GM Raltus' - Slaying Giants

Game Master Raltus

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@ Yorikata, did you already heal William today with your Healing Hex? No one has got 8 hours full sleep yet so none of your daily abilities would have reset.


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

Our last day was so long that I don't know.

Eight hours of sleep applies only for wizards and witches in regards to their spells. Everyone else is fine with resting /that special time of the day to pray. And non spell casting abilities don't tell anything about needed rest, but only about allotment per day.

So I hoped it's already past midnight, and that is good enough for 'new day'. If not, I would have to check how well the search function works to find my last use of the heal hex on William.

Rules ed on needed or not needed rest

Sorcerer:
Unlike a wizard or a cleric a sorcerer need not prepare her spells in advance. She can cast any spell she knows at any time, assuming she has not yet used up her spells per day for that spell level.

Bard:
A bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.

Wizard:
A wizard may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour studying his spellbook. While studying, the wizard decides which spells to prepare.

Witch:
A witch may know any number of spells. She must choose and prepare her spells ahead of time by getting 8 hours of sleep and spending 1 hour communing with her familiar. While communing, the witch decides which spells to prepare.

Cleric:
Clerics meditate or pray for their spells. Each cleric must choose a time at which she must spend 1 hour each day in quiet contemplation or supplication to regain her daily allotment of spells. Time spent resting has no effect on whether a cleric can prepare spells.


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

@William
As Yorikata also can stab into the range, where the giant would only survive on a nat 20 I did that CDG, without waiting for William to raise form the unconscious.

Nonetheless Yori needs two rounds to transform and CDG, so there is room for other actions that bring William back into the fight until the giant is woken with horrible pain in the heart.


You're move like a witch though are you not?

Ok I will allow it this time because it isn't worth the dragging back through the forums to find out.


Human Cavalier 3, Bard 1, Fighter 1 |HP 27/45| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 2/6

saw that Yori, you did good.


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14
DM Raltus wrote:

You're move like a witch though are you not?

Ok I will allow it this time because it isn't worth the dragging back through the forums to find out.

Yes, it's a witch hex. And that special hex is a spell like ability. But the resting/preparation stuff is really only listed in the spell casting section. I tried to find something about other stuff, like minor magic - the rogue talent. I take the hex as a rogue talent and also those do not tell something specifically needed to reset. Also the hex section of the witch tell snothing about rest needed and such.

Tried google to find something, but it is really thin what comes up and no rules reference. Normally, it's easy when you have a regular night of sleep, then everyones stuff resets for the new day, but if you pull an all nighter with the party, then there are no clear rules on anything, but the spells.


Lets rule it like Lanneth's spells and abilities then, since that way we keep everything on the same page without issues.


Human Cavalier 3, Bard 1, Fighter 1 |HP 27/45| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 2/6

You have been with me since my first PbP post when you did your first DM thread. I have more contact with you than my best friend and my daughter combined. You have a very special place with me, Raltus aka Rhen. For me to unlike you is not possible. Take anything I post negatively or confrontational with a tablespoon of sugar.


I meant more for ease of book keeping if Lanneth and Yorikata who is similar.

I want this to go the long run I mean I figure we will lose a character along the way and DMing on this has given me a different perspective over all on DMing that I am not out to try to kill you but to present challenges for you to over come.

If I mess something up I hope that everyone feels comfortable to call me out on it.


Healed Today:
W, D
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (EPS, MA, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

So I agree each day is very long days on this thread. I've ended up having to write down who I heal and what spells are used, or else I never remember.....

And I normally reset this whenever we finish a full night's rest... But I don't see an issue with playing this that the hexes resets at X time of day.


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

I also would suggest to simply set a time of day, when the abilities reset to full again. Even for Lanneth the hexes would reset without sleep.


Human Cavalier 3, Bard 1, Fighter 1 |HP 27/45| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 2/6
gm wrote:
If I mess something up I hope that everyone feels comfortable to call me out on it.

There are many more ways to to make mistakes than get everything right as a GM. I messed up again today. Niu lets nothing slide. I am not another Niu, btw. I had an issue with stealth in plain sight and let that slide for several reasons. If it is not a game changer, I typically try to ignore any mistakes. We are all good. Please keep death on the plate. It is far more fun and challenging to know that can happen (and probably will in this AP).


