Adventure Path Reign of Winter

Game Master Almonihah

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The Exchange

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Female Human Unchained Rogue/15|HP:108/108|AC29,F22,T19|F+11,R+20,W+10|Init+8|SP30|PER +18|ACRO +21|APP +11|BLUFF +20|CLIMB+9|DIPLO +20|DIS DEV +31|DISG +8|ESC ART +16|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF+8|SENS MOT+10|SLEIGHT +10|STLTH +21|SWIM +5|UMD+14
Findurêl wrote:
It reminded me of Little Shop of Horrors...with Fin playing the Steve Martin role...

Please let the Flying Guy be named Seymour.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Slayer 3rd / Shadowdancer 2nd | HP:151/151 | AC:32 T:27 FF:24 | CMB:17 CMD:36 | Saves F:+18 R:+24 W:+15 (+2 vs enchantments) | Init:+14 | Per: +22| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1) HA (x1)

Did Maka’s SM check of 29 detect his latest Bluff?


Maps: Travel * Hut and more

No


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2

Tez has no reason to disbelieve or believe this guy, but frankly he's wise enough to know that he can be tricked so when there's a method of detecting magic on Quasit and determining if there's an active enchantment on her that takes all of 12 to 18 seconds to uncover than simply taking a strangers word for it seems silly. I think trust but verify falls squarely into how he would handle the situation.

As a side benefit the longer we draw out this parlay the more time his life-link has to heal up Findurel. So the longer he can prevent his allies from attacking the poor innocent friendly saytr the better position he will be in to keep his friends alive should conflict arise.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Slayer 3rd / Shadowdancer 2nd | HP:151/151 | AC:32 T:27 FF:24 | CMB:17 CMD:36 | Saves F:+18 R:+24 W:+15 (+2 vs enchantments) | Init:+14 | Per: +22| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1) HA (x1)

Thanks, GM, and sorry...saw the nat 20 and hated to see it go to waste. That flying dude is one smooth talker; you must've been on a debate team at one time or another. Fin knows he can't match words with the dude so he's pretty frustrated that he can't prove it...


Female Aasimar Kineticist 12/ Monk 2/ Guard 1 | HP: 204/204 NL: 75/204 Burn: 5/11 Buffer: 2/2 | AC: 35(D:40) T: 28(D:33) FF: 35 CMD: 42(D:47)| F:23 R:23 Wi:19 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 12 Per: 32(LL Vis, DV 60ft)

Haha Maka is very confused in this situation and is basically just doing the last solid thing she was told.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Slayer 3rd / Shadowdancer 2nd | HP:151/151 | AC:32 T:27 FF:24 | CMB:17 CMD:36 | Saves F:+18 R:+24 W:+15 (+2 vs enchantments) | Init:+14 | Per: +22| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1) HA (x1)

Fin was just happy that at least someone believed him...the GM has played this dude really well...Fin wanted to target the dude but doubt eats at him and he couldn't bring himself to shoot him under those circumstances...I just wonder where the wolverine came from...if it's a ploy, it's a well-staged one...


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2

@Findurel; You might want to amend your action to readying to attack our friend if he tries anything suspicious if the wolverine falls asleep. With block initiative it’s hard to see the results of your fellow party members actions without an update. It might make less sense for fin to gun down the wolverine if it’s fallen asleep. Otherwise it’s a bit of a waste of Tez’s actions to slumber hex it if Findurel has murdered it or worst case if it falls asleep and the damage wakes it up, but doesn't kill it.

I like this encounter a lot. Good role play in it. Even if it's found out this guy has been playing us Tez is still of the mindset of "nice try, but now that we've found you out is there a way we can work together?" I feel like in his past if he took trying to kill him too personally he might have a few less friends.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Slayer 3rd / Shadowdancer 2nd | HP:151/151 | AC:32 T:27 FF:24 | CMB:17 CMD:36 | Saves F:+18 R:+24 W:+15 (+2 vs enchantments) | Init:+14 | Per: +22| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1) HA (x1)

Tez, I did amend it...I was actually writing mine up before I saw your post...took a while as I was debating on who to fire at...while Fin thinks the dude is deceiving us, he'd have a hard time living with himself if he shot the guy and he turned out to be friendly...


