SR's - Great Southern Isles (PbP) (Inactive)

Game Master stormraven

High-Power Pathfinder Homespun Game


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STONE-FACED KILLA

Just realized i hadn't factored Haste into Jayse's AC (of any form). So kick those numbers up by 1 (if he gets attacked)... I'm correcting it in my proifle status block.


Skitter watches his mistress flee and, perplexed, has to determine his own course.

Given the meatsack propensity to guard their own... he opts to follow that course. He lashes out at the Shadow next to him, burying his claws in the shadowy foot three times in quick succession, then he retreats.

FULL: Attack
FREE: 5'

Claws (IC, Haste)
HIT 1d20 + 9 + 2 + 1 ⇒ (19) + 9 + 2 + 1 = 31 DAM 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8
HIT 1d20 + 9 + 2 + 1 ⇒ (19) + 9 + 2 + 1 = 31 DAM 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8
HIT 1d20 + 4 + 2 + 1 ⇒ (18) + 4 + 2 + 1 = 25 DAM 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9

I don't recall giving his claws the 'keen' status, pity...


Straehan huddles against the wall as Jayse becomes a whirling death machine standing over him. Fortunately, casting under pressure was his forte and Vanish was such a simple spell, he just couldn't fail... As his hands make the ritual motions, his mind bridles at retreating without having done so much as lit the place up with a Fireball. Let those hounds howl at that!

The spell complete, the Gnome vanishes from sight and, knowing Jayse is probably still standing over him, he crawls away to a spot that should be clear.

STAND: Cast Vanish
MOVE: Crawl

CONCENTRATION v DC:17 (to Cast) 1d20 + 22 ⇒ (16) + 22 = 38

Next Up... Baddies.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Seeing Jofram, Vaelos, and Skitter as the only targets left, the Shadows and the Mastiffs turn their attention on them, surging forward...

Jayse - up to two AoOs, if you please. Note, it will cancel you being Vanished.


STONE-FACED KILLA

Against his better judgement, Jayse can't stand the thought of leaving Jofram to die alone.

Whichever of the below goes against the mastiff, use it as a trip (with an additional +2 to the attack roll). If successful, use the third roll as the AoO on the now-prone mastiff for hitting the ground (and just use the damage roll as appropriate). Let me know if this makes sense. Also, whichever damage-dealing strike goes agains the mastiff, make it a Stunning Fist - reference Jayse's previous post details. :)

AoO's (same modifiers as before):
Unarmed AoO 1d20 + 14 + 2 + 1 - 1 ⇒ (18) + 14 + 2 + 1 - 1 = 34
---> Damage 1d8 + 12 + 2 + 4 ⇒ (4) + 12 + 2 + 4 = 22
.
Unarmed AoO 1d20 + 14 + 2 + 1 - 1 ⇒ (13) + 14 + 2 + 1 - 1 = 29
---> Damage 1d8 + 12 + 2 + 4 ⇒ (6) + 12 + 2 + 4 = 24
.
Unarmed AoO (against the prone mastiff, if applicable) 1d20 + 14 + 2 + 1 - 1 ⇒ (5) + 14 + 2 + 1 - 1 = 21

hate to have wasted a hero point and vanish, but I hate to leave Jofram the sole target of this whole room full of baddies.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

I'm assuming your first attack is the trip on the Mastiff. There is no damage on a Trip attack, correct?

The Gods may be silent but some do approve of self-sacrifice. Jayse gets a Hero Point.


STONE-FACED KILLA

Correct. But hopefully the AoO that's triggered when he hits the floor from Vicious Stomp will put some hurt on the mutt! (as well as a stunning fist, hopefully)


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Oh, I get it. The first damage roll can be used for the follow-on bootstomp damage.

The Shadow and Mastiff that were facing off against the vanished scouts, look briefly confused before turning on the last possible victim. They leap towards Jofram. The Shadow moves right through Jayse and draws a vicious elbow from the Monk which nearly fells the unholy creature. Fattened as it is on Strae's life-force, it avoids being destroyed by a hair's breadth and continues it's soundless flight.

