DM Papa.DRB - Moru Country (Inactive)

Game Master Papa-DRB


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Narrator [Maps, handouts, pictures: Links in top of page spoiler]

@Misha - No problem. Just getting antsy...

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

Sorry about that, should have Josef all set in the AM. Forgot how difficult it is to choose between 8th and 7th level spells!


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

I'm just about done also, and have a pretty quiet weekend coming up, so should be no problem getting it done.

Telman did say he was offline until the 23rd, so he might need a moment to get leveled up.

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

Active spells on Josef going forward:
Ant Haul
Endure Elements
False Life: 1d10 + 10 ⇒ (1) + 10 = 11 False Life temp HP
Extended GMW on greatsword & longbow (now +4)
Extended Overland Flight

Should be all set to go forward, looking forward to going all angel-form and dragon-form on these baddies!


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

Appreciate the waiting folks, I was bummed I might miss stuff! Plans changed a bit and I got back today .... should be able to get the level up done tonite (yes, boss, 2 Archer levels) and be ready to rock and roll!


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

@Telman - Cool. Glad you will be able to be ready.

I'll have a post out Monday moving the game to the final area.

-- david


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

I’ll be ready as well.


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

level up down.....3rd iterative attack, hail of arrows ability, a little more damage, and 3rd level spells..... ready to move ahead!


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Rikar and Latys are leveled up! Excited to see the big finale!


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

I have leveled up, I have not yet fixed my mini statblock, will do that tomorrow (Monday) morning. Main sheet is updated.

Misha took heroes' feast so everyone can have a hot breakfast before the finale begins!

(You bring forth a great feast, including a magnificent table, chairs, service, and food and drink. The feast takes 1 hour to consume, and the beneficial effects do not set in until this hour is over. Every creature partaking of the feast is cured of all sickness and nausea, receives the benefits of both neutralize poison and remove disease, and gains 1d8 temporary hit points + 1 point per two caster levels (maximum +10) after imbibing the nectar-like beverage that is part of the feast. The ambrosial food grants each creature that partakes a +1 morale bonus on attack rolls and Will saves and a +4 morale bonus on saving throws against poison and fear effects for 12 hours.

If the feast is interrupted for any reason, the spell is ruined and all effects of the spell are negated.)


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

I just got called into my part time job early, so I will have a post out this evening. Please list any prep spells here for just before Misha "creates" the portal using the tears.

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

Active spells on Josef going forward:
Ant Haul
Endure Elements
False Life: 1d10 + 10 ⇒ (1) + 10 = 11 False Life temp HP
Extended GMW on greatsword & longbow (now +4)
Extended Overland Flight

Plus Misha's heroes feast, ofc


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

I posted in the gameplay thread that Therena would like to use a divination spell to “scout” in advance what they might be facing, to help with spell prep.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Misha SHOULD be ready to go. (Though I haven't put the heroes' feast into her stats yet). Had to do some recalculating on some gear oversights, and removing effects of the tear throughout.

She'll be wearing her ring of protection and her ring of spell storing. At this point, I'm not worried about stealth and disguise.

Do we get any equipment upgrades other than the stuff we found recently?

Took Slippery Mind for rogue talent and gang up for feat; skill points rounded out spellcraft, acrobatics, sense motive and a few other things. Bardic Knowledge boosted knowledges as well and Jack of All Trades at last turns Disable Device into a class skill. :)


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Rikar won't be buffing himself, but would be happy to have any buffs others have to offer.

DRB - do we have any sense how far from the BBEG we are? Trying to get an idea if we'd have min/level buffs up, or only longer-term ones.

Also, do we know enough about what we're up against to suggest casting particular kinds of energy resistance spells?

Buffs that we have that would be useful to Rikar/Latys:
Greater Heroism
Air Walk
Freedom of Movement
Displacement

I assume we'll put some Blessing of Fervor and Haste into effect as the fight gets going!


