DM Alexander Kilcoyne's Slumbering Tsar (Inactive)

Game Master Alexander Kilcoyne

"Not only old dead guard Black Gates, but something greater as well. From blackest pits of pitch and bile a new guardian arose both foul and vile. Beware his breath of clinging death."

The Midnight Peddler | PC Kill Count- 0 | Promises of Revenge- 1

Group Site | Campaign Wiki | SRD Reference | The Camp | The Desolation | Ashen Waste | Dead Fields | Boiling Lands | Chaos Rift


851 to 900 of 1,136 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>
Sovereign Court

Falling wrote:


Falling: When you deliberately fall any distance, even as a result of a missed jump, a DC 15 Acrobatics skill check allows you to ignore the first 10 feet fallen, although you still end up prone if you take damage from a fall. See Falling Damage for more details.)

How are you planning to negate the second 10 feet? I know it was more feasible in 3.5 but it looks to me like leap off and accept proneness or climb ten feet then drop as part of movement.


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Only cos I've looked at this situation specifically before.

Rules wrote:

Creatures that fall take 1d6 points of damage per 10 feet fallen, to a maximum of 20d6. Creatures that take lethal damage from a fall land in a prone position.

If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is nonlethal damage. A DC 15 Acrobatics check allows the character to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage. Thus, a character who slips from a ledge 30 feet up takes 3d6 damage. If the same character deliberately jumps, he takes 1d6 points of nonlethal damage and 2d6 points of lethal damage. And if the character leaps down with a successful Acrobatics check, he takes only 1d6 points of nonlethal damage and 1d6 points of lethal damage from the plunge.

If this had affected any of the zombies I would have pointed out but didn't need to be rules guy at the time (just now).

Sovereign Court

Missed that non-lethal damage didn't cause prone. Cheers.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

Guys, just a heads up if retreat is the plan - there is another undead coming from the wagon side.

Thanks for the clarification on the closeby zombies AK, was hoping to add some to the melee effort ;)


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

I am out of town until Saturday and then out of the country until Thursday the 24th. I will try and post whenever possible, but please DMNPC Durin as needed if I am holding things up. Thanks.

Current status is listed in his last post.

Sovereign Court

Small hints have been dropped in IC that the Ashen Waste is likely the least dangerous of the four quadrants for newcomers to the Desolation, but I figure I should spell it out directly in OOC in case they weren't obvious.

With that said, I know your somewhat plot driven by the dead Dwarf's bones. Rock on :)


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Durin's sole focus at this point remains to deal with the remains. :)

Sovereign Court

Generally no, spoilers for knowledge info in combat are for the individual then its up to them to share what they will. Especially when they get a lot of information, they'll have to decide what is the relevant information at that given moment.

You don't need to use selective channeling to keep the undead from being healed :), as they are not living creatures.

Sovereign Court

Marcus you have a typo on your summons spoiler. Modified hound archon HP should be 51, not 61.

P.S- I can only apologise for my luck with the dice roller this round (posting shortly). Thankfully, the expendable summoned hound archon got the worst of it. Two crits.

I also checked up the rules for breaking items and need to correct a slight error. Only items with damage excess of half their HP are broken. You'll see the relevance of this in my post.

Which means Arachiel's blade, on 15HP, is technically fully functional (although in bad need of duct tape).


Maths error on my part sorry I'll fix. Its slam was at +10 with augment summoning but not going to make any difference.

Suspect Durin may need a bot?

On the Ashen Wastes thing I did get an inkling from some of the stuff the rangers said but wasn't sure if that was self-serving. This quadrant does seem like a major step up in difficulty but the ghost has us a bit stuck particularly when we can't be sure where it will pop up and when. Maybe it is time for the commune to try and get some info.

Sovereign Court

Dan E wrote:


Suspect Durin may need a bot?

Done.

Sovereign Court

Need to know whether your actually intending to fully pull back from the Firebase or just falling back with intention of counterattacking. Things are swinging back in your favor in the south but Arachiel is one roll away from a broken weapon. Most zombies left in the north are relatively fresh.

