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City of Strangers (Inactive)

Game Master Nebten


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Female Human Wizard 1 HP 11/11|AC 11T11/FF10|F2R1W3(5Fear) Per+2 Init+1

I forgot to add the +1 to my perception rolls to find traps and disable device.


Female Human Wizard 1 HP 11/11|AC 11T11/FF10|F2R1W3(5Fear) Per+2 Init+1

I will PM our wizard


Male Elf Diviner 4 Init +11 | AC 14, T13, FF 11 | HP 22/22 | Fort +2, Ref +4, Will +5 | Longbow +5, 1d8-1 |

Hey, I'm back!

Sweet, and thanks to our new GM!!


OK, let's see if this works. You guys will be able to edit, and thus move your PCs accordingly. We'll work out the bugs yet!

Godsmouth Map

In reguards to group choices. Does anybody have a problem that if 4/6th of the party agrees on the same course of action, I will go ahead with said action. For example, right now 4 people want to go south.

Of course I will hold off said action if I feel somebody may have some information to decide otherwise.


male Halfling Oracle 3

I see the map, but without avatar pictures.
I can write "G" for Gunder, no problem. Just want to make sure we all see the same thing.

Moving on if no one protestes within a few hours is OK with me.


Yah, I can't get the avatar pictures on there. Not as fancy but more accessable. I'll try to color code things as well.

Yah GU for Gunder since we have a Garuneh Lasandarman which would be GL I guess.


Female Human Wizard 1 HP 11/11|AC 11T11/FF10|F2R1W3(5Fear) Per+2 Init+1

I have no problem with Nebton's suggestion


Male Elf Diviner 4 Init +11 | AC 14, T13, FF 11 | HP 22/22 | Fort +2, Ref +4, Will +5 | Longbow +5, 1d8-1 |

Works for me. Thanks.

Map updated.


Super Awesome Vudrani Druid 3
Stats:
Init +2 Per + 10| AC 14/12/12 HP 26/28 | F +4/R +3/W +7 | CMB +2 CMD 14 | Surge +7 7/7

I see A, E, and GU.


Awesome, just put yourself where ever you want to be. And if you got a light source, go ahead and give yourself a yellow square =v).


Male Elf Diviner 4 Init +11 | AC 14, T13, FF 11 | HP 22/22 | Fort +2, Ref +4, Will +5 | Longbow +5, 1d8-1 |

I placed a ¥ symbol at my dancing lights spell. I think that's the right spot, at least.

I'm aiming at the dark corridor over the pile of dead bodies.

Posting from phone so colors are tough to do.


That works great. Thanx!


Female Human Wizard 1 HP 11/11|AC 11T11/FF10|F2R1W3(5Fear) Per+2 Init+1

So skellies are up next?

Looks like Elizabeth took an arrow to the knee.


"By the way, that Surge power allows me to drag and do things from...apparently any distance...RAW...but I won't abuse it. It's very loosely worded. Flavorwise it's cool that it emanates from Garuneh, but just bear in mind that it can push something towards me/us, etc. Er, if you allow that. :D And there are no rules saying it automatically extinguishes anything, or if the water goes anywhere..."

I was wondering the same thing myself. From what I can see, logic says that Surge has a distance of 30'. My reasoning is that the APG says: "The following granted power replaces the icicle power from the Water domain."

That power has a range of 30', ergo Surge has a range of 30'.

While I am describing it as water coming forth from your body (like a human hydrant), upon closer inspection of the text what is being created is a wave that either pushes or pulls/drags one creature. A wave of what though? Wave of water, wave of force, wave of cotton candy? So I have no problems with Surge taking out a 5' square of non magical fire, but Surge won't effect magical fires or do damage to fire based creatures.


M Halfling Order of the Dragon Gendarme Cavalier 1

I'll log one vote for cotton candy.


1 person marked this as a favorite.
M Wolf that can't actually breathe fire

And one for mutton!


Super Awesome Vudrani Druid 3
Stats:
Init +2 Per + 10| AC 14/12/12 HP 26/28 | F +4/R +3/W +7 | CMB +2 CMD 14 | Surge +7 7/7

I favor pecan log, myself. Surge at 30' it is--the Fire Domain power is also that range. And I'll try not to hit any of our precious torches. It resembles Hydraulic Push, save for the drag and 'emanate from wherever' feature.