In contrast, the Mastiff yelps as its foot is expertly swept and the creature slams face-first into the floor. It receives a kick to the head from the now visible Monk.


STONE-FACED KILLA

Did it save from the Stunning Fist? DC 16 or be stunned for 1 round and shaken for 10.


Jayse sees the Shadow surge foward and then melt as the sprawled out gnome becomes visible on the floor, his claws still dripping shadowy remnants. He looks up at Jayse, "I was never much for running from a fight."

AoO Claw (crit: 19+/2x)
RIDICULOUS MODS: IC, Haste, DEX Damage, Prone, Invisible v DEX-less AC
HIT: 1d20 + 12 + 2 + 1 - 2 - 4 + 2 ⇒ (12) + 12 + 2 + 1 - 2 - 4 + 2 = 23 DAM: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8 Ghost-Touch, Keen

Mastiff Fort Save DC:16 1d20 + 10 ⇒ (13) + 10 = 23


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

AoO Jayse, please.


STONE-FACED KILLA

Same mods as above (and this is my last AoO available this round)
Unarmed AoO 1d20 + 14 + 2 + 1 - 2 ⇒ (18) + 14 + 2 + 1 - 2 = 33
---> Damage 1d8 + 12 + 2 + 4 ⇒ (1) + 12 + 2 + 4 = 19


Know: Religion

The disappearance and sudden reappearance of two targets throws several of the enemy into confusion as they try to decide between victims. The lead Mastiff, hearing the yelps from its kinsmen turns around in time to see Jayse bootstomp the creature and then kick it in the ribs as it gets up. He deftly dodges the dog's snapping jaws as it rises. But the growl from the lead Mastiff tells Jayse the beast is seriously considering him for lunch.

Skitter successfully captures the attention of both a Mastiff and a Shadow due to his swipes. The Mastiff circles and attacks as the Shadow does the same. Fortunately the doughty little construct is unfazed by the Shadow's futile attempt to draw forth his essence... but the Mastiff catches him unaware - putting a sizable toothprint in his shell and using a meaty, shadow-shrouded paw to up-end the valiant crustacean. Skitter's legs twitch frantically in the air as he attempts to right himself.

Jofram fairs the worst. On either side of him, Shadows close in for the kill. His already slowed reflexes, make him an easy target - stealing more of his willpower and speed.

Round: 3

ORDER: Jofram, Straehan, Soul Drinkers, Mastiffs, Orin, Ushari, Jayse

Map: Dancing in the Shadow

Ja's HPs: 70|70 - DAM: -4 WIS;
Jo's HPs: 79|79 - DAM: -10 WIS; -10 DEX
Ov's HPs: 72|72 - DAM: -3 STR; -5 DEX
Uv's HPs: 52|52 - DAM: -1 STR; -8 WIS ; -2 DEX
St's HPs: 49|60 - DAM: -5 DEX;

On-Going Effects:
Good Guys
Inspire Courage - +2 to ATT/DAM ; +2 Saves vs Charm/Fear | Rnd 3 of 12
Haste (except Jofram) - +1 to ATT ; 1 Attack on FULL ; +1 AC (Dodge) ; +1 Reflex Saves ; +30' MOVE | Rnd 3 of 7
Panic (Ushari only red circle) - Rnd 2 of 3
Prone (Strae & Skitter - blue circle)

Bad Guys
Slow (green squares) - -1 to ATT, AC, Reflex Saves ; Staggered | Rnd 2 of 7
Prone (blue circle)

Shadow Games:
Shadow #4 JOFRAM AC:17 (Haste + DEX Dam), flank
Touch ATT: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19 DAM: 1d8 ⇒ 2 WIS

Shadow #5 SKITTER AC:18 (Haste), slow, flank
Touch ATT: 1d20 + 11 - 1 + 2 ⇒ (14) + 11 - 1 + 2 = 26 DAM: 1d8 ⇒ 6 WIS - Immune

Shadow #8 JOFRAM AC:17 (Haste + DEX Dam), flank
Touch ATT: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33 DAM: 1d8 ⇒ 4 DEX