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

I'm waiting to see where we are going before casting any other spells. I will post in the game thread any spells I cast when buffing looks appropriate.

But while we are here, I'm also not going to burn all of my spells of a certain level just to buff one member of the party.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Yoiks, I didn’t mean to suggest anything of the kind. I was merely thinking of things that would be useful, several of which are spells that multiple party members can cast.


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

I was going to ask a similar questions about how close we are since things like Gravity Bow are min/lvl and what we know about the enemy we're facing so I can pick the best energy effect for my arrows (which now have burst which could be cool)......

Or assuming we don't know specifics I guess we'll find out soon enough!


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

Therena now has greater heroism, which I think would negate most of the hero’s feast, but it only lasts min/level.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Therena, As it is your spell, you get to ask the question......


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20
Rikar Sarakin wrote:

Yoiks, I didn’t mean to suggest anything of the kind. I was merely thinking of things that would be useful, several of which are spells that multiple party members can cast.

I'm sorry for coming off as gruff there.

I'm waiting for results of Therena's divination before picking spells to cast.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

We have Misha spells (except Cats Grace). Therena, Josef ?

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

See above.

Josef hasn't changed up his all day spells for a little while yet.


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

Therena’s prepared spells are in her profile.

She has several buffs she can spam. She’ll use communal resist energy four times to give everybody resistance 30 to everything except sonic. She can also give everybody who needs it darkvision.

She gives Latys mage armour as usual, and can use animal growth if Rikar would like.

She also gives everybody air walk. I prepared a bunch because I think their understanding is that they create this portal and immediately engage their foe (not explore another dungeon), so Therena will cast several summoning spells and give all her summons air walk.

She has three freedom of movement spells she can give Rikar plus two others, plus three weapon of awe spells. Blessing of fervor she’ll wait until they’re in there before using. Also, she can start combat off using Bless Equipment to give Rikar’s scythe band (dragons) for two rounds.

She also has 5 greater heroism spells she can use, which will give fear immunity. She can give several people improved invisibility.

Herself, she will be putting on mage armour, mirror image 1d4 + 4 ⇒ (4) + 4 = 8 images, spectral hand, freedom of movement, improved invisibility, true seeing, persistent adhesive spittle, greater heroism, longstrider, and spell turning (after any buffs from Misha).

Tell me who wants which buffs so I can mark them off as cast.


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

If Therenas assumption is right and the battle is iminent when the portal opens Telman will cast a gravity bow.

And switch my arrows to shock just in case.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Therena or Josef, will you please cast protection from energy on all of us?

If you haven't prepared it--it is morning, I expect there's still time to solidify your list. The party KNEW we'd be facing SOME kind of dragon so it would seem to be likely to be prepared.


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

Protection from energy is nice in that it gives total immunity ...until it runs out, but that would take up a lot of spells, even for Therena. Resist energy gives resistance 30, and she can use the communal varieties to give to everybody and use multiple castings to protect them from the four main energy types.

While the dragon may resort to fire, the other dude will expect us to max out fire protection and be ready with cold magic (so be careful changing to any forms that give cold vulnerability).


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Therena - thanks for the buff menu!

You can save the mage armor, Latys picked up some Bracers of Armor a while back. I think I'll hold off on animal growth, since her attacks are Dex-based.

Freedom of movement for Latys (as well as Rikar) would be great, as would greater heroism for both of them.

Having bane on Rikar's scythe will be useful, on top of Favored Enemy bonus against dragons. If the thing is also undead, then my scythe is already undead bane, so you can skip that step.

I think Resist Energy 30 will go a long way to keeping us protected (and Rikar and Latys both have evasion, if breath weapon is the main concern).


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20
Therena wrote:
Protection from energy is nice in that it gives total immunity ...until it runs out, but that would take up a lot of spells, even for Therena. Resist energy gives resistance 30, and she can use the communal varieties to give to everybody and use multiple castings to protect them from the four main energy types.