Don't worry about friendly fire or knocking out a friend's fire. After looking at it, I envision it as a wave comes from the floor and tries to either knock the creature back or pull it forward, like an undertoe. For descriptive fluff, the wave could be the same as the floor, like stone, dirt, or marmalade.

What? You haven't gone through the marmalade room yet? Uh, then forget what I just said. Carry on, carry on and bring rest to the unrested-ed.


Female Human Wizard 1 HP 11/11|AC 11T11/FF10|F2R1W3(5Fear) Per+2 Init+1

Marshmellow FLuff


Super Awesome Vudrani Druid 3
Stats:
Init +2 Per + 10| AC 14/12/12 HP 26/28 | F +4/R +3/W +7 | CMB +2 CMD 14 | Surge +7 7/7

I wonder if I could sit on a tray and push myself around the room. Wheeee!


Super Awesome Vudrani Druid 3
Stats:
Init +2 Per + 10| AC 14/12/12 HP 26/28 | F +4/R +3/W +7 | CMB +2 CMD 14 | Surge +7 7/7

wait--LADY Marmalade room? Gitchy gitchy ya ya, da-da...


M Wolf that can't actually breathe fire

When we get to the marmalade room, I say we send a scouting party in first. Say, Elizabeth and Tina.


Female Human Wizard 1 HP 11/11|AC 11T11/FF10|F2R1W3(5Fear) Per+2 Init+1

That would be the Jello pit


M Wolf that can't actually breathe fire

Better safe than sorry, you should try wrestling in both.


Marmalade oozes have been known to disolve armor and weapons. Best to scout out said room wearing as little as possible. You could also believe it would help with one's stealthing abilities.


M Wolf that can't actually breathe fire

This is scientific fact. And that's something that wolves know a lot about.


Male Elf Diviner 4 Init +11 | AC 14, T13, FF 11 | HP 22/22 | Fort +2, Ref +4, Will +5 | Longbow +5, 1d8-1 |

This conversation is entirely appropriate and should be logged for future reference. I approve 100%!


male Halfling Oracle 3

I hope the marmalade room is guarded by croissants.


Tina, how are you getting +4 to hit with unarmed strike?

By my calculations it should be +3. Then when you flurry, your bonuses are at +2.


your right I forgot, the penalty part for flurry.

added a note to remind me in profile.


male Halfling Oracle 3

Lets discuss what we know so far:

The peacock spirit room was the very first room we entered after the base camp (east of the base camp, we used a chime to get to that room). Based on the map, I believe its two sides of the same door. Once we can open it, we have a shortcut between the base camp and this part of the dungeon.

We haven't opened that secret door yet, the wooden one that Elizabeth found. Maybe theres a key an opening mechanism there.

The opening mechanism maybe has something to do with that mirroring trap we encountered earlier.

Has anyone tried to put their hand in the depression yet? (Preferably someone who isn't holding the charge of a spell right now. I.e. not Gunder. PS: Gunder still has a cure spell on hold.)

Maybe one person has to put their hand in it from each side at the same time. I don't want to try that right now, though, as we'd have to split the party for that.

Have we tried detect magic yet?


Female Human Wizard 1 HP 11/11|AC 11T11/FF10|F2R1W3(5Fear) Per+2 Init+1

Best try detect magic just to make sure.


The depression is only the stone "door" on the west wall.

The conceled wooden door looks like a regular wooden door.

My vote is to split the party.


Female Human Wizard 1 HP 11/11|AC 11T11/FF10|F2R1W3(5Fear) Per+2 Init+1

There are no brakes on the TPK train WOOOOWOOOO!!!


Super Awesome Vudrani Druid 3
Stats:
Init +2 Per + 10| AC 14/12/12 HP 26/28 | F +4/R +3/W +7 | CMB +2 CMD 14 | Surge +7 7/7

We only split the party if the masked killer is threatening the teenage couple making out.


male Halfling Oracle 3

Unrelated question:

Nebten, if you were a DM, would you ...
a) ... try to make your players commit TPK by giving them bad advice
b) ... try to help your players solve the puzzle by giving them good advice
c) ... help them solve the puzzle but then kill them anyway

In other news: last chance to step forward and receive a free cure light wounds.


Super Awesome Vudrani Druid 3
Stats:
Init +2 Per + 10| AC 14/12/12 HP 26/28 | F +4/R +3/W +7 | CMB +2 CMD 14 | Surge +7 7/7

There are no DM's in Pathfinder, only GM's! The Wizards have jumped on their dark brooms and are zooming towards your IP address right now!


male Halfling Oracle 3

I was just asking a theoretical question here: what If Nebten was referee in that other game which must not be called by its name?

