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Night of the Werewolf (Inactive)

Game Master Kinetic_cards


151 to 200 of 1,528 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Of course, I was wrong about the "continuing to be trapped damage", the above is correct for damage.

However, the Orb was created on my phase - Initiative 14 - in round one. Since then, it has been Initiative 14 one more time - round 2 - signaling 6 seconds past. When Initiative 14 hits the third time, that will signify the 12th second of the Orbs existence.

It has roughly 4 and a half round left - it was cast on Initiative 14 of Round 1, it ends on initiative 14 of round 7.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

See... knew it would get complicated.


DM

@Nameless - I see it the same as you, we just both rounded the opposite direction when we were describing it.


@Network - I know. That is why my last post was so insidiously, abundantly clear.

speaking of which, if a spell has a duration of 1 round, and starts at initiative 10 round #1 - does it end at the end of initiative 9 or just before initiative 11 round #2?


DM

Unless it's a delayed spell (e.g. per the feat), the first round is the round it takes effect. So the answer to your question is at the end of initiative 9. Otherwise, instead of lasting 1 round it would be lasting 1 round + a fraction of a round.

For instance, in the case of the orb, you cast the orb in round 1. Since the orb took effect as an attack in round 1, it continues through your turn on round 6 (and after your turn in round 6, it expires). If it lasted through your turn on round 7, your opponent would be attacked by the orb at least 7 times (I know the orb rolls around responsively and such, but the gist is the orb would in the least get 7 attacks.) 7 attacks for a spell that has a duration of 6 rounds? That would be giving the spellcaster an extra action (or even if the spellcaster didn't take any other action in round 7, the spell still lasts too long by a fraction.)


That makes sense! Good. I have been unsure about that one for ages.


Male Human Wizard 9 (Teleport) Perception +8

Given Caromarc and Elspeth were put to sleep, then wounded, and wounding breaks sleep, are they awake for their turn?


DM

Ironically, yes!


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

@Caromarc - MM needs mini-flamethrowers at his fingertips. Burning Hands. Would have been sweet against a swarm.

@DM - Please don't hate me for asking, but... are Hell Hounds, Sandmen and Bats acting in a concerted manner? Coming after us... or is this serendipity? If they are not acting in concert, wouldn't they also attack one another?

Would the Hell Hounds and Bats need to save vs. Sleep (from Sandman aura), would the Hell Hounds use breath weapon against the swarms or sandmen. Would the bats just cover everyone... as they could, etc...They're from different planes, have different world views and alignments, etc...

Unless there's some "mastermind" sending them after "lil ole us"? I'll speak for everyone except Sireene... "Flattered!"

LOL


Oh yes, Nameless would love the idea of a mastermind out to get him.

Oh who am I kidding, he already does. He explicitly thought as much back during the chase.

Although you are entirely right about the fact that he wouldn't feel flattered, like it was an honor or something.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

is she really 4'5"? Did you mean 5'4"?


No, I meant 5. I just forgot to change my inital mistake in that particular entry. Both the character sheet and the Paizo descripion says the correct height.

Still short:P

It is because I am used to meters, not feet. 150 cm is very short, but reasonable. It fits La Siréene's supernatural, slightly unnerving, appearance.

thanks for pointing it out!


DM

@Sandru - You got a lot of things going on there, I mean the bats could attack the sandmen, but the sandmen are immune to bleed. The sandmen's sleep aura can't affect the bats that are immune to mind-affecting effects. The hell hounds are in the orb, but there's no guarantee that if they got out they would go after the other monsters instead of you, etc.


Yeah - it's a blood sucking mist teamed up with construct scenario again. They are not mates, but we are prey.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

Who says that the good guys are the only ones that can cast summon monsters? We are going to get those sorcerers. Make logical sense that these are summon creatures, going along with the story line.


I got to argue with you there, actually - if these were summoned creatures, I.E. from another plane, we would know. Because we wouldn't be able to kill them, they would reform on their own plane. Or something. It’s complicated, and I am not entirely sure of the details. Point is, if it is summoned, that shows. Especially since these are non-druid summoners, because that means Celestial or Fiendish template right of the bat.

Oh god, more puns! What did i bring on myself!

Althougt I suppose our characters probably do not know about that; I know mine does not have any Knowledge:Planes or Knowledege:Arcane ranks.


DM

@Caromarc - I'm confused. I thought because MM is technically a doll that he still is vulnerable to mind-affecting effects. It has this on his character sheet. ?


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Can Monks do bludgeoning damage? Hee hee... It would be like any one of us getting +10 on damage.

Save us, Quinn!


If he has bludgeoning arrows in his quiver that will not be a problem.


