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Hungry Voodoo's Mines of Zolurket (Inactive)

Game Master voodoo chili

In 4121 AR, the desert dwarves of the Barrier Wall Mountains sealed the famed Tar-Urkatha mine abruptly, saying only that one of the richest platinum mines in history had played out. Nearly six centuries later, the truth rises from the darkness.

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Male Elf Alchemist (Crypt Breaker) 5

BBB - you don't get the point. If we start retreating, due to the reduced speed, then all we are doing is not attacking while they charge us again, and again, and again. At a speed of 30ft for Chitleen (and less for Lockjaw?) we have no mechanical means of outpacing them. The ghast priestess and the demon will be able to move and attack, and since both Lockjaw and Chitleen are staggered - we won't even be able to withdraw.

Tell me how that's 'not planning well enough'?

Retreat and run away are two different things, Mark. As it stands we are going to be put through the grinder if we do not get some tactical advantage. One we do not have standing in the doorway getting hammered by spells and stink-eyes.

And I have been biting my lip for some time, but it seems like you have some un-aired beef we need to set straight. What's the deal? It felt like you took some of Tararr's ball busting to heart early on and instead of seeing it as a "Tango and Cash" relationship took it as something directed at you personally. So let's patch this up, because the snarky sh!t is getting a little old, bub.

Male Elf Alchemist (Crypt Breaker) 5

*Sigh* - the reaction here was nothing more than being peeved at you saying that 'if we can't retreat we haven't planned well enough'... rather than looking at the actual tactical situation before us at present and realising that we can't really make any attempt at retreat due to the current afflictions afflicting us.

Lockjaw (apart from the 4 negative levels) is staggered (from the slow) and has a speed of 20ft.
Chitleen is staggered and has a speed of 30ft.
Karrak is not staggered... but still only has a speed of 20ft feet.
Seamus is not staggered... but still has a speed of 20ft - or 15ft?

The gnolls and demon are most likely rocking a 30ft speed - so they outpace us in every way. To retreat 'safely' you'll need to withdraw, which coughs up a full round action (so only works with Seamus and Karrak)... but since nobody is faster than the enemy we can't actually break away (besides needing to abandon half the party with that option).

Our best option tactically is likely to stand and fight - that way at least Lockjaw and Chitleen can tangibly affect the outcome (by swinging or bomb chucking) using our one standard action per round.

As to Tararr... I'd rather not dredge that up really. You clearly enjoy abrasive relationships in game... I'm less prone to enjoying them, especially with characters that aren't half-created with that style of play in mind.

Chitleen's current personality is a reflection of that 'ball busting', and his dispassionate outlook and lack of emotive interaction is actually his way of dealing with the situation that he's been placed in both by his dwarven companions as well as wading knee deep through the death in the mines.

I don't actually have an issue with you at all...

Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Maybe there is a better place to fight from that I'm not aware of but I would think we are in a pretty decent position here. We have a magic circle against evil. Two at a time can hold the door while the weaker or injured stay in the back. Slowed characters can still act if we don't move. I have a some useful spells left (spiritual weapon coming up), but if Lockjaw is too weak maybe we should switch places and let him heal while I fight.

Not sure if I can hurt the demon in melee though. Voodoo, does Karrak know if cold iron will hurt a demon?

Things looked rather bleak for a moment with the evil elemental in the previous room as well, but things turned rather quickly.

just roll better! : )

Sure, Karrak should know that demons are vulnerable to good and cold iron.

Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

In that case I am prepared to whack him.

|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

Keep in mind that with 4 negative levels I can't heal myself. I've lost access to all powers from level 2 through 5, so I'm probably better off going full defensive and letting them pound me while the rest of you fight them off. There's really no way I can retreat at this point.

Male Halfling 5 Polearm Fighter:AC 21 HP 43/43 {Int }+4: {Perc }+5: [Fort] +6 [Ref]+4 [Will]+3 [CMD]20 [CMB]7/9 Trip

Cool, Mark. I was actually a bit concerned about that. We have been playing in one game or another for a couple of years now and I figured we could be pretty frank with each other. I didn't want to see things go sour over text. Glad to hear that we are square!

Male Elf Alchemist (Crypt Breaker) 5

Ok... now we dead :P

yeah, the dice certainly aren't on your side... and maybe the demon is a l-e-e-tle too powerful. I'm scaling it back a bit as we go.

