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

I have gotten approval! I will remake Red-Branch into a badass Wooly Rhinoceros!


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

As a side-note, is everyone okay with me using Welsh as Druidic and Irish Gaelic as Hallit?


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

I always used Maori for Hallit when I use it, but okay. :)


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

No biggie


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

We should probably get our positions updated on the roll20 map. I don't know this module, but this looks like an encounter to me.


THE MAP , The Wardens

Now that you've posted and rolled initiative I hate having to ask this but do you want to do it another way. Heard from some other players that it's easier and preferable to just have good guys and bad guys take turns rather than how I do it.


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

I have no preference. Traditional initiative just means that combat slows down a bit as it bounces between us and you more often, but I'm in no rush. However, if others want to change it up that's fine.


Female Half-drow Bard 1 | HP 9/9 {conditions: +1 to atk., saves} | AC 16 (Tch 13 FF 13) | F +2 R +6 W +3 | Init +3 | Perc +6, darkvision

Group initiative makes things proceed more smoothly, IME; yet 'regular' initiative encourages a more tactical approach to combat. Your 'bloc' initiative approach mixes a bit of both. Other than that, I second Aberus' sentiment wholeheartedly.


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

Our init modifiers are all in our profiles, right? You, or one designated player could post everyone's rolls at once. That'd be quicker.


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 think it is better if the DM does the rolls, it speeds things up


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

Agreed. Whether we do individual initiatives or block initiative, I think Asmodina should do the rolls.


THE MAP , The Wardens

Alright. If you think it's better I can do that.


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

Crits are determined before any Strength bonuses are added to the attack roll, right?


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

Yup. Natural roll is what matters, though to confirm the crit you just need to hit on a second die roll (with all modifiers applied).


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

Asmodina, did we ever get results for Arloric's Linguistics check before the fight started?


THE MAP , The Wardens
Arloric Dziergas-Highbough wrote:
Asmodina, did we ever get results for Arloric's Linguistics check before the fight started?

Oh crap! I'll have to get that to you, but it is dwarven.


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

That was a quick fight! Go team! XD


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 much longer before we level?


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

Estimating XP from just the combat encounters suggests we're only a quarter of the way there. Though there may be bonuses for story awards, we haven't had much story yet.

Regardless, this seems like a good stopping point for the day. Aberus is completely out of spells and almost out of channels. And for the time being, we are someplace relatively safe and defensible.

This is a good time for a GM question! Asmodina, do you allow leveling "in the field", or do we need to get out of these caverns first?


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 going out to all the games I'm either playing in or GMing:

I'll be away at a local convention from Nov. 4th to the 6th. As such, I won't be posting on those days.


THE MAP , The Wardens

I'm going to be a little off too. My ISP is replacing cables in the area. Apparently, we are not getting the speed we've been promised.


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

Is the backhanded prayer on the wall carved into it or scrawled with something like paint or blood? Can it be cleaned off or is it permanent?


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

From earlier:

Asmodina wrote:
... the language on the wall (written in blood most likely) is angular and sharp, very strong and straight in the strokes of the 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

Thanks, Aberus!


THE MAP , The Wardens

You can -totally- stay and clean the place up. None of the dirt and grime and yuck here is permanent.


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

That's what we will do, I think, once Ithilwen says whether or not she'll clean the graffiti with prestidigitation. If not, Arloric's gonna follow his superstitious instincts and use the holy water to scrub it clean.


THE MAP , The Wardens

It's pretty messy and will take at least 8 hours of work, so sayeth the module. But it's not just cleaning. There are prayer and rituals as well, and that requires a Knowledge Religion check at DC 20. There's a +5 bonus if any of you worship Torag.


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

Do we have the time to do this though?


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

I am out of spells and nearly out of healing. We have to make the call at some point that we can't go on without taking serious risks.

I want to get a post in tonight but it may not be until the morning.


THE MAP , The Wardens
Telerin Quenya wrote:
Do we have the time to do this though?

That is a good question. A very good question.


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 should rest here, perhaps the clerics or druids can pray for spells that can help sustain us like create water or good berry?


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

Sounds like a good idea to me!


