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DM Bigrin's Second Darkness

Game Master bigrin42

A foul omen looms in the sky over the scoundrel city of Riddleport, an ominous shadow that defies the light. Is it a curse laid millennia ago by forgotten mages? Does it forewarn against the return of some terrible foe? Or does it portend a terrible


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half-elf Oracle 6 | HP 51 | AC 20/12/18 | F +5, R +5, W +6 | init +2, Perception +6 | CMB +5, CMD 17

Brue, you're welcome to the mithrail chainmail that Kel has


Male Goblin Wizard 6 (Abjurer); Init +2; Darkvision 60 ft,; Perception +4; AC 18 (touch 12, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 Mage armour); hp 20/43; Fort +4; Ref +4; Will +6

If I'm going to make a habit of blowing stuff up, I need to start taking ranks in Knowledge (architecture & engineering) so I can plan them out to minimize collateral damage... ^^; *keeps running*


HP 28/54, AC 16/12/14, F +6, R +9, W +2, Init +2, Per +10 (+12 traps)

I think Kel should keep her mithral chainmail - she needs that protection.


Male Goblin Wizard 6 (Abjurer); Init +2; Darkvision 60 ft,; Perception +4; AC 18 (touch 12, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 Mage armour); hp 20/43; Fort +4; Ref +4; Will +6

Looks like this fight is down to Calla, Bruendor and Lefrik - at least for the next four rounds. Anklebiter and Kelendra both failed their Fort. saves, so all we can do is take single move actions. 0_0;


HP 28/54, AC 16/12/14, F +6, R +9, W +2, Init +2, Per +10 (+12 traps)

Aw, hell.


Half-Elf (Chelaxian) Female HP 44/44, AC 17/12/16, F +8, R +5, W +10, Init +6, Per +14 Inquisitor 6

Well, let's hope with the drow between us and the treant that they at least hamper each other for a round or two.

In the "an enemy of my enemy is my friend" formula, can we get flanking from the treant?


Half-Elf (Chelaxian) Female HP 44/44, AC 17/12/16, F +8, R +5, W +10, Init +6, Per +14 Inquisitor 6

Also, Calla's initiative is actually +6; I think she should be up too.


HP 28/54, AC 16/12/14, F +6, R +9, W +2, Init +2, Per +10 (+12 traps)

That's my plan right now as well, Calla. I intend on being difficult to hit these first few rounds, so that we can get the other two up on their feet again.


Half-Elf (Chelaxian) Female HP 44/44, AC 17/12/16, F +8, R +5, W +10, Init +6, Per +14 Inquisitor 6

So do we want to attack the treant or see if we can figure out some way to calm it? I don't know that we have any spells or anything to help us do so.

Maybe Kel's hypnotic pattern would give us time to try Diplomacy, once we get her up?


Sorry Calla. I don't know why that was wrong.


FYI, I am travelling on business this week, but don't stop posting. I want to be able to keep things moving as much as possible.


Half-Elf (Chelaxian) Female HP 44/44, AC 17/12/16, F +8, R +5, W +10, Init +6, Per +14 Inquisitor 6

It got bumped at 2nd level and has probably been wrong since then. :)

Also, thanks to her teamwork feat, she can often act in surprise rounds:
Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally –1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.

(And all her allies are considered to have the teamwork feat thanks to her solo tactics ability.)


HP 28/54, AC 16/12/14, F +6, R +9, W +2, Init +2, Per +10 (+12 traps)

I like the hypnotic pattern solution, Calla. And yeah, if we can avoid killing the treant, I'm on board with that. If we have to put it down, then that's our second option, but my preference would be to redirect it back towards the drow somehow.


Male Goblin Wizard 6 (Abjurer); Init +2; Darkvision 60 ft,; Perception +4; AC 18 (touch 12, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 Mage armour); hp 20/43; Fort +4; Ref +4; Will +6

Agreed. It'd be a real coup if we couldn't just prevent it from attacking, but actually heal it. It would be a great boon to the battle to reclaim the city!


