Defense of Brookside

Game Master caster4life

The farming hamlet of Brookside has suffered some violent and mysterious attacks.

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Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

I think Fyrtor may be on the right track regarding using the wands out of combat. And I think we can probably handle that here in Discussion since the GM narrated us forward to a room with a lever.

Kelian is going to gather everyone in the room and use his final channel for the day. Here it is:

Channel Positive Energy: 2d6 ⇒ (5, 3) = 8

Everyone gets 8 back from that. That leaves Kelian and Mel at full health (though Mel's max is currently reduced by 8 due to her 3 CON damage).

Kelian has 3 Lay on Hands left, but I think I'd like to hold on to those because they make him much more durable in combat since he can heal himself as a swift action.

After trying for Túrion, Mel has 2 Healer's Hands left. Fyrtor, how many charges on that CLW wand? We should get everyone to full (or close to it) if we can.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

It's full so 50. The CMW I have to update the count, but it's around 15 or 16.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

Odds are low that Muse'll be channeling the Heirophant or Archmage in any possible future battles, so he'll cast a few healing spells on himself. Might as well use those spell slots before they refresh.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Aye, there is an explanation - this is not Fiat(just saying). But that reveal will be in-character...

That said...boy am I glad you didn't end up retreating...


Brookside Campaign Journal

XD There are VERY good reasons Nelly did not allow Turion to be moved.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

Hm, no archetype, feat, or corruption that I'm aware of explains Turion's not being dead. (Of course, I hardly have the entire system memorized, and it's a lot of ground to comb; I could easily have missed something.) We know it isn't a spell, because he would have had to cast it. My running hypothesis was that he's found some way to gain regeneration, but that's got a gaping hole in it in that we've never observed his wounds to heal themselves.

With anticipation I await the reveal!


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Close one, Brolin.

Since he showed in-game, I'll explain OOC, but spoiler tag it anyway.

Mechanical details:
Túrion has a wayfinder on his body. More specifically, hidden in his clothing, as a slotless item it works regardless.
This allows him to benefit from a Ioun stone without having it orbit him - the one in question is a cracked Pearly White Spindle Ioun Stone.
Which, indeed, grants regeneration. The inferior cracked variant only heals 1 point per hour, but still works like regular regeneration. Hence it supplements his natural healing, but more importantly, acts as life insurance against mundane damage.

I made sure not to be reckless and avoid getting knocked out of fights - if left behind or the whole party goes down, he's almost certain to die due to removal of the wayfinder/cloak so it's utility in such cases is limited.

It's also the reason Nelly has standing orders to guard his body if he goes down. After a day or two, he should hopefully pop back up.

That said, now that the fight is over: I was REALLY afraid one of you would attempt to move what's left of Túrion into the AMF, which would instantly have killed me.
Or that you would have regrouped(leading to the Mage probably taking a look at and looting me, which would instantly have killed me).
Or that Nelly would go down, and you decide to drag me along to resurrect later, which would have instantly killed me on entering the AMF.

I knew the damage alone would not bring me down, but I was on edge all battle long because what you thought had happened was very close to becoming real since you didn't know...so...yeah, I am very very glad we made it...

It's also the reason Nelly would have asked Brolin for the Hero Point anyway as a last-ditch effort(which luckily worked), and why I tried to push for the burst of radiance etc...I knew if you decided to regroup and wait out the spells, I would be a goner. And if Nelly was down, there was nobody to prevent Túrion from being moved(also a death sentence). So...yay for being alive!


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Huh, so there's no listed way of bypassing that regeneration. Interesting. Definitely a good way to have spent 4k.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +2 Hardy) Initiative (+6) MF (3/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Never even thought of that. Very nice! You must have been on the edge of your seat for that fight.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

@Fyrtor: Definitely - To be fair, most normal regeneration with bypass is extraordinary.
Any magical suppression(starting from a normal dispel) or mundane physical removal will stop it.
The conceptual main idea was to not have to build ultra-defensively to cover for a situation where a disable attempt fails or an enemy rolls extra lucky.
But as said, I agree wholeheartedly, Fyrtor :)

@Kazador: I was. Very much so. The circumstances in which the fight took place made this a very dangerous situation. It is a battle I won't forget for a long time.
And now you understand just HOW good a girl Nelly has been... stubbornly refusing to leave my side because she was my lifeline and knew it.


