DM Bigrin's Second Darkness
(Inactive)
Game Master
bigrin42
A foul omen looms in the sky over the scoundrel city of Riddleport, an ominous shadow that defies the light. Is it a curse laid millennia ago by forgotten mages? Does it forewarn against the return of some terrible foe? Or does it portend a terrible
Homunculus Init +2; Senses darkvision 60 ft., low-light vision; Perception +3; AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size); hp 11; Fort +0, Ref +4, Will +1
Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13
The Carrion Crown game I'm playing in has just lost three players... Would you like to play Carrion Crown? Can you commit to playing regularly, even daily? Can you get an appropriately levelled character up by next week? Can you convince the GM to keep going? Then please come and say hi! ^^;
Where are you in terms of leveling? Do you know what type of player you need? How's the pacing?
Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13
Level 6.
We have a Magus, a Dirge Bard and when opportunity allows an Oracle.
The GM prefers us to post once a day at least.
I think I am currently maxed out on games, but thanks for the invite.
Homunculus Init +2; Senses darkvision 60 ft., low-light vision; Perception +3; AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size); hp 11; Fort +0, Ref +4, Will +1
Homunculus Init +2; Senses darkvision 60 ft., low-light vision; Perception +3; AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size); hp 11; Fort +0, Ref +4, Will +1
Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13
Happy Easter, everyone! ^_^
2 people marked this as a favorite.
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Male(HP:(198; DR 2(3 when raging);AC:22/12/22;F+17,R+8,W+9;Init +0;Per +15) Human (Ulfen) Barbarian 13
Quote: "Oleg Lefrikson.... if I die, you will at least remember my name!" Years later, at a dragon meeting....
"Her armor was only so so, and yet she ran right up and started whacking at me like a maniac... until I had to eat her. what's up with that?"
"Oh dude, she totally Lefrik Olegsoned you..."
"What?"
"Oh, sorry, that's what I call it when ever some nutbar attacks something waaaaay out of his league. Guy wanted me to remember his name so..."
;)
Male(HP:(198; DR 2(3 when raging);AC:22/12/22;F+17,R+8,W+9;Init +0;Per +15) Human (Ulfen) Barbarian 13
Made even funnier/sadder that I typoed the name :o
Male(HP:(198; DR 2(3 when raging);AC:22/12/22;F+17,R+8,W+9;Init +0;Per +15) Human (Ulfen) Barbarian 13
So... Lefrik's replacement if all is lost...?
Gnome Cavalier (By gum, there will be a lance this time!)
Dwarf Fighter who can give Brue Beard envy?
Paladin of Sarenrae who would like to know if you would like a copy of his church's magazine (titled)You're scum, but you don't have to be!
An Elf melee ranger who for some reasons just hates dragons, dark elves, and guys named Clegg and Saul... ;)
Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13
Elf would probably be the easiest to replace with, but I'd say go with what you want to play (though probably should be a front-line melee type unless we want to make some other party changes...). Lots of fun classes out there nowadays.
Male(HP:(198; DR 2(3 when raging);AC:22/12/22;F+17,R+8,W+9;Init +0;Per +15) Human (Ulfen) Barbarian 13
Down side of an elf martial is a lower con. But it does make the most sense given where we are.
Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13
Or if our grand and merciful DM allows it, there could be a young Drow keen for an opportunity to get away from his demon-crazed kin and make a new life for himself on the surface. If only someone would give him a helping hand...
That or we get Lefrik raised up. You know, if the worst happens. Which I sincerely hope it won't.
Male(HP:(198; DR 2(3 when raging);AC:22/12/22;F+17,R+8,W+9;Init +0;Per +15) Human (Ulfen) Barbarian 13
Well, he's at -13 , dies at -16, so right now he's only mostly dead
Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13
I've had folks die before and come back -- breath of life is a really useful spell; though I have no idea if Kel has access to it.
Male(HP:(198; DR 2(3 when raging);AC:22/12/22;F+17,R+8,W+9;Init +0;Per +15) Human (Ulfen) Barbarian 13
Hey, Lefrik's death won't be special if you guys insist on stealing the limelight by dying yourselves. Stay alive, the rest of you!
Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13
Male(HP:(198; DR 2(3 when raging);AC:22/12/22;F+17,R+8,W+9;Init +0;Per +15) Human (Ulfen) Barbarian 13
Thank goodness for Kelendra. Folks, Lefrik is 4 points and prone. Which if I recall means if I stand up right now, he AOOs before I even get to chip in a shot.
Any tactical suggestions?
HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)
Well, if you want to attack, attacking from prone is probably your best option. You have a -4 penalty, but you have the best attack bonus of all of us, so it might be mitigated somewhat. Upside is that we've dealt this dragon some pain, so a hit right now might end the combat. Downside is that if you miss, Lef is almost certainly dead, because that dragon would be a fool to let Kel heal you back into functionality a second time.
Up to you, man.
Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13
Got a potion you can quaff on the sly?
Male(HP:(198; DR 2(3 when raging);AC:22/12/22;F+17,R+8,W+9;Init +0;Per +15) Human (Ulfen) Barbarian 13
No potion. Prone hero time.
Male(HP:(198; DR 2(3 when raging);AC:22/12/22;F+17,R+8,W+9;Init +0;Per +15) Human (Ulfen) Barbarian 13
the dice apparently have no love of come backs, sorry gang.
Homunculus Init +2; Senses darkvision 60 ft., low-light vision; Perception +3; AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size); hp 11; Fort +0, Ref +4, Will +1
Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13
WHEW!
...