All I mean is for us to have some kind of energy protection. Whatever works best for you is totally fine with me. I don't have the particular spells known (because there's always been several other characters who have it) or I'd cast it myself.

I've cast freedom of movement on myself and Rikar. If Therena can spare the spells for Latys and the others as I only have 2 4th level spells left (I lost one of my castings per day when giving up the tear). I presume our mystic theurge has more spells to cast than I do as a bard or I wouldn't ask.


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

Therena has four freedom of movements prepared, so herself, Telman, Josef, and Latys.

Everybody also has resistance 30 to fire, cold, electricity, and acid, and air walk.

Extended Weapon of awe for Rikar, Josef, and Telman.

Greater heroism for herself, Rikar, Telman, and Joseph.

Darkvision for Rikar, Latys, and Telman.

True seeing on herself.

Improved invisibility on herself and Rikar. She suspects the invisibility will be useless against the dragon and wizard, but it might help against minions.

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

I have 3 resist energy spells prepared, and will be immune/resistant to either fire or acid/cold depending on if going dragon or angel form to start with.

Also have 2 cats grace spells and a bulls strength prepared. If we get a couple of rounds to prep, were gonna be quite the formidable setup.

With just 1 round, it'll be a bit trickier but I think we can manage


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2
Josef Guardson wrote:

I have 3 resist energy spells prepared, and will be immune/resistant to either fire or acid/cold depending on if going dragon or angel form to start with.

Also have 2 cats grace spells and a bulls strength prepared. If we get a couple of rounds to prep, were gonna be quite the formidable setup.

With just 1 round, it'll be a bit trickier but I think we can manage

I would say prepare something other than resist energy in those slots.


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

Therena will be using her giant summoning rod to summon 1d4 + 1 ⇒ (1) + 1 = 2 hound archons, each of which generates a magic circle vs evil to help with mind control attacks.

She also uses the rod to summon 1d4 + 1 ⇒ (3) + 1 = 4 huge sized dire wolves.

All of these summons get their own air walk.

She also summons a greater air elemental (huge sized).

Would Rikar like enlarge person for himself?


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20
Therena wrote:


I would say prepare something other than resist energy in those slots.

I disagree--if the protections get eaten or dispelled, they may serve as a backup (unless there's something you'd rather prepare).

Thanks for all the support, Therena.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker
Therena wrote:
Would Rikar like enlarge person for himself?

No thanks. I've already got a bit of reach with Lunge, and I'd rather not take the AC penalty.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

It looks like everyone is ready to move on. All prep spells seem to be decided on and cast, so I will give it one more day and then, Tuesday morning I'll move the game to the portal and to where it takes you.

As I have been known to say; Let's Rock and Roll!

-- david


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

FYI I am about to go on the road for a few days. I expect to be able to check in on my phone, but may not be able to move my token. If I disappear, please bot me.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Sorry for the quick disappearance, everybody, but I had quite a week. Managed to lead a team that, at 2 AM, put out a fire (started by the wildfire I was initially sent to) 800’ up a mine tunnel that had huge pools of acid on the floor. Felt a bit like a Pathfinder adventure.

DRB - I’m stoked about suddenly having a gold dragon as a companion! Should I assume that none of Latys’ companion abilities carry forward into the new form? Things like Favored Enemy, Teamwork Feats and Stealth Attack would make a big difference – but being a dang dragon also makes a big difference! I’ll post just using the dragon stats and you can let me know how to play it going forward.

Edit: also, should I have the buff spells that were previously cast on Latys apply to Aurebaor?


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

So glad that you and your team are ok and back. Many prayers were said since receiving the PM, for you, your team, and all the others fighting the fire.

Correct, none of the "companion" abilities carry forward. The TXT / HTML links that I sent you are what she really is, so you can replace what you have in her alias with the TXT stuff.

Yes, the spells, such as Therena's Mage Armor, plus the others are all still valid on her now.

