Ironfang Invasion

Game Master Rostam

Ironfang Invasion - Calendar, Provisions, Organization, Loot
Ironfang Invasion - Chernasardo Map
Fort Ristin
Caveholm


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Male Human (Taldan) Cleric (Sarenrae) 2| VP 9/14 W16/25 T12| AC 18/13/15| CMB +1| CMD 14| F +3| R +2| W +5| Init +2 Per +3| Channel 4/4| Bless(2) / Shield of Faith(1) / Obscuring Mist(1)

Yep, I occasionally have to dip back into everyone's background write ups to keep things straight!


Male Human Sorcerer 1/Rogue 1 | VP 9/9 ; WP 26/26 | AC 12, touch 12, ff 10 | Fort +1, Ref +4, Will +1 | Perc +3, Init +2 | mv. 30ft.

I've just been thinking of it as a random crowd of survivors. I'll check for the NPCs in my own background when we make it to safety.


All the NPCs with images are from the AP. All the NPCs that are just initials are from what people submitted in the recruitment thread.


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Female Halfling Paladin (Erastil) 3/Swashbuckler (Mouser) 1 | Dead | AC 19/14/16| CMB +5| CMD 18| F+8| R +9| W +6| Init +3 Per +2 | Spd 20 ft. | Panache 2

I'm not sure what has been worse recently, my rolls or my connection to the Paizo boards >.<


Male Human Sorcerer 1/Rogue 1 | VP 9/9 ; WP 26/26 | AC 12, touch 12, ff 10 | Fort +1, Ref +4, Will +1 | Perc +3, Init +2 | mv. 30ft.

So, what do you guys think? Get the heck out of Phaendar after this?


Status: Mage Armor 3 hours | 02/11 Wand Magic Missle (1d4+1) | Force Missle 3/7 | 3 Wizard (Evoker) 30ft | 15/15 V | 14/14 W | 8/8 Threshold | 10(+4) AC | 10 Touch | 10 Flat | 0 Fort | +1 Ref | +3 Will | +1 INI | +0 Per | +9 Diplomacy | +0 Cold Iron Dagger 1d4-1 | +0 Quaterstaff 1d6-1 | 6/7 Force Missile 1d4+1 | 1/1 Arcane Bond | Ngithembekile

Sounds like the plan.


Warpriest 2 | VP 11/11 W28/28 T13 (1 non lethal)| AC 16/13/13+2 vs goblinoids| CMB +3| CMD 16| F +3| R +3| W +4| Init +3 Per +4 | Move 30 Link to Image

Sounds about right.


Male Human Cleric 5| VP 0/25 W3/40 Threshold 14| AC 19/12/19| CMB +6| CMD 16| F +7| R +2| W +9| Init +0 Per +10|
Spells and Abilities:
Remaining: channel energy 5/5. Bit of luck 6/6 spells: L1 3/5 L 2 3/5 L3 3/4

Yeah, this is the last dot on the map that has a name, I don't think we need to dally around to go to anyone else's houses. I'm all for getting back to the quickly growing crowd of people we're trying to evacuate


Male Human (Taldan) Cleric (Sarenrae) 2| VP 9/14 W16/25 T12| AC 18/13/15| CMB +1| CMD 14| F +3| R +2| W +5| Init +2 Per +3| Channel 4/4| Bless(2) / Shield of Faith(1) / Obscuring Mist(1)

DM Rostam:

I'll be on travel from Sunday (today) - Friday with limited internet access. Will do my best to keep up, but please autopilot as needed.

Thanks.


Thanks for the heads up.


@Claustipher - I hope you are enjoying the earth elemental. I hope I don't keep forgetting it haha.

Also, you've interacted with it enough to know it is young, as far as elementals go anyway. Mentally its probably around a 10-12 year currently. You also know that it will mature quickly. While its intellectual capacity won't increase much it will become more emotionally stable, and able to control both its fear and anger better. In about a month it will grow from the halfling size it is now to human size. About a year after that it will grow to the size of a horse. From that point on it will have to gather power by consuming gemstones to grow.

If you've any specific questions, or know of a paizo source that explains the life cycle of an elemental let me know.