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2

What I meant is that if Tez knocks the Wolverine unconscious with his hex it might make more sense to keep fins bow aimed and readied at the guy he mistrusts. Block initiative is super useful for ease of play, but can occasionally make weird conflicts where we double up on things without feedback of our other allies actions.

In terms of order of actions Tez can’t slumber a dead thing and if the Wolverine falls asleep that might change what Fin might want to do.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Slayer 3rd / Shadowdancer 2nd | HP:151/151 | AC:32 T:27 FF:24 | CMB:17 CMD:36 | Saves F:+18 R:+24 W:+15 (+2 vs enchantments) | Init:+14 | Per: +22| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1) HA (x1)

No worries, Tez, that’s what I usually do. I posted just before I left to go grab a quick bite to eat and overlooked your slumber post...I got back and saw your post here in discussion and had time to amend it...

The Exchange

Female Human Unchained Rogue/15|HP:108/108|AC29,F22,T19|F+11,R+20,W+10|Init+8|SP30|PER +18|ACRO +21|APP +11|BLUFF +20|CLIMB+9|DIPLO +20|DIS DEV +31|DISG +8|ESC ART +16|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF+8|SENS MOT+10|SLEIGHT +10|STLTH +21|SWIM +5|UMD+14

GM, I feel that I can justify Quasit asking Tezuzu to do his enchantment and magic detections even if she is charmed. She feels she is NOT charmed and that Fuzzylegs hasn't done anything wrong, and that Tezuzu is simply going to put Findurel's paranoid fears to bed, and then everyone will stand down and work together. Right now Fin and Maka are a sneeze away from opening a general combat and Tezuzu is scolding Fuzzy in a vaguely threatening way.

Plus she can't ignore that Fuzzy is being a little evasive, that he just summoned that wolverine to help himself but that it somehow turned on him (I mean, Quasit is no wizard, but she dated one, and she was in Pathfinder school for a couple weeks, so I think even she probably knows that summoning spells don't normally work that way), and this CHICK just ran in. Everyone is on edge and weird stuff is happening.

Quasit believes that Fuzzy wants to help (although he still hasn't seen fit to give her his name), but she can tell that his slippery answers and behavior are not going over well with the group. This seems like a good way to calm everyone down. Fair enough?


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2
Quasit* wrote:
Tezuzu is scolding Fuzzy in a vaguely threatening way.

To be fair I think scolding people in a vaguely threatening way is one of Tezuzu's default positions when meeting new people. ;)

He's trying to be impartial in the situation, but isn't necessarily mistrusting of Fuzzy. He simply knows Fin and Maka well enough that any ill-perceived behavior on Fuzzy's part will probably result in our newfound friend badly burned and with a few arrows in him. So his motivation for being vaguely threatening is based in a concern of avoiding conflict for both his friends and a potential ally.

From his perspective whether or not Q is enchanted or Findurel's mind has been effected by plant monster spores is a moot point. The primary focus should be on healing the wounded, avoiding further conflict, and preparing to deal with the ooze monsters at our back. Once we don't have so many chaotic things demanding our attention we can ascertain the truth of things and go from there.

GM Lareg wrote:
Speech is typically a free action, but there is a bit of strategic thought / coordination going on here. To reflect the timing of such a plan in the midst of the chaos I have taken some liberties in terms of round actions of the part of the guests at the door.