Want advance notice if I have to add bits onto the map.


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

Either way Barak is regrouping. I'm up for having another crack but will defer to the group.


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

We could probably take them at the cost of more broken stuff and most of our remaining resources. Second regrouping at safe distance and then we can discuss IC but its really the three still engaged to decide.

Sovereign Court

Its also obviously dependent on how willing the Juju seem to be to chase. They have 40 feet movement speed.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

I am out for Easter Sunday - most likely can only update later tonight. If needed to bot me go right ahead, since we've got a good momentum going.

Telurion will just keep channeling to take down the undead, or heal everyone, as needed. And keep moving, drawing his secondary weapon - truth is, he cannot outrun the zombies. If Arachiel and Durin keep moving at their normal speed, soon Telurion will have no chance but to keep on fighting, whether he wants to or not :D

Though.... Guys... Don't you think we can take them out? ;)

Sovereign Court

Pace of PbP usually grinds to a magnificent halt on weekends, especially bank holiday ones.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

Hope everyone had a nice Easter. Last days have been really busy for me, but I guess I am back on track now.

My channeling rolls are not shining bright, though...


Same to all, we had a glorious Easter.

If the zombies decide to chase we are going to have to kill them all, 40' speed and all.

Though I suspect at least that they're operating on residual orders to defend the encampment and will (hopefully) only go as far as the path.

Next movement will tell us a lot (especially if they do down the hill after Barak) but we do need to keep Telurion screened while he channels. Kiri can't heal without exposing herself to attack unfortunately.

On the plus side half are down with many wounded and they can't presumably heal so later clean-up should be easy.

Its a pity about Telurion's weapon but we should be able to replace it fairly easily. Dealing with a break to Arachiel's sword or Barak's crossbow would be a major pain as I don't have the necessary spells and no real way to get them until teleport. The Usurer might be able to do it but that would cost us a fortune (just over 4k base gp cost).


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

I'll update my stats once I get home, but it will look something like this:

--Status--
HP: 54/54
AC: 20
Oracle Channel Positive Energy spent (5d6): 3/8 (DC 19)
Spells are updated in crunch
-------------

Regarding the mending spell, I just realized it can be used only on items up to 1lb per level - that would be 6lbs in my case... SUCKS! :/

At least it will work on your sword Arachiel ;)


Your Humble Narrator

Mending won't help your bardiche. Works on damaged objects, not destroyed.

Disregard the above, turns out it could help. However-

Note the ten minute casting time (per 1d4 HP of object healed) and note the following-

Bolded for Emphasis wrote:


This spell repairs damaged objects, restoring 1d4 hit points to the object. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. All of the pieces of an object must be present for this spell to function. Magic items can be repaired by this spell, but you must have a caster level equal to or higher than that of the object. Magic items that are destroyed (at 0 hit points or less) can be repaired with this spell, but this spell does not restore their magic abilities. This spell does not affect creatures (including constructs). This spell has no effect on objects that have been warped or otherwise transmuted, but it can still repair damage done to such items.

Thus, you can repair Arachiel's sword, but not Barak's crossbow. The +2 enhancement bonus on it makes that impossible at your level of prowess. However, that same +2 stopped it being chopped into kindling, so a step forward for the step back :).


OK cool I thought we needed make whole.

My spells are updated.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

Yeah, I had noticed that detail about magical weapons. I remembered Arachiel's sword was not broken, but totally forgot about Barak's crossbow... My bad Barak :/

This is definitely a damned place... But I like it ;)


We had 7 minutes total on the enlarge persons. Think they are the most critical buff to have up if we are going to try again.


Your Humble Narrator

Barak's crossbow does not yet have the broken condition. A single more HP of damage will inflict it though.


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

OK not sure if we are going to hear from Durin but consensus seems to be to go?

He will need a minute and a half or so to recover from fatigue so we would do healing then. Presumably enough time to come back with a few minutes of buffs left DM?

A wee bit unsporting but I'm inclined to go in first by air with lantern archon(s) and have them blasting at the wounded ones for a few rounds while you guys climb the path. They should be able to hover out of reach and apply their auras. Not as good as the hound but shold get most.