Male Human Wizard 9 (Teleport) Perception +8

Could we get a map again please?


Network wrote:

Rough map of current positioning:

__Orb w/ 2 Hell hounds_________
_____Sandru, Ianez____________
_Sandman 2, Quinn, La Siréene___
____Blackacre, Sandman 1________
______________Hareton, Caromarc____________
_________________Elspeth__MM______________
_________________3 Bat swarms_____________

last map.

Since then, the Bat Swarms, MM, Elspeth and Caromarc have moved.


Per +11

DM MM:

Traits: A construct possesses the following traits (unless otherwise noted in a creature's entry).

No Constitution score. Any DCs or other Statistics that rely on a Constitution score treat a construct as having a score of 10 (no bonus or penalty).
Low-light vision.
Darkvision 60 feet.
Immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
Immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning.
Cannot heal damage on its own, but often can be repaired via exposure to a certain kind of effect (see the creature's description for details) or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole. A construct with the fast healing special quality still benefits from that quality.
Not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage.
Immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless).
Not at risk of death from massive damage. Immediately destroyed when reduced to 0 hit points or less.
A construct cannot be raised or resurrected.
A construct is hard to destroy, and gains bonus hit points based on size, as shown on the following table.
Proficient with its natural weapons only, unless generally humanoid in form, in which case proficient with any weapon mentioned in its entry.
Proficient with no armor.
Constructs do not breathe, eat, or sleep.


Per +11

DM:

Sorry, yes.

He absolutely is effected by mind affecting effects. If the sleep effect was a charm or something, then yes, he'd be affected. As a creature physically immune to sleep however it has no effect. If it makes you feel better the sleep spell explicitly says it doesn't work on undead or constructs, and it is possible to cast those spells in such a way as to ignore immunity to mind affecting effects.

As to the way I wrote it up, I was copying the way the source material does it.


Male Half-Elf Zen Archer Monk 8 / Mage 1
Info:
HP:49/80, AC:26, Saves F+11, R+11, W:+18, Speed:50, Perc:+20

@Sandu - Monks can do bludgeoning damage due to Improved Unarmed Strike and does lethal and non-lethal damage, but alas, a Zen Archer monk does not have Flurry of Blows. And where are you getting +10? He can only do 1d8+2 in hand to hand.

As for bludgeoning arrows...he does not have, he is currently using durable arrows. I'd like to role play his unpreparedness when it comes to these kinds of creatures. This adventure is a wake up call for him to have various kinds of arrows.


***INACTIVE*** Human Archaeologist Bard/9; Init: +4*; Perc: +19; HP 27/63, F: +7/R: +10*/W: +7

There isn't much call for the golf bag when you're basically a city cop, eh?


Network wrote:


__Orb w/ 2 Hell hounds_________
_____Sandru, Ianez____________
_Sandman 2, Quinn, La Siréene___
____Blackacre, Sandman 1________
______________Hareton, Caromarc____________
_________________Elspeth__MM______________
_________________3 Bat swarms_____________[ooc]

[ooc]Elspeth and MM get attacks of opportunity vs swarms 1, 2, & 3.
Caromarc & Hareton get attacks of opportunity vs swarms 1 & 2.
Blackacre gets an attack of opportunity vs swarm 1.

APMI's clarification map, as the above.

1X X X X O O X X X X
2X X X X O O X X X X
3X X X X S I X X X X
4X X X X S2 Q L X X X
5X X X X B S1 X X X X
6X X X X H C X X X X
7X X X X E M X X X E
8X X X X X X X X X X

To me, the whole thing looks like a 10-foot single file road. Swarm 1 covered the 10ft area over Blackacre, Sandman 1, Hareton and Caromarc. Swarm 2 Covered the 10ft area over Elspeth, MM, Hareton And Caromarc. Swarm 3 covered Elspeth and MM.

APMI's clarification map, after Caromarc moved.
1X X X X O O X X X X
2X X X X O O X X X X
3X X X X S I X X X X
4X X X X S2 Q L X X X
5X X X X B S1 X X X X
6X X X X H M X X X C
7X X X X X X X X X E
8X X X X X X X X X X

MM 5-foots in to attack Sandman 1, Caromarc and Elspeth walks up to the wall.

APMI's clarification map, the Orb moves.
1X X X X O O 1 X X X
2X X X X O O 1 2 X X
3X X X X S I 2 2 X X
4X X X X S2 Q 3 3 X L
5X X X X B 6 4 4 X X
6X X X X H 6 5 5 X C
7X X X X X X X X X E
8X X X X X X X X X X

The way I might move the Orb, if the previous maps were correct. La Siréene moves to the wall, provoking an AOO from Sandman 1, and moves the Orb down the line, finally crashing it into Mechanical Manservant, Sandman 1, Bat Swarm 1 and Bat Swarm 2, the later of which were swarming around Blackacre and Hareton.Note that Mechanical Manservant is unaffected by non-lethal damage.

