"Ilvarandin, Cradle of Nightmares" Investigation & Darklands campaign (Inactive)

Game Master CrusaderWolf

In the vibrant streets of Magnimar a new player has muscled into the underworld, and the City of Monuments isn't the only place they have their eyes on.

Roll20 Maps Link


201 to 250 of 336 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Silver Crusade

Boru, let me know if you're still having trouble with your token, and you still have a surprise round action before Round 1 officially starts.


M Oni-Spawn Tiefling Inquisitor 2 - 12/20 hp; AC 19 (tch 11; ff 18); CMD 15; Fort +5; Ref +1; Will +5; Darkvision; Scent; Perception +7; Sense Motive +8; Init +5
CrusaderWolf wrote:
Since a Charge is a full-round action we'll have that be Borumaru's starting turn, he can retcon a spell or potion or something.

Oh, right... I forgot we can't take full-round actions on surprise rounds... My bad. I got to used to my group's house-rules. :P

Uh... Can I suppose I could use my surprise round to use Study Target on the cockroach I attacked and then make the charge on the first normal round, if you prefer.

Silver Crusade

That seems reasonable.


2 people marked this as a favorite.
Duergar Druid 2 | HP 16/20 | AC:16 TAC:10 FAC:16 CMD:13 AC:18 TAC:12 FAC:14 CMD:15 | F: +5, R: +0, W: +6 | Init: +0 | Perc: +8, S.M. +3, Dakvision 120' | Speed 20ft. |
Resources:
Spells: 1st level: 2/3, SLA enlarge person, invisibility
STR +2, DEX +0, CON +4, INT +0, WIS +3, CHA -2, ACP -3, Climb +3, Disguise +5, Handle A. +3/+7, Heal +7, Knowledge (nature) +6, Stealth +4, Spellcraft +4, Survival +9,
CrusaderWolf wrote:
Since a Charge is a full-round action we'll have that be Borumaru's starting turn, he can retcon a spell or potion or something.

Actually, you can still charge on a surprise round or when you are staggered. You just move half the distance.

PRD wrote:
If you are able to take only a standard action on your turn, you can still charge, but you are only allowed to move up to your speed (instead of up to double your speed) and you cannot draw a weapon unless you possess the Quick Draw feat. You can't use this option unless you are restricted to taking only a standard action on your turn.


Duergar Druid 2 | HP 16/20 | AC:16 TAC:10 FAC:16 CMD:13 AC:18 TAC:12 FAC:14 CMD:15 | F: +5, R: +0, W: +6 | Init: +0 | Perc: +8, S.M. +3, Dakvision 120' | Speed 20ft. |
Resources:
Spells: 1st level: 2/3, SLA enlarge person, invisibility
STR +2, DEX +0, CON +4, INT +0, WIS +3, CHA -2, ACP -3, Climb +3, Disguise +5, Handle A. +3/+7, Heal +7, Knowledge (nature) +6, Stealth +4, Spellcraft +4, Survival +9,

FYI guys I know my posts have slowed down a bit lately.

Here's what's going on.

Right now we have a staffing shortage at my workplace, and I have been pulling extra shifts. This has left me pretty tired and worn out. I also expect to be training some new hires soon (though I'm not sure when), and since I do most of my posts from work it is unlikely I will be able to post much on those days, but we don't have a schedule for that person yet, so I don't yet know which days I am doing that, and I may not end up knowing until I arrive for my shift. So since I may not have any warning I'm letting you guys know now. The training will probably be spread over three days.

After that I am leaving for a much needed Vacation on September 30th. I expect to have internet access, so I should be able to post in that period, though it may be a bit irregular.

Sorry for any problems this might cause, and if I don't respond in a reasonable time bot me as needed. Things should be back to normal for me in mid-October.


M Oni-Spawn Tiefling Inquisitor 2 - 12/20 hp; AC 19 (tch 11; ff 18); CMD 15; Fort +5; Ref +1; Will +5; Darkvision; Scent; Perception +7; Sense Motive +8; Init +5

Oh, BTW! I remembered... It's actually possible to charge as a standard action, but only when you're limited to a standard action, like during surprise rounds and when Staggered.

