DM Bigrin's Second Darkness

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


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done, and thanks


Half-Elf (Chelaxian) Female HP 84, AC 24/16/19, F +11*, R +9*, W +13*, Init +8, Per +21 Inquisitor 10

Calla has Perception +20 and Initiative +8


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I am back now, so let the regular posting commence!


HP 105/110, AC 24/13/22, F +12, R +14, W +5, Init +2, Per +14 (+17 traps)

Damn, that's a good haul! Copied below:

+1 heavy steel shield - I would have preferred a light shield, but I'll take it!

Potion of eagle’s splendor - probably Kel, she's a Cha caster

Potion of cure moderate wounds - anyone

+2 elven chainmail - Pretty good, that's a +8 armor bonus for -2 ACP.

+2 creeping mithral chain shirt - pretty good sneaking armor. The creeping enchantment means the armor's ACP doesn't impact your Stealth, but since it's a mithral chain shirt, it doesn't have any. It can also grant the armor's +2 enhancement bonus to your Stealth once per day, so that's really all it's good for. I'd rather keep my breastplate over this.

Wand of fireball (CL8, 21 charges) - AB, this is yours.

+2 cold iron evil outsider bane bastard sword - holy crap that's good. This probably should go to Lefrik for demon killin'.

+3 moderate fortification elven chain - this is kinda amazing. I'd be lying if I said I didn't want this, but I think it would be in better hands (torso?) if it went to Lef.

+2 cold iron speed longsword - speed is pretty damn good, but I'm probably fine with Bloodbane. If nobody else wants it, though, I'll take it.

Ring of protection +3 - Wouldn't mind this either, but it's the only item that Calla's expressed interest in, so I'm more than willing to give a pass on this.

Periapt of health - Again, AB? Kel? My Fort is decent, so I'd be good with passing up disease immunity.

1203 gp in mixed coins - KACHING!


Male Goblin Wizard 11 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 18 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour), hp 58/77; Fort +6; Ref +6; Will +9

I'll happily take the wand.
The periapt should go to Kelendra; let's secure the healer!


Male Goblin Wizard 11 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 18 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour), hp 58/77; Fort +6; Ref +6; Will +9

Proposed spell selection for the day:

4/6/6/5/4/3
Abjuration spells marked with *.

5 - Dismissal*, Shadow evocation, Summon monster V
4 - Communal protection from energy*, Greater invisibility, Shout, Summon monster IV
3 - Fireball, Haste, Magic circle against evil*, Summon monster III x 2
2 - Extended shield*, Fire sneeze x 2, Knock, Mirror image, See invisibility
1 - Grease, Magic missile x 4, Shield*
0 - Dancing lights, Detect magic, Mage hand, Message

Requests? Suggestions? Let's strategize!


Half-Elf (Chelaxian) Female HP 84, AC 24/16/19, F +11*, R +9*, W +13*, Init +8, Per +21 Inquisitor 10

I think that probably works...


Male Goblin Wizard 11 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 18 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour), hp 58/77; Fort +6; Ref +6; Will +9

Actually, I might swap out Extended Shield for Protection from arrows.
I decided to swap Communal protection from arrows out for Magic circle against evil, given the chance of demons today… What do you guys think? Should I change it back, or maybe swap Fireball or Haste for Communal protection from arrows?


HP 105/110, AC 24/13/22, F +12, R +14, W +5, Init +2, Per +14 (+17 traps)

Protection from arrows sucks at this level. It's DR 10/magic, and the baddies packing arrows at this level either have a magic bow or magic arrows, making the buff superfluous.


Male Goblin Wizard 11 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 18 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour), hp 58/77; Fort +6; Ref +6; Will +9

True, but I'm still glad we have it for when we're facing Drow with sleep poison-steeped bolts.


Half-Elf (Chelaxian) Female HP 84, AC 24/16/19, F +11*, R +9*, W +13*, Init +8, Per +21 Inquisitor 10

I think I'd stick with protection from evil...


Male(HP:(149/168; DR 2(3 when raging);AC:22/12/22;F+16,R+7,W+6;Init +0;Per +13) Human (Ulfen) Barbarian 11
Quote:
+3 moderate fortification elven chain - this is kinda amazing. I'd be lying if I said I didn't want this, but I think it would be in better hands (torso?) if it went to Lef.