That makes sense to me. Just glad you moved Selena away from the door, I know she doesn't pay attention to the map much so I'm glad her turn didn't get skipped over without movement and she moved further down the tunnel.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Slayer 3rd / Shadowdancer 2nd | HP:151/151 | AC:32 T:27 FF:24 | CMB:17 CMD:36 | Saves F:+18 R:+24 W:+15 (+2 vs enchantments) | Init:+14 | Per: +22| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1) HA (x1)

The GM mentioned a swarm of fiery eyeballs came through the crack so I don't think we're actually facing the entire poop monster...when we faced this kinda creature earlier and it turned inside out on Fin giving him the heebie jeebies, Fin saw fiery eyeballs within if I recall correctly...it must somehow be able to release those eyeballs as a swarm. And most swarms are immune/resistant to weapon damage (we have faced swarms before)...and the creature was immune to Maka's fire earlier, I'd guess that perhaps its swarm is as well? I think I have an acid flask...hopefully the casters have some ice/frost spells they can cast to disperse them...

ETA: Fin does have a single acid flask, but that's it for him...


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2

Tez doesn't have any area of effect spells prepared, unfortunately. There flat out are not many on his spell list to start with.

I believe Sakitu has some decent AoE spells notably flurry of snowballs and Selena has aggressive thundercloud. Both do cold/electric damage. Probably best to give either or both of them a crack at it.

Worst case scenario if it gets too dicey we can retreat into the larger room and Tez will seal off the tunnel with stone shape.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Slayer 3rd / Shadowdancer 2nd | HP:151/151 | AC:32 T:27 FF:24 | CMB:17 CMD:36 | Saves F:+18 R:+24 W:+15 (+2 vs enchantments) | Init:+14 | Per: +22| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1) HA (x1)

If Selena and Sakitu can disperse the swarm, we could keep an eye on our two new 'friends' in the swamp room...

The Exchange

Female Human Unchained Rogue/15|HP:108/108|AC29,F22,T19|F+11,R+20,W+10|Init+8|SP30|PER +18|ACRO +21|APP +11|BLUFF +20|CLIMB+9|DIPLO +20|DIS DEV +31|DISG +8|ESC ART +16|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF+8|SENS MOT+10|SLEIGHT +10|STLTH +21|SWIM +5|UMD+14

It's possible the the term 'swarm' is just colorful description of the monster's appearance and this is not an actual Pathfinder swarm-category creature. Weapons seemed to hurt the other one just fine.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Slayer 3rd / Shadowdancer 2nd | HP:151/151 | AC:32 T:27 FF:24 | CMB:17 CMD:36 | Saves F:+18 R:+24 W:+15 (+2 vs enchantments) | Init:+14 | Per: +22| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1) HA (x1)

You may be right...I was just thinking since he mentioned the first one as an amorphous mass and then this one as a swarm of fiery eyes that something was different. I went back and read the first encounter; only when the slime poop opened its mouth did Fin see the fiery eyes...so that was why I was thinking it might be capable of sending forth a swarm...or perhaps it has a symbiotic relationship with a swarm or something. But I’m probably wrong...

Dark Archive

NG Female Kitsune Sorcerer 15 (vulpine) | Speed 30 ft. | AC 19, T 14, FF 17 | hp 104/106 | Fort +12, Ref +13, Will +14 | Init +2 | Percep +4 | CMD 20/18 | Spells per day used: lvl1 0/9 lvl2 0/8 lvl3 0/8 lvl4 0/8 lvl5 0/7 lvl6 0/6 lvl7 0/4 | Conditions: none

I've got some area affects I can apply but not a lot. I can summon swarms and hypnotic affects. Not sure how good a swarm vs. swarm is.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Slayer 3rd / Shadowdancer 2nd | HP:151/151 | AC:32 T:27 FF:24 | CMB:17 CMD:36 | Saves F:+18 R:+24 W:+15 (+2 vs enchantments) | Init:+14 | Per: +22| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1) HA (x1)

Sakitu, do you still have that ability to add ice or frost damage to my arrows? I recall you did that a time or two a while back...my arrows wouldn’t cause damage but I think the ice/frost would still apply...or perhaps it could apply to either Bull’s or Quasit’s sword...was that just for one arrow/round or was that for the whole round?