Also, you can only move up to your normal speed, rather double it... But that doesn't change anything to Borumaru, since he only moved 30 ft anyway.

:)

Silver Crusade

@Uuzkhangr: you're doing fine, and thanks for letting us know. Are you alright if I bot you during your vacation and training if necessary? I'll always allow for at least 24hr window for players to post.

@Borumaru: haha, you're correct, but Uuzkhangr beat you to it!


Ah, that's true... I missed that post for some reason. :P


Duergar Druid 2 | HP 16/20 | AC:16 TAC:10 FAC:16 CMD:13 AC:18 TAC:12 FAC:14 CMD:15 | F: +5, R: +0, W: +6 | Init: +0 | Perc: +8, S.M. +3, Dakvision 120' | Speed 20ft. |
Resources:
Spells: 1st level: 2/3, SLA enlarge person, invisibility
STR +2, DEX +0, CON +4, INT +0, WIS +3, CHA -2, ACP -3, Climb +3, Disguise +5, Handle A. +3/+7, Heal +7, Knowledge (nature) +6, Stealth +4, Spellcraft +4, Survival +9,
CrusaderWolf wrote:
@Uuzkhangr: you're doing fine, and thanks for letting us know. Are you alright if I bot you during your vacation and training if necessary? I'll always allow for at least 24hr window for players to post.

I've been trying to keep up, and so far I'm still keeping my head above water.

Go ahead and bot me if necessary, though for most of my vacation I expect to be able to respond within 24 hours. There is a bit of a road trip in the middle but I'll keep you posted.


Human Wizard 2 | Init +3 | AC 13(17) t 13 f 10(14) | Hp 14/14 |Fort +1 Ref +3 Will +3 | Perception +1| HotA 4/6

Testing. Testing...
I'm going out of country. Not taking my computer but I have this phone, so if they have Wi-Fi , I'll keep up.
I expect Wi-Fi, but you never know.

I'll be gone about a week.

Silver Crusade

Thanks for letting us know, Nathalion!

I'm waiting for the group to take the lead post-battle. Fruggig will interact but I'd prefer to avoid letting the NPC just steer everyone around as much as possible.


Dirty Commoner/2 || HP: 0/0, AC: 10 (10, active buff) (FF: 10 [10 w/active buff] T: 10) || Init: +0, Fort: +0 Ref: +0 Will: +0 || Per: +0
Uuzkhangr Dagravax wrote:
Raleigh Blanc wrote:
Going by the Sorting Algorithm of Combat, I would guess that the rest of our fights today will only be harder, so I'd say its better to use the spell now than in combat. Up to you of course, but thats one less round of hitting people for you later.

For the record, not only do you have an unprepared slot that you could prepare your own CLW that would work on you (and no one else), you actually have two unprepared slots because it looks like you haven't leveled up your extracts yet. You should have 2 + 1 for your INT bonus. I have prepared all my spells and have only one CLW today. But assuming you aren't casting your own...

For the record, Uuzkhangr is NOT here to be the party healer. As a druid he is about the worst character class to cast healing spells that actually can heal. And it looks like that is the only healing the party has right now. Boromaru doesn't know the spell. GM: I didn't really realize how little healing we have in this party. Any chance we can retcon pooling some cash together and buying a wand of CLW before we entered the sewers?

That's a good point, I forgot about my other extracts to be honest. I even left that slot open for this kind of thing. It'd be 15 minutes for Raleigh to go prep a CLW. (at which point I should write down the other extracts he actually knows, I ended up skipping and forgetting about the rest of that list because I didn't want to hold up the game)

Off topic, I would argue that any 6/9 level caster is a worse healer than a Druid at later levels.