Good gravy, that... that was intense! Not to mention a real shot in the arm for me, to be able to deal it the final blow just in the nick of time. ^^;
Internet is down for 2 days. Game is on hold until I can get back up and running.
Male(HP:(198; DR 2(3 when raging);AC:22/12/22;F+17,R+8,W+9;Init +0;Per +15) Human (Ulfen) Barbarian 13
Thanks for the head's up.
Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13
Ooh, that's unfortunate! See you when you get back.
HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)
Boo on that! But thanks for the notice. We'll be here, mostly in one piece!
Homunculus Init +2; Senses darkvision 60 ft., low-light vision; Perception +3; AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size); hp 11; Fort +0, Ref +4, Will +1
Homunculus Init +2; Senses darkvision 60 ft., low-light vision; Perception +3; AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size); hp 11; Fort +0, Ref +4, Will +1
Male(HP:(198; DR 2(3 when raging);AC:22/12/22;F+17,R+8,W+9;Init +0;Per +15) Human (Ulfen) Barbarian 13
Kelendra's communal restoration might save the day here *Crosses fingers*
Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13
So I'm considering taking a level in Brawler so I can get access to Kirin Style martial arts...
Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13
Brawler seems like a really odd choice for you, AB. I suppose it might come with some benefits, but I'm not sure losing a level from our primary caster is the best option.
On my end, I was updating my sheet, and I can't really use that bow yet. I could use a belt of giant strength (16,000 gp) to solve it, or some judicious castings of bull's strength (which unfortunately I can't do myself). If we can get one of those, though, it should really up my damage potential. I'll hit more often with the gloves, and do more damage (and technically be more likely to crit, though not with this die roller).
Also, just FYI, the ball and chain is home from medical school through May 1, so my posting may be a bit spotty for a bit (though I usually still have time to do quick updates). Feel free to DMPC me as needed.
FYI - I will be travelling tomorrow through Thursday. I may be able to post, but I may not. Please keep the game going, and I will try and bump things along when I can.
Male(HP:(198; DR 2(3 when raging);AC:22/12/22;F+17,R+8,W+9;Init +0;Per +15) Human (Ulfen) Barbarian 13
Anklebiter the Insane wrote: So I'm considering taking a level in Brawler so I can get access to Kirin Style martial arts... Odd.
Your call, of course but I think you're slowing AB's progress to be the worlds' first Goblin Archmage ;)
Homunculus Init +2; Senses darkvision 60 ft., low-light vision; Perception +3; AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size); hp 11; Fort +0, Ref +4, Will +1
Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13
Lefrik Olegson wrote: Anklebiter the Insane wrote: So I'm considering taking a level in Brawler so I can get access to Kirin Style martial arts... Odd.
Your call, of course but I think you're slowing AB's progress to be the worlds' first Goblin Archmage ;) If only Pathfinder had brought over that PrC instead of making it a Mythic path, you know I'd be aiming for it! ;)
Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13
Okay, let's talk strategy where Nolveniss is unlikely to hear. ;)
I suggest I open up by targeting him, specifically, with a Dispel Magic so as to whittle down his defences and make it easier for our masters of melee to hit him - and indeed, for our acerbic lady of the longbow.
After that, Summon monster, Summon Monster, Summon Monster. Spiders to entangle, a Lantern archon for support, and after that we'll see.
If it comes down to it, if Calla can make me invosible I'll sneak up and use Limp Lash on whatever big brawny bully Nolveniss has with him.
Male(HP:(198; DR 2(3 when raging);AC:22/12/22;F+17,R+8,W+9;Init +0;Per +15) Human (Ulfen) Barbarian 13
If we can get a protection from evil up on Lefrik, that might help prevent mind control type spells IF he has any.
Spacing out in twos might keep AOE spells from nailing us.
Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13
One thing I would suggest we do is get melee up close to him asap so as to disrupt his spellcasting.
Male(HP:(198; DR 2(3 when raging);AC:22/12/22;F+17,R+8,W+9;Init +0;Per +15) Human (Ulfen) Barbarian 13
Oh sure, run up there and hit em with an axe is Lefrik's default setting. ;)
Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13
Of course it's a given he'll have someone or something to act as his personal meat shield there... So maybe invisible up Lefrik and Bruendor first, then hit him with a Dispel and let you boys get close...?
Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13
Bruendor Cavescouter wrote: Magic circle against evil is a standard action. I really think we should have that up and running before we throw open the door. Sure, I can do that!
Maybe I should do one Summon spell before we go in, too, so we can hit the floor running, so to speak. We can charge in and the spiders start webbing everything in sight.
HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)
Male Goblin Wizard 13 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 25 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour, +4 shield, +3 deflection, hp 91; Fort +10;Ref +10;Will +13
So, order of business:
Prep:
1 - Cast Magic circle vs. Evil
2 - Cast Summon monster III and get spiders
3 - Make Bruendor and Lefrik invisible
Assault:
1 - Cast Dispel magic on Nolveniss
2 - Spiders web as much opposition as possible and advance
3 - Invisible Brue and Lef put Nolveniss in a flank, hurt him and interrupt casting
4 - The rest of us provide support as needed ( archery, healing, additional summons )
All agreed? Additions? This will take all of us, so let's hear all ideas. ^_^
Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13
We make Brue and Lefrik invisible beforehand, because those will last longer than Summon Monster. (Also, I can do it as I don't typically use my spells in combat.)
half-elf Oracle 13 | HP 107 | AC 27/15/24 | F +8, R +9, W +11(+2) | init +3, Perception +8 | CMB +10, CMD 25
Kel will add protection from evil for Lefrik and Bruendor
HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)
Good call, Kel. That way, Lef and I get the benefits of it after we move forward out of the magic circle.
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