HP 28/54, AC 16/12/14, F +6, R +9, W +2, Init +2, Per +10 (+12 traps)

Yep! It's taken acid damage...maybe healing it would help? But that involves getting close. The hypnotic pattern would help with that, probably. Just need to survive a few rounds first!


Half-Elf (Chelaxian) Female HP 44/44, AC 17/12/16, F +8, R +5, W +10, Init +6, Per +14 Inquisitor 6

OK, then, I think just trying to avoid getting killed at this point and then see if Kel can work on the treant is the plan. Maybe leave the drow alive for the treant to beat on.


Male Goblin Wizard 6 (Abjurer); Init +2; Darkvision 60 ft,; Perception +4; AC 18 (touch 12, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 Mage armour); hp 20/43; Fort +4; Ref +4; Will +6

Let's not go crazy here... :p
Besides, watching the Drow get curb-stomped might calm it down some. :D


Half-Elf (Chelaxian) Female HP 44/44, AC 17/12/16, F +8, R +5, W +10, Init +6, Per +14 Inquisitor 6

I more meant that if we leave the drow alive, the treant will be trying to hit *them* instead of *us*!

I think total defense and trip attacks make a lot of sense for a few rounds.


Male(HP:44/69; AC:17/10/17;F+9,R+4,W+3;Init +0;Per +9) Human (Ulfen) Barbarian 6

Well, since we can't build a longboat out of it, I suppose we can spare the treant or try to


Half-Elf (Chelaxian) Female HP 44/44, AC 17/12/16, F +8, R +5, W +10, Init +6, Per +14 Inquisitor 6

I love the speed we're moving with lately!


Calla - you hit, damage was applied as normal

All - I'll give you this for free, since I don't think anyone ID'd it. Treants have DR 10/slashing. Throwing javelins or arrows isn't going to do the job. Also, given the acid damage to the treant, it is obviously not at full strength.

Taking so much damage so quickly really hurt you guys, but there are still a lot of options. Any visibility-reducing spell (fog) would help immensely. Lefrik, if he can grab Anklebiter, can outpace the thing easily. Bruendor can stealth in any cover (including the darkness spells). Calla and Kelendra (assuming both are standing after the trample) can run.


HP 28/54, AC 16/12/14, F +6, R +9, W +2, Init +2, Per +10 (+12 traps)

We also gave it a few rounds of free beats on us, which wasn't a good plan. I figured it was at reduced HP, but so are we now, so that tips things back towards the treant.

As for Stealth, I thought I needed full cover or total concealment to enter Stealth, and only needed partial cover or concealment to maintain. It doesn't really change the fight too drastically, as I doubt my sneak attack would have done enough damage to it to matter.


Half-Elf (Chelaxian) Female HP 44/44, AC 17/12/16, F +8, R +5, W +10, Init +6, Per +14 Inquisitor 6

Obscuring mist is on the cleric list, so I think Kel could cast it.

Yeah, we failed in our plan. The idea was to try to stay away from it/keep the drow between us, but we didn't retreat as we waited for AB/Kel to recover (their not being able to fully act really hurt).

Like I said, right now only two of us can do anything but withdraw without provoking, plus AB is down. My best thought is:

Kel takes a 5-foot step and heals AB. The rest of us retreat, hoping to lure it after us (but don't go northeast, as then it could trample our badly hurt folks). That gives AB time to stand up, maybe cast obscuring mist, and then we skedaddle (with Lefrik grabbing the goblin).


Male Goblin Wizard 6 (Abjurer); Init +2; Darkvision 60 ft,; Perception +4; AC 18 (touch 12, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 Mage armour); hp 20/43; Fort +4; Ref +4; Will +6

Get me up and running and I'll run. Have 30-ft. movement rate, will travel. ;)

Or carry me and I'll cast the spell. That works, too. ^^


HP 28/54, AC 16/12/14, F +6, R +9, W +2, Init +2, Per +10 (+12 traps)

We need to draw out its AOO as well this round, but I don't know if we've got HP to spare right now.