ETA: Good idea; if it is a swarm, your snowballs should work...hopefully Selena has something for them as well...

Dark Archive

NG Female Kitsune Sorcerer 15 (vulpine) | Speed 30 ft. | AC 19, T 14, FF 17 | hp 104/106 | Fort +12, Ref +13, Will +14 | Init +2 | Percep +4 | CMD 20/18 | Spells per day used: lvl1 0/9 lvl2 0/8 lvl3 0/8 lvl4 0/8 lvl5 0/7 lvl6 0/6 lvl7 0/4 | Conditions: none

Yes, I can still add the frost property to your weapon or ammo. I can apply it on 50 arrows (or one weapon) and it lasts 1/2 my level rounds.

If you think it will help with the swarm, or any combat, just let me know and I'll apply it. I can do this 9 times per day.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Slayer 3rd / Shadowdancer 2nd | HP:151/151 | AC:32 T:27 FF:24 | CMB:17 CMD:36 | Saves F:+18 R:+24 W:+15 (+2 vs enchantments) | Init:+14 | Per: +22| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1) HA (x1)

Hopefully, Selena can take out the other swarm. If you put frost on my ammo and I hit with all 4 arrows (1d6 per arrow?), I think it'll do the same amount of damage as your snowball...but only if they all hit...your snowball is much better but I don't know how often you can cast that spell...


Sorry it took me so long. I fell asleep before finishing as the last couple of days have been extra busy.

Unfortunately, my thundercloud is the only aoe I have at the moment.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Slayer 3rd / Shadowdancer 2nd | HP:151/151 | AC:32 T:27 FF:24 | CMB:17 CMD:36 | Saves F:+18 R:+24 W:+15 (+2 vs enchantments) | Init:+14 | Per: +22| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1) HA (x1)
Quasit* wrote:
GM Lareg wrote:
Although there continues to be noise at the door, it isn't as forceful as before. The door does not seem to be in danger of giving way and no additional swarms are coming through the gap.
I thought the door gave way, and that's how the swarms got into the passageway? The locked door is still intact? And we can now hear something ELSE snuffling around out there?

Q, the GM mentioned the door cracked and the swarms came through the gap...I'm guessing we can hear the poop slimes due to the gap but that the door is holding otherwise, at least for the moment...


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2

As for trying to make sense of the door situation on the meta after looking at the spoiler on identifying the creature we faced prior it looks like the thing we fought can create a swarm of eyeballs and those are the things that came through the cracked door. It seems Fin was on the money with that.

Just to clarify OOC here on how life-link works Tez gets the hex for choosing the life minor spirit as his minor wondering spirit and the life-link hex as his wondering hex. Each creature that he has a link to that has less than 5 of their maximum HP heals 5hp at the start of his turn and he takes 5 damage.

There are no restrictions on number of times he can use the hex nor no restrictions on how many times a creature can be effected by the hex. The only limitation is that he can only maintain up to his shaman level of links at one time. He can end any number of links as an immediate action off turn.

Findurel will need 30HP to be back up to 67hp where life link will no longer trigger. Tez needs an additional 9hp to be back up to full currently. So it will take a total of 39 rounds to bring Fin back up to near full HP and Tez at full so roughly 4 minutes with the ring of regeneration. I think a four minute breather after the fight sounds reasonable, but we should probably hold off on that till after we've resolved the contention with our new friend.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Slayer 3rd / Shadowdancer 2nd | HP:151/151 | AC:32 T:27 FF:24 | CMB:17 CMD:36 | Saves F:+18 R:+24 W:+15 (+2 vs enchantments) | Init:+14 | Per: +22| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1) HA (x1)
Tezuzu Curseclaw wrote:
As for trying to make sense of the door situation on the meta after looking at the spoiler on identifying the creature we faced prior it looks like the thing we fought can create a swarm of eyeballs and those are the things that came through the cracked door. It seems Fin was on the money with that.

