Absalom Abberations - A Pathfinder Society Tale

Game Master Brian Minhinnick

Roll 20 Campaign


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Hrimnagel Avaldamon wrote:

Hrim didn't train to max HP this level, so 67. It's too expensive now. Unless you're giving max HP now?

cheers

Ah, no. I thought you had each level. Thanks for the correction.


Hey Jelani:
How old are your Pathfinder mods? I was looking at factions and found the Dark Archive, which would attract Hrim. Would it make a difference?

If yes, he could spend Prestige Points to become an Initiate & Officer.

If not, maybe there's another organization that would interest Hrim.

cheers


Hrimnagel:
They are from all different seasons. The factions have changed at least twice that I can remember. Gallery of Evil isn't even a PFS scenario, it's just a module that takes place in Absalom.

I actually don't even know how factions work in the current set up, they did away with faction missions a long time ago. But looks like Dark Archive came from the Cheliax faction. They were always the "evil" faction back when I was an active PFS player and faction missions still existed.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Lurking as I work on some posts.

The Exchange

AC 32, T 11, FF 31; Fort +7, Ref +4, Will +6; Init +1; Per +20

Anyone else having trouble with the site? It's been going down from time to time for me.


It's been bugging around North American lunch time for the past couple of days for me.

cheers


Lurking until I get bored.


Lurking for a while.


Mettera, can you please sign into the Roll20 page when you have a chance, so that I can set up your token?

Also, can you list your vital statistics in the gender line of your alias like the other PCs please? Thanks.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Lurking, don't see you jelani.

Also, a wand of Good Hope will cost 15,750 gp, have 7 minute duration per charge, and grant us +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.
__________

A wand of Haste will cost us 11,250 gp and be at CL 6, so 6 rounds per cast.

__________

Any other suggestions, thoughts?


Left, now I'm back.


Those wands are at the edge of my price range split 5 ways. I would have to delay my buildings to afford one.


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

Another choice would be a wand of prayer, which costs the same amount as a wand of haste (11,250), is half as good as good hope (+1 to attacks, saves, and damage), but has the added bonus of subtracting one from all those rolls for our enemies.

And I believe it would be Caster Level 5 at that price. So 5 rounds.

A wand of a second-level spells would be much more affordable, being only 4,500 gp but there's no good group buffs that I can see. However, there's a few that might come in handy -- Resist Energy or Align Weapon come to mind, as does Lesser Restoration.


Bless Weapon is a great 1st level wand.

Prayer requires DC and SR to force the -1 penalty. It seldom hits from an item, IMHO.

Protection for Evil is also good to force an extra Will save when someone is dominated. Especially good for an imp from an action economy pov.

See Invisibility is also good too.

Cheers


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Bless weapon only applies to weapons, and of us, that is only you and Mettera.

I agree with Hrim on prayer, the weak DC will negate half the value of the spell.

Lesser Restoration might be a good option.

So far my order goes:

Good Hope
Haste
Lesser Restoration


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

Prayer doesn't allow a save for the penalty, although SR does apply. So it's not that bad as you say.

Good Hope is still the best, but the most expensive. I was looking for some lower-cost options.


Hrim has Lesser Restoration and can spam it.

You're right Cladissa about that Prayer DC. That must be a 3.0 thing.

cheers


Purchases

(9,000* gp) Bane Baldric
(10 gp) silver weapon blanche used on 20 arrows
(150 gp) cold iron weapon blanche used on 30 arrows
(400 gp) ghost salt weapon blanche used on 20 arrows

9,560 gp spent

* 10% discount from Master of Trade

Crap! That Bane Baldric only works for melee weapons! Back to the drawing board.


Wand of good hope gives you guys a 10% boost to basically everything for 50+ fights (aka basically the rest of the campaign). Well worth it in my opinion.


Mettera, you won't be able to see the map until I get your token set up. Please sign into the roll20 game with the name Mettera or Osterisk ASAP so I can get you set. There is a permanent link to the game at the top of the page.

The Exchange

AC 32, T 11, FF 31; Fort +7, Ref +4, Will +6; Init +1; Per +20

Sorry, rough weekend. I'll be able to post in about 8 hours.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

On and lurking while I work on posts.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Split 5 ways, the wand of Good Hope would cost us 3,150 gp each to purchase. I'm going to assume we go ahead with this, and deduct the purchase price from my funds.

That leaves me, however, with 4,470 gp that I could use to float someone an advance/loan, should they be unable to provide their full share on the wand at this time.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Be back in about 1.5 hours for more lurking.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Back on roll20.


False lurker!


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Lol was tabbed over.


OK. Hrim is going to buy

3,150 gp for his share of the wand of good hope

4,500* gp bracers of archery, lesser

The Exchange

AC 32, T 11, FF 31; Fort +7, Ref +4, Will +6; Init +1; Per +20

Mettera will pick up a Dusty Rose Ioun Stone to go in his wayfinder.

%check for resonance: 1d100 ⇒ 51

And another 3150 for the wand, why not?