Status: Mage Armor 3 hours | 02/11 Wand Magic Missle (1d4+1) | Force Missle 3/7 | 3 Wizard (Evoker) 30ft | 15/15 V | 14/14 W | 8/8 Threshold | 10(+4) AC | 10 Touch | 10 Flat | 0 Fort | +1 Ref | +3 Will | +1 INI | +0 Per | +9 Diplomacy | +0 Cold Iron Dagger 1d4-1 | +0 Quaterstaff 1d6-1 | 6/7 Force Missile 1d4+1 | 1/1 Arcane Bond | Ngithembekile

I am very much enjoying the elemental. After I posted I regretted not saying anything to it that round.


Updated the combat map to be of Phaendar Bridge.

On another note, I have decided to change how perception penalties are calculated for distance. I am going to use the doubling distance method instead of 10 foot increments.

Ex

0 to 5 foot range penalty is 0
5 to 10 foot range penalty is -1
10 to 20 foot range penalty is -2
20 to 40 foot range penalty is -3
40 to 80 foot range penalty is -4
80 to 160 foot range penalty is -5
160 to 320 foot range penalty is -6
etc...

so that should make long distance perception checks actually possible now instead of taking a -30 penalty on a 300 foot distance you only take a -6 penalty.

Anyways, have fun planning out the bridge assault.


Unable to post today, will do so tomorrow.


Warpriest 2 | VP 11/11 W28/28 T13 (1 non lethal)| AC 16/13/13+2 vs goblinoids| CMB +3| CMD 16| F +3| R +3| W +4| Init +3 Per +4 | Move 30 Link to Image

No worries. Thanks for the update.


Sorry I didn't post yesterday, Paizo was down when I was available to do so. Will have a gameplay post up shortly unless paizo says otherwise.


So, Solace has been silent for a week. I will give her until tomorrow to make a post of some sort because the forums where down on Tuesday. Unfortunately after that I will have to look for a replacement.

Solace, even if you just post "need a week" or something that's fine with me. I just need to know you are still there.


Female Human Witchwarper / 1

I've been reading the page for the past couple of days, I was just waiting to see my name in bold (which just now happened) to show that it was my turn to go so I wouldn't confuse the flow of combat by posting out of turn. In the future when waiting, I can just post something here in the discussion thread to let you know that I am reading it.

I may not be able to post this weekend since I'll be driving back home with my family after visiting my parents for Thanksgiving week.


That'd be great thanks.

Editting this in: I know I am probably coming off as a bit draconian on the whole attendance thing, but I've been in way to many games were it becomes acceptable for one person to post once a week, then the majority only post once per week, then the game dies. I'm just trying to prevent that.


I added the combat changes from the recruitment OP to the Campaign tab for easier reference. There is a slight change in that there are only 5 combat changes instead of the original 6.

The below two were removed.

5. Counter spelling can now be done as an immediate action outside your turn that also costs your standard action on your next turn. Also, you only need to have a spell of the same school prepared and not the same spell to counter spell. The Improved Counter Spell feat is changed to allow any spell of the same level or higher to be used to counter spell.

6. The Brace feature of a Brace weapon can be used as an immediate action while it is not your turn as well as by readying a standard action on your turn. If used as an immediate action off turn int consumes your Standard action from you next turn.

They were removed because immediate actions are just awful in PbP and I am not willing to put up with them.

Added a new rules 5 as per below.

5. You only need to have a spell of the same school prepared and not the same spell to counter spell. The Improved Counter Spell feat is changed to allow any spell of the same level or higher to be used to counter spell.

Basically the old rule 5 but with no immediate action.


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

What do you mean when you say Falcon has advantage?


Male Human Sorcerer 1/Rogue 1 | VP 9/9 ; WP 26/26 | AC 12, touch 12, ff 10 | Fort +1, Ref +4, Will +1 | Perc +3, Init +2 | mv. 30ft.

The D&D 5th edition rule "advantage" allows you to roll twice and take the better result.

Disadvantage forces you to take the lesser result.

The GM has buffed charging by allowing you to roll twice.


Male Human Cleric 5| VP 0/25 W3/40 Threshold 14| AC 19/12/19| CMB +6| CMD 16| F +7| R +2| W +9| Init +0 Per +10|
Spells and Abilities:
Remaining: channel energy 5/5. Bit of luck 6/6 spells: L1 3/5 L 2 3/5 L3 3/4

Speaking of rolling twice, olivia should have gotten advantage on her readied attack on the bugbear because of the buff i gave her.