Mastiff #1 - JAYSE AC:24, CMD: 32 v Trip, Prone
Bite ATT: 1d20 + 12 - 4 ⇒ (9) + 12 - 4 = 17 DAM: 1d6 + 7 ⇒ (2) + 7 = 9 + Trip
Trip: 1d20 + 11 - 4 ⇒ (18) + 11 - 4 = 25 v CMD:32 DAM: Prone

Mastiff #2 - SKITTER AC:23, flank
Bite ATT: 1d20 + 12 + 2 ⇒ (19) + 12 + 2 = 33 DAM: 1d6 + 7 - 10 ⇒ (5) + 7 - 10 = 2 + Trip
Trip: 1d20 + 11 + 2 ⇒ (12) + 11 + 2 = 25 v CMD:16 DAM: Prone


STONE-FACED KILLA

Jayse pauses after way-laying the mutt, blue eyes calmly surveying the fight, "Strae. You think you coudl take these guys out with some fire? I don't like my odds if i have to fight them one at a time."

Delay until I get an answer from the little pyromancer. First thing to come to mind is to have Strae double nuke them. But it'd cost you a Hero Point (Fireball + Hero point Fireball). Otherwise, I say we try for the exit.


I was going to come back in and either try to fear the H20 shadow or come up and hair-grapple the F19 dog. I'm trying to find a way for Jofram to get out of there. SR, can I stand in I18, or is that a tight space? Also, is one of the guys by Jofram panicked, or did that one get killed/run away?


STONE-FACED KILLA

Defensively casting Vanish (he only needs to roll a 4) and heading out the exit is all Jofram needs in order to escape. And I don't think Strae & Jayse intend to duke out the rest of this fight solo... i'm just waiting to hear if he want sto burn that Hero Point to see if he can nova them into the ground.


Strae rolls onto his side and grimaces in response. "I can hurt them but I probably won't finish them off. My spells aren't Ectoplasmic - those Shadows will only catch a piece of it. The Mastiffs will catch it in full. If it will help 'clear the path', I'm willing to try. But our people better clear out. Right now, I've got to thread a needle."

To put this in raw mechanics - The Shadows only take 50% damage from any corporeal spell - so the damage they will take is realistically 1/2 or 1/4 damage - call it 23 or 12 damage per fireball on average. The Mastiffs' shadow-hiding ability won't mean a thing so they will take full or 1/2 damage (46 or 23) per ball. Strae's DC is high but so are the Reflex saves of the baddies... so its about a 40-45% chance that the baddies will make their saves. I'd say he would soften the shadows a bit and seriously soften the mastiffs. For the ones that have already taken solid hits - you might see the lucky kill from the spells.

I18 is a half-square and you can stand in it. Jofram slew the panicked Shadow.


Sounds good. I'm good with running or going for the nova. Either way, I'll delay until after Strae and Jofram.


STONE-FACED KILLA

Me, too.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

I think that we may be trying a combo platter here - a little running and gunning. Feel free to let Jayse lead off before you make a decision.
Ushari - I'm assuming you are continuing to put Michael Phelps to shame? :D
EDIT - OK, so Orin and Jayse are delaying until Round 4 and synching up with the other boys. So that leaves Ushari's action and then... JOFRAM, you have the ball!


Skitter rights himself drawing another feral snap from the Mastiff. The blow fails to dent his body and the little crab scuttles for the exit, not willing to test his potential immunity to a set of dual Fireballs.

AoO - Mastiff #2 - SKITTER AC:23, flank, hardness
Bite ATT: 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31 DAM: 1d6 + 7 - 10 ⇒ (3) + 7 - 10 = 0

Next Up... Ushari & Jofram

I'm not rolling the Shadow AoO because it can't harm Skitter.


Can Ushari, while panicked, swim to get Isolde to cast Lesser Restoration on us all after the battle? ;-) Swim, Shari, Swim! (Gump-style)


Ushari, still clearly panicked, leaps off of the rowboat and swims away from the Shaudran ruin as fast as her legs can propel her.