Yeah, that was my bad as I didn’t explain that so well and I had forgotten that was in a spoiler for Fin : The undulating, amorphous sac that lies in the tunnel ahead is moving in your direction. Its turgid , brown-black form scarcely hides a seething jumble of rounded subcutaneous masses churning within. It opens its maw as it notices you, revealing a fiery cauldron of innumerable, lidless eyeballs of every size, shape, and color, each wreathed in sooty orange flame.

That’s why I assumed when he stated a swarm of fiery eyeballs was coming down the passage, knowing Selena had spotted two more of those oozes coming towards the door, it probably came from them. Things happened so quickly from there, Fin forgot to say anything about seeing the eyes...and also, wasn’t expecting to see another of those creatures so soon...

Tezuzu Curseclaw wrote:
Just to clarify OOC here on how life-link works

Fin would’ve died without it...he would’ve also died without Maka and Q taking out the plant thing so quickly and then Q dragging him away...even with all the near TPKs in Book 1 we faced, I think that was the closest call for Fin thus far. Appreciate all of you keeping him alive...

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Slayer 3rd / Shadowdancer 2nd | HP:151/151 | AC:32 T:27 FF:24 | CMB:17 CMD:36 | Saves F:+18 R:+24 W:+15 (+2 vs enchantments) | Init:+14 | Per: +22| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1) HA (x1)

Just wondering...do any of us have Detect Evil as a spell?


Maps: Travel * Hut and more

So why isn't Quasit's new friend a pin cushion?

His motions of mocking bow shots and mimicking his death were made to cover spellcasting (see Bluff roll of 29, which unless I'm wrong no one has the sense motive to catch).

Why didn't Yang eat him?

See above (Spell one put Yang to sleep, missed Will Sv by 1.)

I imagine there are some rules I'm bending a bit here. There is still a very good chance that for all the theatrics this guy ends up as a pin cushion. I'm hoping this is a fun bit and that being more transparent helps everyone move along with the play. - **On a logistics note, I have a meeting this morning at work so it is highly unlikely that I will be able to post again until midday.**


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2
Findurêl wrote:
Just wondering...do any of us have Detect Evil as a spell?

Tez does he prepared it once this whole adventure. The day he agreed to travel with you all as one of his three conditions. Simply to see if there was anyone he needed to keep an eye on.

He doesn't use it often since living most of his life in Irrisen and Whitethrone it's probably as useful as detect snow.

GM Lareg wrote:
I imagine there are some rules I'm bending a bit here.

I'm fine with a little rule bending frankly. The only one that immediately comes to mind is that Yang & Tez have an empathic familiar bond so it should be noticeable to Tez once Yang falls asleep. So it might be a bit difficult for him to cast both darkness and put Yang to sleep in the same round. I am fine it being overlooked though especially if it facilitates this guy trying to escape and become a reoccurring villain.

However, Yang was instructed to prevent any creature from fleeing down the tunnel and he's also not that smart. You could just as easily use that summoned wolverine to soak the attack and distract him plus if fuzzy can still fly he could simply fly over the fox. Provided Fuzzy's goal is to retreat and not to keep trying to kill us or something. Regardless, taking the bite attack and/or an AOO probably won't kill him or anything.

I was considering stone-shaping the tunnel if he tries to run for it to prevent his escape. I believe I was told the dimensions of the last tunnel in terms of height, but this one looks quite a bit bigger. It sort of matters because depending on size Tez has a limited amount of cubic feet he can manipulate and he can only make a wall so thin. Frankly though if the dimensions don't work out I would be fine simply holding on to the spell since we're likely to have a long adventuring day and I'm trying to conserve magic.

I think I'll wait to see how the rest of the party reacts as well as what things look like once that darkness gets dispelled by Maka's magic fire. Since it's a level 4 spell effect it should counter both regular darkness and deeper darkness the only real exception might be meta-magic heightened darkness.


