GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


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I probably won't have a problem with it, but want to see everything first so you may have to wait a little bit until that happens.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Completely fine with that.


HP: 9/9 AC:16:13:13 Saves:3:5:2

The other Tiefling traits:

Beguiling Liar: Many tieflings find that the best way to
get along in the world is to tell others what they want to
hear. These tieflings’ practice of telling habitual falsehoods
grants them a +4 racial bonus on Bluff checks to convince an
opponent that what they are saying is true when they tell a
lie. This racial trait replaces skilled

Scaled Skin: The skin of these tieflings
provides some energy resistance, but is
also as hard as armor. Choose one of the
following energy types: cold, electricity, or
fire. A tief ling with this trait gains resistance
5 in the chosen energy type and also gains a
+1 natural armor bonus to AC. This racial trait
replaces fiendish resistance.

Soul Seer: Rare tieflings have a peculiar sight
that allows them to see the state of a creature’s soul.
They can use deathwatch at will as spell-like ability. This
racial trait replaces the spell-like ability and fiendish
sorcery racial traits.

Vestigial Wings: Some tieflings possess a pair of
undersized, withered, or stunted wings like a mockery of
those of their fiendish forbearer. Sometimes these wings
are leathery, like those of a bat. Other times they are
covered with a scattering of black, red, or violet feathers.
Rare manifestations can take even more bizarre forms.
These wings do not provide the lift required for actual
f light, but do have enough power to aid f light attained
by some other method, and grant a +4 racial bonus on Fly
skill checks. This racial trait replaces skilled.

The other Tiefling feats:

Armor of the Pit
Your fiendish traits take the form of a protective scaly skin.
Prerequisite: Tiefling.
Benefit: You gain a +2 natural armor bonus.
Special: If you have the scaled skin racial trait, you instead
gain resistance 5 to two of the following energy types that you
don’t have resistance to already: cold, electricity, and fire.

Expanded Fiendish Resistance
You gain extra fiendish resistances.
Prerequisite: Tiefling.
Benefit: Pick one of the following energy types that you
do not already have resistance to: acid, cold, electricity, or
fire. You gain resistance 5 to that energy type.
Special: You can take this feat multiple times. Each time
you do, pick another energy type you do not have resistance
to. You gain resistance 5 to that energy type.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Soul Seer is cool too! "I know how close you are to Pharasma! WooOOoooOoOOooOOo!!"


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

I may do a full withdraw.


Kilthan

So you rolling that "1" reminds me of my Monday night home game.

So one of the players is historically consistent with poor dice rolling. Whats even better is that typically the bigger the moment the worse he does. And when the dice don't matter he rolls exceptional. I've played with him over 10 years and it is always like this, its crazy. (He's playing a paladin of Iomede wielding a +2 keen longsword)

So we play with the fumble and crit decks. Over the last few months this player has hit himself, broke his sword, lost his sword etc etc.

A few weeks ago he got blinded and couldn't fight the whole time.(Needed to roll a 2 to make his save)

At the next big fight he missed his save to confusion and it wore off one round before it was over (Needed a 3 to make it). He spent that last round moving into battle.

Last week he was flying on a fight on a tower and rolled a 1 and drew a card that said "Weapon flies 2d6 squares in random direction" There goes his main weapon falling 60 feet off the tower.

So last night his dice are running hot rolling 18-20 almost every round, unfortunately he is fighting an incorpreal creature so no criticals.

Then it moves to underwater fighting . The group was 200 ft below the surface with about 200 feet more to go until the bottom. First attck a "1", draws the card "Drop Weapon" there goes his main weapon once again.

So long story short "At least we aren't using the fumble deck!"

As an aside, the other melee character got "You lose weapon and opponent gains possession of it" at the same time as the above character lost his weapon too. I think the curse is spreading"


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

I had a past character in another gaming system who had the power to almost never fail a to-hit roll, and then do near minimum damage. He became so well-known for it that even several campaigns later, anyone who did that was said to be "pulling a G'narth".

What's weird is that I'm rarely cursed for long periods of time the way Kilthan is -- must just have been rolled up under a bad sign. :)


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

We played the Rolemaster system with open ended criticals and a fumble table. A friend of mine showed what nasty things you can do to yourself with almost every single weapon in the game. We called him fumbles. I do not know how many percentile dice he threw away in disgust. At least the dice bot is immune to destruction or damage.


HP: 9/9 AC:16:13:13 Saves:3:5:2

can I find a place that sells a Master work cold iron scorpion whip, (310gp) (getting that +1 will cost me a bundle (+4000gp))


Once back in town you could go to "The Captain's Blades" which deals in melee weapons. Something like that would probably be ordered from Magnimar however and take a week to get in.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Being debuffed to the tune of -8STR is quite humbling.


I know it isn't comforting, but at least its a penalty and not Str damage.

You definitely have had some poor luck in saves so far.

Hey one question, you factored in the +2 to Str for enlarge ya?


