Tomb of Horrors? (Inactive)

Game Master leinathan

The PCs are drawn together to tackle the most impenetrable tomb known. Will they survive its deadly traps and find its incredible reward?


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HP 73/73(+11) | AC 18 | T 18 | FF 14 | CMD 16 | Fort +8 | Ref +9 | Will +10 | Init +8 | Perc +22
Active Spells:
Ant Haul(16 Hours), Extended Mage Armor(16 Hours), Extended Fly(16m), False Life(8h)

The problem is that its an arcane staff.. She has fireball so I guess she could use it without using UMD, but she wouldn't be able to use the other spells without it.. I mean I guess that's how it works, first time I ran into this.. I suppose we would need that ruling before deciding.. Now I would say that Isletta would only use it if she had too because it takes slots to recharge the item.. At the same time she doesn't have limitless spells per day so..


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Well, ray of enfeeblement, fireball and animate dead are all on her spell list, but I'm actually not 100% on the rules for using staffs. I'll have to check in my book when I get home on Sunday.

As for the mace, it currently only functions as a +1 heavy mace. Spoilers, it only functioned as a +5 mace of disruption against the fake lich and would have caused significant problems if you had actually used it against him, so props for being cautious.


HP 73/73(+11) | AC 18 | T 18 | FF 14 | CMD 16 | Fort +8 | Ref +9 | Will +10 | Init +8 | Perc +22
Active Spells:
Ant Haul(16 Hours), Extended Mage Armor(16 Hours), Extended Fly(16m), False Life(8h)

Staffs use a spell trigger, which I understand means she could cast the spells off the staff that are on her list only, but could recharge the staff as long as she could cast a spell of the highest level in the staff..

Spell Trigger: Spell trigger activation is similar to spell completion, but it's even simpler. No gestures or spell finishing is needed, just a special knowledge of spellcasting that an appropriate character would know, and a single word that must be spoken. Spell trigger items can be used by anyone whose class can cast the corresponding spell. This is the case even for a character who can't actually cast spells, such as a 3rd-level paladin. The user must still determine what spell is stored in the item before she can activate it. Activating a spell trigger item is a standard action and does not provoke attacks of opportunity.

Recharging Staves: Staves hold a maximum of 10 charges. Each spell cast from a staff consumes one or more charges. When a staff runs out of charges, it cannot be used until it is recharged. Each morning, when a spellcaster prepares spells or regains spell slots, he can also imbue one staff with a portion of his power so long as one or more of the spells cast by the staff is on his spell list and he is capable of casting at least one of the spells. Imbuing a staff with this power restores one charge to the staff, but the caster must forgo one prepared spell or spell slot of a level equal to the highest-level spell cast by the staff. For example, a 9th-level wizard with a staff of fire could imbue the staff with one charge per day by using up one of his 4th-level spells. A staff cannot gain more than one charge per day and a caster cannot imbue more than one staff per day.

Now as far as her having it im fine with that.. I have my 5 dice wand of magic missiles for when I run outa damage.. Now considering the staff uses your casting stat and any relevant feats associated with the spells in it would make it more potent in Isletta's hands.. That said it would allow Shadassa to cast fireball quite afew times if she need too.. Im fine with her having it if she wants it..


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

I've actually never had a Pathfinder character have a Staff. My knowledge of these fules is pretty vague.

Does it have to be a normal fireball? If you were to add an Admixture effect while recharging it, would the staff store an "acid fireball?"


Female Merfolk Oracle of Flame/L9

Shadassa can already cast fireball a bunch of times, so it's good either way, and I think she may continue to act as bandaid even during fights. :) That saying, the staff is cool--but point taken about Isletta's casting stat.

I've already got a CHA-boosting headband, and you can't wear more than one, darn it.


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Yay, I get a headband!


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

So, Garret gets the headband and the glove, Shadassa gets the ring, Ferrek gets the boots, Isletta gets the staff and a couple of scrolls while Aviel gets the remainder of the scrolls.

All good?

Next on the agenda...


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

I've already got boots, but levitation has proved to be much more useful so far. Expect lots of grumbling as Ferrek sits down to switch boots back and forth as needed. :)


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

The way that I would interpret the feats with staffs thing is that toggle feats wouldn't work but passive feats would.

For example, if you have Spell Focus (evocation) and Greater Spell Focus (evocation), fireballs thrown from a staff have a +2 to their DC. However, if you have Maximize Spell, you couldn't throw maximized fireballs.

So in my opinion, Spell Focus, Spell Penetration, Spell Specialization, etc. would work, whereas Metamagics and Admixture effects wouldn't.

That clear things up?

Aaaand where are you guys headed next? I'll give you a hint, there's at least one secret door that you've passed but haven't discovered.


HP 73/73(+11) | AC 18 | T 18 | FF 14 | CMD 16 | Fort +8 | Ref +9 | Will +10 | Init +8 | Perc +22
Active Spells:
Ant Haul(16 Hours), Extended Mage Armor(16 Hours), Extended Fly(16m), False Life(8h)

Thats the way i understood it too.. So it seems she has the staff for now..

Isletta will provide Detect Secret Doors from her wand as they search th eplace again.. Just let me know ho wmany charges to take off.. Each charge last 1 min..


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

That wand is the handiest thing we have in this crawl.