Swim check 1d20 + 7 - 1 - 2 ⇒ (5) + 7 - 1 - 2 = 9 DEX dam, panicked

Orin, she would swim away from the ruin, so I don't think a side trip to Isolde is possible right now, he he.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Ushari churns water like a tempest as she puts distance between herself and the face-eating Mastiffs. When she feels the sunlight on her back, she begins to find a measure of calm.

Jofram... you are on the Ready Line.

Round: 4

ORDER: Jofram, Straehan, Orin(D), Jayse(D), Soul Drinkers, Mastiffs, Ushari

Map: Dancing in the Shadow

Ja's HPs: 70|70 - DAM: -4 WIS;
Jo's HPs: 79|79 - DAM: -10 WIS; -10 DEX
Ov's HPs: 72|72 - DAM: -3 STR; -5 DEX
Uv's HPs: 52|52 - DAM: -1 STR; -8 WIS ; -2 DEX
St's HPs: 49|60 - DAM: -5 DEX;

On-Going Effects:
Good Guys
Inspire Courage - +2 to ATT/DAM ; +2 Saves vs Charm/Fear | Rnd 4 of 12
Haste (except Jofram) - +1 to ATT ; 1 Attack on FULL ; +1 AC (Dodge) ; +1 Reflex Saves ; +30' MOVE | Rnd 4 of 7
Panic (Ushari only red circle) - Rnd 3 of 3
Prone (Strae - blue circle)

Bad Guys
Slow (green squares) - -1 to ATT, AC, Reflex Saves ; Staggered | Rnd 3 of 7
Prone (blue circle)


Ushari Velnokal wrote:

Ushari, still clearly panicked, leaps off of the rowboat and swims away from the Shaudran ruin as fast as her legs can propel her.

Swim check 1d20+7-1-2 DEX dam, panicked

Orin, she would swim away from the ruin, so I don't think a side trip to Isolde is possible right now, he he.

Maybe on the return trip, :-P


HP: 51/79 | | Anatomist (+1 to confirm Crits) | | Fav. Enemy +4 = Humans, Half-Humans, Undead
stormraven wrote:
Jofram... you are on the Ready Line.

Oh, am I still alive/conscious? Guess I'll go for it, then!

"Vaelos! Retreat!" Calling for the eagle to escape, Jofram disappears in a blink.

Rolls:
Continue Bardic Performance
Fighting Defensively
Surprise Shift to I20
Cast Vanish
5' step to H19
RUN for the exit (Is that H19?)


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Chief, I think you meant Cast Defensively and you've got about 2 rounds of actions listed there. So let me simplify it...

Despite the crippling lack of willpower and his shot reflexes, Jofram manages to cast a spell and disappear. He runs out the exit and hops into the boat. Vaelos wings his way outside.

Concentration v DC:17 1d20 + 13 ⇒ (6) + 13 = 19

Orin/Jayse - do you want to go now or after Straehan?


Strae weighs the odds, casts a familiar spell, and disappears from sight.

STAND: Cast Vanish defensively
MOVE: Stand up
FREE: 5'

CONCENTRATION v DC:17 1d20 + 22 ⇒ (14) + 22 = 36

Next UP... Jayse & Orin


HP: 51/79 | | Anatomist (+1 to confirm Crits) | | Fav. Enemy +4 = Humans, Half-Humans, Undead

Ah, yeah. Dunno what I was thinking.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

You were probably just excited to be alive. :)
Sadly, despite my best efforts to kill your character, the Gods are keeping you alive.


STONE-FACED KILLA

With his teammates seemingly safely retreating, Jayse looks for his own exit strategy. Luckily he has his own tricks. He draws on the power in his core once again, this time channeling the heat into the long muscles of his legs. He kicks off from the ground in a standing jump, soaring up along the edge of the corner to his left -- activating his slippers on the fly. Milaflora, once again you saved my ass!