Duergar Druid 2 | HP 16/20 | AC:16 TAC:10 FAC:16 CMD:13 AC:18 TAC:12 FAC:14 CMD:15 | F: +5, R: +0, W: +6 | Init: +0 | Perc: +8, S.M. +3, Dakvision 120' | Speed 20ft. |
Resources:
Spells: 1st level: 2/3, SLA enlarge person, invisibility
STR +2, DEX +0, CON +4, INT +0, WIS +3, CHA -2, ACP -3, Climb +3, Disguise +5, Handle A. +3/+7, Heal +7, Knowledge (nature) +6, Stealth +4, Spellcraft +4, Survival +9,
Green Smashomancer wrote:
Off topic, I would argue that any 6/9 level caster is a worse healer than a Druid at later levels.

I would not include Alchemists/Investigators in the class of "classes that can heal" since they can't use their extracts on anyone else. But they can self-heal and should probably be doing so.

But a Bard who knows cures makes a better healer than a druid by nature of the fact that he can cast it spontaneously, whereas a druid has to prepare them. The same applies to inquisitors. Likewise, Warpriests may prepare spells but they also can spontaneously swap out for cure spells like clerics, and they also have the fervor and channel abilities.

At later levels, magic item-based healing is a much bigger factor, so while a druid can prepare heal at higher levels, he shouldn't need to unless the situation is desperate.


M Oni-Spawn Tiefling Inquisitor 2 - 12/20 hp; AC 19 (tch 11; ff 18); CMD 15; Fort +5; Ref +1; Will +5; Darkvision; Scent; Perception +7; Sense Motive +8; Init +5

I disagree. Bards and inquisitor are quite versatile, but they make really crappy healers. Druids can at least pick a different spell the next day.

Cure spells kinda suck. Wasting a spell slot on it is bad... Wasting a spell slot and a spell known is even worse. Still not a very efficient use of resources, though. We're much better off buying a wand and/or a few potions.

In any case, it's not like we need a devoted healer. A few consumables and a little caution will keep us going.


Duergar Druid 2 | HP 16/20 | AC:16 TAC:10 FAC:16 CMD:13 AC:18 TAC:12 FAC:14 CMD:15 | F: +5, R: +0, W: +6 | Init: +0 | Perc: +8, S.M. +3, Dakvision 120' | Speed 20ft. |
Resources:
Spells: 1st level: 2/3, SLA enlarge person, invisibility
STR +2, DEX +0, CON +4, INT +0, WIS +3, CHA -2, ACP -3, Climb +3, Disguise +5, Handle A. +3/+7, Heal +7, Knowledge (nature) +6, Stealth +4, Spellcraft +4, Survival +9,
Borumaru wrote:
I disagree. Bards and inquisitor are quite versatile, but they make really crappy healers. Druids can at least pick a different spell the next day.

But druids can't pick a different spell this day. So a druid isn't likely to have the healing spell that you need, when you need it.

I'm not suggesting that bards and inquisitors are good healers. But if they have those spells they are better healers than druids. Bards and inquisitors also get access to cure moderate wounds before druids do.

Borumaru wrote:
In any case, it's not like we need a devoted healer. A few consumables and a little caution will keep us going.

I agree. But we don't even have the consumables right now. We all got a reward of 500 gp each and as far as I know nobody has spent any of it.

Silver Crusade

I'm fine with the party chipping in to get yourselves a wand of Cure Light or whatever else as a retcon. Just diving in to the sewers to fight "dog monsters" without some degree of preparation seems crazy.


Duergar Druid 2 | HP 16/20 | AC:16 TAC:10 FAC:16 CMD:13 AC:18 TAC:12 FAC:14 CMD:15 | F: +5, R: +0, W: +6 | Init: +0 | Perc: +8, S.M. +3, Dakvision 120' | Speed 20ft. |
Resources:
Spells: 1st level: 2/3, SLA enlarge person, invisibility
STR +2, DEX +0, CON +4, INT +0, WIS +3, CHA -2, ACP -3, Climb +3, Disguise +5, Handle A. +3/+7, Heal +7, Knowledge (nature) +6, Stealth +4, Spellcraft +4, Survival +9,

Who else is up for that?


