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


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Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

Man, having to switch away from my bow sucks, but I just didn't see any other option.


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

You got in a sweet hit, though.


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

Hey all,

Just FYI, tomorrow is my last day working evenings, before I switch to a Sunday-Thursday day shift at work. I'm not quite sure how that will affect my posting rate. I don't plan to go anywhere, but especially as I get used to my new sleep schedule, I may be a little haphazard at first. I'll try to keep up (especially since the games I play in usually don't need quite as much attention as the ones I GM), but apologies in advance if I'm a little slow at times.


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:
Ack, too far away to get to anywhere useful this round - cursed stubby legs! I'm going to run to get to U28, and set up for an attack next round. Sorry guys!

I wouldn't worry about it. I'm feeling pretty useless in this fight. -_-;

DM Bigrin wrote:
Edit: Suspenseful enough for you?

Very much so, my good sir. ^^;


Been a while since I got to TPK a group one at a time. I forgot how much fun it is. :D

RPG Superstar 2014 Top 16, RPG Superstar 2012 Top 16

>:(


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, I think the Dice deserve some of the credit ;)


HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

Ouch.


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

I considered pouring a potion down your throat… Next round, if no one else manages to give you a healing spell this round!


HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

S'fine - go out swinging!


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

@ DM Bigrin, is there any useful gear in the lab?
And is there any sign of the enemy's spellbook? I wouldn't mind a chance to expand my arsenal.

@ Everyone: good job during the big fight! The dice roller was against us, but we all contributed at essential points.
Thumbs up to Bruendor for that use of Assault leader and to Lefrik for cutting the nalfeshnee down to size. Compliments to Kelendra for keeping us all alive, and to Calla for some excellent hits. <3
And a big thank you to DM Bigrin for keeping it fun and interesting!

Rock on, team! ^_^


HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

Yeah, we each had our own spotlight moments in that fight. I honestly figured we weren't making it out of Book 5 a few times there! :O


@Anklebiter - Oh, there's plenty of useful gear, but I imagine you'd have to ask your hosts (who just kept you alive during a very important fight) if you could have any of it. I doubt they'll look kindly to your just taking whatever you want without asking. As for the spellbook - destroyed in the fire that killed Hialin :p

@everyone - I too was wondering if you were going to TPK at the end of book 5. It was a hard fight, and losing so many actions so early on really hurt you. Add in a couple of nasty crits and your options were very restricted. Good job everyone!


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

Whew. Loving that 'give your buddy a free attack' trick


HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

Yeah, that thing's come in handy a few times. It's almost like passing off attacks to our sledgehammer works out well. :D


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

*DING* LEVEL-UP!

Taking another level in Abjurer, for Wizard 11.

HP: 3 + 1 + 2 Con. + 1 Toughness = 7 (77)

Skills: 2 + 4 Int. +1 favoured class = 7

Fly +1 (+7)
Knowledge (arcana) +1 (+19)
Knowledge (history) +1 (+12)
Knowledge (planes) +1 (+16)
Linguistics +2 (+18) - picking up Auran and Thassilonian
Spellcraft +1 (+19)

Feat: Maximize spell

Spell slots: One additional at 3rd level, first open slot at 6th level.

New spells: I decided to go with good old standards - Greater dispel magic and Chain lightning. But I'd be real happy to get my hands on some spell scrolls as soon as we hit the next town.


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

Inquisitor, level 11

Hp: 8 (5 level +3 Con)
+1 BAB
+stalwart (i.e., evasion for Fort and Will saves)
+1 feat: Empty Quiver Style
+1 4th-level spell/day, +1 4th-level spell known: sanctify armor
+8 skill ranks: +1 to Know (dungeoneering, local), Perception, Sense Motive, Spellcraft, Stealth, Survival
FCB: +1 spell (forced quiet)

I think that's everything...


HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

Level gained in Rogue (now level 6). Ranger remains at level 5.