As Jayse reaches the apex of his fourteen foot vertical jump, his bonewhite coat flares out around him as he plants his feet on the corner, turning his attention to the crack of light that is hopefully his haven. The power in his legs sings again as he launches himself across the room, like a bolt loosed from a crossbolt, arcing just enough to clear as much of the fight as possible before gracefully tucking into a rolling land. His momentum carries him through the crack as he rolls to his feet.

As he tries to steady the rocking row-boat, he gives Orin a confused look, "Jofram and Strae should be here shortly. I thought Ushari was with you."

SWIFT: Use ki for a +20 to Acro (which boosts Jump modifier up to +52)
FREE: Activate Slippers of Spider Climb
DOUBLE MOVE: Jump straight up and against the corner immediately to his south-west, aiming for a height of at least 10 feet (which should be above the threatened reach of any opponents between Jayse and freedom)...
1d20 + 52 ⇒ (5) + 52 = 57 / 4 = 14.25ft vertical
… Plant momentarily on the wall with the Slippers to redirect, then jump straight out through the hole and into the water...
1d20 + 52 ⇒ (6) + 52 = 58 feet horizontal
… landing just shy of the exit and hopping into the boat with remaining movement.

Status:
HP 70/70
AC 24 • Touch 18 • FF 21
CMD 30 • FF 27 (+2 vs. Grapple/Trip)
Fort +8 Reflex +9 (+8) Will +8 (usually +10)
--> +2 vs. Shaudran, Enchantments
--> +2 vs. Sleep, Paralysis, & Stunning (Dragon Style)
Immune Diseases
.
Effects/Conditions: Dragon Style, Mage Armor (7 hrs), Darkvision 60 (constant), Mindshield, Haste, Inspire Courge +2, -4 Wisdom (-2 AC & CMD, -2 Will Saves, -2 Stunning fist DC's, -2 ki, -2 wisdom skills)


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Jayse hears a rip and feels a nip on his heel as he launches himself away from the Mastiff. Only after his caroming, wall-bouncing escape is concluded and he stands safely in the boat does he notice the fang-made tear in the bottom of his pristine jacket. Now the Shaudran have made it personal.

Mastiff #1 - AoO JAYSE AC:24
Bite ATT: 1d20 + 12 ⇒ (14) + 12 = 26 DAM: 1d6 + 7 ⇒ (2) + 7 = 9

Do you guys plan to take action on your turns or simply wait for Straehan to make his escape? If so, I can fast-forward a bit.


STONE-FACED KILLA

"DAMMIT! Why the jacket?!" He looks back at the dog. "You're gonna pay for that, mutt."


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

Orin, you've got a turn left, unless you want to delay further.


I'm going to skip ahead here, just to get things moving since it will take both Strae and Skitter two rounds to extract themselves safely.

Their victims vanished or escaped, the Shadows set about their strange affairs - some sullenly sink into the floor or wall like a fog. Others cautiously fly towards the exit, hungering for their escaped prey, others mill around. Only the Mastiffs are unrelenting. And they focus their energy on the only victim they can attack - the strange crab-like box skittering towards the exit.

From the boat, our heroes see two Mastiff's charge Skitter, biting at him and then flipping him over. The little construct, in a frenzy of claws, rights himself and is again set upon of by the dark brutes. Their jaws snap at the little fellow who slowly backs up while fending them off with a flurry of furtive moves and waving claws. Skitter leaps backwards into the safety of the boat. He is only slightly dented and gooey with Mastiff spit.

Mastiff #0 - SKITTER AC:23, charge
Bite ATT: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26 DAM: 1d6 + 7 - 10 ⇒ (3) + 7 - 10 = 0 + Trip

Trip: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28 v CMD:16 DAM: Prone

Mastiff #2 - SKITTER AC:23
Bite ATT: 1d20 + 12 ⇒ (10) + 12 = 22 DAM: 1d6 + 7 - 10 ⇒ (2) + 7 - 10 = -1

Mastiff #0 AoO - SKITTER AC:23
Bite ATT: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19 DAM: 1d6 + 7 - 10 ⇒ (5) + 7 - 10 = 2

Mastiff #2 AoO- SKITTER AC:23
Bite ATT: 1d20 + 12 ⇒ (6) + 12 = 18 DAM: 1d6 + 7 - 10 ⇒ (1) + 7 - 10 = -2


No delay anymore, but a kid came in for extra help during my lunch, so I can't get my turn up for another two hours.