Female Aasimar Kineticist 12/ Monk 2/ Guard 1 | HP: 204/204 NL: 75/204 Burn: 5/11 Buffer: 2/2 | AC: 35(D:40) T: 28(D:33) FF: 35 CMD: 42(D:47)| F:23 R:23 Wi:19 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 12 Per: 32(LL Vis, DV 60ft)

Unfortunately I don't believe the fire blast can fully dispel the darkness effect as I don't think it has the light descriptor. The blast can just increase the light level since it's a magical light source of a higher level.


Maps: Travel * Hut and more

Find did you delete your post? There was so much packed into it I tried to have the NPC respond according to what they saw and couldn't address all the bits you included.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Slayer 3rd / Shadowdancer 2nd | HP:151/151 | AC:32 T:27 FF:24 | CMB:17 CMD:36 | Saves F:+18 R:+24 W:+15 (+2 vs enchantments) | Init:+14 | Per: +22| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1) HA (x1)

Sorry GM, I had issues with my post...I posted and the site did nothing but spin. So I tried to repost, but then it looked like I had double posted (what I think happened was the original post did take and then when I reposted it came up in Preview mode and I thought I had double posted). I deleted the post and then neither post showed...and I saw you had posted! So I adapted it to yours as I thought it might be confusing to the others if my original post came after yours...

So sorry 'bout that! I copied my original post to notepad so I can put the it back up if you wish...


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2

I don't reckon yall know whats entirely immune to mind effects, is incapable of feeling love for dubious Satyrs, and nobody cares if it gets eaten by a plant monster?

I'll give ya a hint, it's big smelly, hungers for the flesh of the living, and it starts with 'Z' and ends with 'iant'.

Tezuzu might be a bit cheeky once this encounter is behind us.

The Exchange

Female Human Unchained Rogue/15|HP:108/108|AC29,F22,T19|F+11,R+20,W+10|Init+8|SP30|PER +18|ACRO +21|APP +11|BLUFF +20|CLIMB+9|DIPLO +20|DIS DEV +31|DISG +8|ESC ART +16|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF+8|SENS MOT+10|SLEIGHT +10|STLTH +21|SWIM +5|UMD+14

I'm probably chewing the scenery a bit right now, but then I suppose that's just what I do, given half a chance.

I decided at the outset that when a satyr charms a girl, its going to automatically have a seductive element to it. So I'm carrying the feelings to a deeper level than 'seeing everything the caster does in a favorable light'. Add to that all the unprocessed emotions she has about watching Alleria die and about breaking up with the man she still loves, not to mention the possessive feelings she had when Tiffany showed up, and it just felt like a lot of stuff with churned up inside her when suddenly he just died in front of her. But she KNOWS now on some level that Tez and Fin are right, and she's acting like a fool and embarrassing herself, which only adds shame to this little cocktail of tragedy.

So, yeah, the scenery tastes delightful.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Slayer 3rd / Shadowdancer 2nd | HP:151/151 | AC:32 T:27 FF:24 | CMB:17 CMD:36 | Saves F:+18 R:+24 W:+15 (+2 vs enchantments) | Init:+14 | Per: +22| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1) HA (x1)

Kudos to the GM the way he played and portrayed the satyr; that was superb. I was not only beginning to feel sorry for him...I was starting to wonder if maybe I was the bad guy...

Tezuzu Curseclaw wrote:
I'll give ya a hint, it's big smelly, hungers for the flesh of the living, and it starts with 'Z' and ends with 'iant'.

A Zombie Deviant? But where would we find one? I jest, I jest, you can gloat. These encounters may have proved Tez's inclinations right...I think Fin would've still been compelled and Q charmed...but I think the giant would've saved Fin from being 'mostly dead' as we could've probably taken out the plant a round earlier...

Quasit* wrote:
I'm probably chewing the scenery a bit right now, but then I suppose that's just what I do, given half a chance.