@All - I updated my post a few back in the gameplay thread, saying that the dragon is outlined with the glitterdust and is visible. Misha, please keep track of the rounds, but I hope like heck that this fight does not last that long!

-- david


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Thanks for the various clarifications, DRB. I've posted with them in mind, I believe it's correct. And thanks for the kind words, it was quite an adventure.

Here's a picture of the moment when the fire suppression team came out of the mine, and we're all waiting to hear if they were successful (the tunnel goes deep into an old iron mine, and there's so much metal in the rock that radios don't really work past a few hundred feet, so we didn't know what had happened inside).


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Glad you're back safe!


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

Definitely glad you’re back and safe!


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Tactics question -- I could move in and help tangle with the dragon while Rikar withdraws and takes a potion. In my sonic form I take half damage (but if I get hit he may still hurt me pretty bad, though I am okay with that, especially if that helps our heavy hitter get away to heal).

I could also move in and try to cast cure serious wounds on Rikar (and then move on there to figure out what to do with Therena), but I think I'm taking more risk that way--have to Acrobatics in, at half speed, and probably will still trip AOO, and then try to cast defensively.

What do y'all think?


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

If you can get Therena up, she can use Heal.

Of course, she is invisible, so that might be hard, unless you have see invisibility. I suppose you could see where she slid to in the dust on the floor.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Heal would be great, though it probably can't happen this round, right? Misha would have to move and heal Therena, who would have to stand and then move...

Actually, if Misha heals Therena, Rikar could just run past Therena while she's lying on the ground and get a heal. Because he's invisible, he wouldn't provoke from the dragon. Heck, he could run past Therena to get healed and still get in one attack this round!

Seem like that would work?


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Oof, if you're invisible then Misha can't see either of you. Glitterdust is effective the turn it lands, and remains on the creature in the AOE when it is cast, but you can't get "dusted" after the casting.

I guess I'm drawing fire while Rikar runs for it then.

Well, or maybe I'll cast wall of sound to help hem it in. If Rikar moved away, I could delay and then try to wrap it in the wall of sound (although SR applies to that spell so there's a chance it'd ignore it anyway).


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Point of order -- did Therena's token move? I swear last time I looked at the map she was near Rikar, next to the cave wall (because she had just healed Rikar). But maybe I am going crazy.

I accidentally moved Misha (plotting out how far away Rikar was) and forgot to put her back while trying to figure out what to do.

When I went to put Misha back to her proper position, Therena is now adjacent to where Misha had been/is supposed to be.

Of course since Misha can't see Therena, the point is possibly moot, but now she is in a spot where Misha could heal her easily, where she wasn't before.

Want to confirm what's going on before proceeding further.


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

I think the flying across the cave was just for flavour. By the rules, she falls in the square she was in.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

I've been waiting on the answer to my last post; if y'all have been waiting on me, that was not my intention.

Therena, yes, we are in agreement there--the problem is that your *actual* token appears to have been *actually moved* (away from Rikar, where you had fallen). I'm not sure if this is an error or, for example, DRB decided you DID fly away due to the force of the blow and conveniently landed next to Misha.

As I said, I don't think I can see Therena anyway, but it'd be good to be sure. DRB -- can we see Therena, and/or are you responsible for moving her token?

Or am I just going crazy?

If I can see Therena, and she really is where her token currently is on the board, I will float down and heal her, casting defensively if necessary.

If I cannot see Therena, I will delay until Rikar withdraws (presuming he will use message to tell the others he has safely gotten away) and then cast wall of sound to try to hem the dragon in for a second.

My sickness will be over the round after that, and then I can also help in melee if need be. In sonic form I take half damage--and eh, even if I get killed, may as well go out with a boom anyway.

(Boom. Sonic. Get it?)


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

i was waiting. not sure what the answer would change for me this round but wanted to make sure we were tactically on the same page.

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