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

Good berry requires berries, which are in short supply, I think. And there aren't any L1 cleric spells that can produce food. I can, however, get purify food and drink as a L0. If we find some moldy food, I've got your back. :P


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

Glad you're still with us, Ithilwen, and I hope you are feeling better!


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

If there were animals down here it'd be a scene out of a Disney movie as we cleaned the shrine! :D


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

The rabbits and the birds would help.


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

Yay! :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

I don't suppose I could attempt an untrained Knowledge (religion) check? Even if just to aid another?


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

Knowledges are trained only.

We may not need it. I am guessing one of the three injured NPC's has Knowledge (religion). Probably either Aravashniel or Horus. Given how much of a jerk the latter is, he's probably the one. :P


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

You sure you don't need to sleep Telerin? From what I've asked James Jacobs, Paizo's elfxpert, elves DO sleep...


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

Yeah, Elves not sleeping is a D&D thing, but I don't think it was carried over to Pathfinder.


THE MAP , The Wardens
Uriel Aurelius wrote:
Yeah, Elves not sleeping is a D&D thing, but I don't think it was carried over to Pathfinder.

I think it did carry over.


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

James has said that elves do sleep in Golarion, but the core rules are murky on this point because Elves maintain the magical sleep immunity, which was the justification for them not sleeping in 3.5. James has implied that the sleep thing is a campaign setting decision, not a mechanics one.

From a spell preparation angle, the rule is: "To prepare his daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period." So it doesn't have to be sleep for a wizard to recover spells, which also supports the "elves don't need to sleep" interpretation.

So, I view this as a GM decision.


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

Sounds good to me.


Female Half-drow Bard 1 | HP 9/9 {conditions: +1 to atk., saves} | AC 16 (Tch 13 FF 13) | F +2 R +6 W +3 | Init +3 | Perc +6, darkvision

+1 to what Aberus said.


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

Suggestion/request:

Just so we don't bury the game thread in the details of working out a watch schedule, I suggest we do that here and then summarize it in the gameplay thread with an RP post. Having to RP that all out won't, IMO, really add to the story or help the flow of it.

If others disagree and want to play it out, though, I am fine with that too. This is just a preference and suggestion. I don't want to step on anyone's toes if they want the verisimilitude.


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 dont think that playing it out is necessary.


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

Assuming Anevia is willing to participate, we have:

Aberus
Anevia
Alexa
Arloric
Ithilwen
Telerin
Uriel

First off, that's a lot of "A" names. Second, Aravashniel may not be able to see, but he can still hear. That's good enough in my book if he's willing to participate, plus that's another "A" name which is clearly important. With eight people, that's enough to do this in pairs. (I am assuming Horgus will sleep through all of this then complain about breakfast in the morning, and that Anevia is up for a shift since she brought it up).

We need to know roughly what time it is. Armasse started at noon. Based on Asmodina's posts it looks like we've not been down here more than a couple of hours, if that. So, figuring a 6 or 7am am start the next morning, we have a lot of time to kill. It's 8 hours to do the consecration, and 8 hours of sleep, then an hour to recover spells in the morning.

If we do this is in pairs, in shifts of 4 hours, we are set. Plus I just like it when things divide equally.

Aberus will be needed for the first 8 hours for the consecration, so he should take shift 3 or 4. I'll posit that the time spent on the consecration can be considered "rest" for purposes of spell recovery. It's not strenuous, and is akin to meditation. It's prayer and ritual. Shift 4 probably makes the most sense.

I suggest each PC take a shift so we don't ever have an NPC without a PC. Their motivations aren't as clear as ours.

Shift 1: (2-6pm) ???, ???
Shift 2: (6-10pm) ???, ???
Shift 3: (10pm-2am) ???, ???
Shift 4: (2-6am) Aberus, ???

Once we get this filled in, Asmodina can fill in NPC's that are willing to 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

She will do shift 1.


Female Half-drow Bard 1 | HP 9/9 {conditions: +1 to atk., saves} | AC 16 (Tch 13 FF 13) | F +2 R +6 W +3 | Init +3 | Perc +6, darkvision

The difference between night and day being moot down here, every shift would benefit equally from abilities such as darkvision... I suggest spreading those who have it (Ithilwen, Alexa, Uriel and Arloric) over the four slots; for simplicity's sake, let's say Ithilwen volunteers for Shift 2...

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