I'll take it The AC and Fortification will definitely help if we get a grouop of drow rogues looking for critpoalooza

I think the potion of Cure moderate would be nice to hold in case Lefrik has to charge to rescue someone that no one else can get to fast enough.

I have to remind myself not to drink it myself :o

Bastard Sword is GREAT but takes Exotic Weapon Feat so.. not sure


Male Goblin Wizard 11 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 18 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour), hp 58/77; Fort +6; Ref +6; Will +9

I thought you needed Exotic weapon to be able to swing it one-handed, and could wield it as a two-handed Martial weapon. Or was that just a 3.5 rule?


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CRB wrote:


A bastard sword is about 4 feet in length, making it too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.


Male Goblin Wizard 11 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 18 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour), hp 58/77; Fort +6; Ref +6; Will +9

Nice. ^_^ And since Lefrik is not averse to two-handed weapons, he's golden for the bastard sword.


HP 105/110, AC 24/13/22, F +12, R +14, W +5, Init +2, Per +14 (+17 traps)

I've added the shield and longsword to my character sheet. No real interest in either of the other armors, as the armor I currently have is either roughly equivalent or slightly better.


Male(HP:(149/168; DR 2(3 when raging);AC:22/12/22;F+16,R+7,W+6;Init +0;Per +13) Human (Ulfen) Barbarian 11

Ok. Bastard sword it is.


half-elf Oracle 11 | HP 91 | AC 27/15/24 | F +6, R +7, W +9(+2) | init +3, Perception +7 | CMB +9, CMD 24

Kel will take the other elven chain


Male Goblin Wizard 11 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 18 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour), hp 58/77; Fort +6; Ref +6; Will +9

Can I identify the creepy bugs?


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Nope, no way to identify...

Okay, I forgot to put the spoiler in.

K. Planes


Male(HP:(149/168; DR 2(3 when raging);AC:22/12/22;F+16,R+7,W+6;Init +0;Per +13) Human (Ulfen) Barbarian 11

*Sigh * This battle is not starting out happy dice wise for me.


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Waiting through today for Bruendor then moving on. Normally I'd go ahead and push, but I could use the down tine for other things...like work :)


Male Goblin Wizard 11 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 18 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour), hp 58/77; Fort +6; Ref +6; Will +9

Drat. I hoped that Dismissal would halve our troubles. :(

I think we'll probably lose most of our daily spells on this fight.


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It would have helped, for sure.


HP 105/110, AC 24/13/22, F +12, R +14, W +5, Init +2, Per +14 (+17 traps)

Heading out to GenCon tomorrow, so I'll be even more incommunicado than normal. Feel free to bot Bruendor, and hopefully we survive this mess!


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I will be traveling form Aug 1-14, and my posting will be spotty. I'll post when I can though, so I suggest you check the boards early and often, as I won't have time to wait for anyone. Good luck!


Male Goblin Wizard 11 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 18 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour), hp 58/77; Fort +6; Ref +6; Will +9

I need to get a rod of maximize spell asap, because my damage output is just not up to snuff... :( Next feat selections: first Empower and then Maximize spell.


half-elf Oracle 11 | HP 91 | AC 27/15/24 | F +6, R +7, W +9(+2) | init +3, Perception +7 | CMB +9, CMD 24

I can't post to the game thread, it just previews endlessly, maybe it's because dicebot can't allow good rolls? Here is what I keep trying to post

Kel continues healing Lefrik's wounds.

DC 23 concentration: 1d20 + 9 + 4 + 5 ⇒ (18) + 9 + 4 + 5 = 36

cure critical wounds: 4d8 + 9 ⇒ (8, 8, 4, 5) + 9 = 34


Male Goblin Wizard 11 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 18 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour), hp 58/77; Fort +6; Ref +6; Will +9

The forum has been a bit wonky this week, to put it mildly.

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They were upgrading the site. Also I'm very surprised it's even up with everyone presumably downloading the playtest.


Male(HP:(149/168; DR 2(3 when raging);AC:22/12/22;F+16,R+7,W+6;Init +0;Per +13) Human (Ulfen) Barbarian 11

I had similar problems.

But the good news ? I finally got an non-sucky roll for my fort save! YAY!