Human Cavalier 3, Bard 1, Fighter 1 |HP 27/45| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 2/6
Dain wrote:
Mourn his loss!

Well get to it, dwarf.


+2 Init/Per in mountains Dwarf Ranger5 HP47/50 AC17/12/15 Per+11 Init+6 F6R7W4(+3 Spells/SpellLike/Poison)

Ashes to ashes
Dust to dust
Here is a hole
Into it you must.


Human Cavalier 3, Bard 1, Fighter 1 |HP 27/45| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 2/6
Dain wrote:

Here is a hole

Into it you must.

Thanks for the offer, but I'm headed back to Valhalla.


+2 Init/Per in mountains Dwarf Ranger5 HP47/50 AC17/12/15 Per+11 Init+6 F6R7W4(+3 Spells/SpellLike/Poison)

But are you shiny and chrome?


Human Cavalier 3, Bard 1, Fighter 1 |HP 27/45| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 2/6

LOL. Had to search for that reference. Love it.


Healed Today:
W, D
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (EPS, MA, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

Note, I'm changing my spells today:

it will be:
. . 3rd—Ray of exhaustion (DC 18), water walk
. . 2nd—Glitterdust (DC 17), Lesser Restoration, vomit swarm[APG]
. . 1st—Comprehend Languages, Ear Piercing scream, mage armor, mudball (DC 16), obscuring mist
. . 0 (at will)—detect magic, light, read magic, stabilize


They won't be ready ready for you, You are going in ready but they are goign to be hidden. So a Stealth vs Perception for initiative? Like in PF2E?

If I roll a Nat 20 for you you can get the drop on them.

Initiative William: 1d20 + 7 ⇒ (16) + 7 = 23
Initiative Dain: 1d20 + 6 ⇒ (18) + 6 = 24
Initiative Gran’t: 1d20 + 3 ⇒ (4) + 3 = 7
Initiative Lanneth: 1d20 + 4 ⇒ (12) + 4 = 16
Initiative Yorikata: 1d20 + 4 ⇒ (7) + 4 = 11

Stealth: 1d20 + 22 ⇒ (3) + 22 = 25
Stealth: 1d20 + 22 ⇒ (14) + 22 = 36


Human Cavalier 3, Bard 1, Fighter 1 |HP 27/45| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 2/6
Raltus wrote:
Stealth vs Perception

. That is new to me and would it not put us at a serious disadvantage as their initiative is much lower that their stealth?

I am trying to find a way to avoid us all being grouped in the room and all getting blasted by a 15 foot cone at the same time. My initial idea was to not enter all at the same time. The only way I see that working is PC 1 enters, initiative v enemies and of course perception v stealth. PC 1 moves away from the door. PC 2 enters, etc. Thoughts?


Human Cavalier 3, Bard 1, Fighter 1 |HP 27/45| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 2/6

@Yori: I built a dwarf cav 3 fighter 2 that has AC 32/DR2- against giants and 56 HPs. Weapon is a +1 falcata at +10 to hit against giants, 1d8+5 crits at 19x3 with a +2 to confirm against giants. Ran a few simulations and he took a giant out alone 1 out of three times. Trick was power attack at -2 to hit and +4 to damage.


Human Cavalier 3, Bard 1, Fighter 1 |HP 27/45| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 2/6

@Raltus, handle it as you will. William has entered in game play.


Okay so We will handle this as normal initiative I have rolled it above I will just add the Twig Jacks proper mod. No Surprise round since you know they are there and ready and they are watching for you to come back through.

Sorry I would have posted this Yesterday but a tree fell in our yard during a bad rain storm, it missed my car by about 8 inches and only damaged some of our fence. It did his the industrial building next to us but didn't really do any damage. Cayden Calien was with me there haha.


Human Cavalier 3, Bard 1, Fighter 1 |HP 27/45| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 2/6

Yori did not apply IC. Should be +1 to hit and +1 to damage on both attacks.


Human Cavalier 3, Bard 1, Fighter 1 |HP 27/45| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 2/6

We are no match for these guys either. Tough module! Run across the bridge?


