DM Fflash's Shattered Star Campaign

Game Master DM Fflash

Chapter 4: Beyond the Doomsday Door
Windsong Abbey

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M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

That does ring a bell. Thanks!


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

I think I have a bunch of Q's about operating with a golem.

My go-to break off spell is dimension door - I can transport myself and "You can bring along objects as long as their weight doesn't exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you."

Can the golem even be d-door'ed?
"Immune to Magic (Ex) A glass golem is immune to any spell or spell-like ability that allows spell resistance."

D-door is "Saving Throw none and Will negates (object); Spell Resistance no and yes (object)"

Assuming yes, I would still have to leave one of Nibbly/the glass golem behind (both are large). I can only transport 3 medium creatures (with max loads mind), beyond myself. The best I can do is I could pick up Vuloo (Hafling + gear < 70 lbs), take Nibbly (with Relan/Braelax on her back) and (the other of relan/braelax).

I don't think we can invisibility the golem ("Spell Resistance yes (harmless) or yes (harmless, object)"). and it has no stealth, so I doubt we're sneaking anywhere, unless we abandon it.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

D-door: If things have gone so bad that we need to d-door retreat, the golem is probably A) toast, or B) our rear guard.

Invis: If we're attempting to be stealthy, I'll leave it behind.


A golem is a creature not an object. It is imbued with life via an elemental spirit. The only time the object applies if if a Fort Save is allowed. So if it were Fort Save object and SR no and yes (object] then it would be immune. Bizarre but that's how I read it.

So no SR for dim door creature so it should work as long as its creator makes it willing. Since it is a creature it doesnt count against the object weight.

No harmless spells on the golem is they allow SR.


Human Male bard (archivist) 9/expert 1, HP 62/78, AC 19, Fort +5, Ref +10, Will +10, Init +5, Perception +8, Shortbow +5 (1d6x2)
Tracked Resources:
Spells:5/5, 2/5; 3/4 BP 14/14

For Andel's Ring of Spell Knowledge III I'm selecting confusion, unless anyone has a better idea. Andel and Vuloo both have focused on defensive/buffing spells, but I feel like we have most of the important spells covered.


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18
Andel Gessaran wrote:
For Andel's Ring of Spell Knowledge III I'm selecting confusion, unless anyone has a better idea. Andel and Vuloo both have focused on defensive/buffing spells, but I feel like we have most of the important spells covered.

I agree that Andel doesn't play much with attack spells; this gives him an option. However, Gemel already has confusion on his list. Terrible Remorse might be a strong option, mostly because it has an effect even if the save is made.

I also agree that most of the important buffs/healing spells are covered.
In terms of utility, the big hole in the assorted spells lists (Andel, Braelax, Gemel, Vuloo) is a camp spell (eg Rope Trick). You could actually get that (Rope Trick), as the ring allows you to cross-list to other arcane casters at a +1 level price...
I would also consider that (cross-list) in terms of attack spells. For straight ranged-touch damage, scorching ray might be a decent choice.


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Might be worth buying a couple scrolls of heightened rope trick if we can commission them. That seems a much better option that using that ring.


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

Marching order proposal:

Relan, Golem
Braelax, Vuloo
Nibbly (with Gemel)


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

From the game thread

Braelex wrote:
Braelex raises an eyebrow. "You want me to run out there and make them chase me?"

Well, Relan was volunteering to play bait earlier, https://paizo.com/campaigns/DMFflashsShatteredStarCampaign/gameplay&pag e=122#6063

but I don't particularly like that idea, because in theory, the ambush hits before the catch up to the bait... Him being the bait would leave us with our front line type not on the front line; instead being a melee type, he would have to run back to the fight... Braelax is much more of a missile combatant. If you don't want to do, I can do it - Nibbly is pretty quick (move 40').


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

yep. And they are closer when we say them than I was thinking too. Perhaps they will get closer still on their own.