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Okay, back from my trip now. Sorry for the delays. No internet at the in-laws, and spotty cell service. But, back to regular posting now!


Male Goblin Wizard 11 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 18 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour), hp 58/77; Fort +6; Ref +6; Will +9

*DING* LEVEL-UP!

Another level of Abjurer for me. (Wizard 10)

HP: 3 + 2 Con. + 1 Toughness = 6 (70)

Base Atk. +1 (+5)

+1 Will save (+9)

= = = = = = =

Protective ward increases to +3.

Energy absorption increases to 30.

Spells: Additional 4th-level slot, additional 5th-level slot.
Spells/day (Abjurer bonus slots and Int. bonus slots included): 4/7/6/5/5/4

New spells: Overland flight (improving my maneuverability and speed), Telekinesis (good all-round useful spell)

= = = = = = =

Skill ranks: 2 + 4 Int. + 1 favoured class = 6
Craft (alchemy) +1 (+12)
Fly +1 (+6)
Knowledge (arcana) +1 (+18)
Knowledge (planes) +1 (+15)
Linguistics +1 - taking Dwarven (+16)
Spellcraft +1 (+18)

Bonus feat selection: Empower spell (I really need to improve my damage output.)


Half-Elf (Chelaxian) Female HP 84, AC 24/16/19, F +11*, R +9*, W +13*, Init +8, Per +21 Inquisitor 10

+1 level of inquisitor
+8 hp (+5 for class +3 Con)
+1 BAB
+1 Fort and Will saves
+1 4th level spell/day
+8 skill ranks (inc. FCB): +1 Know (planes), +1 Perception +6 Stealth this gets me to 10 ranks in Stealth, so doubles my Skill Focus bonus)

+1 2nd-level spell known: ghostbane dirge
+2 4th-level spells known: divine power, freedom of movement


HP 105/110, AC 24/13/22, F +12, R +14, W +5, Init +2, Per +14 (+17 traps)

Level 10:

Ranger level 5
+9 hp (6 for class, 3 for Con)
+1 BAB
+1 L1 spell/day
+7 skill ranks (+3 Acrobatics, +1 Disable Device, +1 Linguistics, +1 Perception, +1 Stealth)
Favored Enemy added: outsider (evil) +2
Favored Enemy increase: outsider (evil) +4


Male Goblin Wizard 11 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 18 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour), hp 58/77; Fort +6; Ref +6; Will +9

Bump? ^^;


Half-Elf (Chelaxian) Female HP 84, AC 24/16/19, F +11*, R +9*, W +13*, Init +8, Per +21 Inquisitor 10

Why are you bumping here, AB? Weigh in on the augury questions.


Male Goblin Wizard 11 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 18 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour), hp 58/77; Fort +6; Ref +6; Will +9

I didn't know gameplay was active again!


Male Goblin Wizard 11 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 18 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour), hp 58/77; Fort +6; Ref +6; Will +9

Alright, time for me to set today's spell selection!

Metamagic feats: Empower and Extend spell.
Spell penetration in effect.
Spell slots available: 4/7/6/5/5/4

What do we absolutely need? Feel free to look at my spellbooks for requests.

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My thoughts:
1 - ear-piercing scream, grease, mage armor, magic missile (x2), obscuring mist, shield

2 - fire sneeze, limp lash, mirror image, see invisibility, ??, ??

3 - Communal protection from arrows, dispel magic (x2), fireball, invisibility sphere

4 - black tentacles (x2), remove curse, greater invisibility for Beardless, ??

5 - Break enchantment, stoneskin for Blondie (assuming we have the components), summon monster V (x2) [dismissal is obviously powerful if we find any demons, but it's also a save or suck spell that's got to get through SR and I think summon monster might be more useful, despite being a full round cast. I also don't know if we'll find demons in the fortress, though you might have prepared it in the chance we found some en route.]


Male(HP:(149/168; DR 2(3 when raging);AC:22/12/22;F+16,R+7,W+6;Init +0;Per +13) Human (Ulfen) Barbarian 11

Apologies, folks. On top of all the other problems for the site The notes that normally tell me things are updating..
didn't.

