Beacons of Hope: Wrath of the Righteous!

Game Master GM the Fifth

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Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

Sorry for the radio silence recently. Unexpected turbulence at work.


Male Human (Taldan) Cleric 5 | Loot
Status:
AC: 16/10/16, HP 31/40; Init 0

I am in for a (minor) outpatient surgery on Tuesday and will probably be away from the forums through Wednesday.


Male Human (Taldan) Cleric 5 | Loot
Status:
AC: 16/10/16, HP 31/40; Init 0

I am home and everything went smooth. Blessed be the words "I didn't leave the stent in", especially when they are said by your urologist.


Male Human (Taldan) Cleric 5 | Loot
Status:
AC: 16/10/16, HP 31/40; Init 0

If anyone has questions for Gabby, go ahead and jump in.

After this scene is done, I think we should go back to the original plan before we were rudely interrupted by the appearance of two guards: send Ithilwen out to 1) get word to the NPC's, and 2) warn Neathholm. That can be her convenient exit.

Suggest we do that by simply going to where we first bluffed our way in here, distracting the guards, and then pounding them in a surprise attack. Or we can knock them out in advance; that would work too. Telerin, do you have access to Sleep again today?


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

how is the other group doing?


Female Aasimar Bard (Arcane Healer) 8 | 43/51 HP | AC 16 T 12 FF 14 | Fort +3 Ref +8 Will +7 | Initiative +2 | Perception +14, Sense Motive +13 | Bardic Performance 23/23 rounds | Channel Energy 2/2 | Bard Spells: 1st—6/6 2nd—3/5 3rd—3/3

They're trying to liberate an orphanage where the children were enslaved by quasits and dretches. Normally this would be bad news at lvl 2 but since paladin smites bypass DR they're making some headway, in spite of the stinking clouds. :)


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

pee you


Female Aasimar Bard (Arcane Healer) 8 | 43/51 HP | AC 16 T 12 FF 14 | Fort +3 Ref +8 Will +7 | Initiative +2 | Perception +14, Sense Motive +13 | Bardic Performance 23/23 rounds | Channel Energy 2/2 | Bard Spells: 1st—6/6 2nd—3/5 3rd—3/3

I changed teams recently at work so my schedule has been a bit crazy, but it should be back to a somewhat more reliable and manageable posting rate now. :)


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

I know that feeling. Good luck! :)


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

really, we are wasting time killing sleeping foes when we have one left that might get away?


Female Aasimar Bard (Arcane Healer) 8 | 43/51 HP | AC 16 T 12 FF 14 | Fort +3 Ref +8 Will +7 | Initiative +2 | Perception +14, Sense Motive +13 | Bardic Performance 23/23 rounds | Channel Energy 2/2 | Bard Spells: 1st—6/6 2nd—3/5 3rd—3/3

Normally that would be a problem, but Arloric and Ithilwen have the door blocked, he doesn't have a good way to move through your squares (the Acrobatics DC on doing that is super-high), and if he runs down the hallway to the west that just takes him back to Neattholm where he'll be captured or killed by the "good" mongrelfolk.


Male Human (Taldan) Cleric 5 | Loot
Status:
AC: 16/10/16, HP 31/40; Init 0

Mostly, I am worried about him calling for help.


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

which is why he should be killed first and worry about the sleeping ones later.


Current map: Mushfens River

Made a DM alias since Azura might get picked up for an actual AP, so this will help to prevent confusion! Also I can put useful stuff in the profile line like links to maps and such. :D


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

Excellent! Thanks for the update. :)


Current map: Mushfens River

I've had a super-hectic week and I'm going to be away from home all day tomorrow, so I will do my best to catch up with everyone on Sunday. Very sorry about that!


Hero Points: 0|Myth Power: 6/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 60/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

Roll for initiative, guys?


Male Human (Taldan) Cleric 5 | Loot
Status:
AC: 16/10/16, HP 31/40; Init 0

I like the direct approach.


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

Happy Independence Day, Bastille Day and Canada Day, everyone! :D


Current map: Mushfens River

I hope everyone had a happy whatever day you celebrate! :D


Hero Points: 0|Myth Power: 6/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 60/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

...this is RNGesus paying us back for going off-the-rails, isn't it.


Male Human (Taldan) Cleric 5 | Loot
Status:
AC: 16/10/16, HP 31/40; Init 0

We're still kinda on the rails. Like, maybe the third rail?


Current map: Mushfens River

MIND THE GAP!


Male Human (Taldan) Cleric 5 | Loot
Status:
AC: 16/10/16, HP 31/40; Init 0

Is it the Tiefling's turn, or are we waiting for someone else?


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

I wonder if changing her to a water wizard would be appropriate since Galadriel did have the ring of water.


Current map: Mushfens River

If you like. As soon as we're out of the caves (basically, after Hosilla is defeated) we'll get to level 2 and people can do allll their rebuilding. :)


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

Will Telerin still become a Riftwarden later?


