Agents of the Darklands, Part 2: In Company of Forgotten Evils

Game Master thunderbeard

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167/167 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +20, Ref +14, Will +20, Smite 2/2, Blast 3/3, Recon 10/10, 1st level spells 4/4, Active Effects: Smoking Bottle, Evil Aura, Cowardice Aura, Desecrate Aura, Greater Magic Fang, Longstrider, Linebreaker, Ant Haul

I really hope I pull off that last maneuver. It was fun to write out.


Rocks fall, everyone dies

Unfortunately, its CMD is way too high for you to smash it all the way to the lava. But you did kick it into the "air" and it can't actually fly, meaning it probably provokes an AoO and loses its turn to falling.


167/167 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +20, Ref +14, Will +20, Smite 2/2, Blast 3/3, Recon 10/10, 1st level spells 4/4, Active Effects: Smoking Bottle, Evil Aura, Cowardice Aura, Desecrate Aura, Greater Magic Fang, Longstrider, Linebreaker, Ant Haul

It is my understanding that it is "flying" with Reverse Gravity, 50 feet in the air.

My goal is to hit it from the side and knock it out of the reverse gravity area. That should only require pushing it 10 or 20 feet, which I think might be doable with my result and it being flat footed.


Rocks fall, everyone dies

Oh! Yeah, I didn't realize it was only 20'. If it fails the save vs stun, you definitely push it; not sure otherwise. Will crunch the numbers when I handle druids at the end of the round.


Male Weremonkey Rogue/Ranger/Trickster

I'm heading to the airport now to fly to NOLA for my big gaming event. Will try and post later.


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 think Sir Pala Din's fire just by itself would be more effective than the bomb, unless Sir Pala Din can be fire support and literal fire support at the same time.

Smite Evil Arrows hit pretty hard. They also won't be hitting me, like Raxus' bomb will. :/


Rocks fall, everyone dies

Illia-: You're controlling Sir Pala Din, so you can make that call.

Also, Raxus's bomb's splash damage will do almost nothing against your DR


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

Well, it'll be mostly my Reflex Save doing work there, my DR's only 5.

Also, I thought Tenro was in command of Sir Pala Din


Rocks fall, everyone dies

Actually—Nalfeshnees are Huge. And you moved away from it. Pretty sure Raxus can target the thing without hitting you at all.


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

GM, when you say Targeting Roll, do you mean using the Siege Weapon rules? (Knowledge engineering check), or am I making an indirect thrown weapon attack, like an alchemist's bomb?


Rocks fall, everyone dies

You can target directly or indirectly (in the first case, it's a ranged touch attack; in the second case, it's BAB + Knowledge (engineering)


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

Got it, thanks. I'll go with direct fire. Give me a bit to work out the math. I should have done this earlier.


DEAD

what does Sir Pala Din need to do? I am still trying to fly up high enough to see targets


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

Illia is engaging a target 800 ft forward on open ground, you are high enough to see if you are ground level. Please shoot the Nelfanshee full of arrows.

In other words, please full attack.


Rocks fall, everyone dies

Sir Pala Din can shoot the people threatening Illia-. Or he can take a double move up (he's 60' below where he needs to be to see over the walls).


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

We needed to throw some buff spells on that paladin before combat. A little extra to hit and damage would really make that crazy town.


DEAD

yeah im not really the best optimizer. i usually google the "X handbook" for whatever class i plan to play just so i dont make glaring mistakes.

i used to be really good at 3.5 optimization, but i kinda gave up on it after it messed up some games and then PF came out with a relatively-more-tight rules system, so i just kinda do whatever these days.

He could definitely use some buffs. i made him weeks ago and looking at him now i am like why didnt i get him some bane something or other>?


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

Well, I meant casting Haste for starters. But I think you might be out of Counterpoint's range on that. Never go wrong with a +1 to hit that stacks with everything and an extra attack.


Male Weremonkey Rogue/Ranger/Trickster

Is Pala our lone actual archer? I know they are all ranged, but mine is a caster and Rax is a walking catapult.

