Agents of the Darklands: A Campaign for Monsters and Madmen

Game Master thunderbeard

Dungeon map
Party info
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Rocks fall, everyone dies

Also, map link now appears at the top of the page.


AC 32, touch 10, flat-footed 28, hp 56, Fort +7, Ref +1, Will +12, Resist cold 5, elec 5, fire 5; SR 19; Per+18, Ini +2 Cleric (Fiendish Vessel) of Asmodeus 5/Diabolist 1
Illia- wrote:
Yes, and with corollary of, if the Paladins don't buy it, bum rush target then leave with body.

Thirded. Once the target is dead I can have one of the imps teleport away with the body if needed.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Alright, so, outstanding buffs, we all have undetectable alignment or something similar, yes?

Given the ranges we're engaging at, Illia gives everyone +1 attack and damage and +2 initiative.


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

Can Imps teleport with that much weight?

Overall I really like this plan. I guess we'll hold "flood the place with undead" as a backup. :)


AC 32, touch 10, flat-footed 28, hp 56, Fort +7, Ref +1, Will +12, Resist cold 5, elec 5, fire 5; SR 19; Per+18, Ini +2 Cleric (Fiendish Vessel) of Asmodeus 5/Diabolist 1
Anaxian wrote:

Can Imps teleport with that much weight?

Overall I really like this plan. I guess we'll hold "flood the place with undead" as a backup. :)

It's just a body, though I'll have to double check the weight limit. Of course if they have to cut him in half so be it.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Quarter him. We've got lots of *beat* porters. *sunglasses*


Illia- wrote:
Quarter him. We've got lots of *beat* porters. *sunglasses*

Mutilate as needed. Got it.


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

False Life: 1d10 + 7 ⇒ (6) + 7 = 13 +14 from Eagle's Splendor is 27 temp HP

Ok, Anaxian's stat line has been updated to reflect the spells he has active when he fight starts. He'll also be in Cat mode pretending to be Inraset's familiar (I most likely won't be casting any spells that obviously originate from me)

Other than the active effects, Anaxian's important remaining spell list is-

True Strike x2
Glitter Dust x2
Stone Call
Create Soul Gem
Dispel Magic x2
Enervate x2

Anaxian also has a few other non-combat spells and a bunch of scrolls and wands, but that's the important stuff from his current list.

I skipped Haste because TSG has it as a 2nd level spell, so I figured I'd use my third level slots for something else.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Mmmm.. Nice, Stoneskin and False life. You ain't going down to melee today. :P


Rocks fall, everyone dies

Hi everyone! This week, I have been trapped in a personal hell of my own making, but I've got a bit of free time now, so let's start combat! Will roll initiatives for everyone I guess.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Casters, get yer buffs, then someone initiate with the Glitterdust. Mind control plan is cool, Drisquar/Shimsil, it's your call whether to initiate it.


M Half-drow ghost summoner 7

Who needs Haste? Or other buffs?


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Haste would be appreciated, I'm certain, on Illia. I believe Drisquar has a speedy scimitar and doesn't need it desperately.

If you have spare 2nd Levels to throw around, Eagle's Splendor/Bull's strength in that order of preference would be appreciated on Illia.


Male Alacritous Bralani Stalker 5/Umbral Blade 4

I have a basic +1 scimitar as my back up to Shim. Bit of a better bow though.


AC 32, touch 10, flat-footed 28, hp 56, Fort +7, Ref +1, Will +12, Resist cold 5, elec 5, fire 5; SR 19; Per+18, Ini +2 Cleric (Fiendish Vessel) of Asmodeus 5/Diabolist 1

I'll be able to post fully tonight, but basically I'm going to run in and hit the priest with my unholy mace.


Female Half-Dragon Elf

I'll be able to post fully tonight, but I'm going to go ahead and make some rolls. I'm assuming we're in range of the Bone Devil (can't pull up the map as it'll be obvious I'm slacking at work).


Female Half-Dragon Elf

Also TSG, I'd argue that Iranaset would probably do better with the haste from a DPR standpoint. I built her as a crit fisher and an extra attack means more chances to crit. Also, unless I read the ability wrong, I have 6 more uses of Rimed frostbite to spellstrike with before I've used up that spell completely.


Rocks fall, everyone dies

Sounds about right, but remember that on a surprise round you can only move, single attack, cast a spell, or charge.


M Half-drow ghost summoner 7
Iranaset Maior wrote:
Also TSG, I'd argue that Iranaset would probably do better with the haste from a DPR standpoint.