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

ya


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion
DM Azura wrote:
If you like. As soon as we're out of the caves (basically, after Hosilla is defeated) we'll get to level 2 and people can do allll their rebuilding. :)

Remind me, what rebuilding are we doing?


Male Human (Taldan) Cleric 5 | Loot
Status:
AC: 16/10/16, HP 31/40; Init 0

See this here post from a while back.


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

Got it. How are we doing HP? Half, rolled, etc?

Also, can I add the Tempered Champion archetype? It's compatible with the one I have currently, and since the Crimson Templar PrC doesn't advance spellcasting anyway, taking archetype that replaces casting makes a lot of sense.


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

I am going to repost the rebuild here for easy reference:

Just so everyone knows, since I took over this group, I'm going to make a couple of changes to the game, to suit my own fickle whims. Both groups (you guys and the Wardens) will be getting these updates. This will happen when we reach level 2 (after you get out of the caves - probably 2-3 more scenes), and will allow you to do some rebuilding, so you might wanna think about it in advance!
• Everyone will be going up to 20 point characters instead of 15 points.
• We'll be using Background Skills, so if you don't have those, you'll get 'em. This may mean you can move some Craft skills or the like to Background Skills, and use those ranks elsewhere on Adventuring Skills.
• Doesn't really affect you guys, but the Wardens will get Mythic Tiers, just like the Wrath team, at the same breakpoint (upon reaching level 6).


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

Are we level 2?


Current map: Mushfens River

Decide how you want to handle the warrens of the mongrelfolk cultists (by yourselves, with Neattholm, whatever) and you'll be level 2.

@Uriel: Tempered Champion is fine. Hit points are PFS standard.


Hero Points: 0|Myth Power: 6/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 60/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

Could we perhaps see if we could cow the mongrelfolk into rejoining Neatholm?


Current map: Mushfens River

You can certainly try that option, yes; that would likely involve Diplomacy and/or Intimidate. It might not be a great long-term solution because once you leave there's nothing to keep them from continuing their evil ways, but repatriating rebels is really the mayor's problem, not yours. And trying to get people to change their evil ways is certainly an appropriate goal for good-aligned characters.


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

Out of character here, if we wanna give these mongrelmen a second chance, we're REALLY gonna need a good carrot to mitigate the stick of social stigma. If they try to rejoin Neattholm, they're going to be constantly under suspicion, which would easily drive them back to demon worship. We can tell Neattholm "treat these guys nicely," but they're certainly under no obligation to follow those instructions after we leave.


Male Human (Taldan) Cleric 5 | Loot
Status:
AC: 16/10/16, HP 31/40; Init 0

Mostly, I am worried about time. This is the second time we've exhausted our daily-use resources (or come close to it), and the real battle is topside.

We've made one promise to let Lucky go, and we should keep that, but I don't think we're in a position to reform these folks (or impose a burden on Neathholm without asking). My suggestion is, offer them a choice: Hosilla is dead, and that means they can stay here and fight for a lost cause, or leave and start a new life elsewhere. The latter gives them the time to think about where their choices have gotten them in life and what they might do differently (and we should actually say that).


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

We have done what we can.


Current map: Mushfens River

Note as well that, though your goal is to get back up to the city above, nothing says you can't come back down here from time to time. Or, when you make friends with other people above (*cough* the other group *cough*), they could take on the business of turning Neattholm into part of the settlement and rehabilitating the mongrelfolk cultists. If you do something like that, just getting the ball rolling might be enough momentum for other people to get it across the finish line.


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

I'd like to get to the surface, we have been down here over a year.


Male Human (Taldan) Cleric 5 | Loot
Status:
AC: 16/10/16, HP 31/40; Init 0

Have to agree. But, we also need to rest. I think we are all spent.

The mongrelfolk are probably not going to come visit Hosilla's quarters, and we know we have about 9 hours. We can rest here, then in the morning we'll scold them with the "think about what you've done" speech. They aren't in a position to do anything to Neattholm anymore.

Something to think about.


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

They are also down like 4 or so members of their group right?


Current map: Mushfens River

You've whittled them down a bit. From what you've seen their cult community is smaller than Neattholm.


Male Human (Taldan) Cleric 5 | Loot
Status:
AC: 16/10/16, HP 31/40; Init 0

We should probably make sure there isn't anyone else here that is more than just a common mongrelman. Someone who might have visions of leadership.


Current map: Mushfens River

Someone needs to make the call!


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

You just beat me to it, Arloric. Though to be fair, I was just going to drag her corpse in and dump the whole thing in front of her minions.


Male Human (Taldan) Cleric 5 | Loot
Status:
AC: 16/10/16, HP 31/40; Init 0

Uriel has a higher Intimidate bonus than I do. Can we do an Intimidate check with me assisting him, even if I'm the one doing the talking?


Current map: Mushfens River

Sure. It's like in the movies when the boss speaks softly and the goombah leans over his shoulder menacingly.


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

Can we please hurry this along?

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