GM Kiora's Wrath of the Righteous

Game Master Kiora Atua

Chosen heroes have arrived in Kenabres at the dawn of the Fifth Crusade. Will they be the ones to end a century long war?

Battlemap


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Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

RWBY Spoilers... Kind of.

This makes me so happy. It's such a great tribute.


WotR Global Buffs/Debuffs: ----

A friendly reminder that, contrary to what the campaign tab says, I'm fine with people surging after the result of a roll has been made. :)

Another update to mythic nerfs is that we're going to trial a strict regen of 1/MP day. It is not possible to cheat this with anything short of mythic options (ambrosia, for example). At higher tiers I will consider scaling the MP regen up as your abilities become more cost prohibitive but we're going to tackle that as it comes.

Remember that I'm always eager for feedback regarding mythic - whether it feels balanced and fun :)

The campaign tab has been updated to reflect these changes.


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Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 137/137 | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +18 | MP 3/11 | LP 2/2 | PM 11/11 | SP 10/10

Oh dear.

The mythic nerfs don't feel particularly prohibitive so far! At least, not when we consider what some of our options would let us do if they weren't nerfed. I guess we'll have to be more careful with how we use the power from hereon out? 1 MP a day does sound a bit harsh - in tandem with the cost nerfs, I do wonder if it'll be too restrictive, but I won't know until I really see it in practice. Having fun though, even though Ehren's in a bit of a sticky spot right now. ;P

Speaking of which, Ehren's effective hit points including the Constitution penalties should be 18/64, correct? So he's pretty close to going unconscious due to nonlethal damage.


3 people marked this as a favorite.
Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

I thought that that had always been a thing of 'only one a day, other than mythic trials'. :)

Does that mean that Mythic Confidence is just an increase to my pool size (should I take it? It's Marshal Path).

Does that mean that the Mythic Spell Pool thing that somebody mentioned (that is treated as MP for the sake of Mythic Spellcasting, only) will function as a pool size increase, or will it have its own regeneration?

Will Legendary Equipment still regen at full, or at one point a day, or do we have to choose to feed our equipment or ourselves?

:) I Know what the answers -were-, but I don't know what they now -are-.

Ehren Ferron wrote:
I guess we'll have to be more careful with how we use the power from hereon out?

I think you mean 'Herron' out, Ehren Ferron.

That's what you get for putting Nick Cage in a Bird Cage. :)

Honestly... I don't know how to help Ehren. I could lob an alchemist fire at him, buuuut...


3 people marked this as a favorite.
WotR Global Buffs/Debuffs: ----

Right now the adventure is fairly travel heavy, so there will be several points where it's basically (adventure) ----> travel for several days in which nothing exciting happens ----> (adventure) ---> repeat. This'll be how it goes until level 12+ at least. Also, eventually you guys will get your own kinda kingmaker-lite thing, which will of course will come with suitable amounts of downtime so that you can actually go through the motions of running your own base and build buildings and whatnot :)

So generally you'll have full MP at beginning of each "quest" or "mission" or what have you, assuming you're not guzzling it during downtime to craft or something else.

At higher tiers though, time will pass slowly and you'll have a higher density of encounters/week, mostly because instead of walking you'll be teleporting or plane shifting (or zooming through the ley ;) ) to skip a lot of travel time. So at that point we're likely to have to either increase the regen rate or find another option.

The other thought I've been kicking around right now is simply letting me take full control of the mythic regen and only restoring MP as I choose. This would allow me to precisely calibrate exxaaccttly how much MP I want you to have available for X number of encounters. The problem with this, though, is it will likely feel arbitrary and you guys will have difficulty making decisions as to how to conserve/spend MP. Also, it pretty much makes mythic options that increase regen rate useless and I don't like killing options. So right now gonna try strict 1 MP/day and see how it feels.

Please rest assured that if I change mythic regen and you HAVE picked a mythic regen option as a tier ability you'll of course get a chance to retrain the option so you're not stuck with a dud.