Stepping five feet to the east prior to combat would address this combat and allow everyone the benefits of my Awesome Magic of Awesomeness.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

I was wondering why you were asking, because you do have CL7 for dropping the haste yes? That means you can just leave one or two people out.


Female Half-Dragon Elf
The Dapper GM wrote:
Sounds about right, but remember that on a surprise round you can only move, single attack, cast a spell, or charge.

Your rule is final, but I do want to point this out for your consideration.



If some but not all of the combatants are aware of their opponents, a surprise round happens before regular rounds begin. In initiative order (highest to lowest), combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round. If no one or everyone is surprised, no surprise round occurs.


A swift action consumes a very small amount of time, but represents a larger expenditure of effort than a free action. You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. You can, however, perform only one single swift action per turn, regardless of what other actions you take. You can take a swift action anytime you would normally be allowed to take a free action. Swift actions usually involve spellcasting, activating a feat, or the activation of magic items.

Emphasis mine. I believe the rules intersect in such a way as to allow a swift action during the surprise round.

Also yeah, have Iranaset be 5' over at the beginning of combat (can't look at the map right now, so you're allowed to move her).


M Half-drow ghost summoner 7

It's the "everyone has to be within 30 feet of each other" clause. As I read the map, everyone is fine except you (Illia-) and Iranaset are 35' apart. (Some of the popcorn as well.... but I'm assuming no one needs their toy poodle hasted, so I'm ignoring them.)


M Half-drow ghost summoner 7
Iranaset Maior wrote:


Also yeah, have Iranaset be 5' over at the beginning of combat (can't look at the map right now, so you're allowed to move her).

Moved, and thank you. Consider yourself hasted.


Female Half-Dragon Elf

Also, answering your question in game TSG, I was pretty sure the plan called for Iranaset to attack the bone devil. So that's what she's doing. But its entangled and fatigued right now, so maybe she can go in with you against the priest in round 2. I'll make a decision after the results for this round are made.

And add +1 attack rolls. Thanks Illia ;).


M Half-drow ghost summoner 7

As long as we're discussing tactics,.... who has Sneak Attack or something similar that may require flank buddies? As a summoner, I can put popcorn more or less anywhere we like.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Also +1 damage, which equates to 2 more damage for your crit I believe.

Yeah, I'm pretty sure Illia can tank this dude with no more help from this point. Nice debuffs, Iranaset.

She just needs to keep taunting it. Next round will be fun.


Female Half-Dragon Elf
Haste wrote:


A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

I guess you can call me Iranaset Maior, esq. today...


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

As long as you're within LoS of Illia, +1 attack and damage, untyped. Warlord.


M Half-drow ghost summoner 7
Iranaset Maior wrote:
Haste wrote:


A hasted creature gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and Reflex saves. Any condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
I guess you can call me Iranaset Maior, esq. today...

Congratulations, counsellor?


Rocks fall, everyone dies

Oh, yeah. The bit I meant about the surprise round was just a general reminder, you can take swift actions during it (or at least I do this all the time in another game).


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Mmm.. I hope super special awesome paladin has a speed boost. I'd love for him to get a first round smite evil charge off on Osy, rendering super damaged before his first action.

Of course, considering the GM didn't bother to mark who goes first/last among the NPCs, I'm betting somehow Osy and the Paladins are same team. :P

Kidding.

Anyway, not that it matters this time, but in the future, Illia grants a +2 Initiative boost to all friendlies within 70 ft.


Rocks fall, everyone dies

Will keep that boost in mind!

I originally rolled initiative for everyone, but got within a 5 point range for all NPCs and decided it was easier for them to all just move on one initiative.


Female Half-Dragon Elf
Illia- wrote:
As long as you're within LoS of Illia, +1 attack and damage, untyped. Warlord.

+2 to all damage rolls as well then.

Iranaset will move back to where her token is after the move action so the Osyluth should get an AoO.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Its fun to play Illia on an Adrenaline Rush after all the normal Illia. :P


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Guys, we should really have a clear difference between telepathy and out loud.

I think me and Anax have been using no quotes and italics for telepathy.


Rocks fall, everyone dies

That's a good way to do it. I should do that as well in my GM posts. We've got enough party members with telepathy that you should assume you can communicate telepathically with the entire party (but sending messages to individual characters only might be a bit more difficult).


Diamond (CR +2) Soulbolt 7 (HP: 151/81; AC 16*; Fort 7 - Ref 10 - Will 10; Perception +15)

+2 dmg to my two attacks then


Male Alacritous Bralani Stalker 5/Umbral Blade 4

::This is what I use for telepathy, and I know TCG is familiar with this as well from past games he and I were in together::


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Delyliath, isn't summoning a full round action? What's your action for the surprise round? Also, I was really hoping you'd be the face and convince the paladins to be on our team.

