| Melianthe Ssulissien |
btw, the guardians were immune to poison, and so I figured wasp swarm wasn't such a great thing this time around. Plus I don't know how many fights we have before we camp. Not many, clearly, as this dungeon is tough!
| Melianthe Ssulissien |
Mel will grab the healing wand, the cure disease wand, and the Raise Dead scroll, unless Jarha wants to grab one of those. Also, the Restoration scroll should go to Jarha--that 1 level Cleric dip came in handy!
| Absinthe Mooneyes |
Heads up, I'm going on a week-long trip tomorrow.
I should have internet access, but feel free to bot me if necessary.
| Jarha Madu |
What do we think about marching order? Absinthe or illusion in very front? Then Segang, Absinthe, Seren, with invisble Jarha in back? Or should invisible Jarha be between Segang and Absinthe (assuming Absinthe is in front, before or after illusion)?
And what is our door opening routine? With telekinetic finesse, I think Jarha could open doors at a distance, so we could do that and leave both Segang and Absinthe free to enter and engage.
Thoughts?
| Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4
Use the illusion to mimic opening the door as you use telekinetic finesse.
| Absinthe Mooneyes |
Looks like I'll be our frontliner for this battle -- well, me and the Hound archon, once it shows up.
Jarha, can I count on you to keep my health topped up with the wand?
| Segang |
Yep Segang is out for the count and then some I fear. Sigh. This sucks more with the slow pace of PBP. I may not get to post for a month. :(
| Jarha Madu |
Yeah, if it's a symbol of sleep. That's not really something Jarha would know, or at least to the level of certainty where he wouldn't try to wake Segang. But if it doesn't work he'll heal Absinthe with wands as necessary, but hopefully have opportunity to blast away as well, because he can deliver decent damage.
| Absinthe Mooneyes |
Alternate! ^_^ Blast and heal, blast and heal. Just make sure to keep me standing since I'm likely to serve as damage-soak this time around. I'm just glad I bought myself a Holy rapier...!
| Jarha Madu |
Did I calculate the empowered blast damage right? "Empowered blast: All variable, numeric effects of an empowered spell are increased by half including bonuses to those dice rolls." So I understand that to mean 4d6 becomes 6d6 and +14 becomes +21 (because of the "including bonuses to those dice rolls" part).
| Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4
That is how I would do it.
| Melianthe Ssulissien |
If a hound archon (this one or another Mel summons) Greater Teleports to Seren's location, I wonder if Seren can use his scroll of teleport to get back to us, once the hound archon describes our location...
| Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4
Summons can't teleport.
Need a conjured creature like lesser planar binding.
| Jarha Madu |
Curious for an answer on AofO from Absinthe and the Hound when the creature cast unholy blight. Definitely seems like it would have provoked unless cast defensively. If I'm wrong I'm curious to understand what I'm missing for my education!
| Jarha Madu |
Glad I wasn't confused, because it would have meant I've been doing things wrong in my home game!
| Absinthe Mooneyes |
Hmm. I'd try it, if I had Improved Disarm; if she uses the AoO to take away my holy rapier, I'm down to unarmed strikes, and that costs us 2d6 holy damage per successful strike.
| Jarha Madu |
The expanded range weapon/improved crit range is brutal! I think the fungal guardians had it too, so the designer of this module is apparently a big fan. Does this creature have a crit range of 14-20? The barbarian in the home game I'm running has the combo with a scimitar, and every combat is about delaying when he can full attack because he's guaranteed to crit and make mincemeat of the villains.
| Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4
15 to 20 is generally about the best you can get at this level. 18-20 weapon with either improved crit or keen.
| Melianthe Ssulissien |
GM, A Dimension Door sidebar, if you please:
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can't take any other actions until your next turn. 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
Now, we've seen the room we are in and we've seen where we came from, so it sounds like Mel would have a 100% chance of teleporting correctly. Unless there are some properties in the labyrinth we aren't aware of.
| Seren Dypethe |
- Active spells: Mage Armor, Veil
- Spells remaining: Clr Spry x2, Frcd Quiet. M Arm, vent, laugh, det tht, create pit, stone disc, invis, hyp pat, twi haze, dispel, major image, haste, fly, Sh Ench, DD, Shad Conj, PK, Sh Inv ,
Sh Evoc x2, Br Ench, Teleport - Binding Darkness: 9/9, Veil Pool: 7/10, Pearl: 1/1, Extend Rod: 3/3
- ***HARROW POINTS***: 4
Starting a 2 week trip out of the country. No idea what the connectivity or my time will be like. Bot as required. I will post if able.
| Jarha Madu |
I am traveling through the weekend. I hope to be able to check on a daily basis but if there is any need to bot me feel free.
| Jarha Madu |
Thoughts? There are unexplored areas connected to both levers. My guess is the second takes us deeper into the labyrinth, but there's also an argument for trying to clarify the map behind us connected to lever one.
| Jarha Madu |
If no one objects, in a little bit I'll post and have Jarha pull lever 2 (presumably with all of us in the room)...
| Jarha Madu |
Starting tomorrow I am going to be traveling for almost two weeks, with no internet most of the time. Bot me as necessary!
| Jarha Madu |
About how much time has passed in game since the battle with the sphinx? Jarha recovers his 7 kineticist temporary HP at a rate of 1 per minute.
| Jarha Madu |
I myself will be traveling for a couple weeks come Saturday. I should have some internet access but may be more irregular in my posting. Feel free to bot.
| Melianthe Ssulissien |
I'm backpacking Friday to Sunday. Bot Mel as needed.
Also--is anyone else having issues loading pages? If I load this page I get the first page of Discussion (aka first post back in 2012 or whatever.) Paizo dun goofed!
| Nomad Sage |
There are a few things working against Jarha here... 1) complex traps take several rounds to disarm, so you wouldn't be able to beat out Seren. 2) You need the trapfinding ability to work on magical traps, so you can't disarm the sonic blast part. 3) Even at range, disarming traps has failure consequences, so no Take 20 usually.
| Jarha Madu |
Ok, but Jarha has trapfinding, FYI — you let me take the trait from the mummy’s mask AP given his national origin and backstory. Still not quite sure why he couldn’t take 20 — Could just repeatedly let the trap fire Until he disarmed it, But maybe there is an an invisible negative consequence. No need to figure it out now, but it might be something that comes up in the future
| Nomad Sage |
Oh yeah, if you have trapfinding you could have done it.
Negative consequences go beyond just taking damage. If you fail hard enough, "something goes wrong". It can include you thinking you disabled it, but actually did not (as Absinthe did on the first go).
Sure, some traps are pretty vanilla and have no real fail consequence, but I'm not going to give that away to you by letting you Take 20 on some and not others. =)