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Also, Justin, the -8 to strength should only last 2-3 more rounds, hopefully we will still all be upright then.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Yes, my STR is 11 (13 enlarged) debuffed, but -1 size penalty counteracts the +1 STR bonus. Power attacking was the best move, but if I missed by one that is the luck. My +1 bonus vs undead counteracted the penalty for PA, so until the spell wears off, I am a definitely not myself with only my +2bab.

I may have made a tactical mistake waiting with the smite evil, but the percentage play was to use it on the big zombie. Once I got debuffed, however, putting a three natural attack zombie down seemed more important. Sadly there I missed on two of three attacks too and Aarakess had to help out there.

Let's say this fight is not a cakewalk.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}
Justin D'Rite aka Sluuth wrote:
Let's say this fight is not a cakewalk.

"I'll say it's not, y'know with his army of big, no giant zombies, and his horde of evil necromancers, and who know's what other fell magics at his disposal after he blinded/deafened/endunderated us all!"


Justin D'Rite aka Sluuth wrote:

Yes, my STR is 11 (13 enlarged) debuffed, but -1 size penalty counteracts the +1 STR bonus. Power attacking was the best move, but if I missed by one that is the luck. My +1 bonus vs undead counteracted the penalty for PA, so until the spell wears off, I am a definitely not myself with only my +2bab.

I may have made a tactical mistake waiting with the smite evil, but the percentage play was to use it on the big zombie. Once I got debuffed, however, putting a three natural attack zombie down seemed more important. Sadly there I missed on two of three attacks too and Aarakess had to help out there.

Let's say this fight is not a cakewalk.

Did you include Rohara's bless? No one (But Rohara) has been keeping status spoilers, but I am pretty sure she has cast it


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Now that you mention, even with Rohara reminders, the bless was not included.
Getting a potion in Aarakess would be nice, getting Kilthan conscious would be nice too.


That means you got in a hit in this round, didn't kill it, but damage


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

I was planning on using burning hands earlier, but you all blocked me off of where I could have gotten 3 or 4 of them. Now I am trying to keep myself alive so that I can debuff the wizard. fortunately he has to be just about out of spells. He has cast at least 4 spells so far, 3 level 1 and 1 level 2.


I now have my hands on the Advanced Race Guide, haven't had much time to look at it, but if there is anything in there someone is interested in, let me know.

Now to find time to read it, then decide how to use it in my next game. My two ideas at this point is:

a game where everyone makes up their own race, including backgrounds, kingdoms, etc

or

reigning it in a bit and running something a bit more normal, but all starting characters get some bonus Race Build Points from some "experiment" in the past.

There was a post I saw about how build points and race points were about equal which would make an interesting way for starting characters. If a 20 PB game with normal races (10 RP) combined the two points (30 point overall) you could pick a higher RP race with less BP or a lower RP race with extra BP


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Making custom races is fun, I'd recommend giving that one a go, see what creative ideas people can come up with! I mean, look at what history's already given us.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Hmmm, I might have to get that book and read it before I start my campaign. Although I am kind of old school and will be running an AD&D converted campaign.


Totally down for that Aarakess!


I wish I could find that post about BP and RP equaling about the same amount. Why oh why didn't i favorite that!


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

I assume divine health will kill these worms outright. Kind of humorous that I have more reasons to miss it.

Any significant changes to the lizardman? Aarakess, please PM me if you do something old school. My Osric TOEE PbP campaign is slowing down some.


I looted at it and the way we figured it out the RP for the race was equal to 11 (10 is the average for a starting race) .


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

ToEE Info:

I will post here when I start recruitment. I have given one RL friend an auto in and he will be playing a Rogue.

At present I am planning on starting recruitment in about 2 weeks, probably around the 15th of July. It is going to be the Temple of Elemental Evil. I am placing it in northwestern Taldor (that government is screwed up enough you could probably open a mile wide gateway into the Abyss and nobody would notice for years.) Even if you have played ToEE before, or played any of the video games, I still think that it will be fun. I will most likely change up the dungeons so that people who expect certain things behind certain doors will be in for a surprise.

If you are interested, start thinking about your backgrounds/characters as I expect a fair amount of interest and I want people I know to be able to think about what they want to play.

Because I like the people to be able to play any race if they have a creative background, I am planning on allowing a little more flexibility by allowing players to switch one modified stat to another in the same group. ie - if you chose elf, you could switch the +2 from Dex to Str if you wanted, but not to Wis. Or you could make the -2 in Str instead of Con. You will not be able to switch a mental adjustment to a physical stat or vice versa.

This way if you really feel the need for a halfling fighter or a dwarf wizard, you can adjust things slightly to make this possible. The only races I would not allow this on are those with two +2 bonuses and no -2 (Aasimar, Hobgoblin, etc.)


Aarakess sounds awesome! Thinking of possibilities now.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Due to the Canadian Long Weekend, I'll be out until Tuesday -- at which point I promise to return to my usual posting and happy contributing self. :) And I'd like to thank everyone for bearing with me the last 10 days or so...


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Just a heads up, if we do decide to take a day off, I can craft 4 potions of 250gp base value or less. So if anyone has any requests, just throwing it out there.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Shield of faith, enlarge person, oil of magic weapon, and bull's strength are nice.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Shield is usually better than Shield of Faith I think.
Bull's Strength is Level 2, so we do not have that yet, at least I do not think we do.