Sorry about the slowdown recently. Am in a bit of a work transition and responsible for ensuring a COVID free environment. Chewing up more time than I expected.

Will get back a normal pace shortly


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

Yep, 2 stealth checks so far in a game, 2 Natural 1's... I hate stealth checks!


Or they hate you?!


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18
DM Fflash wrote:
Or they hate you?!

It's mutual at this point...


Reciprocity. Nice.


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Hey. Moving and super busy. We sold our house and are closing in a week! Will try to post tomorrow.


Congrats on the house sale. Never a foregone conclusion!


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

OK. I am back with you catching up. Was so busy this weekend that it's somewhat a relief to just sit at a desk at my job and work. Next weekend will be really busy too but after that we have a shot at returning to normalcy at our house :) Thanks for your patience. I'll read up on what has happened and get a post up.


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

No problem... glad you're getting settled!


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18
Relan* wrote:


Not sure what other options we have. We could maybe leave and come in another way?

Options:

1) Rush the courtyard
2) Hold here and let them come to us
3) Leave via DDoor
4) Sneaky
5) Tricky - I could for example, send an illusion of the party into the courtyard, then run away from what attacks it, and we drop the gate blocks on the pursuit...

I'm sure other people have other ideas.


Not ignoring you guys ... just assed out at work and dealing with travelling again, so I need to find a new rhythm.

Although it does appear that you need to make a decision on the way forward.


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

Ok, tactics discussion:

Relan* wrote:
I've no desire to hunker down at all. What do we gain by doing so?

It buys them coming to us: so no terrain surprises, and we have chokepoints to fight them at. However, I don't think that's all that valuable, because it will allow them to concentrate their forces.

If we go out the door, we are not in immediate LOS of anything that got spotted on Vuloo's recon (I drew a couple of lines on the map, and labelled the near doors A and B). I will note that I expect A to have something inside it as a guard - there is a route downstairs there according to the plans of the monastery we have.

Then we have a choice - start a big fight, with everything that can get to the courtyard or try to sneak into another building. We are probably going to have that big fight anyways, because Roy is out there telling everyone he meets that the big bad adventurers are here... So they'll be coming... after getting prepared.

I say, out the door to the yellow X, and either pause to fight the crossbow redcaps on the gallery, or sprint across the gap to Y, and then into the building...


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

That's fine. Let's go then. Waffling and indecision are killing the game flow for me. Relan is the tank... lead and we'll follow. If you can track, great -- if not, pick a direction and we'll be close behind.


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

Ok, last post in the game thread was Nov 22nd, and it's FFlash's turn...


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Here and ready.


Yeah, I'm here ... in laws for the holidays and a crap ton of back work piling up. I'll get a post up tonight or tomorrow morning. I've done all my other games ... just this one left!


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

As for tactics at this point, I think that the "another door crash open to the northwest which elicits screaming from the redcaps." was the double doors beside the fancy ettin figure. So they will be coming around beside the lighthouse as well. Therefore, to avoid getting flanked, I suggest taking the outsiders at Braelax's end first.


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

From the game thread

Relan* wrote:


... Relan is also better suited to deal with the ettins than the qlippoths but will do what he can. I wonder if the qlippoth would attack the ettins?.

The reason I'm suggesting you take the Qlip's is because between immunity to mind affecting stuff and elemental resistances, my options are slim : really just summoning, and a) that will take rounds to do, and b) is pretty limited - I'm no specialist with augment summoning and so forth. Whereas I figured you can make your weapon axiomatic, and it should work just fine...

Hopefully that Murderous Command takes - if it does, I expect to have 2 rounds to drop a Summon Monster V for a Resolute Anklyosaurus; which will work well against either problem.


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

But I have used my last power to add an enchant to the weapon for the day. No more Fey Bane or the like.


I thought you had only used 2, this one and a fey bane on the first cluster of redcaps. Still, in general, I don't think you need it to slaughter redcaps... Although our pal Roy is somewhere around (and I'm guessing it's his dc 37 hide check...)