I'll just press on. Ya gots ta handle yur bidness.

Invisible, Straehan moves as cautiously around the shadowy creatures as he can with his crippled dexterity, keeping his distance. More than once a Shadow almost seems to perceive him, but his luck holds. He slowly works his way towards the exit, hoping to slip out. Unfortunately, Skitter and the Mastiffs have the entrance all but barricaded. Frustrated at having to spend another spell to escape, the Gnome casts Fly and goes over the problem, landing softly in the boat and shedding his invisibility.

As our heroes paddle away from the cube, amidst the bays of the Mastiffs, Straehan is quietly vexed. "Maybe Naladoria doesn't need that shell after all."

S's Stealth 1d20 + 9 + 20 - 2 ⇒ (2) + 9 + 20 - 2 = 29 Invisible, DEX Dam
Shadow's Perception 1d20 + 13 - 2 - 2 ⇒ (19) + 13 - 2 - 2 = 28 distance, distracted
Mastiff's Perception 1d20 + 10 - 2 - 2 ⇒ (19) + 10 - 2 - 2 = 25 distance, distracted


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

A Short Time Later...

Ushari treads water, feeling far calmer, as the rowboat slides up beside her. With a little effort, she climbs in. Our heroes paddle towards the shore...

The boat grinds up across the sandy beach and you all clamber out. Isolde is just coming down from the bluff as you set the anchor and reflect on what just happened.

Ball is in your court.


Ushar walks up to the shoreline and is thankful to see all of her companions alive, if sorely wounded. She looks over each one of them and says, "It looks like none of the damage is permanent, thank the Gods. However it will take at least several days for the healing to finish, less if I pray for the proper spells." She looks out towards the ruin. "I don't think it is a good idea to tackle that place unless we are at full strength."

Her hand strays to her belt where her rapier sheath hung, empty. "I don't suppose anyone managed to grab the blade I dropped?"


"Sorry, I didn't have time to visit the Gift Shop on my way out. The patrons were a bit hostile."


Isolde comes across the beach, feet crunching in the sand. "What has happened? I heard howling." She looks you all over, trying to divine what harm may have befallen you. She notes the obvious damage and the clear fatigue.

Heal 1d20 + 7 ⇒ (12) + 7 = 19


STONE-FACED KILLA

Jayse steps out of the boat, frustration darkening his features as he pulls the boat further up onto the sand. "We were jumped by some shadow creatures and some black dogs who will soon be my next jacket." His voice drops to a mutter, "... though the color's all wrong."

He looks over at Isolde, "It could have gone better, but I guess it's something that we're alive. We took almost a half-dozen of the shadows down, but there are at least that many left, plus three of these black dogs who seem to want to fade into the shadows. The claws of the shades seemed to…" he looks at his weakened companions as he searches for an appropriate description, "… sap our strength, speed, and will. Best I can say it."

Ushari wrote:
"I don't think it is a good idea to tackle that place unless we are at full strength."

"Agreed. I'd like to return to try to finish the job sooner than later, but I'm not about to hit that place before we're ready." He can't keep his eyes off the object of his ire as he continues speaking. "We need to have a plan when we get back there, too. Not real interested in walking into another fight like that… at least not in the same room. How do we fight opponents who ignore walls and cut straight to your core but ignore your flesh?"

So without the aid of restorative magic, we're looking at 10 days of down-time. How many Restores can you prep in one day, ushari? And how many can you prep with your current level of Wisdom damage? Or is it affected that way?


Isolde listens, absorbs the words, and regards the Shaudran fortress. There is hesitation when she speaks, "It seems I am here for a reason. I will trust it is to help you complete this quest... instead of convincing you to abandon it. I have already given you potions that will help with your losses 2 potions of Lesser Restoration. I can also cast these spells a few times. If you would dare the keep, you must not tarry here too many days. In the dark fortress, those enemies you failed to destroy will heal - quickly."