Brookside Campaign Journal

Yes I personally intend to have more of my mid-level characters spend the gold on that.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Aye, for the protocol, I didn't see it anywhere else before, I came up with the combo myself. (Certainly not claiming I invented it, but it does not seem to be very widespread AFAIK).
I daresay it makes for interesting situations...both for player characters like Tùrion in this scene and for NPC's...(with a casting of Misdirection it will likely remain hidden and on the body considering most groups don't take mundane equipment as spoils due to encumbrance...)


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Huh. So did Túrion actually get the benefit of the healing from Mel's Healer's Hands? I marked off one of the daily uses...


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

So I'm going to just roll a bunch of wand uses, and we can figure out how many were actually needed l. Mel, can you figure that math out for us today? I have no idea how many negative hp Turion had.

CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (3) + 1 = 4


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

I was mangled pretty badly there with tentacles and what not...
I did get the use of Mel's ability, but between channeling and tentacles, I think I would still have been slightly in the negatives. GM handwaived that to let me regain consciousness(rather than Mel simply discovering there's vital signs after all) - so I put him exactly at 0 HP.

@Fyrtor: I think that kind of healing usually happens with averages, and for 42 HP that would be 10 wand uses of 4.5 - but honestly, 8 uses for 36 HP is also perfectly fine with me.


Brookside Campaign Journal

Yes Mel he did. That's why he's conscious now instead of many, many hours from now.

I'm not sure exactly how the rules would judge this (probably frowning at me) but I ruled that Mel's heal check led her to conclude Turion was dead. As far as Mel's knowledge of normal medicine goes, he was very, very dead. Broken neck and all that. Not breathing. But he was technically alive and capable of receiving healing thanks to his regeneration from his ioun stone.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

I think that makes perfect sense. Anyone that badly mangled ought to be dead.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Healing Túrion to 40/42 takes the first 6 charges, and now that we know about his regeneration I'm inclined to let that take care of the last 2 hp over the next couple of hours.

Fyrtor should work on himself next. If you use up the remaining rolls from your post, that should get you 35 hp back for a total of 39 and quite a ways to go to hit your full, plus we still have Brolin and Kazador to go. Let's roll a bunch more.

CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (6) + 1 = 7
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (1) + 1 = 2

Fyrtor is at full after the first four charges in this set, with only 1 hp over-healing, which is pretty good.

Actually it seems Brolin apparently healed himself, so that's good.

Algric appears to be 20 down. Does that take into account the 8 healing from Kelian's channel energy? It's sometimes hard to tell whether people's stats are up to date. I know I'm not the best at keeping mine 100% to-the-minute. Let's throw him the next three charges, which would get him 12 more healing. If he didn't count the 8 from Kelian earlier then he's full, and if he did we can circle back to him.

Let's see, Nelly is right here while Kazador is manfully hoisting up a lever in the next room, so Nelly gets heals first. Using the next five charges gets her to 62/65.

And then we have three rolls left over for Kazador when he comes back for 15 healing. Same question for Kazador: did you give yourself the 8 hp from Kelian's channel?

Basically, I think we want to check whether we might want a couple more charges each on Kazador and Algric, but I think everyone else is good. And all it took was 30 charges off the wand:

9
9
9
5
5
3 - Túrion
3
3
3
2
9
7
2
2
4 - Fyrtor at 39, end of his rolls
3
2
9
9 - Fyrtor full
5
3
4 - Algric down 8?
3
3
6
3
3 - Nelly down 2
7
6
2 - Kazador

EDIT: Oh, and here's a roll for the GM, for mysterious purposes.

1d20 ⇒ 18


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +2 Hardy) Initiative (+6) MF (3/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Took into account the 8 on Algric. Thanks for tracking all this


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Thanks Mel :)


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Thanks. Now I'll be pondering the mysterious purposes for the days to come :)

I do try to keep my stats current, but if I kept accurately tracking the negatives it would have invited...questions. :D

Will do so in the future, now that the cat is out of the bag.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6
GM wrote:
I personally intend to have more of my mid-level characters spend the gold on that.

Be sure to run that by your GM first, as they may not allow it. There are differing opinions on whether or not a pearly white spindle can save you from death due to hit point loss.

I mean, not to rain on Túrion's parade -- it made for a super-cool moment, and I think it should probably be canon in this game that it works. Just expect variance from one table to the next, hey?


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Oh, just for the record, I DID run it by the GM first.

In this case, is also very clearly not meant to be abused in some way - and the altered death threeshold should suffice in most cases.

That said, there are a LOT of ways to die in pathfinder...this supposedly only protects against one way that my class will opt not to be exposed to in the first place.