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

OK, I am going home for Christmas. Posting may get spotty (or maybe not, it's going to be a weird season). Normal posting will resume as of Jan 6, 2021.


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

Merry Christmas and a Happy New Year!


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Merry Christmas all!


Merry Christmas, all. Spending lots of quality family time so haven't been on the computer much. We will catch up after the.holidays.


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

Hi all. I can finally log into the Paizo server, though not with Firefox, which is my preferred browser. Not sure what happened to the server but I am finally back. I hope everyone else is. I'll try to get a post on later today.


Story Narrator

I had the same problem. Paizo had some sort of server outage. You have to delete all of the cookies associated with the paizo website for each browser on each device.

More info here:
https://paizo.com/threads/rzs43aau?Error-with-Signing-In#17


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

That should help. Thanks! Still a pain.


Just finally got logged back in. Cookies and history stuff wasn't enough the first 12 times i did it.

Playing catch up now.


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

And further to the impact of Augment Summoning on Vuloo's Ank - the Stun DC is strength based, and thus with Augment Summoning, it's DC 25.


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

Mechanical notes: Andel's character sheet says he has a +10 will save not +6. Furthermore, he is affected by his own Naturalist ability +2 insight to saves vs Qlips, and has cast heroism +2 Morale to saves for a +14 to his Will save. Thus he is shaken for 1 round, not panicked for 10...
Further, the init order is Vuloo (& Vuloo's Summons)... Andel... Gemel's summons. Andel is around for both the hound archon and the Lantern archon to benefit from his buffing (net +3 to hit and damage on the Qlip - naturalist + flagbearer)

IF Andel does run to his current placement:
in the corner beside Gemel's Ank, he gives both the Lion and the Ank a +1 to hit and damage from Flagbearer... I rather doubt he will, as he shouldn't be panicked.

Finally, I think Vuloo has ignored the effect of Augment Summoning on his hound archon, for a further +2 to hit/+3 to damage on it's greatsword, and +2/+2 on it's bite.


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

Also, I cannot see that anyone rolled for how long Vuloo's Ank is Nauseated.
Rounds Nauseated: 1d8 ⇒ 2

edit: next turn it can act...

@ Fflash don't forget that the Archons both have the Aura of Menace ability that needs to get saved against (by hostiles only)...


I'll certainly take the aura triggers when PCs identify them to me ... thanks!


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

OK, we have 1 vote for the lighthouse (Relan), 1 vote for chase the redcap (Vuloo), 1 vote for the western building (where braelax's figure is...). I think we need to "Keep up the Skeer"; we should chase that Redcap down if we can... Unless anyone has major objections, we chase the Redcap.

Also, A q for Braelax. Are you a) taking the golem with you, b) leaving it behind again, or c) delegating command: "Take commands from this guy until I supersede them"


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

I was going to keep her with me.

Going after the redcap is almost certainly a trap or an ambush.


Token control of Nibbly and the as yet unnamed golem are given to players


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

I agree that if the redcap can, he will lead us somewhere where they are ready for us...


Should've mentioned I'm travelling this week. Getting back to normal by Friday.


M Human Level 10 Fighter (Lore Warden) HP 117/121 AC 27 (30 Expertise) (+15 Perception; +4 Init; Fort +12, Ref +11, Will 7+4 vs fear) +2 vs transmutation and necromancy)

OK. Looking forward to it. :)


M Human; Psychic 8 Loremaster 2 HP:78+8/78 | AC 19 T 12 FF 17| CMD??? | F+10 R+7+1 Monument W+8 | Int +6 Per +18

So, redcap lady "cowering" invisibly in the corner. Diplomacy or murderhobo? What say ye, my fellow players?


Female Azlanti Pureblood Alchemist (Trap Breaker) 10

I would prefer no murderhobo if we can avoid it.

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