The forum removes multiple spaces, so this is probably easier to read if you click "Reply". Posted this here to check if this all is correct before taking La Siréene's action.


DM

Looks fine to me.

Am I posting the 'this person's turn next' stuff too much? Trying to keep things clear and smoothly running along, but if I'm stating the obvious I can do that less.


Male Human Wizard 9 (Teleport) Perception +8

I like next person's turn.

I think I got turned around. The dogs are near where the zombie with the torch was, right? I thought Caromarc and Elspeth ran towards that.


***INACTIVE*** Human Archaeologist Bard/9; Init: +4*; Perc: +19; HP 27/63, F: +7/R: +10*/W: +7

I'm good with the reminder. When there's that much going on, it helps.


DM

@Caromarc - No, the zombie and dogs were at the far forward end of the room, and Caromarc and Elspeth retreated back through the tunnel the way you came (back in the direction of Hergelund's hideout.)


Earl J V Caromarc wrote:

Caromarc gets to his feet, then runs up the right side of the tunnel away from the bats...

provoke attack from Sandman
...followed by Elspeth.

okay... lets just conclude that this battle was really confusing.

Speaking of which, the "its your turn, then Sandru, then Hell Mutt" is really helpful, as pbp can get really confusing without a proper battle mat.


DM

I agree. You're all gonna get garden-variety goblins from now on, lol.


Human Inquisitor 9 | HP 51/64 (fast heal 5) | add'l +3 att +8 dmg | AC 24 [16t 21f] | Saves F+10 R+9 W+13 -- Left: 4/6xLv1, 5/5xLv2, 2/3xLvl3, 5/9r bane, 1/3 Judgments (0/1 surge), 9/9r detect lies -- Init +5 Perc +14 Sensemotive +15

a) Concur that "it's your turn" is very helpful, especially with a group that is good about posting at least 1-2 times a day.

b) Blackacre already knows that there is a conspiracy of monsters, summoners, devil-worshippers, sorcerers, and mid-level bureaucrats out to get us. He just has to figure out who is pulling the strings...


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Is there any chain like or club like (torch?) Object Sandru can pick up from the debris? He has Chain Fighter.


DM

There is the torch that the zombie dropped still laying on the tracks at the far side of room (about 15 feet beyond where you are standing).

If you would like to continue looking for a chain, make a Perception check.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Perception 1d20 + 10 ⇒ (18) + 10 = 28

Chain Fighter: Some half-orcs have escaped from slavery and reforged the chains of their imprisonment into deadly weapons. Half-orcs with this racial trait are proficient with flails and heavy flails, and treat dire flails and spiked chains as martial weapons. This trait replaces the weapon familiarity racial trait.

Anything appropriate.


DM

I'm taking this back to the gameplay thread!


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Let me know what rolls/actions are required, in the game thread. What AoOs, etc...


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

Just didn't know if Sandru had to move first, incur an AoO, pick up the chain, etc... Can he sheathe his blade or drop it?


It would be a move action to pick it up from the floor, a move action the sheathe your blade, and a free action to five foot step, so as long as the chain was within 10 feet of Sandru, you should not have had any problem, but it's DM's call.


DM

I think what Nameless wrote sounds fine. I saw the chain as being a little further away (drop blade - free, move - move, pick up chain - move). But I guess either way it's about the same result.

Also, you're right, Sandru did take an AoO from the sandman. I will add that to the gameplay thread.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

AC 24


DM

I can't remember what I rolled now, but I think it might have been 22. Bank error in your favor!

I revised what I wrote - the AoO missed.


HP 56/88 Male Half-Orc Barbarian 1/Unbreakable 2/Rogue 6

I'll try to be clearer since my AC fluctuates and is situational with Dodge and Mobility. Thanks.


DM

np


DM

Maybe for some of the future encounters I might try to work up some kind of map or a grid or something. Maybe...


***INACTIVE*** Human Archaeologist Bard/9; Init: +4*; Perc: +19; HP 27/63, F: +7/R: +10*/W: +7

I've had good luck with Google Docs spreadsheets; an example is HERE.


DM

Nice! Thank you for this.

It may take me a little while to get up to speed, but I think I can probably do something.


That Google doc spreadsheet looks like it would help a lot, especially with battles like this, with a total of 17 participants, not counting the Orb.


At this point, it is no longer relevant, but there is a torch lying on the ground Light lit...

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