Male Half-Elf Investigator (Empiricist)/5 || Init +2; Senses Low-light vision; Perception +13 || AC 18 (22 w/shield), (FF 16 [20 w/shield], T 13), HP 38/38, Fort +4; Ref +7; Will +7

Im good with it. I can put in my share.


M Ratfolk Vanguard 2
stats:
| HP 16/18 | AC 16 TO 14 FF 13 | F +3 R +6 W +0 | CMD 12 | Init +4 | Perc +7 | Tactician 1/day, 4 rounds

Sure. I can chip in

-Posted with Wayfinder


Human Wizard 2 | Init +3 | AC 13(17) t 13 f 10(14) | Hp 14/14 |Fort +1 Ref +3 Will +3 | Perception +1| HotA 4/6

I'll chip in also. Nathalion has no way to heal himself.


M Oni-Spawn Tiefling Inquisitor 2 - 12/20 hp; AC 19 (tch 11; ff 18); CMD 15; Fort +5; Ref +1; Will +5; Darkvision; Scent; Perception +7; Sense Motive +8; Init +5

I'll chip in as well. And if possible, with the GM's permission, I''d like to buy a shield as well (I could swear I had one... I don't know if I forgot to buy one or to write it down. :P).

The rest of the money I wanted to donate to the church of Shizuru, but apparently it's not present in Magnimar. I guess I'll just have to create one myself. :)

Silver Crusade

Could I get four d20 rolls from each of you? Will be handy to have while sneaking and Perception-ing around in sewers.

Boru can have a shield, yes.


M Oni-Spawn Tiefling Inquisitor 2 - 12/20 hp; AC 19 (tch 11; ff 18); CMD 15; Fort +5; Ref +1; Will +5; Darkvision; Scent; Perception +7; Sense Motive +8; Init +5

Couldn't we assume we're always taking 10 on passive checks (Perception / Sense Motive, mostly) unless not possible to do so (like during combat).

As for active checks (like sneaking), they should take place only when we declare to be doing them, at which point the player will say if he wants to roll or take 10.

In any case...

1d20 ⇒ 3
1d20 ⇒ 1
1d20 ⇒ 5
1d20 ⇒ 2

EDIT: Not a single roll above 5... Amazing.

Silver Crusade

Sure, but if it's, say, a trap or something opposed (ambush, creature following you, etc) easier to have one on hand, and easier to just take your roll and apply your bonuses than wait a day for each person to post on their own time.


M Oni-Spawn Tiefling Inquisitor 2 - 12/20 hp; AC 19 (tch 11; ff 18); CMD 15; Fort +5; Ref +1; Will +5; Darkvision; Scent; Perception +7; Sense Motive +8; Init +5

Well... You could still use Passive Checks against traps/ambushes. But you're right that having a few rolls for each character can be handy. Like when we can't take 10 for whatever reason but a Perception check is necessary.

Thanks for the shield, BTW. I'll update my profile as soon as I get to a PC (typing on my phone sucks).


M Oni-Spawn Tiefling Inquisitor 2 - 12/20 hp; AC 19 (tch 11; ff 18); CMD 15; Fort +5; Ref +1; Will +5; Darkvision; Scent; Perception +7; Sense Motive +8; Init +5

I just realized I had double-posted instead of editing... And of course I roll horribly in the original post...

*sigh*


Duergar Druid 2 | HP 16/20 | AC:16 TAC:10 FAC:16 CMD:13 AC:18 TAC:12 FAC:14 CMD:15 | F: +5, R: +0, W: +6 | Init: +0 | Perc: +8, S.M. +3, Dakvision 120' | Speed 20ft. |
Resources:
Spells: 1st level: 2/3, SLA enlarge person, invisibility
STR +2, DEX +0, CON +4, INT +0, WIS +3, CHA -2, ACP -3, Climb +3, Disguise +5, Handle A. +3/+7, Heal +7, Knowledge (nature) +6, Stealth +4, Spellcraft +4, Survival +9,

random check: 1d20 ⇒ 12
random check: 1d20 ⇒ 13
random check: 1d20 ⇒ 10
random check: 1d20 ⇒ 20