Edit: Because I'm about 24 gp short before negotiations with Argor, that's why. I should be able to make that up by the time the mission comes up as long as I take his offer.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Sorry to be scarce. Busy Busy, but a great 4th birthday weekend for my daughter. At breakfast today she said, "Papa, we can remember that day for a long time, right?"

Back to the game, I'm typically using Heroism (via Alchemical Allocation) as one of my long-term buffs. It largely overlaps with Good Hope. (Good Hope's advantages are just ability checks and weapon damage.)

That said, it's a good group buff. I'm fine with it--or with Heroism, which does basically the same thing minus ability checks (mostly Initiative, if we know to cast it before an encounter) and weapon damage rolls--with a longer duration and for less than half the price. Seems like it's already decided and I can easily find a new potion to Allocate...assuming I sell off my Heroism potion that I keep repeatedly gargling and spitting back. (Yummy! Any takers?)

As far as Lesser Restoration, I agree it's not needed. I carry 4x self-crafted potions of it that I can disperse if Hrim runs out of spell slots.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Lurkin' for a while.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

My last gameplay post is under the assumption that taking a spellbook and scrolls underwater would be a poor idea for their durability and the writing contained on them. If magical writing is not susceptible to water damage (I assume it still is), then I would keep them with me.


Lurking for a bit.


Hey Jelani, how long is it going to take us to get there? Wondering about how long if any I have left on buffs I started before we entered the Lusty Mermaid. Thanks.


Well, with shopping taking place, renting the boat and then finding it in the fog, I'll say about an hour.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Lurking while I type up some posts.


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

The argument is continuing on roll20...


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Ha. I'm winning of course. ;-P


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

I don't know where you get your delusions, laser-brain.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

My theory: merf doesn't do it, but...


1 person marked this as a favorite.
stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

...

DM Jelani wrote:
Argor's merfolk

does


HP: 50/50 | Hero 3/3 |
Stats:
AC 19, T 13, FF 16; Fort +3, Ref +5, Will +6; Init +3; Per +14, low-light vision, scent
Altered Human Witch 8

Gyr, I'm on Roll20 for the moment trying to grab your attention


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Lurking on Roll20 for a few.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Lurking.


Current AC: 37 (39 vs Evil) HP: (16/16) 224/224
Stats:
AC 33, T 18, FF 25; (All saves +2 vs Evil) Fort +16, Ref +18, Will +22; Init +2; Percept +36
Current Buffs: (Permanent: Darkvision, See Invisibility, Arcane Sight), Heightened Awareness, Shield, False Life, Tears to Wine, Invisibility Sphere

Jelani, what do you mean by "dryer?" Is the room actually devoid of water?


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

Moving plan discussion over here:

I'm inclined not to try to catch they guy, in part because I think it would be a round to grab him and another to pin him before running (during which a lot could go wrong).

I think the chest I can just grab and run (and by run I mean swim at 60' speed, or a 120' full round action, if I manage to grab it during a surprise round).

If we go with this, my buffs'll be enlarge person + long arm (giving me 20' reach on my longest arm).

Jelani, based on scouting, does it look like the chest would be within 20' reach for me, from some spot we could bash a hole?


At work. Not a lot of time. With several buffs and a lack of water, Hrim can probably drop one wounded spectre per round.

Cheers

The Exchange

AC 32, T 11, FF 31; Fort +7, Ref +4, Will +6; Init +1; Per +20

Mettera could do a good amount of bashing open rotten wood with his 20' reach with his spear. I don't have a swim speed, but the hasted swim into the light would work pretty good.


The third undead was not a spectre. The chest is big enough that it will require two hands to lift and move.


stats:
AC25 T:13 F:22 | F+8 R+9 W+7 | Per+11; darkvision 60’ | Init+2 | CMD 22
Buffs: Greater Magic Fang (CL5, +1 to all limbs), Barkskin (CL12, +5 to Nat Armor), Long arm (+5' reach), See Invisibility, Channel Vigor

OK, lets try to finalize the details of our plan.

Option 1: Grab and run
- Mettera opens a hole in the ceiling above them
- Nyug grabs the chest with two hands
. . if it's within 15 feet, he may be able to swim off with it immediately.
. . otherwise he'll need to move toward it, but can hopefully flee with it the next round.
- Everyone who doesn't have a swim speed should stay as far from the spectres as possible
- If Nyug can't successfully grab the chest (or the plan otherwise goes pear-shaped) we'll have to reassess.

Open Q for plan 1: Do we try to grab the human too? Argor votes YES. Nyug votes NO (assuming he'll follow us for the artifact, and if not we can choose to get him later)

Option 2: Kill them all!
- Cladissa is immune to energy drain and can send one fleeing if it fails its save vs chill touch
- The rest of us can pile on damage vs the rest

Other options/variations I missed?

I'm inclined toward #1, but am game for whatever...and know that if it's tough to get the chest #1 could easily turn into #2.

I think Argor is inclined toward #1 too (with the variant that he'd prefer we grab the human fiddling with the chest).

What do the rest of you think?

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