Isolde is an on-demand caster and can hit you guys with Lesser Restoration... uh... 'a number' times. You just need to give me the priority list on who to start with or how to divide it up.


Ushari and Jofram first, I'd think. Jofram because he's got the most and Ushari because she won't be able to cast any of her restoration magic until her wisdom is bumped.

I'd like to burn all spells before potions, if possible. One exception, though--should we use the regular restoration potion on Jofram and then start with lesser restoration spells on Ushari? That way one spell cures Jofram instead of, like, 8. ;-)


Straehan wrote:
"Sorry, I didn't have time to visit the Gift Shop on my way out. The patrons were a bit hostile."

"A pity. That blade would have been VERY helpful against those shadows. +3 Grayflame rapier. Now I will need to compensate for the loss of that blade."

I suggest we hang onto the potions for now, and just use spells to heal up. I feel better having the potions as a reserve here. Plus 'Shari will need to rework her spells to compensate for the loss of her weapon.


It might still be in there (I don't think the shadows can even pick it up). After we heal up a bit we can stay out in the rowboat and throw a grappling hook inside to try to reel it in. It might work.


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

I think you should use the full Restoration potion on Jofram. Spamming Lesser Restoration to achieve the same effect is just a waste of resources and time.

Burning all your spells before potions makes sense. Asking/expecting a NPC to burn all her spells is, hm, a little uncharitable. If you want to suggest that, you'll need to make a hell of a Diplo roll. NPC's are people too.


Yeah...possible I suppose. I was thinking we would be down at least 2 days, and in the mean time whoever is in charge there cleans the place out. If we head back there now, the blade should still be there (unless the shadow hounds carried it off)...if we want to risk it.


STONE-FACED KILLA

The full resto is a good idea. If we had two of those, i'd say we hit Ushari with one as well. Here are my thoughts on using the restos.. at least my order of preference.

Resto priority (at least in my opinion):

Jofram - Two important stats for him; be nice to get him back into fighting shape
Ushari - I'd at least like to get her casting stat and possibly dex back up
Orin - just need to clean some of this damage up. That much penalty carries a lot of detriment
Jayse - Wisdom affects Jayse offensively and defensively. I didn't take as much, but I can't tank very well with lowered AC when i need to.
Straehan - GMPC Armor; and to a lesser extent AC should be less important to him overall than to Jayse or Jofram. ;P

Ushari wrote:
"A pity. That blade would have been VERY helpful against those shadows. +3 Grayflame rapier. Now I will need to compensate for the loss of that blade."

"Really, Ushari? We have a week's worth of recovering and you're complaining about the blade?!" He struggles to suppress his dark mood, wiping a hand across his eyes. "Sorry… just a little frustrated with how that turned out." He takes a few breaths, and when he speaks again, his voice carries the subtle detachment which means he's in his battle focus. "I want to be back in there as soon as safely possible, which will hopefully give you the chance of safely recovering your weapon."

Isolde wrote:
"It seems I am here for a reason. I will trust it is to help you complete this quest... instead of convincing you to abandon it. I have already given you potions that will help with your losses. I can also cast these spells a few times. If you would dare the keep, you must not tarry here too many days. In the dark fortress, those enemies you failed to destroy will heal - quickly."

Jayse nods, "I appreciate the offer, Isolde, and am sorry to have to ask for far more than I'm usually comfortable. Any potions we don't use on our recovery tonight are potions we can take back in with us. Ushari, if we give you a night to sleep and some restorative magic to get your spell-casting up to snuff, how much recovery can you give our group tomorrow? I wish we could go back in at first light tomorrow, but I don't' wanna be rash."


Rat Bastard, Cheeky Monkey, Sly Fox, <insert anthropomorphic animal metaphor here>

There may be a little snag in the plan... I'm seeing potions of Lesser Restoration on folks' equipment lists. I'm not seeing plain ol' 'Restoration'. Am I overlooking it?

Also, everyone good with Jayse's proposed Resto List order?

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