DM Ranginui runs The Fellnight Queen
(Inactive)
Game Master
Tangaroa
Fellnight Combat Map
Fellnight Realm
Rhoswen's palace
HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 * skills: bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6
Will be at Gamex this weekend (Fri-Mon)... will check in as and when I can, but no guarantees - depends on hotel wifi and charging possibilities... Bot me as necessary to keep the pace of the game up, don't want to slow things down.
RoW Combat map
Now would be a good time for day jobs and pfs numbers.
Break enchantments(s) will be either 2 pp or 450 gp. The latter could be split between the party.
HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 * skills: bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6
day job craft weapons: 1d20 + 8 ⇒ (13) + 8 = 21
PFS #52335-2
Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
95737-13
Day Job Craft Gemcutting Take 10: 10 + 6 = 16
hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1
Luckily dispel magic also does the job and Varian has that on his list.
(Dispel works vs permanent spells and Baleful Polymorph does not have the curse descriptor)
Day Job craft bows: 1d20 + 7 ⇒ (1) + 7 = 8
HP 98/98; AC 17 (T 12, FF 16); saves fort 11, refl 9, will 12; bab 7 melee 9, ranged 8, CMB 9, CMD 23, init +3, honor 29, fame 24, smite 3/3, loh 8/8 human Paladin/7 | cohort Hareth | familiar Corwin skills: craft weapons 4, diplomacy 16, handle animal 6 intim 6, know hist 6, know nobility 8, ling 5, perc 9, perf sing 8, prof soldier 6, ride 6, sense motv 10
ok.. didn't know it was dispellable... if I make the roll, I'd be happy to do it for you.
hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1
Thanks, since there is no expensive material component or issue with failing you can try again and again, there will be a moment where you succeed.
RoW Combat map
Huh, baleful polymorph is permanent not instantaneous. TIL.
RoW Combat map
The adventure is essentially in denouement now. There are more rooms to the castle - an entire sub-basement, in fact - but nothing that is critical.
I must say your the first group I've seen that's gone in through the front door :) It did make it a bit more of a slug-out than normal.
Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Used every one of my spells and abilities. I am absolutely spent. lol
HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 * skills: bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6
Varian free to play at the con this weekend then? I hope so. Leaving at 9am so would really love to get chronicle by then, but if not, no worries... he's not gonna level from this anyway.
RoW Combat map
He's going to level unless you go half track.
HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 * skills: bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6
attempt at dispel magic on Eolowyn: 1d20 + 7 ⇒ (10) + 7 = 17
attempt at dispel magic on Eolowyn: 1d20 + 7 ⇒ (8) + 7 = 15
attempt at dispel magic on Eolowyn: 1d20 + 7 ⇒ (13) + 7 = 20
that's all the 3rd lvl spells I had left for the day
If we have a second day and the 20 didn't make it:
attempt at dispel magic on Eolowyn: 1d20 + 7 ⇒ (18) + 7 = 25
attempt at dispel magic on Eolowyn: 1d20 + 7 ⇒ (11) + 7 = 18
attempt at dispel magic on Eolowyn: 1d20 + 7 ⇒ (12) + 7 = 19
attempt at dispel magic on Eolowyn: 1d20 + 7 ⇒ (17) + 7 = 24
attempt at dispel magic on Eolowyn: 1d20 + 7 ⇒ (2) + 7 = 9
HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 * skills: bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6
and if it's actually not dispelable, how about a chance to activate a scroll of break enchantment? Do I need to roll for that and if so, what?
HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 * skills: bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6
Varian JUST leveled, so this mod shouldn't push him over unless it gives 3xp
Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
All modules give 3 xp except for free game day ones
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It gives 3 xp. You dispel the transmutation (eventually).
Here is a chronicle for the normal track
HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 * skills: bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6
I guess I do level.. thanks... I will have to hurry and level up and apply my new goodies before we leave for the con...
Human (Chelish) Wizard (Transmuter-Enhancement) 5 / Hellknight Signifier 2 HP: 58/58 AC: 22 F/R/W: +5/+5/+5 CMB: +4 CMD: 17 Perception: -1 Augment: 7/7
Varian, did you still want to do Thornkeep level 5: Sanctum of a Lost Age? it's a 6-8 'module', so unless you slow tier this module and whatever you play at the con, you won't be able to play that.