If so, we can have the Occultist enhance his bow. At least I think he can, based on prior comments from Dapper.


V: 56/56, W: 74/74, Temp HP 18, AC 17*, Fort +11*, Ref +9, Will +10*, Rage 23/23 , Power 9/9, Psi 7/7, Active Effects: Bull Strength

I think so, yes.


Status:
Warlord 9 HP 251/251 | AC 46 | T 29 | FF 38 | F +33 | R +34 | W +32 | Init +11 | Per +32 | SR 28
Anaxian, the Knot of Souls wrote:
Illia is directing the initial construction? Well, the place will be impregnable. It will also be covered in spikes and glitter, and might not actually have any doors.

Heheee... I love this, I can't believe it's my first time noticing it on all these read throughs. :D


Rocks fall, everyone dies

Alright. That should probably be enough damage to take down the Nalfeshnee. Waiting on Drisquar now.


Male Alacritous Bralani Stalker 5/Umbral Blade 4

Sorry! My girlfriend met me here in NOLA and I'm showing her around as she's never been here before.

Will try to get a post up later today or tomorrow.


Rocks fall, everyone dies

It's cool; I've been busy here anyway.


HP 145/145, Temp HP: 15, Stoneskin: 90/90, DR 15/Bludgeon and Magic, AC 24, CMD 13, SR 23, Fort +10, Dex +7, Will +12, Per +26, Stealth +38, Active Effects: Prestidigitation, Read Magic, Dimensional Anchor, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages, Invisibility Alarm, Aura Sight, Arcane Sight, Tongues, Greater Magic Fang, Symbol of Revelation

Checking in


Rocks fall, everyone dies

Ack, sorry, busy few days. Have written up part of the next round, not finished yet.


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *

Present.


active: see post HP 151/151; AC 28 (26 currently); DR 15/-; FH 14 Psion 5 / Metamorph 7 / Worm that Walks CR+2

Always here


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

Looking forward to vengeance on teleporty guy. I like my to hit roll. :D


Male Alacritous Bralani Stalker 5/Umbral Blade 4

I'm awaiting a flight home. Was supposed to be already on my way, but there's been various delays and redirects. Thankfully, I'm on a direct flight to NY now.


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

So, did my attack hit or not? Also, is this sphere of darkness strong enough to overcome See In Darkness, or can I still see fine?


Rocks fall, everyone dies

Fort: 1d20 ⇒ 13

Yeah, the attack hits. He didn't fail the save, though. The "darkness" is just from suddenly having the sun blocked, it's not magical.


active: see post HP 151/151; AC 28 (26 currently); DR 15/-; FH 14 Psion 5 / Metamorph 7 / Worm that Walks CR+2
The Dapper GM wrote:
Yeah, the attack hits. He didn't fail the save, though. The "darkness" is just from suddenly having the sun blocked, it's not magical.

suddenly having the sun blocked, eh? Are they trying to use our strategy against us?


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *

I think I need to soup up my "ring" of telekinesis.

Any thoughts on what metamagic to incorporate into an item that casts telekinesis?

Maybe i'll make it intelligent so it can cast of it's own accord.


active: see post HP 151/151; AC 28 (26 currently); DR 15/-; FH 14 Psion 5 / Metamorph 7 / Worm that Walks CR+2

Maybe just "double" it (likely in conjunction with intelligence) so that it can maintain two effects or work together as two individuals to lift something larger. Or just grapple something while skewering it.


HP 145/145, Temp HP: 15, Stoneskin: 90/90, DR 15/Bludgeon and Magic, AC 24, CMD 13, SR 23, Fort +10, Dex +7, Will +12, Per +26, Stealth +38, Active Effects: Prestidigitation, Read Magic, Dimensional Anchor, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages, Invisibility Alarm, Aura Sight, Arcane Sight, Tongues, Greater Magic Fang, Symbol of Revelation
Meredian Adriatnaic wrote:

I think I need to soup up my "ring" of telekinesis.

Any thoughts on what metamagic to incorporate into an item that casts telekinesis?