See: nothing illegal ;)


B) . . . I was raised on the edition of ancient times: AD&D. It was in these games that the DM helped and nurture his players. DM's were always trusted. Creating wild dungeons and dangerous encounters was the furtherest things from his mind. Fairies and unicorns my friends, faires and unicorns.

Change in affect

But I'm a DM damnit. I went to DM school for 7 years. Who cares if I've had 3 TPK's and they revoked my DM license. I'm a living god! MUAHAHAHA

Returns back to normal

Oh sorry, I got a little carried away. Yahhh, so what was the question? Always split the party and open dialogues with liches. Not that there any in this module . . . whoops!


Female Human Wizard 1 HP 11/11|AC 11T11/FF10|F2R1W3(5Fear) Per+2 Init+1

Best lich encounter was in Throne of Bhal when the lich went, "Nope! Don't want to fight the spawn of a god."


Nebten wrote:
Always split the party and open dialogues with liches. Not that there any in this module . . . whoops!

Absolutely! Lichs are your friends!


Male Elf Diviner 4 Init +11 | AC 14, T13, FF 11 | HP 22/22 | Fort +2, Ref +4, Will +5 | Longbow +5, 1d8-1 |

Whoops...wrong game with the action points.

Sorry about that.


OK, Gunder is needs to decide how he casts his orisons. It didn't dawn on me until now that he actually can't get everybody covered under the same duration of each spell.

Gudiance & Virtue lasts 1 minute or 10 rounds. He is casting 12 spells (14 if you count Ruckus), therefore some of the first castings will be finished by the time he gets around to casting the last ones.

Sophie's Choice time for our halfling. Who gets what spells and in what order?


male Halfling Oracle 3

You have a point there Nebten.
edit: I just saw that you already posted this yesterday. Sorry, I missed it earlier.

Here is the order in which Gunder will cast his spells (the number in brackets indicates how long the spell effect will continue to last, so hurry up Durnolf & Ruckus to use that +1!):

Guidance on Durnolf (2 rounds left)
Guidance on Ruckus (3 rounds left)
Guidance on Aldous (4 rounds left)
Guidance on Elizabeth (5 rounds left)
Guidance on Garuneh (6 rounds left)
Guidance on Tina (7 rounds left)
Virtue on Ruckus (8 rounds left)
Virtue on Durnolf (9 rounds left)

(All of this assuming that outside of combat several people can be huddled together in the same 5-foot-square and Gunder can reach everyone without having to walk around)


Elizabeth wrote:

Have we even rolled initiative yet? I will wait for that, and I did say I was following the others in and not rushing ahead.

The start of Round 1 was 10/3/12 06:50 am PST. No surprise round. Since the party started the "rounds" they are going first. Aldous moved & cast Dancing Lights. Durnolf double moved, then free action to command Ruckus. Ruckus moved into the room. He set off the readied action of the zombie. Ruckus then attacked the man. Elizabeth then went into room provoking an AoO. If Elizabeth truely wants to follow "the others" then she will lose her turn this round as nobody else will be able to enter the room due to slow speeds or they have already acted.


Female Human Wizard 1 HP 11/11|AC 11T11/FF10|F2R1W3(5Fear) Per+2 Init+1

Elizabeth will wait for them then.


ElizabethArdoc wrote:
If you don't like meta gaming, I understand and apoligise, but please don't drop Elizabeth because of it.

I didn't drop Liz because of that. I just confirmed the action you provided. It is my understanding that she had 9 hps. She took 8 points of damage. She can still be standing, if you want her to be.

I took your action of "Elizabeth drops," as just that, she falls to the ground. There could be many reasons why she would do that, but I am not going to question your tatics. But if its due to a misunderstanding, let's get that fixed.

BTW, on your PF sheet, your Fort should be +1 instead of +0.


Female Human Wizard 1 HP 11/11|AC 11T11/FF10|F2R1W3(5Fear) Per+2 Init+1

Understood, I made a mistake and thought she had 8 HP


Female Human Wizard 1 HP 11/11|AC 11T11/FF10|F2R1W3(5Fear) Per+2 Init+1

Ugh. So I think Undertable should get in and heal Tina since she is the worse off and Garuneh should try for Elizabeth. If anyone has healing potions left, use them.

Shadow Lodge

M

The dice have abandoned us.

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