HP: +9 (5 + 3 Con+ 1 Favored Class)
BAB: +1 (now +9)
Skills (9 ranks): Acrobatics (1), Bluff (2), Disable Device (1), Knowledge (dungeoneering) (3), Perception (1), Stealth (1).
Feat: Improved Critical (rapier)
Saves: +1 all
Rogue Talent: Sacred Sneak Attack (when making a sneak attack against an undead or evil outsider, sneak attack damage is considered good-aligned to overcome DR)
Trap Sense: +2


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

Level gained in Barbarian

HP: +11 (7+3 Con +1 Favored class)
BAB: +1
Skills: +1 Acrobatics, +1 Climb, +1 Knowledge Nature, +1 Perception, and +1 Swimming
Feat: Exotic Weapon Proficiency (Bastards sword! Hey, that might be handy)

Greater Rage


FYI - I will be traveling Tues-Thus this week and will have limited connectivity. I will try and check in at least 1/day.


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

You are cordially invited…


Thanks for the invite, Aebliss, but I think I am at my limit for Pathfinder games for now.


Hope everyone's characters are updated as we move into Book 6: Descent into Midnight!

I've never actually played an AP all the way to book 6 before. Most games peter out in the middle of book 2 or 3. So excited!

The dawn of the Second Darkness is at hand!


HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

Not gonna lie - I'd never really played or run 3.X games that went anywhere towards the highest levels until my Rise of the Runelords game. There's a lot of fun stuff at the high levels, and it's all ridiculously overpowered and insane.


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

On the one hand, it's exciting we made it this far. On the other, I feel a little sad that this is already the final book in our adventure... ^^;


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

DM Bigrin, you said I figured out a way to disrupt the runic magic.
Can I teach it to the rest of the party, or is it a purely arcane magic-based method?
And if so, could I create a wondrous device to do the job?


An arcane magic based method...and I haven't read that far ahead yet :)


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HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

Also, in my headcanon, AB is one of the reasons goblins are core ancestries in PF2. :D


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

Aww. ^_^


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

Apologies for slow posting, last weekend my only working lap top crapped out. It may need a new hard drive but the soonest the fix will be will be Sunday.


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

Guys, if we have time to prep before heading into Orv, how would you feel about enlisting some additional help for the party?
If I could get my hands on a scroll of Planar binding and our more diplomatic team members help me out, we could perhaps get some powerful Outsiders to stand ready to answer a summons when we really need it.
Likewise, if Calla and Kelendra get some scrolls of Planar ally, they could bring in more support.

The basic idea would be to first contact these Outsiders, explain what's going on, and then have them agree to show up when we put out a specific call.
I know we have Summon monster-potential, but we can get stronger creatures this way, and they could show up more quickly.


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

Alright, we have 20.000 gp to share out.

The question is: what do we need most?

Lefrik's naquadah armour is in need of repairs, for one thing.

For myself, I'd like a stronger headband of intelligence, but there are also some spells to get. Summon monster VI, for one thing.


Actually, now that I think about it, you guys got not a lot from that last AP. Make it 50,000 gp. That's 10k for each 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

Sweet. Thanks very much, DM Bigrin. ^_^

I'll definitely be buying scrolls of Planar binding and Summon monster VI and inks to scribe them, then.

Motteditor, you're our resident strategist. Any recommendations for other spells I should get for the next phase?


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

Thanks, DM. Give me some time to think -- I've got a couple deadlines coming up so may be a little while, but hopefully we can retcon if need be.

Re: Summoning, I'd check with Bigrin. I know as a GM, I find summoning a colossal pain in the ass. There's a reason I pick five players for my games, because more than that starts to become difficult to handle and exponentially more work, especially at high levels.


I'm fine with summoning, as long as you have all the stats prepared beforehand. I just don't have time to look up a summoned creature, then apply any augmentations. If you have all the stats in a statblock that I can copy over to the mapping program, I have no problems.


HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

Dang. 10k isn't going to be nearly enough to get holy on my longsword, and I suspect that'll be the case for most of the rest of us. I can probably work around it with Sacred Sneak Attack, though.

I'm probably better off improving my cloak of resistance. We're at the level of "SOD/SOS" spells, after all.


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

Hmm. I think fixing Lefrik's armor is definitely a top priority. His ring of protection and amulet of natural armor could also be upgraded. He's our heavy hitter in terms of melee damage, so keeping him upright should be a priority. GM, can you tell us how much fixing the armor will be, please? That'll inform our other choices.