And you're chewing it very well. Always an interesting read when Q gets into her feelings and emotions...


1 person marked this as a favorite.
Maps: Travel * Hut and more

Hi all. Had an all day online training today. Totally forgot to post. Sorry about that. Hope to have a chance post this afternoon / evening
@Findurel. No worries. I was worried my post gave the wrong impression, as I thought your post was fine given the timing constraints of online.


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2

Quick question for Lareg. Have we had roughly 4 minutes as a breather after the fight? I asked it in gameplay in OOC, but it might have gotten glossed over. Just wondering if enough time had passed for the ring of regeneration and life link to bring Fin back up to near full HP or not.


Female Aasimar Kineticist 12/ Monk 2/ Guard 1 | HP: 204/204 NL: 75/204 Burn: 5/11 Buffer: 2/2 | AC: 35(D:40) T: 28(D:33) FF: 35 CMD: 42(D:47)| F:23 R:23 Wi:19 | Resis - Acid:7, Cold:7, Elec:7, Fire: 2+(2*Burn) | Init: 12 Per: 32(LL Vis, DV 60ft)
Saki wrote:
"Or Maka? If she was in charge we'd all be running around naked all of the time. And I don't think I'd like that."

Hahaha the group would be stuck in a loop of naked fight orgies and repairing the damage from said orgies.


Maps: Travel * Hut and more

@Tezuzu, it did get missed. I got sucked in when I was going over my notes. This is the ring Bulvi had right?


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2
GM Lareg wrote:
@Tezuzu, it did get missed. I got sucked in when I was going over my notes. This is the ring Bulvi had right?

Yep he handed let Tez hold on to it a while back. The general idea being to combine it with the life-link hex. It’s very potent for out of combat healing. Given roughly just shy of 4 minutes Tez can heal Fin to 67hp and bring himself back to full.

It’s less useful of a combo in a fight and at the end of the day it just saves us the hassle of buying more wands of cute light wounds.

So my question is so we have a 4 minute breather during which Q collected herself before Maka started to interact with the woman?


Maps: Travel * Hut and more

Thank you. Wanted to confirm. I'll provide updates in game thread.


Maps: Travel * Hut and more

More on the ring:
The timing on the ring isn't the best. It's a twist I put in long ago as an attempt to even out magic items, wealth level, and gaps in the AP. As written the cursed itemed was simply supposed to be a cursed ring that ended up simply being harmful without a clear what for it to be dealt with by players at the level it becomes available in the AP.

In all the ring will provide at least 10 hp of healing or two rounds, which ever is more before it reveals it's true nature.

If there are concerns given yet another batch of combat, don't worry.


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2

That's unfortunate, but no biggie. Just so I am following correctly it stops working after the fight with the Satyr, correct? I had been simply treating it as a ring of regeneration prior to this new info and we have gotten a fair bit of mileage out of it already, but I guess that got overlooked?

If it stops working after the Satyr fight Tez will just bring out his wand of clw and use charges off that to bring Fin and himself up to full. I'll roll those here.

CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (7) + 1 = 8

CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (3) + 1 = 4

8 charges used Tez & Fin up to full HP, of course assuming we have roughly 48 seconds between the fight with the satyr and maka confronting our new threat.

Had I known earlier I might have crafted Boots of the earth for Tez instead of the Four leaf clover & Cloak of resistance with the time and money he had, but I think our wands should hold up for the rest of this dungeon.

