The Crucible of Freya (Inactive)

Game Master Grimmy

Ground Floor Donjon

Basement

Undercrypt

Equipment Sheet | Adventure Map | Fairhill Map | Obsidian Portal | Campaign Journal


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Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

Yeah, gratz on the extra oldness :)

The Exchange

..and a happy May the forth to any Star Wars fans.

Thanks chaps


Hahaha

May the forth be with you!


Tomorrow I am working a new job site... not sure what to expect. I don't know if I'll be back on time to post. If not, see you guys on the AM wed.

Won't bot Jerrid because I'm not sure what he has up his sleeve.


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2
DM Grimmy wrote:


Won't bot Jerrid because I'm not sure what he has up his sleeve.

Little armies ;)


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male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

I run ferocity different. At -ve hp orcs are like everyone else at 0 hp. One std a round, and if it is strenuous, you passout.

BUT this is great. We should be challenged.

The Exchange

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Vhillish Quarrelwick wrote:
DM Grimmy wrote:


Won't bot Jerrid because I'm not sure what he has up his sleeve.
Little armies ;)

ho ho ho


Samduc Dawnbringer wrote:

I run ferocity different. At -ve hp orcs are like everyone else at 0 hp. One std a round, and if it is strenuous, you passout.

BUT this is great. We should be challenged.

i

You are right they should be staggered. I remembered last turn but forgot this turn. I'll fix it.

Trust me you are already challenged enough by everything else that's around.


Now... does a creature wielding a melee weapon with no action available to him still threaten and count for flanking?


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Yes.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Sadly yes. Looks like Leo's skills will be needed!


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Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

Tis but a flesh wound sah!

Be up and at em in a jiffy whot-whot!


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

Sorry bought the format.

My main game we have people with 5+ attacks with haste and reroll from bit of luck, so we do an attack a line.
I will go for one roll per line.


Thanks it's just when I steal a minute to visit the thread during my day, formatting of posts often makes the difference between me being able to make the update then or wait til my next opportunity sometimes 8, 10, even 12 hours later.

If I can read it easily I can record the damage, update the initiative tracker and so forth rather than just saying "i'm confused this will have to wait til I get home."


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

I think I need a quick review on how the map works


Ok the big map in the middle is an overview of the whole keep. Including donjon, chapel, watchtower. From the birds eye view.

In the left margin you see the different levels of the donjon... Ground floor, 2nd floor, roof.

In the right margin you see the different sections of the watchtower. Ground floor, 2nd floor, 3rd floor, roof.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

The doors Sam is standing at are the ones labled "Doors" in blue on the courtyard map.

The middle stairs on the basement map are the D4 ones on the ground floor map where our party is.

Lastly the Ground Floor Watchtower with the ogre is the um...ground floor of the watchtower where he just barged into.

Make sense? Is there a specific part that's just not clicking for you?

Edit : and ninja'd by our illustrious DM :)


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

it makes sense.


Cool.


Popping in from work, hopefully didn't make too many mistakes.

Need to check the zombie chickens dr and hp totals, just recorded the damage they took for now.


Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

If the orcs are still goin....

So for Coup de Grace, you automatically hit and crit.
But the rules don't say if you roll damamge or do max damage.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

You roll damage Kev.

Sorry for the delay, busy weekend guys.


Me too hehe


If you guys are heading downstairs I'll probably break from initiative for exploration phase.

I'll give it til tomorrow to make sure no one wants to cross the courtyard above ground.


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Not a chance.


Ok, let's end initiative then! I will track the baddies activities off screen. Back to freeform exploration mode.


Ok let's see I'm perusing the basement map. Don't want to miss anything.

Off work all day today and I think tomorrow too.


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

Just a heads up, I will be going to Pittsburgh Friday, Saturday, and Sunday. to visit my Aunt. she has Cancer and we don't know how much longer she will be around. Doctors said she can no longer travel.

not sure on posting ability during that time.


Think I'll slap the basement map up as it's own document to avoid further clutter.


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Uhm, I think most information about the setting is missing in the campaign info, I would like to see again the tenets of Thyr.


Thyr


The important thing about Thyr and Muir though, that makes me really like them, is they are old gods from the last age. They are not popular now.

So when it talks about his worshippers being royalty, these were just and heroic kings whose people loved them. It was a time when there was a clear line between light and darkness... there were some seriously wicked demons running around and no one knew what the fate of the world would be.

Now there are much more popular gods, because no one thinks there is any great terrible evil left in the world. It is a time for people to enjoy getting rich. Instead of just kingdoms you have city-states and grand duchies and wealthy merchants that pay no fealty to any lord. So gods of song and fertility and commerce are popular.