And in a even slightly realistic setting, it's not unlikely people will scour the battlefield and coup-de-grace everybody on the opposing team just to make sure - so that said, I'd definitely let my players invest in the insurance policy if they want.
But then, I'm not a fan of killing characters with a random crit - such is life but it's so anticlimactic and usually an unwelcome road bump in the story.

But you are right, there is a lot of table variance with regeneration in general to begin with, so anything regarding that is probably a good idea to run by the GM first.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

It's true! Regeneration will not save you from suffocation, drowning, petrification, poison, disease, ability damage, ability drain or level drain. Among other things I've probably forgotten.


Brookside Campaign Journal

Good point, Mel. It doesn't give you regeneration, per se. But it is canon here. Perhaps I'll require people to upgrade to higher quality versions at some point if everyone gets one. :) But for now, it stays.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Yeah I read through the thread Mel linked,. It's debatable, but personally I don't mind it. It can also be done by bad guys so fair's fair. But it's probably not what was intended.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:
Brookside GM wrote:
Good point, Mel. It doesn't give you regeneration, per se. But it is canon here. Perhaps I'll require people to upgrade to higher quality versions at some point if everyone gets one. :) But for now, it stays.

If I can commission one, you can count on Muse picking one up! And buying one for everyone on his boat, and for everyone unwilling to buy one for themselves.

But when I thought about it, I can't imagine any in-game rational for a cracked Pearly White Spindle Ioun Stone being cheaper to make than a not cracked Pearly White Spindle Ioun Stone. It's literally the same thing except with an extra step, which is cracking it. If you set out to deliberately make one, it might cost an extra copper piece since they needed someone without spindly wizard wrists to hit the thing with a hammer. If there's one to be had at Ye Olde Magick Shoppe, it'd be well worth the 3,400 gp, but I think specific magic items are rolled for.

Of course, I'd love to be wrong here.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +2 Hardy) Initiative (+6) MF (3/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Agreed. That and it feels unique to Turion, and I’d rather not cheapen it by everyone running out and buying one.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Agreed.

I'll be fascinated to see what Túrion's first near-death experience was. I don't think he's gone down since joining us. I've got to say, it makes me worry a lot less about rocking a 10 CON on one of the squishiest classes in the game ...


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

When Turion hits CL 12, could he upgrade his ioun stone with mending or make whole?


Brookside Campaign Journal

Sure! If he also paid the gp difference via craft wondrous item...


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +2 Hardy) Initiative (+6) MF (3/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

So...if we are taking a break to heal, can we also ID the items from the two dead mages?


Brookside Campaign Journal

Loot for you guys to ID and sort out:

+3 mithral buckler
Amulate of nat armor +3
Belt of physical might +2, dex/con
Handy haversack
Headband of vast intelligence +6 (escape artist, perception, stealth)
Persistent metamagic rod
Lesser quicken metamagic rod
Ring of protection +3

Spellbook:
0: Acid splash, Arcane mark, bleed, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue
1: Alarm, color spray, comprehend languages, mage armor, SM I,
2: Burning arc, burst of radiance, glitterdust, SM II
3: Fireball, hold person, spiked pit, SM III
4: Acid pit, black tentacles, dimension door, dimensional anchor, emergency force sphere, resilient sphere, solid fog, SM IV, wall of bone
5: Cloudkill, cone of cold, hungry pit, overland flight, permanency, phantasmal web, SM V, teleport, trace teleport
6: Banshee blasst, SM VI

That's all from the senior mage but it's enough Monty Hauling on my part, giving the vaults too.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Wohoa, fancy stuff. Looking at it I think most of it fits Turion. The only item that I think Fyrtor could use is the upgraded ring, but he has a +2 ring already.

Edit: it may be beneficial to wait on dispositioning the gear until after we have the vault's loot unless we have another fight to go still.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Did you forget to put Age Resistance in the book, GM, or did he have some other trick for that?

Also, holy fazoli, you're not kidding about the monty haul, GM. That guy had 161,505 gp worth of gear, which is just a smidge over ten times the usual allowance for a heroic level 11 NPC. Not counting the spellbook, which adds another 4,9995 gp to the total (though obviously we won't be selling that).

Is his name in his spellbook?

The buckler has Kazador's name written all over it, since he uses one of those and has feats for it.

The amulet of natural armor and the ring of protection should probably go to people who spend time mixing it up in melee, i.e. Fyrtor and Brolin.

The headband, spellbook and rods are obviously best used by Túrion.

Could I request the belt for Mel? She still doesn't have one. Though honestly it might be a better fit for Túrion considering his low CON score; and I think we have an unassigned Belt of Dexterity +2 kicking around that Mel could use.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +2 Hardy) Initiative (+6) MF (3/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Agreed on that.