Actually, I don't believe Lockjaw loses any abilities. These are very temporary neg levels. There is the penalty and hp loss, but it states no spell loss and I imagine that applies to class abilities as well.


Male Elf Alchemist (Crypt Breaker) 5

Aye - the dice swing is pretty brutal at times. With slightly higher rolls the priestess could have had 40 odd damage to the dome from alkahest.

sorry about the lack of maps. My brother updated Java on my computer and that's F'ed up my maptools. I can get it to run now, but it won't read the very files it's saved so I have to keep the program open and if I happen to close it for any reason, I have to rebuild the maps from scratch each time. Very Annoying!

So I don't think all is lost yet. Karrak has spiritual hammer for what's worth. Lockjaw is down, but not out. He's -4 everything for neg level and slowed, but smite makes up a bit of that.

Ok, it does look pretty bad...

there's always a chance for a little Deus ex / mea culpa...

Male Elf Alchemist (Crypt Breaker) 5

Chitleen still has one trick left in his bag...

Hi all,

I really hate to do this after FINALLY finding a great group of reliable and fun players, but I feel like I need to put this on hiatus for an indeterminate amount of time.

I still have plenty of ideas and sketches of things to come, but filling it in as we go along has become difficult lately as RL has become more demanding.

I certainly appreciate your patience and being game as I try some things out. I thought I'd share my thoughts on the last few encounters. Feel free to inflict them on your own players.

The Gremlin Tower for example, shows some potential for intermediate level gremlin threats. Pugwampi druids might be challenging- entangle really pins PCs down. Problem is that relying on pug warriors to bring some damage is going nowhere. Their attack bonus is just too low and no damage. poison might do something, but again- good luck getting past AC.

The druid summoning a swarm of bats might be especially cruel though if you figure entangle won't affect flying creatures. I don't know if stirges are kosher- as magical beasts, they ought to be affected by the unluck aura, but they are listed as pugwampi allies so I gave them a pass.

Jinkins have some cool potential after you give them crossbows. Otherwise they get creamed coming within reach. Allied with a pug or two and lead by a sorcerer, you can bring the pain by greasing your prey and then taking advantage of sneak attack damage against flat-footed bigguns.

The Shoosuva was from a classic D&D article circa Dragon magazine 80s about Gods of the orcs, gnolls, etc. They had a slow paralysis ability.

I tried scaling down a nabasu, but found innervation is really dangerous. Also the DR was too high. I scaled back more toward a Large Yaenit as the base. I think the slow gaze worked pretty well. A dex draining bite was intended to allow the possibility of creeping paralysis. I'm still not sure about that. I like neg levels somewhow to produce more ghouls, but maybe just add ghoul fever to the bite to take care of that??

Anyway. Thanks again for being game. Maybe this summer I'll have more time to solidify this better and resume. I'll let you know either way.

Male Elf Alchemist (Crypt Breaker) 5

No issues at all Mr Hungry Voodoo - I for one will always be hanging around if you get to the point of being able to pick it back up again :)

I'll second that pugwampi + competence = bad juju for adventurers... but at least it was only entangle and not stinking cloud!

I've always thought a Master / Blaster build would be brutal for a pugwampi / unchosen gnoll combo.

Dwarf Cleric 5 (HP 35 | AC 18 | T 12 | FF 16 | CMD 17 | F +7 | R +5 | W +9 | Init +4* | Per +4* )

Thanks for running it. It's been a great ride.

|| CMB +8 | CMD 18 | F +9 | R +3 | W +5 || HP 53/59 AC 21/10/21 || Paladin 5 || SR 10 Immune: Fear, Disease

No problems, I'll be hanging out and I had a blast with the game.

Chitleen Shudra wrote:
I've always thought a Master / Blaster build would be brutal for a pugwampi / unchosen gnoll combo.

might work if you could keep the Unchosen from snacking on the pugs. Speaking of Unchosen, I just killed another PC in my Legacy of Fire game. It's probably good to break off for a while. I seem to be on a PC-cidal streak.

Thanks again, ALL. I'll definitely contact you if life regains some normalcy to delve into the lower levels.

Indeed, Voodoo. Thanks for the fun. I have had a great time.

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