Actually Thyr and Muir have empty shrines. Almost no coins in the coffers, and they do their service with no one sitting in the pews.


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

btw guys, in that position Damien is giving cover to basically all enemies, that is a -4 to attack if you decide to use a ranged weapon.


I love Janna's little jokes about not paying attention in academy whenever she fails a spell craft or knowledge check :)


XP

Fairhill Scenes - 135
Janna letter to Lilia, Feriblan research - 135
Herl/Gethrame intel - 135
Keep Stakeout/Reconnaisance - 135
Parlay - 265
Plan of Attack - 265
Spiders - 265
Orcs - 265

This is pretty much since golden palms agents
Added to XP tracker.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

If my old total is correct, that puts us at 9060xp. So once we get a chance to rest we'll be 4th level!

Both cool and terrifying to see you're not holding back here DMG! Though that means we're really going to need to up our game here guys. These cultists have their game faces on!


I was never holding back this is just the first really deadly place you have gone I think.

Though if I had known Kev was down to one action point I would certainly have been torn inside and looked for any excuse to provide an out.. but in the end I would still play the bad guys true to form and dice fall where they may. But I would have deliberated over it much longer.

I bet in the end I would have had the fiend push her into the pit. Still in keeping with his cruel abyssal mindset, but less insta-kill.

Anyway thank god I had forgot her +2 vs enchantments and her SR so she was not paralyzed after all.

RE: level up, there is a suitable hidey-hole around here somewhere, if you manage to hold the keep, or you can level up in Fairhill if you are forced to retreat.

Either way we should get to a good breaking point because I want to run some things by you for the next level up, so it may mean a week or two off based on how such things usually go.

Basically what I want to do is put some stuff from ACG and Unchained as well as the dreamscarred press books on the table if you guys want to pluck some stuff from there. But I will need a little help from you rulesy minded guys to figure it out (if that does appeal to you).

I mean, we do have kind of a if it's not broke don't fix it thing here so if you guys are happy with the books we've been using we can stick to those. I was just thinking for example if Sam might like to rebuild with the Unchained version of the rogue or if Damien wanted to try out one of those new maneuver and stance subsystems that would be fine by me.

I am of a whole different mindset regarding allowed material than I was when we started, and if we were beginning now I would essentially say "all paizo hardcovers plus dream scarred press" and only ban gunslinger and summoner. Plus I would probably make spells outside of CRB and APG rare and require research or something. As I learn more about pathfinder, spell bloat is really the only kind of bloat I'm much worried about.

But, we have a good thing going here, so I don't want to rock the boat too much. Just starting a little dialogue.

There is a big treasure vault in here (where I am going to give you all a budget and you choose what you find in there) and level 4 is a big level for some of your builds as I understand it, so now is as good a time as any to tune everything up and make sure everyone has a PC they feel good and happy playing.

So yeah, we will not level up in the middle of a battle field but let's play through to a point that makes sense here and then maybe take a week or two off (but still communicating a lot in discussion together) to level up (and gear up if you've found the vault). So, play cautious and smart and take stock of your action points, this keep is pretty nasty.


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Plenty of food for thought there.

Ultimate Psionics is a cracking book so I may be interested enough to look at that as a conversion.

Not bought Unchained yet but that is mainly because I live in the middle of the Channel.

Cheers


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Leoven build is fixed for a couple of levels, I wanted more summoning feats but I would go for selective channeling, so I don't need things outside core for now.

As a side note, I would warn you about the ACG, pretty bad book in my opinion.


I know it is pretty bad, full of errors and everything... balance problems. But I think between friends who know and trust each other and communicate and co-operate, there is material in there that is appealing for concepts that were hard to pull off before.

Mainly one thing that is still bothering me until now about PF is the poor rogue, and also the fighter. And as for martial caster disparity, maybe that is only for some tables and some levels. But for fighters and rogues, I do notice they can't seem to contribute quite so much to the challenges and the narrative.

If you guys are happy, no need to look at new books. I am just saying, if anyone is feeling a little behind the power curve, we can at least have a conversation and look at these new options and subsystems.

I'm sure the full casters are fine for example, and Jerrid and Kev have some nice racials. It is the fighters and rogues and monks that I feel have been deprived a bit (no monks in this party of course). So we have Vhillish experimenting with marksman from dream scarred and I have tried some little house rule patches for rogue but they are not much. Anyway, taking a look at unchained it seems they have really answered some of my hopes for pathfinder there.

But it is late in a game to make any big changes. Just thinking a loud here to get your thoughts on the new books and also make sure everyone is feeling content with character.