Right now my goal is to get you guys at a point where you feel comfortable spending MP during most "significant" encounters (such as this one!) and also during social/skill encounters. But also it shouldn't feel like a limitless resource (which at regening all of it every day it is).

-----

@ Ehren I have you at 20/64 HP (Dmg taken : 11+10+11+9+3). But yes, pretty close, and totally possible you'll fall unconscious next round to beeeeeeees.

-----

@Ary

Yeah, I'm nixing the idea of regening after trials. Because you have a LOT of trials, especially at higher level (sometimes multiple trials in one day).

I'll probably 'fresh you guys to full after gaining a new TIER but - since most of the time you gain a tier there is a moment to catch your breath in the story - this would basically just be a symbolic gesture of gaining power than something actually balance-y.

I'm not sure what you mean about the mythic spell pool thing.

Legendary Equipment regens 1/day.

EDIT: Mythic confidence gives you a pool of 3 confidence (+3 for each time you take it), which can be used on surges only. That will regen to full every day.... for now. We'll see if that becomes too much. Getting 3+ extra surges per day doesn't sound too terribly wonky though.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

No definite plans to get confidence into the build, no matter how it works. :)

Confidence would definitely go a long way towards making Ary better at the 'people listen to me' thing. I guess that's kind of the intent, huh? But along those lines, I also need to remember that it'd come pretty late in the build as most everything is accounted for early! :(

There's also another confidence thing that lets me use those for 'Marshally' things. The problem with taking both, in a baseline game, is that you could just take Extra Mythic Power twice and come out ahead. :(

The Mythic Spell Pool thing might be a figment of my imagination for all I know.

Mythic Spellpower is an Archmage ability that can be taken up to three times. Each time is 2 mythic spells per day, without expending MP. Does that include the MP you would spend to augment?


WotR Global Buffs/Debuffs: ----
Quote:
Mythic Spellpower (sp): You have a pool of magical power you can draw upon for casting mythic spells. Up to twice per day, you can use this power to cast a mythic spell without expending any uses of mythic power. You can select this ability up to three times; each time you do, you gain two additional uses of this ability per day.

I'm gonna rule that you still need to spend MP to augment spells cast using Mythic Spellpower. So you get freebies of the base versions.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Giving Ehren a little bit to reply (and I suppose the Babau can go, too...). In the meantime, as a splash weapon will the flask benefit from Prayer and Inspire Courage?


WotR Global Buffs/Debuffs: ----
Ary Bishop wrote:
Giving Ehren a little bit to reply (and I suppose the Babau can go, too...). In the meantime, as a splash weapon will the flask benefit from Prayer and Inspire Courage?

Yes ;o


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Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 137/137 | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +18 | MP 3/11 | LP 2/2 | PM 11/11 | SP 10/10

Whatever happens, this is gonna hurt. :P


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Why'd ya have to go and make things so complicated...


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

:(


Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 137/137 | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +18 | MP 3/11 | LP 2/2 | PM 11/11 | SP 10/10

Owwwwwww.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Sorry, Ehren. That was totally not the goal. The goal was to burn a hole for you to escape while hurting the wasps... I didn't know I'd knock you unconscious. I'd also hoped the wasps would be caught in the web-fire. :(


WRONG ALIAS

He's not that bad off, if Markus can heal him this coming round he'll be fine. If Markus can't, Isilme will go heal him and get him out of there. :)


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

We are having a very bad time with this fight.


WRONG ALIAS

Honestly for having half our group locked down for the majority of the fight, we're doing spectacularly. Mr. Pinchy saved our asses though!


