
| thermopyle | 
 
	
 
                
                
              
            
            So, like this?
1. Thren - long running buffs
2. All - start walking
3. Lee - Invisibility on Emberar & Himself
4. Thren and Lark - Stealth, start moving at half speed
5. Thren - Haste for faster Stealth?
5. Pause in sight of targets (look for magic, etc.)
6. Thren - Haste (other buffs?), Emberar - buffs
7. Pile on the spear wielding cyclops. Maybe Lark has to try and draw him out?
I'm sure the initial attack will depend a lot on what we find when we get back to the clearing...

| KeefX | 
 
	
 
                
                
              
            
            Sounds fine.
If we get split up, Lee can try to use Message to coordinate. It's whisper-level quiet communication.
If we get Silence dropped on us again, Lee will have to get out of the spell radius to cast, but once he's able he'll keep piling on spells.
Remember to stay close if you all want Lee's opening Haste to have any effect on you.

| DeathQuaker RPG Superstar 2015 Top 8 | 
 
	
 
                
                
              
            
            The next time you get a 2nd level spell, as a pirate you should take this one. ;)
Speaking as a recent player of a few bards (archeologist and arcane duelist (the latter ongoing)), my thoughts as a Pathfinder player:
Displacement - very handy buff for yourself or others, useful throughout gameplay in my experience
Gaseous Form - I've honestly not ever taken this one, but could be a useful escape or spying option
Good Hope - Sort of a mass heroism, but has good duration and also counters despair effects. My archeologist (who otherwise was not much of a buffer bard) got a lot of use out of it even at very high levels because it's an easy buff to put on everyone at once. 
Invisibility Sphere - Given how stealth based this party tends to be
Major Image - Illusions are always very circumstantial for usefulness, but could have some creative uses on the high seas when trying to pursue ships, among other situations
Remove Curse - I think Emberar should have on his spell list, but this is a pirate campaign and you guys have been hit by curses before
See Invisibility - Because invisible characters are annoying, and glitterdust only works if you have a good sense of what square they're in. 
Summon Monster 3 - Never hurts to have some backup, and IIRC when the druid was in the party, her nature's ally spells were very helpful.
Thundering Drums - Ironically this is the one I throw in as very iffy. What's good about it is, like several other unique bard spells, it does sonic damage which few enemies have resistance to. It doesn't do MUCH damage though (maxes out at 5d8) and everytime I've cast this or a similar spell, the target has ALWAYS saved versus the negative effect. If you were optimized toward high saves/that spell school, maybe, but as our primary buffing caster I don't expect you to be. 
Tongues, Communal - Can be handy for unusual diplomacy situations.

| Lathiira | 
 
	
 
                
                
              
            
            That spell should be allowed as a bonus spell known in all pirate campaigns, though ironically Thren's gone almost to teetotaler after Lilywhite!
I think that given all this advice (and everyone's conclusions more or less match my own), I'm going to pick up displacement. Miss chances are useful throughout all levels of the game. I'll pick up some of these others as time goes by. Sorry about that, I just decided it was a good weekend to audit my character and realized I'd forgotten to pick my second spell known for the level.

| GMDQ | 
 
	
 
                
                
              
            
            Sorry folks, I had the fight all set up and then apparently forgot to save the file with the updates noted.

| thermopyle | 
 
	
 
                
                
              
            
            I've moved Lark on the map to where he intends to go, presuming Emberar steps forward (and west) so they can flank. I'll hold off on posting the action until I'm sure we're on the same page.
Also - I failed to update my stat line after Emberar did more healing on the beach. Lark is at full HP to start this fight. I'm sorry I'm making your job harder, GMDQ!

| GMDQ | 
 
	
 
                
                
              
            
            ... hotbed points...
Okay, Jason Buhlman has got to stop trying to solve every game mechanics problem with a point pool. ;)
(I assume autocorrect was having fun.)
Sorry about the hit point miscalculation... I think I added the bonus HP for only one of your hit dice rather than all of them.
Lark, you're up! You'll need an Acrobatics check to avoid AOO.

| DeathQuaker RPG Superstar 2015 Top 8 | 
 
	
 
                
                
              
            