You will also have a chance to customize your build somewhat with gear if you find the vault. I will not inventory the vault, I will just give a budget and you can pick what you want and give some story of why Eralion had something like that in his treasure vault if you like.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

I think this is an excellent idea DMG. Like you said, nothing needs to change but having options is always good. Few things are as important in my opinion as having a character that fits your concept as tightly as possible.

On the ACG, I agree fully. Like most pathfinder releases it has some errors and spots that are poorly defined, but it also provides a ton of cool options. So long as we work with you to smooth out the occasional kink in the writing there shouldn't be any problem using it. In the end, it's a matter of trust and respect between DM and players. The kind we have in abundance here.

I have only begun looking at the unchained stuff so far (Most of my gaming time lately spent prepping for a RL Star Wars Saga game I'm running.). While the unchained rogue does a couple things I'm not super fond of in a general sense, like tying them to dex builds, it actually works perfectly for both the rogues in our party. Providing a much deserved boost in power with no real downsides.

The Dreamscarred press stuff has long been a favorite of mine, being both flavorful and on average better polished than most pathfinder material. I'm always happy to see it integrated. How much use this group will get out of it remains to be seen but as always, options are good.

I have yet to look at it, but I hear good things about the stamina system. Especially for fighters.


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

I doubt we will have a balance issue in this group. We all are not optimized. Kev could be way more stronger, the same for Janna, and I don't plan to make Leoven stronger than needed.

Villish could use some help though, not because he is a fighter but because crossbows and the difference in damage with Kev and even Damien is already noticeable and will only worsen (I think, not sure).

But overall, I think we are fine, at leasts compared to ourselves, if the adventure becomes a meatgrinder we might have problems.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

I'm not too concerned yet, but I feel like our paladin nearly being obliterated a moment ago may be an omen of things to come. DMG has few qualms about putting deadly opponents in our path. The kind against whom only the prepared and powerful survive.
I like our little group, I'd hate to lose anyone we don't have to.

That said, I agree we don't have too much by way of imbalance. A dedicated summoner like Leo can be deadly no matter how you look at it. Our young priest mostly just needs an attitude adjustment and he seems well on his way to that from a narrative perspective.

I do feel that Sam, Vhillish and to some extent Jerrid could benefit from a boost by way of unchained or something similar. Though as you say, Vhillish is mostly suffering from pathfinder's dislike of crossbows rather than class choice.

In the end that's all just fun character stuff. More than builds, the thing that's going to keep us alive is teamwork. We need to keep focusing on honing our tactical skills. We've been improving as we go, but after the kind of threats we seem to be up against here, I think it might be smart to take a couple days in game and out to run some drills and talk about strategy. Possibly during out break for leveling and material integration?

On my end, I'm very excited to take a look at the maneuvers and stances for Damien. It's very much his cup of tea.


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Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Actually, looking at the Path of War, I'm starting to think it might be worth it to sneak a level of Warlord into Damien's build...


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

I can remember being with Creighton (who wrote the Shadowed Keep) and how tough the fiend was. I'd killed a party of noobs with him. He loved it but then he was a pretty tough DM in my experience.

If anything happened to Jerrid then the area is well enough defined to create any replacement easily, something I have always preferred to resurrection.

On a sidenote, I am getting fed up with Paizo's dice roller when you roll initiative. Jerrid has +5 for lord's sake! If I was a bit more anal, I'd go back and list them before I get a complete complex over it.

cheers


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

I'll take your word on the fiend then. I leave the cultists and their skellies to the rest of you. Hit hard and fast!

And yeah, the dice roller doesn't seem to like the grumpy little gnome much at all. Though you should probably update your status bar with the correct init bonus :P


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Oops.


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

Earth elementals speak terran.

As for the builds, many of us our highly optimized. It is the terrain here that is a problem.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

A thought occurs to me, shaking off the hold person is a full round action, am I able to take a 5ft step afterwards? I hadn't thought about it at the time but it seems to me I should be able to.

I feel like it's probably too late now, I'll move at the start of round 3. Good knowledge for the future though.


Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

I'm pretty happy with Kevezyat staying paladin straight through, though I am reconsidering the whole Undead Scourge archetype...the smite evil only damages evil undead, you lose the damage against evil dragons and outsiders. At least that what the SRD says now, I think it used to be 2 points per level vs undead and 1 vs dragons/outsiders, but they changed it.

Personally, I'm as far away from optimizer as you can get. Sure I check out the options available, but I pretty much go with what 'feels' better as opposed to make my character more powerful. So sub-optimal builds do occur.

That said we're in a particulary lethal set of adventures, so I'll take suggestions if the spirit they're offered. :)

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