the rules it is clear that a single missile on multiple opponents should all have to save. Not clear is if all target a single target whether it should require multiple saves - but I think it is a little weird that by spreading the damage you could force multiple saves (on different targets), while not spreading the damage doesn't do the same.

Runs off to create a new demon type with dazing magic missile SLA's.... :)


1 person marked this as a favorite.

Here is a Kickstarter that may be of interest to everyone.


M Humanborn
GM Ascension wrote:
Here is a Kickstarter that may be of interest to everyone.

that looks pretty cool.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

I forget what we're expecting to find at the cliffs. Maybe the demon thing?


The cliffs were to find Radgar. Per our talk with Rosuc (the drug dealer turned informant), Radgar had a little hideaway on the cliffs with his wife before we went bad. We're hoping to find either a lead or the anti-paladin himself there.

Also: we really should take "Sami" et al rather seriously. From a mageocracy perspective, she is one of a group that killed one of the Masters in cold blood. In the Gameplay tab under the "Criminals and other malcontents" spoiler is the information about her group. Her real name is Roscomia (or Rocosmia...not sure) and she is one of six folks in an adventuring group like ours. I would put capturing/killing as many members of this group as we can at the top of our list today.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Alright, I'll fill my allotment with combative capable spells, with maybe just a couple of openings.

I hope we come across a group this time, my bouncing spells/ally-attacking-attachments are really helpful when we come across things one at a time.

651 to 700 of 932 << first < prev | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Ascension - Mageocracy Discussion All Messageboards

Want to post a reply? Sign in.