Female Monkey Familiar 5; Init. +2; Perception +5; AC 17, touch 16, flat-footed 15 (+2 Dex, +2 size, +3 natural); hp 11; Fort +3, Ref +4, Will +4

... What's the move rate on a treant? *gulp*


Male Goblin Wizard 6 (Abjurer); Init +2; Darkvision 60 ft,; Perception +4; AC 18 (touch 12, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 Mage armour); hp 20/43; Fort +4; Ref +4; Will +6

... Everyone in favour of my crafting Belts of Dexterity for each and every one of us, say "Aye!" and hand me the money. =_=


Male(HP:44/69; AC:17/10/17;F+9,R+4,W+3;Init +0;Per +9) Human (Ulfen) Barbarian 6

I was thinking at this rate we might want to get the short folks boots of speed ;)

Lefrik still wants something to help with his stealth chances

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I'm leaving Monday for a trip to see my wife at med school in the Caribbean. I'll be posting tomorrow, but then I don't expect to have access until late Thursday/Friday.


Gotcha, Jacob. Have a great trip!


half-elf Oracle 6 | HP 51 | AC 20/12/18 | F +5, R +5, W +6 | init +2, Perception +6 | CMB +5, CMD 17

I'll have limited to no posting for the next three days. I'll try to check in when I have access.


Question - How do you guys feel about creating Roll20 accounts? I am starting to run into limitations with MapTool, and since I have already moved to Roll20 for my RL games, I was thinking about doing the same with my PbP ones as well. It would let you control your own character, but you'd have to be able to log into Roll20 and move your own token, and I wouldn't be posting a pic of the map (would be double the work and there are no grid coordinates in Roll20). Let me know what you guys think. It's not an immediate need, but I am looking towards future encounters.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I'd prefer not to, personally, but if everyone else wants to, I'll manage.

Have you looked into GoogleDocs? I find that makes life much easier in terms of mapping. I simply put up the map, replacing it as necessary, and then move the "figs" on that. I put a link in the campaign discussion so it appears at the top of every page. I've been very happy with it, much easier than when I used to do it all via PhotoShop.

Dark Archive

Roll20 doesn't work on IE, which is what I'm limited to at work.


half-elf Oracle 6 | HP 51 | AC 20/12/18 | F +5, R +5, W +6 | init +2, Perception +6 | CMB +5, CMD 17

If it's a suitable alternative, I second the GoogleDocs maps, they're easy to access, especially with the link like Mott has setup.


Male(HP:44/69; AC:17/10/17;F+9,R+4,W+3;Init +0;Per +9) Human (Ulfen) Barbarian 6

I have a roll 20 account. I feel cumbersome with it, but I can go to it if you wish


Thanks for your votes. I appreciate the Google docs suggestion, but it doesn't work well for my style. We'll stick with what we have for now.


half-elf Oracle 6 | HP 51 | AC 20/12/18 | F +5, R +5, W +6 | init +2, Perception +6 | CMB +5, CMD 17

Ack! I've been playing the Oracle completely wrong! From the PRD:

Unlike other divine spellcasters, an oracle's selection of spells is extremely limited. An oracle begins play knowing four 0-level spells and two 1st-level spells of her choice. At each new oracle level, she gains one or more new spells, as indicated on Table 2–6. Unlike spells per day, the number of spells an oracle knows is not affected by her Charisma score; the numbers on Table 2–6 are fixed.

I've been switching spells on Kel like a cleric, I'll go clean that up and create a fixed list, sorry!


Half-Elf (Chelaxian) Female HP 44/44, AC 17/12/16, F +8, R +5, W +10, Init +6, Per +14 Inquisitor 6

Cheater!


HP 28/54, AC 16/12/14, F +6, R +9, W +2, Init +2, Per +10 (+12 traps)

HAXX!!! :)


Shows how much attention your GM is paying.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

Quote:
Oh sure. I check the boards every 30 minutes all day long and no one posts. I step out for an evening with my family and NOW you want to do knowledge checks and such :p

I literally couldn't read the boards most of the day. (Annual eye check; I hate not being able to read...)

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