--

As noted, I'm not really interested in scrolls for Calla; that's not her thing. I was going to say her top choice might be something that gives her some flight but since we're going to be underground, I don't know how useful that would be. As long as she can stay away from foes, she's generally pretty good. I might look for some footwear to help with that. (I could also upgrade her armor a little; I'm less worried about her weapons as I've been using greater magic weapon, and that gives a +2.)

--

My other thought might be some automatic healing so Kel doesn't have to worry as much about that. Instead of evenly dividing the money, it might be worth pooling some to buy a greater talisman of healing power (1/day, the first time that the wearer is reduced to fewer than 1/2 his maximum hit points, he automatically heals 4d8+7 hit points). That'd be 24,000 gp.


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, it turns out it was not one week of no fix, but two. The tech help I had had family emergencies pop up and I sure couldn't tell them to forget about that.
As it stands, right now, my lap top is a paperweight... whether it will actually be salvaged or not is unsure, so I'm getting a new one. I think it arrives this Thursday.
I have limited access to another computer, and will try to catch up at least a little but may still be relatively quiet until friday.
Very sorry :(


HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

Thanks for the update, Lef! As it happens, I haven't had much movement on my side due to a move. My current roommate and myself have moved to a new place, and picked up another roommate along the way. This weekend was the move, and it's going to be another week or so before life returns to complete normality - whatever that is.


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

Looks like Bigrin may be on the road again. That said, if folks want to think about what they want/need, let's be ready to go when he gets back. I'm not sure I need all 10 grand, so I could potentially donate, but I'd be curious to hear what others think about the 24,000 healing device. (I mean, I'm sure I can find ways to spend that money, just trying to think what's best for the group as a whole.)


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

Things I've decided to get include scrolls and scribing inks for Summon monster VI and Bind outsider.
Are there any other spells you guys think might be essential?

I'd like to get a more powerful Headband of intellect.

Once DM Bigrin gets back to me on what these 'spell combinations' are that can disrupt the glyphs, I think it might be good to get wands for each. That way, even if I don't have the right spells available (or if I myself become unavailable due to petrification, stun or whatnot), we can still take the glyphs down without someone having to bash them to pieces and risking explosive backlash.


HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

That's a good point, AB - I don't have a single stat bump item as of yet. I should fix that as well. I could either buy a belt of physical might +2 (Str, Con) for my full 10k, or I could buy a belt of one or the other for 4k, which would let me upgrade my cloak to +2 for another 3k. Hmmmm...


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

Saving throws are not unimportant… that's all I can say. :-/


HP 150/155, AC 26/13/24, F +14, R +15, W +6, Init +2, Per +16 (+19 traps)

Kinda what I'm thinking. Also, if I go that route, I can also increase my shield bonus from +1 to +2, though that only lets me go from "terrible for this level AC" to "terrible for this level AC + 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

Stick close to me; I can at least give you a +3 deflection bonus with my Protective ward...


Half-Elf (Chelaxian) Female HP 109, AC 26/18/21, F +13*, R +11*, W +15*, Init +8, Per +22 Inquisitor 13

I was going to say it might be worth totaling up our party loot to see who's the shortest -- but the treasure spreadsheet indicates it's me. *wry grin* I do think that's a little deceiving however as I'm able to compensate with my spells, which were picked to be mostly buffs and not things I plan to cast (so as noted, I don't really need a more magical weapon, as I take care of that with my spell).

--

Not sure if bind outsider might be as useful, but dismissal could also be a good one if we expect to fight more demons. Of course, that's SoS, which means half the time it'll do nothing (while spells like haste might be better).


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 benefit of Bind outsider is that the 12-HD ones it can conjure have a whole suit of powers all their own, they're mostly bruisers in combat, and they don't take a full round to conjure up. ;)

If I can just get them to agree to come when called for, we'd have a powerful ace in the hole - or several - for when we meet the Drows' high-end summonses.


Sorry folks, sick+busy+travel+lost Ac adapter for laptop = no computer time

On another note, can you believe today is the 7th ANNIVERSARY of our game here? Thank you guys so much for sticking with it. I am having a blast and I can't believe that the game is almost over!


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

I'm loving it, too. :)
...
I worry about withdrawal symptoms when it's over... ^^;

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