I'd like to hold off on any other of my spells sans a disaster. Its still only mid-afternoon and we may have to face a few encounters before morning.

Sovereign Court

With waiting for fatigue as well your minute/level buffs will be down by the time you return.


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

Barak will suggest a marching pattern like this:

DD,T,AA
DD,B,AA

We move to within channel range and blast the defenders from range if they sally forth we use AoOs and back off if they back off Barak shoots them from range. I propose we grease the squares in front of our battle line to further impede the zombies.


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

We've lost the enlarges as above so it would be.

D, T, A
B

The situation we don't want to be in is the spearman striking over the barricade with cover at the front line.

Accordingly propose the following:

1. Marcus and summons fly over and the latter start blasting, focusing wounded spearmen. Main group restarts up path.

2. Front rank stops at 15' from the barricade to avoid spears. Telurin channels from there. He'll get less but will force them forward or back.

3. Front rank might want to stay defensive until the zombies fully engage to limit sunders.

4. As you say I can grease as needed.

Amends?


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

Sounds good. Go get 'em guys!


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

I agree this is better.

Barak will keep up a hail of fire because he can.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

I guess by now we must have lost most of the buffs, and any other spells running, mainly if Telurion is doing any mending on Arachiel's sword.

As from AK's last update I have his sword as:

Arachiel's Sword- 12 Hardness, 15/30HP. Broken at 14 HP. Destroyed at 0/30HP.

At a ten minute casting for every 1d4hp of damage, it will take a while to get it back into shape.

Also, if we rest before going in, Marcus can recover some essential spells, and adapt his choice of new ones for the next day - buffs and area control spells?

That being said, I am up for risking it again still today, but keep in mind they are definitely smarter than usual - if we all head towards the front door, we will most likely face about as many as we did last time.

As for the plan:

1. I would feel more comfortable having Barak also flying and sniping them from above - it would make sure his weapon is safe. Or at least as far back as possible;

2. Looks good. I have 5 channels left;


Your Humble Narrator

With the time spent in discussion, healing, retreating and getting back to the barricades your 7 minute buffs will have worn off yes. So you may want to sit tight for a while and let Telurion work on the sword.

This is of course assuming the Undead are sitting there doing nothing, and that nothing else spots you in the Dead Fields :).

Then again, some of Marcus' buffs were extended and would still be active, unless you are doing the Mending.

Its a little before 3PM right now. You won't get new spells until dawn tomorrow, the same time you got them today.


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

OK well the consensus seemed to be go ahead today, in part because you seemed to be up for it.

Repeated mending should be saved for down-time or a fall back to the tower we're just going to attract wandering monsters and let them reinforce otherwise. As well my fly and other buffs will run out.

Barak isn't flying today but we'll have him at the back as above. I'm pretty sure Arachiel's sword will end up broken but then we can hopefully spend the time to mend.

We're going to be relying on your channels to do most of the work so sing out if your unhappy. Personally I can contribute another summoning and not a lot more so not inclined to try and push anyone whos unhappy about continuing.

Edit: Ninjaed by DM but pretty much the same sentiment. I very much do not want to get attacked by anything else out in the open so if people want to take time I'm going to push for returning to the tower and resting up.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

As I said, I'm game for pushing forward - without the mending we risk Arachiel's weapon getting broken, though I can repair it later.

I'm ready to channel! ;)


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

We could have Arachiel' just sheath his sword and pick up a weapon from one of the downed zombies. If there is none from the previous battle still around I'm sure we can "acquire" one with a little effort.

Silver Crusade

Male Angel-Blooded Aasimar Paladin of Ragathiel 2nd | AC: T: FF: | HP: / | F: + R: + W: + | CMB: + CMD: l Init: + | Perc: +

I have other weapons. The primary driver behind my blade is that is a magical slashing weapon and thus bypasses the Juju's DR.

Rules question for AK: If I use the divine bond ability to grant an additional +1 to the enhancement bonus of the blade, would that increase the hardness by +2 and give the blade 10 more hp for the duration of the bond?