Assuming you have to stick with your spell list:

CLW
Shield x2 (give one to Justin and one to Kilthan, increases each's AC by 4)
Comprehend Languages - always nice to have one in case it is needed

Also, Justin - unless you are using your sword, Enlarge person does not help that much. (-1 AC, +1 damage, +0 attack(Str & size cancel out). )Your attacks go from 1d6 to 1d8 which is not that much of an improvement. If you are using a sword, it goes from 2d6 to 3d6 which is very nice with reach. Also, for future reference, you should check to see whether you have reach if you are using your claws. I am not sure how that works.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Oh yea, the other half of that equation is that I have to know the spell, so...

Cure Light Wounds, Identify, Bomber's Eye, Shield, Disguise Self, Comprehend Languages, Ant Haul.

Also it can't be a Personal spell.

So really, I think that leaves Cure Light Wounds now that I look. And Ant Haul.

If I could find a way to learn Enlarge Person I could do that one. Shield of Faith and Magic Weapon aren't on my list, and not high enough for Bull's Strength yet.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Shield and Comprehend Languages are both Personal range, so can't do those as potions either.

Man, now I feel almost useless on the potion front. Goes to pout in the corner.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Shield is great for Kilthan and I. These potions at 25 gp each for +4 AC are a bargain. It also gives Kilthan and I an action to do in a surprise round or when we can't do anything else better. Potions are great for action economy. I almost picked the trait that allowed potions to be drank as a move action assuming a lizardman can just absorb it through the skin if needed.

Enlarge is a wash except for the reach, which can grant an AoO. When enlarged the two handed sword is ideal or enlarge can extend the trident to 20' reach (1d10->2d8 damage) and surely grant an AoO if someone wants to close from 20' to 5'. Sadly Justin entered the last battle enlarged with the trident and watched the zombies rush him and get to close range quickly.

Claws and bite enlarged do extend to 10' reach. But you are 100% right, the additional one AoO if it is a claw is not that impressive, greatsword or trident are probably better with reach if an AoO is in the air.

I am toying with the idea of switching to a falcata and shield too.


HP: 9/9 AC:16:13:13 Saves:3:5:2

Cure light wounds potions are a very good thing to get,
so don't feel to down about it.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

I say a few potions of CLW are ok. But save the money, Wands of CLW wounds give you a lot more bang for your buck. Enlarge person would be a great potion. We should buy you a scroll so that you can scribe it into your formula book. Also, I think you are limited to one potion per day, but I could be wrong on this.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

It's one per day, unless the cost is 250gp or less, then it takes 2 hours. So 4 a day.

EDIT: And that's base cost, not cost to create.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

This is my question on magic item creation.

The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item's base price (or fraction thereof) by increasing the DC to create the item by 5.

Thus, you can create a potion or scroll at the end of the day while we are all sitting around the campfire - only requires 2 hours. However, it does not matter whether it is 2 hours, or accelerated 4 hours, or a normal 1 day (8 hours) for creation, it seems you are still limited to 1 item per day.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Hmm, missed that part. Touche.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Enlarge potions are extra-useful because they bypass the casting time (then again, just having a prepared infusion does that, too).

The range of personal also prevents Bomber's Eye and Longshot, which is unfortunate when you've got a fun ranger who likes throwing axes. :)

Ant Haul is highly useful -- though it's only good for a few hours (what's extra-nice is the 2 hour per level duration).

Of course, we'll all love Dryn even more than we already do and throw money at her when she gains access to her level 2 formulae -- Cat's Grace, Bull's Strength, Barkskin, Delay Poison, Lesser Restoration, Invisibility, etc, etc, etc.

Also: Back and ready to scout and get knocked down. :)


Want to keep skirting the edge of the circle?


HP: 9/9 AC:16:13:13 Saves:3:5:2

Ingrid will check on going


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Have we really racked up all that damage on #2, and he hasn't fallen? That is one tuff wind warrior.

This is definitely a good example of teamwork in a confined space. Buffed plus the foe debuffed equals three hits, one a crit.


Justin D'Rite aka Sluuth wrote:

Have we really racked up all that damage on #2, and he hasn't fallen? That is one tuff wind warrior.

Since it is an air creature it doesn't show how damaged it is, could have only 1 left!


HP: 9/9 AC:16:13:13 Saves:3:5:2

then lets focus our attack on that one.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

As an FYI - Rohara is at -9hp, and -10 is DEAD. I cannot get to her, so I am hoping that someone on the other side can heal her.


HP: 9/9 AC:16:13:13 Saves:3:5:2

I will.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Looking for some honest input on this one. I think I've done as much friendly fire damage as enemy damage with Dryn. Has it become less occasional risk and more annoying side effect at this point? I ask because I don't want to upset anyone about it.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Dryn saved our bacon against the swarms and will only get better as we go. And she came up with my 'palizard' nickname. Plus we have Rohara to smooth over the occasional group splashes.

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