Healed Today:
W, D
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (EPS, MA, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

Other then being invisible, are they nasty? I don't think I've ever run into them before.


Lurker

They can be yes.


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

Evil fey with greater invisibility (in bright light) and sneak attack? And DR?
Yes. Very nasty.


Evil is subjective, they were tending their gardens and you burst through the doors. They are just defending their gardens.


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

Evil is an objective entry in the stats. :P

Also they occupy a garden that wasn't theirs to start with. Or do you think the druids were best friends with them?


Well lets say no one was tending so they decided they would :)


Healed Today:
W, D
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (EPS, MA, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

So the question is... How big are the windows on the top of the room? Is this a big glass dome, or are most of the windows that the sun is coming through on the top?

I guess I'm asking if I was to fly up, could a find a spot to cast obscuring mist and make the whole room not bright light? It's a cloud that's 40' x 20' so it should be like the cloud going over the sun and make them not invisible right?

That at least balances the odds quite a bit if we do need to fight them.


Healed Today:
W, D
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (EPS, MA, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

It's so freeing to play the 9 Cha grumpy character sometimes....

That said, DM Raltus, any answer to my last question?


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

You have to work on that grumpy. My sense motive totally failed to notice it. :P


Human Cavalier 3, Bard 1, Fighter 1 |HP 27/45| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 2/6

Dain in initiative? Time to edit if you see this within an hour of your post.

Nice


Human Cavalier 3, Bard 1, Fighter 1 |HP 27/45| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 2/6

Kinda surprised I have a +5 Acrobatics. Must have happened in the multi dip. Encumbrance is light atm.


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

Hey +5 five acrobatics! That means you have - with four gaps - 0.5 x 0.5 x 0.5 x 0.5 = 6,25% chance not to plummeth to your death.

That way it would be better to jump from the bridge. At least you'd know where you'd land. Featherfall or levitate someone?


Human Cavalier 3, Bard 1, Fighter 1 |HP 27/45| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 2/6

Thank you for that. William gets nervous.

William is Height 6' Weight 170. Currently carrying 196 lbs of equipment.


You weigh much more than 196


The Great axe alone is 12 lbs


Healed Today:
W, D
Elf Hedge Witch 5 (HP 32/32 | AC:18 (14) | T:14 (18 vs incorporeal) | FF:16 (12) | Fort:+3 | Ref:+6 | Will:+6 | Init:+4 | Perc +10)
Spells Remaining:
1: (EPS, MA, M, OM), 2: (G, LR, VS), 3: (RoE, WW)

Do you really need my weight, considering I'm flying again?
If you do I'd have to look it up, but I'm someplace right about 130 lbs with all my gear.


Human Cavalier 3, Bard 1, Fighter 1 |HP 27/45| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 2/6

My weight, 170 lbs + 196 lbs of equipment


It is for the Lilly pads if you step on them, you're flying so you're good.


Human Cavalier 3, Bard 1, Fighter 1 |HP 27/45| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 2/6

If I can get this character to level 7, I plan to take leadership and will qualify for a level 5 cohort. That probably beats any other feat, but will have to review at that time. Leaning on a mounted ranger.


Being mounted won't be such an issue in this AP as all the spaces are extra large for giants.

Also this enemy will kill you guys if you just keep waiting.


+2 Init/Per in mountains Dwarf Ranger5 HP47/50 AC17/12/15 Per+11 Init+6 F6R7W4(+3 Spells/SpellLike/Poison)

Let's leave the bug alone


(Unchained Rogue - Sylvan Trickster 5) Init +4, Perc +9, AC 18/14/14 (+2vs Giants), F+3/R+8/W+2(+2 vs. Charm) HP36 DD+14

You're on the wrong side of the abyss to leave the bug alone.


Human Cavalier 3, Bard 1, Fighter 1 |HP 27/45| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 2/6

Have we properly identified it?


Lanneth did and Ewigga shouted some stuff she knows

It is an Ultramarine Chaser


Human Cavalier 3, Bard 1, Fighter 1 |HP 27/45| AC 22-12-21| Init +7| Perc +4| F+9, R+5, W+4 Perf 2/6

And it is responsible for some TPKs in my searches. Dain, we have a problem. Options, guys? This one is nasty.

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