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Well... that's mostly what the boss did. Create monsters, and create hazards. Which has worked -swimmingly- for him. :P


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

And he's probably about to get away with the prophecy. Just as a last screw you.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Eh. We can get the prophecy. We can get the cultist. There's only one Ehren, though. :)


WRONG ALIAS

Well, did what I could :p

Won't be able to cast on him again next round sadly, though I suppose I could try to run him down, but I'm not sure if Isilme could handle him if he summoned something else :p


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Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 137/137 | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +18 | MP 3/11 | LP 2/2 | PM 11/11 | SP 10/10

Plot twist: Ehren dies and when you recover the prophecy, it says as much right there in the fine print. :P


3 people marked this as a favorite.
Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

"A young light will be traded at dusk for the shadow of a nightmare.

An extraordinary stone will be exchanged for an ordinary scrap of parchment.

Your lucky numbers are 16, 34, 28, 42, and π"


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

Never again! We've already lost one hero. We won't lose another!


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Male Dhampir (Moroi-Born) White Necromancer 7/Archmage 2 | hp 51/51 (healthy), AC 12, touch 10, ff 12, CMD 15 | Fort +3, Ref +2, Will +7, various bonuses | Init -1, Perception +2, low-light, darkvision (mythic power 7/7)

Nah, Markus ain't letting Ehren die. Time to put some of that nifty ranged-wordcasting-healing to use.


WotR Global Buffs/Debuffs: ----

Noticed that no one took up on Ary's last Rally! For shame, guys!

So just so y'know, Ary, if that happens, I'm totally cool with you rerolling a dice for someone so that your ability gets used :)


1 person marked this as a favorite.
Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

I'm used to it. :P

The thing about Rally is that it will either save someone from a botch, or probably not be used.

I think part of what makes people afraid to use it is that even a 2 is infinitely better than the 1 that might rear its ugly head. :(

Also, that was a really good round for rolls, so I wouldn't have rerolled anything, either.


Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 137/137 | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +18 | MP 3/11 | LP 2/2 | PM 11/11 | SP 10/10

That went well. ;P

At this rate we might have to put in with a round two with Caggrigar, unless his demonic copilot screws him over for us.


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Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Two very important questions: What is the overland flight speed of an unladen Caggrigar.

Is Caggrigar now DEMON!?


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WRONG ALIAS

Wow. Started home at 7:40 pm, waited for bus for 2 hours, sat on a bus for another 30 min, then ended up having to walk home 3 miles :o

What an evening.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Welcome home. :o

I got off at noon today. If it had been a full day it'd have gotten scary. Stupid winter finally arriving.


WRONG ALIAS

Hehe, thanks.

Yeah! Only gonna get worse tomorrow too! :o


Buffs | Char. Sheet |

How is the snow? Rain?

Also, why not get the demon to steal the books instead of copying them? At least we would be sure that we get the right stuff and not some modified version.


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

I was worried about a horde of demons coming after us to get it back. If they still have a copy, they have no reason to chase us down, though it does mean they also have the prophecy. I'm trying to decide exactly what would be a good idea to order him to do. Or if I should order him around at all. It's definitely a bad idea, but is leaving the prophecy in the enemy's hands worse?


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

In my experience as a player, a prophecy is always one of two things: A plot hook, or a way to worry yourself to death. I'd say letting the enemy worry itself to death over something is significantly better.

Also. Demons are not devils. You can trust a devil to do what he promises while he screws you over. Not so for a demon.


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

I'm fully aware we can't trust the thing as far as we can throw him. Even if we can throw the little heckler pretty far. I'm just torn as to how important this prophecy might be.

In character, Val would rather not take anything from a demon, especially her grandmother. If the party's not interested, she'd rather fail to get the prophecy than rely on the quasit to get it. Especially since she considers prophecy to be either nonsense or trash.