Human Wizard 2 | Init +3 | AC 13(17) t 13 f 10(14) | Hp 14/14 |Fort +1 Ref +3 Will +3 | Perception +1| HotA 4/6

1d20 ⇒ 1
1d20 ⇒ 15
1d20 ⇒ 10
1d20 ⇒ 5


M Ratfolk Vanguard 2
stats:
| HP 16/18 | AC 16 TO 14 FF 13 | F +3 R +6 W +0 | CMD 12 | Init +4 | Perc +7 | Tactician 1/day, 4 rounds

1d20 ⇒ 13
1d20 ⇒ 13
1d20 ⇒ 9
1d20 ⇒ 1

-Posted with Wayfinder


M Oni-Spawn Tiefling Inquisitor 2 - 12/20 hp; AC 19 (tch 11; ff 18); CMD 15; Fort +5; Ref +1; Will +5; Darkvision; Scent; Perception +7; Sense Motive +8; Init +5

How much gold does the wand cost for each of us? And who's carrying it? I'd like to use a charge.

PS: I updated my character sheet, just not the gold because I don't know how much each one of us chipped in on the wand.


Male Half-Elf Investigator (Empiricist)/5 || Init +2; Senses Low-light vision; Perception +13 || AC 18 (22 w/shield), (FF 16 [20 w/shield], T 13), HP 38/38, Fort +4; Ref +7; Will +7

1d20 ⇒ 10

1d20 ⇒ 11

1d20 ⇒ 1

1d20 ⇒ 4


M Ratfolk Vanguard 2
stats:
| HP 16/18 | AC 16 TO 14 FF 13 | F +3 R +6 W +0 | CMD 12 | Init +4 | Perc +7 | Tactician 1/day, 4 rounds

The wand is 750 gold, so it comes out to 150 each if my math is right.

-Posted with Wayfinder


M Oni-Spawn Tiefling Inquisitor 2 - 12/20 hp; AC 19 (tch 11; ff 18); CMD 15; Fort +5; Ref +1; Will +5; Darkvision; Scent; Perception +7; Sense Motive +8; Init +5

Ok, I updated the gold in my character sheet.


Male Half-Elf Investigator (Empiricist)/5 || Init +2; Senses Low-light vision; Perception +13 || AC 18 (22 w/shield), (FF 16 [20 w/shield], T 13), HP 38/38, Fort +4; Ref +7; Will +7

Well, I know I need a charge, so imma roll for it.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5


M Oni-Spawn Tiefling Inquisitor 2 - 12/20 hp; AC 19 (tch 11; ff 18); CMD 15; Fort +5; Ref +1; Will +5; Darkvision; Scent; Perception +7; Sense Motive +8; Init +5

EDITed my last post in responde to the GM's post...

CW ninja'd me by 3 seconds, so I figure he might have not seen it.


1 person marked this as a favorite.
M Oni-Spawn Tiefling Inquisitor 2 - 12/20 hp; AC 19 (tch 11; ff 18); CMD 15; Fort +5; Ref +1; Will +5; Darkvision; Scent; Perception +7; Sense Motive +8; Init +5
CrusaderWolf wrote:
Are we going around the corner expecting a fight? Casting spells, in any particular formation, etc/

Well... Now that the GM mentioned, I guess we are. XD

Borumaru doesn't mind going first... He has a good AC now that he bought remembered he had a shield.

Silver Crusade

Sounds like Boru/Nathalion are in favor of fighting the ooze, Uuzkhangr would prefer to bypass, Gaziq abstaining, and Raleigh hasn't given a firm answer but wants to look at the knife.


Duergar Druid 2 | HP 16/20 | AC:16 TAC:10 FAC:16 CMD:13 AC:18 TAC:12 FAC:14 CMD:15 | F: +5, R: +0, W: +6 | Init: +0 | Perc: +8, S.M. +3, Dakvision 120' | Speed 20ft. |
Resources:
Spells: 1st level: 2/3, SLA enlarge person, invisibility
STR +2, DEX +0, CON +4, INT +0, WIS +3, CHA -2, ACP -3, Climb +3, Disguise +5, Handle A. +3/+7, Heal +7, Knowledge (nature) +6, Stealth +4, Spellcraft +4, Survival +9,

I don't have anything to deliver energy damage. I could prepare something tomorrow...


