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Aubrey's Eberron campaign.

Game Master Aubrey the Malformed


15,151 to 15,200 of 17,299 << first < prev | 299 | 300 | 301 | 302 | 303 | 304 | 305 | 306 | 307 | 308 | 309 | next > last >>

68/70 hp; Effects: None; 120915 xp after Manfred
Sir Rolund ir'Kraal wrote:
Heathy put up a link in the discussion page as to the benefits of blessing of fervor.

Ah, sorry, I didn't realize blessing of fervor was actually a Pathfinder spell, I thought it was a holdover from the pre-Pathfinder levels or I would have looked it up. Thanks for the link.


Male Human Ranger 6/Eldeen ranger (Gatekeeper) 5

Janosz stands and looks at the forest of stone. "Well, so far, so good. We probably haven't been spotted yet. Let's get the long-term enchantments running before heading further in and save the short-duration ones until we are detected."

This is when I chug one of my Potions of see invisible. Other than that, I have Longstrider running.


68/70 hp; Effects: None; 120915 xp after Manfred

Sadly, all of mine are relatively short-duration.


I think we've been here before. See Invisible is a Personal range spell, and as such can't be a potion. Looks like Janosz got conned.


3 people marked this as a favorite.
Male Human Ranger 6/Eldeen ranger (Gatekeeper) 5

Bah! That'll teach me to buy potions from shady goblin vendors.


68/70 hp; Effects: None; 120915 xp after Manfred

In that case, Gil will cast See Invisibility on herself, extended to 200 minutes.


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =116,385(cast as a 9th level cleric)

"When do I buff?......they're to far now, I surmise."


"Let's see if Master Frogshanks can move us closer unseen before making our preparations."

Anyone want to move in closer or should we make our preparations now?


HPs: 71/65, APs: 10/6 Effects: See Invisible, Magic Circle Against Evil, False Life, Mage Armor Karnnathi Wizard (Universalist) 11

Reminder that Ez has see invisibility running since the alley and detect scrying since the morning.
Also Kadesh remained outside perched across the street.
If we are paused before our buff sequence Gil could look around for traps and ill use detect magic. The slice and dice could have been a blade barrier trap.


68/70 hp; Effects: None; 120915 xp after Manfred

Perception vs. traps: 1d20 + 17 ⇒ (20) + 17 = 37

True, but I think you will have better things to do if we encounter invisible foes and I can glitterdust them so everyone can see them easier if I don't have to guess.


HPs: 71/65, APs: 10/6 Effects: See Invisible, Magic Circle Against Evil, False Life, Mage Armor Karnnathi Wizard (Universalist) 11

Wasnt a reminder for you :p Just wanted to make sure it wasn't forgotten when we inevitably make a list of effects and just in case there was already an invisible observer on the scene.


I asume you are heading towards the chanting.

The group begin to head across the room. The sides of the room disappear and all they can see are the pillars and the darkness outside their little pool of light.

Perception checks.


68/70 hp; Effects: None; 120915 xp after Manfred

Perception: 1d20 + 15 ⇒ (6) + 15 = 21

Currently in effect:

See Invisibility


A chittering, babbling sound begins to murmur, like several piping voices all holding simultaneous conversations as someone scrapes their fingernails down a blackboard. It seem to come closer, growing louder and drowning out the distant worshippers.


Male Human Ranger 6/Eldeen ranger (Gatekeeper) 5

Perception 12+23=35, plus Darkvision.

"Incoming!"


Perception: 1d20 + 8 ⇒ (12) + 8 = 20

The Valenar raises his weapon in response to Janosz's warning.


Male Kalashtar Psychic Warrior 6 / War Mind 5

perception: 1d20 + 24 ⇒ (16) + 24 = 40

Nevharath readies his greatsword as well, standing by Sir Rolund as per the plan.


I assume we got our preparations off before we headed further in.

Perception: 1d20 + 2 ⇒ (8) + 2 = 10.