Your Humble Narrator

I researched this line of inquiry when I was checking the rules for the Furious enhancement while Durin was raging. As far as I can surmise (and i'm inclined to rule this way anyway), that would actually work, yes.

Sovereign Court

Advance warning- My posting may be sporadic for the games I DM over this weekend and possibly into early next week, due to a house move and new job.


Your Humble Narrator

If your group simply wants to hang back and have Barak/Marcus pepper them with crossbow bolts, let me know for how many rounds. Obviously you have some shorter term buffs (such as Divine Favor). The Undead aren't going to give up their defensive position this time, after what happened last time.

Do note that most zombies have cover relative to Barak, from either the formidable barricade walls or the stack of logs the spearmen are sheltering behind. With cover and in total defence (inevitable if your strategy becomes clear) they will prove very hard to hit (AC30).

Its a completely viable tactic, obvious I don't want to just do it one round at a time though, for everyone's sanity.

Also note Barak has 83 bolts left in total.


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Partly depends on how many crossbow bolts Barak wants to work through, I can't actually re-load mine without risking a fatal fall so will be watching as well.

The archon is providing a pretty helpful debuff while it lasts so maybe a few rounds of softening them up then push? If they do go total defense they can't use AOOs obviously.


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

Sounds good Barak will fire until the archons run out. Is it possible to only use deadly aim on the first 2 shots and not on the last 1?


Your Humble Narrator

Nope. Much like Power Attack, its essentially a toggle for your entire turn (including AOO's, although you need special feats to make them with ranged attacks).


Dwarf Ranger 8 (Skirmisher); Init +5; Perception +16 Sense Motive +14; Survival +13;

Ok well let's go full retard then


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

I'll mention it IC but starting to think they do have some kind of commander or guiding intelligent nearby.


Human Fighter lvl1 = Per +6 = AC 17 (19 with shield raised); Fort +6, Ref +5, Will +4 = HP 18/19 = Skills Acrobatics +0, Athletics +7, Diplomacy +6, Intimidation +6, Lore: Iomedae / Thyr +3, Religion +4, Survival +4

Don't you think they are simply retaining their army like training and understanding from when they were living?


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

They certainly could be. Its their adaptability thats suggesting something more to me.

Anyway something Marcus is mulling over as he flies overhead.

Sovereign Court

Marcus Claudius Marcellus wrote:

OK if thats the plan here are some rolls, presumably there is movement to melee if they are holding defensive positions at the end of ranged fire? I'm a bit confused as to how this is playing out

Will sort it all out in my post but the hope was to soften them up before the assault.


Male Human Wizard (Conjurer [Teleportation]) 7 (8)

Will let the other guys respond to Telurion's question IC - I'm too far away, but suggest you can always ready a channel until condition x met. Killing them before readied actions trigger is also not a bad thing.

They might well let you guys through and then encircle at this point.


Male Dwarf 8th level Barbarian (Invulnerable Rager)
Stats:
Init +2 Per +12 AC 24 Tch 14 FF 22 HP 89 Fort +10 Ref +5 Will +4* Spd 30' CMB +13 (+15 Sundering) CMD 27 (29 vs. Sunder)
Raging:
Init +2 Per +12 AC 25 Tch 12 FF 23 HP 113 Fort +13 Ref +5 Will +6* Spd 30' CMB +15 (+17 Sundering) CMD 27 (29 vs. Sunder)
Skills:
Acrobatics +10, Appraise +0 (+2 nonmagic w/ precious metals or gemstones), Climb +6, Escape Artist -1, Intimidate +7, Perception +12 (+14 unusual stonework), Sense Motive +13, Stealth -1, Swim +6

I am back from Texas, but came home to a bit of work catch up and a family that missed me. I will try to get a post up asap. Might not be until tomorrow or Sunday however.

(If I am holding things up, please feel free to DMNPC me.)

Thanks for your patience everyone.

851 to 900 of 1,136 << first < prev | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / DM AK's Slumbering Tsar Discussion All Messageboards

Want to post a reply? Sign in.