Also, unless you have some sort of way to disguise your summoning, your actions are turning the paladins against us if any of them have a halfway decent spellcraft check.


Female Succubus
status:
AC 29, touch 14, flat-footed 25; 112 hp, Fort +8, Ref +12, Will +13;DR 10/cold iron or good; Immune electricity, fire, poison; Resist acid 10, cold 10; SR 18; Init +4; Senses darkvision 60 ft., detect good; Perception +21
Illia- wrote:

Delyliath, isn't summoning a full round action? What's your action for the surprise round? Also, I was really hoping you'd be the face and convince the paladins to be on our team.

Also, unless you have some sort of way to disguise your summoning, your actions are turning the paladins against us if any of them have a halfway decent spellcraft check.

You are right, it's a full round action (I don't know why I was assuming it was a standard action ... my bad) but on disguising it. It's a spell like ability, as such it has no verbal, somatic or other visible components. And the summon appears out of sight of everyone (inside the room) so I don't think there is any way to suspect Delyliath is summoning something.

As for bringing the paladins to our side. I could do that but to be honest the action is extremely confusing right now.
Looks like there are people who is overtly playing the "celestial descending on the citadel for no apparent reason" and for all the bluff Delyliath can have I feel the party has kinda thrown subtlety out of the window.
What can a lowly priest do to reinforce the lead of two celestial beings?


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

Proclaim "Lo! The messengers of Serenae lead us! Let's go!" and then we get to use your bluff check of the gods?

I would have preferred something that made them believe we were the good guys, but that was fine.

Shadow Lodge

Illia- wrote:

Proclaim "Lo! The messengers of Serenae lead us! Let's go!" and then we get to use your bluff check of the gods?

I would have preferred something that made them believe we were the good guys, but that was fine.

well.. Delyliath is also the one who said that trying to pass for Sarenites or celestials magically appearing to do good was stupid and risky since before we left the darklands.


Rocks fall, everyone dies

I've seen people argue summoning during the surprise round occupies the surprise action and then also a move action on your next turn, which seems reasonable.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

I wasn't hoping to sustain the deception for long. Just keep them disorganized while they figure out the truth for a round or two.


35/35 HP, Temp HP 0, 20 AC, Fort +2, Ref +5, Will +7, Reservoir 8/10, Channel 8/8, Active Effects: Mage Armor

Spell like abilities are always standard actions unless otherwise noted, including summons.

That's one of the reasons the Summoner's Summon Monster ability is so awesome.

Here's a short thread on the subject. There are others if you care to dig.


Rocks fall, everyone dies

Awesome! In that case, adding the Babau to the party.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

I'm not going to post until I know whether Drisquar dropped Shimsil. If he did.. Boy, have I got plans.. :D


Rocks fall, everyone dies

Oh, also: I dunno; I recently discovered a much bigger reason why the summoner's summon ability is awesome.

DM: You see a suspicious looking snowman, with a sign saying "DO NOT ENTER"
Thunderbeard: I summon a celestial dog, and instruct it to dig up the snowman.
DM [rolls]: The dog triggers a trap, 14 points of sonic damage and disappears.
Huntmaster Cavalier: You monster!
Thunderbeard: What? It's not a real dog, it'll be fine.

DM: You hear something rustling in the trees.
Thunderbeard: I summon a celestial owl into the trees.
DM: The owl is shot by an arrow and disappears.
[party avoids said trees]

DM: You see a funny-looking patch of ground at the bottom of the hill.
Thunderbeard: I summon a fiendish porpoise. Barbarian, make a strength check to help me roll it down the hill.
DM: The porpoise triggers an alarm spell, elementals emerge from the ground and attack it.
Ranger: You monster!
Thunderbeard: What? We've already established that summoned animals don't die. Maybe they can't even feel pain (bluff check 23).
Ranger: Oh, good enough.
[party gets the jump on elementals]

DM: You notice a thin wire stretched across the clearing.
Ranger: Everybody back up! Thunderbeard, summon another owl to trigger this thing.
DM: HOW MANY OF THOSE DO YOU HAVE LEFT?
Thunderbeard: Seven per day, so... four?


M Half-drow ghost summoner 7
The Dapper GM wrote:
Awesome! In that case, adding the Babau to the party.

That's the shadowy thing in G22, yes? SInce I have no actual idea what a babau is (wasn't that Yogi Bear's sidekick?)


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28

How exactly are you fitting two leopards next to the target? Are they two per square?

Also, they should receive Illia's +1 attack and damage.

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