On that note, who else is still interested in the last level of Thornkeep? I guess if no one else is up for that, then it's not a big deal :P
HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 * skills: bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6
Yes, I still want to play thornkeep 5, but I am JUST 8th lvl so I wont be 9... I only plan to play him in one mod at the con.
Human (Chelish) Wizard (Transmuter-Enhancement) 5 / Hellknight Signifier 2 HP: 58/58 AC: 22 F/R/W: +5/+5/+5 CMB: +4 CMD: 17 Perception: -1 Augment: 7/7
Yeah, then slow tier this module and the one you want to play at the con, and you'll be good.
I'll be out of town from June 3rd - June 12th, so we'll probably start that June 13th or 14th.
And Mathias stuff:
PFS #: 43025-6
Faction: Dark Archives
No Day Job
hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1
And PFS 24861-3, Liberty's Edge
Deaglan is ready for a mid-june Thornkeep start!
Male Nagaji (6.0A) Sorc 4/ Ninja 3 | HP 47/47; AC 19;TCH 14; FF 15; F +6; R +10; W+5; CMB +3; CMD 17; INIT +10;
Kylar is up for Thornkeep
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Here is a half speed sheet:
Link
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Hi,
I reported everyone, with Varian at half speed.
Anyone have anything else they need? I'll close the thread down as soon as we've wrapped up the last bit of roleplay.
HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 * skills: bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6
ok... ready for thornkeep, at lvl 8 still.
RoW Combat map
Ah, so I guess I should shut this down as momentum has tapered off suddenly and drastically. Was there any forward motion on picking up Thornkeep?
HP 80/80; AC 17 (T 12, FF 15)]; saves* fort 12, refl 11, will 17; bab 9/4 melee 12, ranged 12; CMB 12, CMD 24, init +2, wand clw 45, wcmw 29, weapon 7/7, loh (2d6) 5/5, folio reroll 1/1 | Aasimar Oracle (Metal)/8 Paladin/3 | -02 * skills: bluff 10, craft: weapons 10, diplomacy 22, disable 15, fly 10, handle animal 8,heal 4, know religion 11, know planes 10, linguistics 12, perception 15, sense motive 6, spellcraft 6
I'm up for Thornkeep if you have enough players..
hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1
Sorry guys, I was on a trip with limited connection, so no chance for updates.
Can you also post the normal advancement chronicle? Deaglan is ready for the last level of Thornkeep.
Thanks for running Ranginui!
RoW Combat map
DM Ranginui wrote:
It gives 3 xp. You dispel the transmutation (eventually).
Here is a chronicle for the normal track
hp 68/76 Ac 24 T 15 FF 19 (incl +3 from Barkskin)| Init +9 (+4 in forest / +2 underground) | F+10 R+15 W+6 (+2 vs enchantments +3 vs evil outsiders, evasion)| Perception +16 (+4 in forest, +2 underground, +2 vs humans&undead, +6 vs evil outsiders) | Reroll 1/1
Human (Chelish) Wizard (Transmuter-Enhancement) 5 / Hellknight Signifier 2 HP: 58/58 AC: 22 F/R/W: +5/+5/+5 CMB: +4 CMD: 17 Perception: -1 Augment: 7/7
Keep this up til I get back next week and reopen Thornkeep campaign again. Thanks!
-Posted with Wayfinder
Human (Chelish) Wizard (Transmuter-Enhancement) 5 / Hellknight Signifier 2 HP: 58/58 AC: 22 F/R/W: +5/+5/+5 CMB: +4 CMD: 17 Perception: -1 Augment: 7/7
Sorry for the delay, I was sick yesterday and didn't do any GM'ing... but I am back and the new thread is up with the first post. RP time!
Linky to Gameplay thread
@GM: Once everyone has posted in that thread again, I'll let you know so you can finally close this one.
Human (Chelish) Wizard (Transmuter-Enhancement) 5 / Hellknight Signifier 2 HP: 58/58 AC: 22 F/R/W: +5/+5/+5 CMB: +4 CMD: 17 Perception: -1 Augment: 7/7
@GM: Everyone has posted in the Thornkeep campaign thread, so you're good to finally close this. And again, thanks for running!
RoW Combat map
Yep, I hope it was suitably epic.
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