68/70 hp; Effects: None; 120915 xp after Manfred

If we haven't, I vote we do so now. Reading back, the last comment was yours that we should see if Janosz could get us closer first. I think we are closer...

Gil looks at the wizard, a question in her eyes and on the verge of making an arcane gesture to start casting.


Male Human Ranger 6/Eldeen ranger (Gatekeeper) 5
Sir Rolund ir'Kraal wrote:


The plan is as stated above. We get closer until we’re far away that our light and spellcasting doesn’t give us away. We cast our buffs – Gil’s haste, Rodergo’s blessing of fervor, then taking advantage of blessing of fervor Rolund casts an extended righteous vigor on Runzyl. Using Battle Blessing, Rolund casts a swift righteous fury followed by an extended bull’s strength. That’ll burn up two rounds off of Rodergo’s blessing of fervor before we move in.

At most we shouldn’t spend more than three rounds on buffs. Round 1 – other longterm buffs; Round 2 – blessing of fervor, then extended righteous vigor; Round 3 – swift righteous fury, bull’s strength; Round 4+ – we move until we get to the cavern and Rolund throws his everburning torch into the center while Rod, Farlowe, and Gil light up the cavern with light.

I'd say that "Round 2" starts now - the long-term buffs are up, but the short-duration ones are not.


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =116,385(cast as a 9th level cleric)

Call the shot on my blessing of fervor at will; I'm not around much during the day.

Perception 1d20 + 5 ⇒ (4) + 5 = 9


Male Kalashtar Psychic Warrior 6 / War Mind 5

i thought we were done with buffs before we crossed the threshold into the cavern, but i will go with whatever is decided


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =116,385(cast as a 9th level cleric)

right on.


68/70 hp; Effects: None; 120915 xp after Manfred

Gil will starting buffing now, in that case.


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =116,385(cast as a 9th level cleric)

Waiting for "round two," then I do as well.


68/70 hp; Effects: None; 120915 xp after Manfred

Per Janosz, this is round two.


Male Kalashtar Psychic Warrior 6 / War Mind 5

doing my round two buffs then i suppose


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =116,385(cast as a 9th level cleric)

Doing my buff.


OK, assume it's round 2.

There is a whisper of feet on the floor and the red reflected glitter of many eyes appears just beyond the limit of the torch's glow.


Male Human Ranger 6/Eldeen ranger (Gatekeeper) 5

"Come get some, freaks!" Janosz throws a clay urn towards the unseen foes. "If nothing else, it'll light up the cavern a little better."

I'm tossing a bottle of alchemist's fire at the eyes; with the ceiling height being what it is, the throw has to be low and hard. I'm not really aiming for anything, only trying to avoid hitting the pillars along the way. Attack roll 11+18=AC 29, damage (if applicable) 1d6=2 fire.


Roll initiative first, I believe.

Init: 1d20 + 1 ⇒ (11) + 1 = 12.


Male Human Ranger 6/Eldeen ranger (Gatekeeper) 5

Yeah, most probably. Init 11+7=18.


Male Kalashtar Psychic Warrior 6 / War Mind 5

init: 1d20 + 2 ⇒ (9) + 2 = 11


68/70 hp; Effects: None; 120915 xp after Manfred

Initiative: 1d20 + 3 ⇒ (15) + 3 = 18


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =116,385(cast as a 9th level cleric)

Init:
1d20 + 2 ⇒ (2) + 2 = 4


HPs: 71/65, APs: 10/6 Effects: See Invisible, Magic Circle Against Evil, False Life, Mage Armor Karnnathi Wizard (Universalist) 11

Init: 1d20 + 4 ⇒ (8) + 4 = 12


Initiative: 1d20 + 4 ⇒ (2) + 4 = 6


Male Human Ranger 6/Eldeen ranger (Gatekeeper) 5

Initiatives:

Janosz 18+
Gil 18
Ezreal 12+
Rolund 12
Nevharath 11
Runzyl 6
Rodergo 4

Denizens of the underworld ?