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

I'm a big fan of simply checking every game I'm in every day. Takes just a few seconds and eliminates that problem. :)


Male Goblin Wizard 11 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 18 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour), hp 58/77; Fort +6; Ref +6; Will +9

Alright, having looked at Mott's recommendations, here's my selection:

4/7/6/5/5/4

5 - Break enchantment*, Shadow evocation, Stoneskin*, Summon monster V
4 - Black tentacles, Communal protection from energy*, Greater invisibility, Remove curse*, Summon monster IV
3 - Communal protection from arrows*, Dispel magic*, Fireball, Haste, Invisibility sphere
2 - Knock, Limp lash x, Mirror image, Protection from arrows*, See invisibility
1 - Ear-piercing scream x2, Grease, Magic missile x2, Obscuring mist, Shield*
0 - Dancing lights, Detect magic, Ghost sound, Mage hand

Defense/explanation:
5 - Yes, we definitely have the components for Stoneskin! ^_^ Break enchantment, Summon V, both solid choices, no arguments. But I took Shadow evocation because, well... it's the most versatile damage-dealing spell I've got.
4 - Summon monster IV; because we just can't have enough troops, sometimes. Communal protection from energy, because… well, my selection is more about support and summoning, seems like.
3 - I took Haste instead of a second Dispel magic, because it's one of the best spells in the book.
2 - Limp lash is a good one, but it's Necromancy, so takes two slots. I swapped out Fire sneeze for Knock, because... well. Knock is one of those spells you really, really have to be without.
1 - I don't need Mage armour; I have bracers. ;) So I doubled up on Ear-piercing screams.

Questions/comments/recommendations?

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Haste is good, but keep in mind Kelendra can cast blessing of fervor 5 times per day. They're not exactly the same, but that's why I suggested two dispel magics. (Then again, Calla has dispel magic too, so maybe it's a moot point either way.)


Male Goblin Wizard 11 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 18 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour), hp 58/77; Fort +6; Ref +6; Will +9

This way, I keep some additional versatility, and I can still back you up on the Dispel magic-front if it becomes necessary. ^_^

I'm sorry I didn't find a way to squeeze in an Empowered spell or two, but this selection feels right. At least I have the feat now for future use.


Male Goblin Wizard 11 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 18 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour), hp 58/77; Fort +6; Ref +6; Will +9

Happy birthday, DM Bigrin! ^_^


Male Goblin Wizard 11 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 18 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour), hp 58/77; Fort +6; Ref +6; Will +9

Ooookay.
...
Okay.
...
Alright. Quite the little surprise.
So.
How do you guys want to tackle this thing?
If we're fighting, I might be able to tie up some of them with Black tentacles, follow that up with Haste, Stoneskin for Lefrik, Summon monster spells to taste.


Half-Elf (Chelaxian) Female HP 84, AC 24/16/19, F +11*, R +9*, W +13*, Init +8, Per +21 Inquisitor 10

I'll be in NYC on Sunday and Monday and probably pretty busy Tuesday, so after today may not be able to post until Wednesday.


Half-Elf (Chelaxian) Female HP 84, AC 24/16/19, F +11*, R +9*, W +13*, Init +8, Per +21 Inquisitor 10

So, what do we want to do once we're inside?

Quilindra told us the Winter Council is a dark force that controls a group we have been working with successfully (the shin'korath): http://paizo.com/campaigns/DMBigrinsSecondDarkness/gameplay&page=145#72 37

We've found no evidence that she's lying or means us harm, but there's definitely something hinky about her. On the other hand, we know the Winter Council (or at least some of it) has definitely tried to capture or kill us (http://paizo.com/campaigns/DMBigrinsSecondDarkness/gameplay&page=143#7 141).

The demons are clearly interested in getting rid of the Winter Council here, and I don't think we want to be on their side.

--

I guess the big thing will be seeing how they react to us, but what do we want to tell them about what we're doing there?


Male Goblin Wizard 11 (Abjurer); Init +2; Fly 40 ft.; Darkvision 60 ft,; Perception +5; AC 18 (touch 14, flatfooted 16; +2 Dex., +1 size, +1 natural, +4 armour), hp 58/77; Fort +6; Ref +6; Will +9

We could just be up front: "Yo. I know you guys are the isolationist trash who tried to gank us in our sleep, but we'll at least credit you with not being demons. If you jerks can be at least that civil to us, maybe we can drive them out of your secret clubhouse and come to some kind of better understanding."

Though we might want to be a little more diplomatic than that... ;)

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