HP 73/73(+11) | AC 18 | T 18 | FF 14 | CMD 16 | Fort +8 | Ref +9 | Will +10 | Init +8 | Perc +22
Active Spells:
Ant Haul(16 Hours), Extended Mage Armor(16 Hours), Extended Fly(16m), False Life(8h)

Yea when she heard a dungeon crawl was happening she spent the 750 on it..


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

I know that I'm due for a post, don't worry and don't feel that you're obligated to give me any more information (unless you're continuing on in this game day, which is not the message that I got).

My brain has been working slowly for the past day or so and I haven't been able to really compose what I want to happen into actual words. It'll happen soon :D


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Checking in. Hope everything is ok.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Everything is okay with me (although its currently finals week). I'm just waiting on your initiative. You're all currently in the lich room, except Aviel, who's outside.


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

We're waiting on things to wrap up with Aviel. We're just going to hang out until he's done.


Male Half-Elf Wizard (Conjuration Specialist- Teleportation Focus) Lvl. 8, Lore Master Lvl.1
Active Spells:
Mage Armor- 9 Hours, Protection from Arrows- 9 hours- 90/90 points, False Life 11/11 THP. -9 hours,

I'm just waiting for a response.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Okay!
I should be able to put something useful and intelligible down tomorrow, when I'm actually done with my finals :)


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps
leinathan wrote:

Okay!

I should be able to put something useful and intelligible down tomorrow, when I'm actually done with my finals :)

Good luck!


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Lots of holiday stuff coming up for me in the next two weeks. My posting time will be pretty diminished. I'll get a post in when I can, but please don't hold the game up for me.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Of course I understand. Always a slowdown around holidays, its to be expected.


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

I realized today that all my games hit a lull around the same time, and work picked up. Bad combination for keeping up on things - I fell out of the habit of checking up on the boards.

I'm going to try and get back into that habit now, although who knows how work's going to go. Expect a catchup post in the morning.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Of course, I understand Ferrek.

Hey, Garret, I was looking at statblocks and I realized something!

Your 2-handed damage with your battleaxe is actually too low.

1d8+7(1.5STR)+1(enhancement)+9(1.5 Power attack) = 1d8+17

Power attack increases in strength when you use it two-handed.


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Thanks!


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Garret is going to keep firing at the Golem. GM, if you want to roll the Golem's climb checks, and then Garret's attacks any time it doesn't get out, that would probably speed up this fight.

The situation will only change if the golem gets out of the pit.


Female Merfolk Oracle of Flame/L9

I'll be traveling and won't be able to post much until Tuesday. Shadassa still has plenty of healing spells left, so feel free to bot appropriately!


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

Not to dump on Garret, but the Second printing of Ultimate Combat contains a major rewrite of Crane style. It didn't go into the FAQ, although Crane Riposte did.

I feel obligated to point it out, although I certainly hope it doesn't suddenly change mid-fight.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

I'm aware of the changes to Crane Style, and I certainly won't be changing it this module.


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Thank you.


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps
leinathan wrote:
I'm aware of the changes to Crane Style, and I certainly won't be changing it this module.

Yay!


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Checking in. Things seem to have stalled a bit.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Yeah I'm like 90% certain that it isn't your turn in initiative so I'm waiting for whose turn it is.


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Checking in.


HP 73/73(+11) | AC 18 | T 18 | FF 14 | CMD 16 | Fort +8 | Ref +9 | Will +10 | Init +8 | Perc +22
Active Spells:
Ant Haul(16 Hours), Extended Mage Armor(16 Hours), Extended Fly(16m), False Life(8h)

Just a heads up guys, ill be retiring from this campaign as im getting more involved with pfs and gming and just simply donot have the time anymore for my lower post rate campaigns.. Thanks for having me along and good luck with all the traps..


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Alright :) I'll be seeing you around the boards, and good luck.


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

We'll miss you, but I definitely understand. Have fun!


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Checking in. Pretty busy weekend for me. Bot garret as needed.


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

No worries. It was a pretty busy week on my part.


Female Merfolk Oracle of Flame/L9

We're all ready to go, yeah?

It occurs to me we are down to "fighter", "magic-user", "cleric", and "thief". Old school!


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Old school party, old-school adventure.

Where are y'all headed first?


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Back to the last place we were?


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

Were there any other paths we haven't explored?


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

The room with all of the different circles had a few circles that were actually paths, but you only went down one. Also, those mist doors were never gone down.

But you're going to the cave area with the mist and stuff? Next to the one-way door you couldn't get into?


Female Merfolk Oracle of Flame/L9

I'd try the room with the different circles first. The cave area takes a while to get to. How many doors in the circle room?


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

Anyone?


Female Merfolk Oracle of Flame/L9

I was waiting for a move from Ferrek or Garret... I'm really not sure which way to go. But I'd do the fortuitous fall area first, myself.


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

I'm still here. Ferrek and Garret were the last ones to post.

GM, I think we're stalling out because we don't have a thread to pull on. Any checks we can make to help us out?

Visualizing this and figuring out where to go next (and how to get there) is pretty challenging. Any help would be appreciated.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

I mean, I can give you this.

All areas have been explored except for 22, 25, 26, 27, 28, 29, 30, 31, 32, and 33.

If you give me an area that you're checking out, I can help extrapolate more. You got stopped by the gigantic adamantine door and the one-way passwall, though you did find an open door to an unexplored room (that would be 22). The adamantine door is 24.


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

22 it is then, seeing as how the other options are seemingly insurmountable.


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

We're actually doing pretty good. I expected a lot more missed stuff. 22 it is.

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