HPs: 71/65, APs: 10/6 Effects: See Invisible, Magic Circle Against Evil, False Life, Mage Armor Karnnathi Wizard (Universalist) 11

Test: 1d20 + 300 ⇒ (9) + 300 = 309

Was trying to figure out how everyone has started posting dice code so that whatever you are rolling shows up in green with the roll. If anyone else is in the same boat as me:
(dice=Whatever)1d20 + 3(/dice) with brackets instead of parentheses.


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =116,385(cast as a 9th level cleric)

I didn't try anything new or anything. Doing the same thing as usual, if that helps.


HPs: 71/65, APs: 10/6 Effects: See Invisible, Magic Circle Against Evil, False Life, Mage Armor Karnnathi Wizard (Universalist) 11

I got it now. Runzyl, Gil, and Nev had posted in the style I was trying to figure out while me, you and Rolund had the old style. I got it figured out now.


68/70 hp; Effects: None; 120915 xp after Manfred

Heh, I had to get it from someone else. But I would have shared if I'd know you wanted to know. I notice it is still not in the "How to format your text" down below.


The denizens 1d20 ⇒ 10

Initiatives:
Janosz 18+
Gil 18
Ezreal 12+
Rolund 12
Nevharath 11
Dolgrims 10
Runzyl 6
Rodergo 4

OK, as everyone id buffing like there's no tomorrow, a bit of clarity - we are now at the beginning of round 2. Janosz's actions are to draw and throw his alchemist's fire. So your round 2 actions/buffs can commence.

The vial explodes, lighting up the scene. The red eyes are revealed to belong to massed goblin-like creatures waving axes and hatchets covered with rusty gore. Each has two mouths, one atop the other and filled with black stubs of teeth, and four spindly arms. They yell and gibber with their horrible scratchy voices as they surge forward.

Map in a moment.


Map.

The map represents what you can see from the light of the everburning torch. The person holding it needs to stand at J10, the rest of you can stand where you like. With 20' of the light source is normal light, within 20-40' is dim light (creatures in it have concealment if you don't have darkvision). If you provide more light sources, I can amend the map accordingly. Link to the rules for light.

Gil.


m ROD! CLERIC 6 EXORCIST SLVR FLAME 5exp =116,385(cast as a 9th level cleric)

Hey;

I think you forgot to allow "those with the link" to see the map.

Lord knows I've done that before.


Whoops! Now changed.


Male Human Ranger 6/Eldeen ranger (Gatekeeper) 5
Aubrey the Demented/Malformed wrote:


The map represents what you can see from the light of the everburning torch. The person holding it needs to stand at J10, the rest of you can stand where you like.

Per our plan, that gives us these positions:

Ezreal or Gil holding torch in J10
Gil or Ezreal not holding torch in J11
Runzyl in J12
Janosz in I11
Rolund in K11
Rodergo in I10
Nevharath in K10

Gil.


68/70 hp; Effects: None; 120915 xp after Manfred
Gil wrote:

Round 1 - Extended Mirror Image 20 minutes

Round 2 - Extended Displacement on Runzyl 20 rounds
Round 3 - Extended Haste 20 rounds

OK, I guess Gil's extended Mirror Image is in effect since this is round 2. Put her in J11, please.

She will cast extended Displacement on Runzyl and use Blessing of Fervor to cast a quickened extended Haste, then take the torch from Ezreal to free his hands for casting.

Spells in effect:
See Invisibility (Gil) Originally 2000 rounds, unsure of remaining duration
Mirror Image (Gil) 199 rounds
Displacement (Runzyl) 20 rounds
Haste (Whole party) 20 rounds


I think Runzyl is the only party member with low-light vision, but I've effectively got 40' of normal light to work with. Basically the whole battlefield is lit for the purposes of elf-vision, except for the very edges. The dolgrims are currently in Runzyl's dim light area, though. The positioning Vattnisse listed looks just fine by me.


I'll update the map for Runzyl. In the meantime, Ez.

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