The Exchange

Female Human Unchained Rogue/15|HP:108/108|AC29,F22,T19|F+11,R+20,W+10|Init+8|SP30|PER +18|ACRO +21|APP +11|BLUFF +20|CLIMB+9|DIPLO +20|DIS DEV +31|DISG +8|ESC ART +16|INTIM +11|KN(dung)+6|KN(Local)+9|LING+6|PERF+8|SENS MOT+10|SLEIGHT +10|STLTH +21|SWIM +5|UMD+14

Wait, are we running out of air? That seems really unlikely. This seems like a fairly large cavern and as we've already established, the seal at the slime door is not entirely airtight, because eye swarms can squeeze in. But even if we were sealed in here, we should have several hours, perhaps even days worth of air. Unless some other effect is happening that we are unaware of, we should not be on the verge of suffocation after a few minutes.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Slayer 3rd / Shadowdancer 2nd | HP:151/151 | AC:32 T:27 FF:24 | CMB:17 CMD:36 | Saves F:+18 R:+24 W:+15 (+2 vs enchantments) | Init:+14 | Per: +22| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1) HA (x1)

Might not be suffocation, per se, could be just some sort of ill effects from the fetid air around this swampy area. If I recall correctly, the GM mentioned the stench ‘assaulted’ our very noses the moment Q picked the lock and opened the door...and now adding to that is fog, a dead satyr, and a dead giant plant...hope we find a bath in in this place soon. ;)


Maps: Travel * Hut and more

Gases from the icky stagnate pond. Plenty of air, it's just getting filled up with stuff that isn't as breathable.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Slayer 3rd / Shadowdancer 2nd | HP:151/151 | AC:32 T:27 FF:24 | CMB:17 CMD:36 | Saves F:+18 R:+24 W:+15 (+2 vs enchantments) | Init:+14 | Per: +22| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1) HA (x1)

Tez, can you take down the wall you put up? If so, Fin, Saki, and Selena can run to the passage y’all are in...if you can’t, y’all will need to run over to the passage we’re in and we’ll have to open the doors and deal with the poop slimes...

Did Bulvi’s coup kill the satyr? If not, Fin can put some arrows in him...someone might want to make sure before we get forced away by the spores...


Maps: Travel * Hut and more

He is dead.

Grand Lodge

Male Elf Ranger 6th / Zen Archer 4th / Slayer 3rd / Shadowdancer 2nd | HP:151/151 | AC:32 T:27 FF:24 | CMB:17 CMD:36 | Saves F:+18 R:+24 W:+15 (+2 vs enchantments) | Init:+14 | Per: +22| Darkvision 60’ | Movement 40’ | Gravity Bow (x1) Blend (x1) HA (x1)

Thanks, GM...thought so, just wanted to make sure...Fin sure doesn't want to face that dude again!


Male Tengu Monk 1 / Shaman 7 | HP: 47/52 NL: 0/52| AC: 23(D:27) Touch: 16(D:20) FF: 21 CMD: 25(D:29)| Fort: 5 Ref: 9 Will: 11 | Initiative: 2 Perception: 14(LL Vision) | CPE: 2/2 PS: 4/4 SF: 2/2
Findurêl wrote:
Tez, can you take down the wall you put up? If so, Fin, Saki, and Selena can run to the passage y’all are in...if you can’t, y’all will need to run over to the passage we’re in and we’ll have to open the doors and deal with the poop slimes...

He didn't prepare stone shape twice, so he could if he meditates for 15 minutes or so, but there's a simpler solution because of the limitation on stone shape he only made it an inch thick. So two solid smacks from the adamantine hammer should bring the whole thing crumbling down.

In any situation I think on the meta we should definitely deal with that poopslime blocking off our only escape.

I think Tez would certainly appreciate it if Maka offered to ferry him to the other side with her fire flight so he wouldn't have to touch the water. ;)

OOC im fine if y'all don't want to have Tez animate dead, but he might be a bit insistent arguing that we need to now having a pretty strong example of Findurel almost dying and our leader getting her mind screwed with. Him being fond of Findurel in particular and almost seeing him die combined with having the overprotective drawback is going to be a strong motivator for him to argue at the very least that we move forward together and forgo Findurel's usual scouting routine if we don't end up settling on letting him animate the dead frost giant and using it as a zombie vanguard/battering ram/trap detector.

Also, Fin I rolled the wand healing here in discussion you should update your character to reflect having full HP.

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