            BTW this is how I am mediating "bull rush into web" -- bull rush is nebulously worded that you cannot bull rush someone into a solid object "or obstacle." Obstacle is entirely undefined, but based on what appears to be the intent of the rule, this seems to be any solid mass that would prevent MOVEMENT into the square. I am ruling that if you can step into a square (even if difficult terrain), you can bull rush something into it.
However, I am also ruling that since difficult terrain (like web) you need a success of the target's CMD+5 to move the target 5 feet, and +15 to move them another 5 feet, etc. This seems to be how many adjudicate it.
And yes, I am being creative with it, but that means you can too.
(Honestly I think that you can't bull rush someone into a solid object is stupid, but that's a balance conversation for later.)

| thermopyle | 
 
	
 
                
                
              
            
            GMDQ - with his boots of striding and springing Lark's movement is 40'. I counted two diagonal tiles and one straight tile to get to the edge of cave. If I'm counting right that's four steps, which is half of his movement.
Also, Haste grants extra movement. Does that factor in calculating stealthy moves?

| GMDQ | 
 
	
 
                
                
              
            
            I thought you had moved about 6 squares, but I didn't remember exactly where you had started.
You're right, with haste and the boots you should be fine. I'd forgotten you had the boots.

| GMDQ | 
 
	
 
                
                
              
            
            Glad you feel better, Sunstruck. I've been getting over a cold myself.
I'll await posts later.

| GMDQ | 
 
	
 
                
                
              
            
            You know I had forgotten about that, too, to be honest. But I'll say yes, if you're adjacent to the elemental (or 10 feet away with low light vision), they are bright enough to negate the dim light effects. Which conveniently means you guys don't need to reroll. :)
Their AC is 16 so they are gone. A bummer for me perhaps, but this combat has to end sometime. :)

| GMDQ | 
 
	
 
                
                
              
            
            Wow, nice hits, folks!
I have a vague memory of playing one of the Gold Box games and actually accidentally killing one of my characters of old age by casting haste too much.
I also remember playing AD&D 2e and killing my character by throwing 00s on the failure chance chart for casting teleport. We were fighting the tarrasque. She wasn't hit once by the monster, but died trying to teleport into a tree 20 feet away.
I do not miss the "good old days" at all. A lot of folks whine about how "nerfed" spells have become compared to old ed, but they often conveniently forget that sometimes the more powerful, older versions of spells came with ridiculously unfun consequences.

| Lathiira | 
 
	
 
                
                
              
            
            I'm fine. Here's how it went for me:
Heard some noises. Assumed it was the field mouse in the ceiling. Smacked ceiling. Realized it was just rain hitting the window. Shrugged. Then I heard a low-lying plane, realized planes don't get that low and what it was. Heard it for maybe a minute. The End.
The TJ Maxx, though, got taken out.

| KeefX | 
 
	
 
                
                
              
            
            Yeesh. Tornadoes are not to be trifled with.
An another note, there has been some discussion about "Riverdale" on Netflix. Things like, "I don't think I need Dark Archie..." Which rapidly became "D'Archie". Anyway, I succumbed. It's pretty dark, but seems to be well-done and entertaining, especially if you enjoy "I'm crazier than you" one-upsmanship-style storytelling.

| DeathQuaker RPG Superstar 2015 Top 8 | 
 
	
 
                
                
              
            
            Where the hell were these die rolls when you were fighting Orsilir? That's how it should have gone...
Pretty amazing. She's down to 3 hp I believe.
(It was hard to choose whether to heal or attack, but with those rolls I don't think it would have mattered much if she had healed.)
As for Riverdale... just doesn't look like my thing but I'm glad to hear it's better than it looks. I've also heard very good things about the Chilling Adventures of Sabrina.
Daredevil S3 is good. Black Lightning S2 is really good.

| GMDQ | 
 
	
 
                
                
              
            
            No, that's got her down, if not dead. I'll post tonight when I have access to my notes.

| Emberar "Sunstruck" Lealtus | 
 
	
 
                
                
              
            
            Daredevil season 3 is good, huh? I have to admit, I didn't love s2 (thought it was ok), so I haven't checked it out yet.
 
	
 
     
     
    