Male Oread (Kellid) Legendary Druid 11/Hierophant 4 | HP 137/137 | AC 24, T 23, FF 19 | Fort +8, Ref +6, Will +18 | CMD 27 | Resist Acid 10 | SR 13 (evil outsiders), 17 (demons) | Init +2 | Perception +18 | MP 3/11 | LP 2/2 | PM 11/11 | SP 10/10

I am of the impression that less than half the party takes the prophecy very seriously, and for good reason. Ehren thinks it is of dire importance, but he was not about to suggest a suicide mission... or to rely on a demon to get it.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Oh, Ary cares about the prophecy. It's their mission. Which means if we don't bring it back, we fail. With that in mind, Ary really, really wants it, because the Crusades put enough stock in it to send us. But, getting it from a demon who we bargained with, with no proof that it is the original writing, is infinitely worse.


WRONG ALIAS

Yeah, that's my take on it too. Can't consort with a demon for it :P

And definitely not suicide mission material.


Buffs | Char. Sheet |

@Valaria: right, but if Caggrigar was a real ally of demons, why would he have needed mercenaries to come in the world wound? Somehow, I am not convinced that he can enlist anything in the city.

Agreed with everyone, Hinagiku would not want to deal with a demon, nor go on a suicide mission.


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Male Dhampir (Moroi-Born) White Necromancer 7/Archmage 2 | hp 51/51 (healthy), AC 12, touch 10, ff 12, CMD 15 | Fort +3, Ref +2, Will +7, various bonuses | Init -1, Perception +2, low-light, darkvision (mythic power 7/7)

Markus' take is that this demon is not actually allied with any of the other demons. Demons war with each other constantly. Why not use that?

Besides that, Markus doesn't care much for the prophesy - he does care more about Illayna, though. If you were going to ask the quasit for something... it should be where she is and how to help/save her.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

My problem is, he has actively said, he wants nothing more than to screw us over. Just take him at face value...


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Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

I forgot in the scramble when the quasit decided to show up, but I would have tried to recover as many of my daggers as possible before we got moving.


WotR Global Buffs/Debuffs: ----

Hmmm you threw 9 daggers, so lets say you recovered 5 :)


WotR Global Buffs/Debuffs: ----

Valaria: Audited your inventory and I believe you should have 2 cold iron starknives, 2 normal starknives, 7 cold iron daggers and 5 daggers.

You shouldn't have any rations because they were disposed of after rescuing the cavaliers near Fort Portolmaeus.


Female Tiefling (Pitborn) Bard (Weapon Champion) 9/Champion/Trickster 3 | HP: 97/114 | AC: 25, Touch 18, Flat-Footed 19 | CMD: 26 | Fort: +10, Reflex +13, Will: +10 | Init: +6 | Perception: +16, Darkvision 60 ft. | Performance: 18/24, Shatter: 1/1, Lore Master: 1/1, Mythic Power: 6/9

Alright then. I haven't edited it in a while. Fixed to be up to date.


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Also, you twiddly fingers might want to check Embla for Hypnosis or some other enchantment. Wouldn't be too hard for a man with such potent blood to have changed her personality a bit.


WRONG ALIAS

That'd certainly change Isilme's tune about him getting a second chance.


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WotR Global Buffs/Debuffs: ----

Gold star for Markus!

Yay guys! 7,000 posts :D

also, dun dun dun D: night hag!


Living Steel DR 4/Evil Female InE 1 / SYF 1 / SP 1 / SCB 1 Valiant Keeper Half-Elven Ran 8/War 2/Fig 10 (VMC) HP (153/153)
Stats:
AC/Touch/Flat/CMD 32/15/25/30 | Fort/Ref/Will +13/12/12 | Init +05
MP 06/11 LP 3/3 AM 3/3 SP 12/12 CS 12/12 M 0/6
Skills:
+21: Acrobatics +22: K(Pl) +18: Athletics +17: Perception +15: P(Soldier); +14: K(Du, Na, Re), A(Poetry), Survival; +12: Diplo +8: Stealth; +7: Spellcraft, Ride; +6: Heal; +5: L(Drezen); +3 Ling; +2: K(No, Lo, Ar)

Seriously, though. A night hag appears in a tavern full of very armed people. I don't think she'd make it out alive, by any stretch.

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