While some items are very useful for Kazador...they’re of elven design. I don’t want to forego mechanics, but it would look silly to be decked out in Dwarven armor and to then have a subtle elven buckler.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

Maybe he found the buckler here in Kazad Gravr? When the orcs came, one of the runewardens went to meet them, but during the fight someone sundered the strap on his buckler, which went flying off to a corner, there to lie neglected and unfound until the mage's elven eyes spotted it while they were infiltrating Kazad Gravr.

Also it looks like I was wrong, we don't have a spare DEX belt. But we do have a spare CON +2 belt, from the third orc engagement. Perhaps Túrion could take that, and Mel can have the DEX/CON belt.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

I don't think that an elven buckler has to look subtle, or incongruous. Silver goes well with everything, and I can see easy justifications for an elven buckler to look either very simple or very ornate.

Fyrtor, if you wind up with that ring, could I haz your old one? Muse also would be very much not adverse to taking the amulet, he hasn't got a source of natural armor yet.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Note: While we talked about what should be done with the loot from out last fight I haven't added it to the loot sheet. There's more there that needs a place on the sheet.

I'm sorry guys I started a new job and so I don't have a computer to do the sheet updates on. It's a lot slower when I do it on my phone and life's been busy. I'll try to make some time to get everything in the loot sheet up to date soon.


Female UC Rogue (Phantom Thief) 8, Warpriest of Ostara 1, HP: 91/91, AC: 24:17:19, CMD: 26 Saves: 10:12:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +13, Bluff +4, Climb +6, Diplo +12, Disg +21, Escape A +11, Heal +20, Kn(arc, nobles) +13, Kn(loc, planes) +21, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +20, Sense M +8, Stealth +27, Surv +5, Swim +6

No computer at home, Fyrtor? Bummer.

There's always the library!


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

For sure Brolin can have my +2 ring if I take the +3. And I think since I often have barkskin on the amulet of natural armor should go to someone else.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

I have one at home, but once I'm at home it's family time, I rarely get to use it. Mostly it's just my server now lol.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

Your quartermastering is very much appreciated, but there's no need for you to do all of it yourself. I don't want to mess up your system, but if you tell me what needs to be added I'll add it.

Also - should we remove consumed consumables from the loot sheet after they've been consumed?


Brookside Campaign Journal

Ah thanks, Mel. Yes he does have age resistance and lesser age resistance in his spellbook as well.

Also, there's a big difference between NPCs I use from the bestiary and NPCs I make. For example, you previously fought a level 14 half-orc ranger straight out of the bestiary plus pretty serious minions. This guy was level 11 with one level 7 minion.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

I appreciate the help, it's left open so you guys can edit it. We need to find the loot from the last fight and split it up as noted. We haven't consumed anything yet, but my plan was to remove it once it was gone, either from being used or sold. If you have any questions I'm happy to answer.

Thank you guys for being understanding :) this is by far my favorite game that I'm in because of the people playing/running. You guys are great


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Beginning of sorting the previous fight's loot.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

Muse consumed a CSW potion which I saw was still on there, which is why I brought it up. I think Mel drank a potion of fly, too, and there's probably some other stuff. I'll take the potion off the list, and let other people handle the consumables they've used.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Sounds good, I should have caught those. If we want we can do something like strike through, but I think removing them should be fine.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

Alright, I got everything from "4th Orcs Kazad Gravr" up! Incidently, I've been spelling it "Kazad Gavr" all this time. You learn something every day.

I just didn't bother recording the poisons, since none of our characters use them, or the arrows, since I imagine that the people to whom they were assigned are keeping track of those on their own character sheets and we don't really need records kept in duplicate of arrow counts.

I assumed that Muse was carrying any valuables that no one was using, like the +1 chain shirt and the signet ring, just because it's easier than making assumptions about other people's characters. For the things that others might want, I kept the column for who the item belongs to deliberately blank instead of writing "party", so they'd stand out. The one exception to this is that I gave Mel the composite merciful longbow, since she and Kazador are the only ones with the might to wield it and it was established that Kazador doesn't carry a bow (but that he might be changing that, in which case he should probably ask the party bowyer for help resolving his bowless plight.)

And I didn't know how much coinage to add, so I didn't.


Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +2 Hardy) Initiative (+6) MF (3/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Yeah. After this he is going to be really reconsidering his bowless plight.

Not that Algric seems to be too dispositioned to help him atm.

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