Trick Spell

Empower Spell

And of course, if you really want to take the kid gloves off, Ascendant Spell


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

[dice=Fort]1d20

Yeah, the attack hits. He didn't fail the save, though. The "darkness" is just from suddenly having the sun blocked, it's not magical.

He's still nauseated for a round, unless he's stalwart. Bilous Strike is great. :D


167/167 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +20, Ref +14, Will +20, Smite 2/2, Blast 3/3, Recon 10/10, 1st level spells 4/4, Active Effects: Smoking Bottle, Evil Aura, Cowardice Aura, Desecrate Aura, Greater Magic Fang, Longstrider, Linebreaker, Ant Haul

GM, do you mean This Anaxian when you mention the save vs lava blindness?

I bring it up because Smoking Vessel is an Underworld Dragon. They live in lava. They have an ability that lets them see though smoke and fire normally. He's also completely surrounded by thick smoke, which I would imagine takes the edge off the glare a little.

I don't mind making the save if that's what you want. I just wanted to clarify since it seemed a little odd to me.


Rocks fall, everyone dies

Oh! If you can see through fire, you should be fine.


167/167 HP, Temp HP:, DR 10/Magic, Immune to Cold, Electricity and Fire, SR 21, Fort +20, Ref +14, Will +20, Smite 2/2, Blast 3/3, Recon 10/10, 1st level spells 4/4, Active Effects: Smoking Bottle, Evil Aura, Cowardice Aura, Desecrate Aura, Greater Magic Fang, Longstrider, Linebreaker, Ant Haul

If I were to get above the Glabrezu, could I Bull Rush it the rest of the way down into the lava?


Rocks fall, everyone dies

Yeah that probably works (if you succeed at the maneuver, of course)


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *

Do the demons rifling through for weapons appear to be able to see through the smoke?


Rocks fall, everyone dies

Nah. They're weakos. I think you killed one or two, I'll just roll damage when I update to the next round. Traveling atm.


Drow Noble
Stats:
Base Atk +*; CMB +*; CMD *
The Dapper GM wrote:
Nah. They're weakos. I think you killed one or two, I'll just roll damage when I update to the next round. Traveling atm.

Perfect. Then i'll just slaughter them all. :-)


Rocks fall, everyone dies

Hmm... finally crunched the numbers on this battle. Looks like it's worth more XP than I thought (forgot to count the Katpaskir and Woundwyrm last time); after the fight is over, you should be gaining two levels each UNLESS you've managed to permanently remove Shaorhaz, in which case it goes up to three levels each.


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

:D

My action depends on Paladin Crew's move. If they wanna hop on the dimension door train, then Illia- doesn't need to intercept the Vrocks, seeing the Vrocks will be a half a mile out of position, but if they don't, she does need to intercept.


Female Human(Fallen) Witch/10

So, the Witch list doesn't have the best spells for this sort of battle. One of the main offense spells available at this level, Call Lightning Storm, is utterly useless.

Also, many of the buff spells are too situational and don't really work in a mass combat.

Thus, I'm going to give her a bunch of scrolls and wands to help shore up those weaknesses.


Rocks fall, everyone dies

Sounds fine.


HP 145/145, Temp HP: 15, Stoneskin: 90/90, DR 15/Bludgeon and Magic, AC 24, CMD 13, SR 23, Fort +10, Dex +7, Will +12, Per +26, Stealth +38, Active Effects: Prestidigitation, Read Magic, Dimensional Anchor, Deathwatch, Unseen Servant, Nondetection, Fleshy Facade, Comprehend Languages, Invisibility Alarm, Aura Sight, Arcane Sight, Tongues, Greater Magic Fang, Symbol of Revelation

That's true. Witches are primarily short range single-target debuffers.

If you take the Scar hex and Split Hex, you can do some fun stuff with making all your allies each carry around a Scarred turtle in a bags, and then bouncing your hexes off the turtles to any target within 30 feet of the turtle.

This lets Witches operate at a range of "wherever my ally is" rather than 30 feet.


GM, do you remember way back in the drow catacombs when I trapped the demon in the magic circle?

It's that. Just like before, he keeps it as a ring with Shrink Object.

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