M Oni-Spawn Tiefling Inquisitor 2 - 12/20 hp; AC 19 (tch 11; ff 18); CMD 15; Fort +5; Ref +1; Will +5; Darkvision; Scent; Perception +7; Sense Motive +8; Init +5

Well... Raleigh didn't mention immunity o physical attack,s so I guess that works. We can find out later.

Silver Crusade

GM Note: Most oozes can be harmed by weapons, it's just black puddings that are immune and split into smaller versions of themselves instead. Not that the characters necessarily know that, except probably for Mr. Roll-a-32 :p


Male Half-Elf Investigator (Empiricist)/5 || Init +2; Senses Low-light vision; Perception +13 || AC 18 (22 w/shield), (FF 16 [20 w/shield], T 13), HP 38/38, Fort +4; Ref +7; Will +7

"...An' that puddin's Jill, tha ooze o'er there be Darrel, 'n tha's his other brother Darrel, he's got marriage problems..."

Silver Crusade

Map is up, I'll take a look at it and then confirm if you're going to try to slip past it or try something else.


M Oni-Spawn Tiefling Inquisitor 2 - 12/20 hp; AC 19 (tch 11; ff 18); CMD 15; Fort +5; Ref +1; Will +5; Darkvision; Scent; Perception +7; Sense Motive +8; Init +5

Since we're so much faster than the ooze, can't we just assume we walk away and shoot it repeatedly until it dies? It'd save us a lot of time...

Silver Crusade

Sure! Anyone wanting to make ranged attacks can roll them here in-thread (ammo automatically lost due do acidic body) and then everyone can have +200XP and we'll move on ;)

Gray oozes are only really CR4 if you're stuck at the bottom of a pit with them...


M Ratfolk Vanguard 2
stats:
| HP 16/18 | AC 16 TO 14 FF 13 | F +3 R +6 W +0 | CMD 12 | Init +4 | Perc +7 | Tactician 1/day, 4 rounds

Fine by me.

MWK Crossbow: 1d20 + 7 + 1 ⇒ (2) + 7 + 1 = 10
damage: 1d6 + 1 ⇒ (1) + 1 = 2

And one more for safety

MWK Crossbow: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19
damage: 1d6 + 1 ⇒ (3) + 1 = 4

Using plain old boring bolts on the reloads


Human Wizard 2 | Init +3 | AC 13(17) t 13 f 10(14) | Hp 14/14 |Fort +1 Ref +3 Will +3 | Perception +1| HotA 4/6

Acid splash: 1d20 + 4 ⇒ (12) + 4 = 16 Ranged touch.
dmg: 1d3 ⇒ 2

Acid splash: 1d20 + 4 ⇒ (3) + 4 = 7
dmg: 1d3 ⇒ 3


Male Half-Elf Investigator (Empiricist)/5 || Init +2; Senses Low-light vision; Perception +13 || AC 18 (22 w/shield), (FF 16 [20 w/shield], T 13), HP 38/38, Fort +4; Ref +7; Will +7

I throw a rock at it.: 1d20 - 1 ⇒ (12) - 1 = 11

Rock: 1d4 + 1 ⇒ (2) + 1 = 3

Silver Crusade

the extra 14pts of damage is more than enough to destroy it. Good fight! :p


M Oni-Spawn Tiefling Inquisitor 2 - 12/20 hp; AC 19 (tch 11; ff 18); CMD 15; Fort +5; Ref +1; Will +5; Darkvision; Scent; Perception +7; Sense Motive +8; Init +5

Yay! Victory!!!

1 to 50 of 336 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / "Ilvarandin, Cradle of Nightmares" Investigation & Darklands campaign Discussion All Messageboards

Want to post a reply? Sign in.