Is there a better way to indicate when someone has one of my domain buffs? Both of them give advantage that can end up being used in gm posts, but it's hard to track them


Just posted an update with her second roll, thanks for the reminder.

Lets try putting a giant star on top of people in the combat map when they get a domain buff. Then when I am moving the enemy in combat I'll have a visual of something being up at least.

The other thing we can do is what you're doing now, just keep hounding the crap out of me over it. I will either retcon it a bit as I have done now, or if that's not possible grant a concession. Not ideal but until I am more consistent its the best compromise I can offer.

It will get better as I get more familiar with it. I am still getting used to the greater attention to detail I need to have for running online games. IRL I just have 7-8 yelling stuff at me constantly so I don't have the opportunity to forget haha.

And finally, I am sorry I forgot your action. Skipping people is not cool, even if its by accident.


Male Human Cleric 5| VP 0/25 W3/40 Threshold 14| AC 19/12/19| CMB +6| CMD 16| F +7| R +2| W +9| Init +0 Per +10|
Spells and Abilities:
Remaining: channel energy 5/5. Bit of luck 6/6 spells: L1 3/5 L 2 3/5 L3 3/4

No worries! I have just started DM'ing for a real life game myself, and I have enough trouble keeping track of everyone in that game! I am sure it is ten times worse over post, and with an 8 player party to boot.

Thanks for updating it, and I will start marking people that have my buffs on them


Good luck with running you game. The world needs more DMs.

@All - Using the magic that is multiple sheets, I've put the loot page, list of rescued townsfolk, calendar/provision, and a sheet for potential NPC task allotment all in one google sheets document. The link is at the top of the page.


For confirming critical hits when you roll advantage you only roll 1 die to try and confirm it. I'll add a section on advantage to the combat rules just to clarify how they work for everyone.


On the intelligence/wisdom checks. If I see you guys jumping to a conclusion, getting stuck on something, or just want to throw in a complication based on a semi-viable idea, I will roll wisdom/intelligence checks to see if your characters come up with it. I do this by determining what the DC would be and then letting anyone who could take 10 to meet the DC roll for it.

I will say that any idea I give via this method will be at least possible with bit of work. I will never feed you information to screw you over in this way. I reserve the right to feed you bad information via other methods though. Don't fail those diplomacy checks to interrogate people!

My IRL group loves it as I can add 1-2 ideas as a DM that their 16-18 int/wis characters would think of but which they can't. They find it helps them roll play smarter/wiser characters better when they can get some insider info.

That being said, if people here don't like it I won't do it again.


Status: Mage Armor 3 hours | 02/11 Wand Magic Missle (1d4+1) | Force Missle 3/7 | 3 Wizard (Evoker) 30ft | 15/15 V | 14/14 W | 8/8 Threshold | 10(+4) AC | 10 Touch | 10 Flat | 0 Fort | +1 Ref | +3 Will | +1 INI | +0 Per | +9 Diplomacy | +0 Cold Iron Dagger 1d4-1 | +0 Quaterstaff 1d6-1 | 6/7 Force Missile 1d4+1 | 1/1 Arcane Bond | Ngithembekile

I like that idea. I do similar in my IRL games and it works well.


Warpriest 2 | VP 11/11 W28/28 T13 (1 non lethal)| AC 16/13/13+2 vs goblinoids| CMB +3| CMD 16| F +3| R +3| W +4| Init +3 Per +4 | Move 30 Link to Image

I agree, great idea.


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

I really hope Falcon doesn't die. I have the feeling he could be a serious bad ass with this build in a few levels.


I really hope none of you die, I am quite enjoying all your characters.

It's not many games I've seen that put characters in a situation like this at first level. Your choices and actions really do matter quite a bit in all this.


Warpriest 2 | VP 11/11 W28/28 T13 (1 non lethal)| AC 16/13/13+2 vs goblinoids| CMB +3| CMD 16| F +3| R +3| W +4| Init +3 Per +4 | Move 30 Link to Image

Thought this video (Link) was interesting considering our current situation.


@Sander - I've thought about it a bit and I would like to suggest changing blinding flash to this:

As a standard action, you can emit a flash of light from your holy symbol or divine focus. The most powerful light emanates out 20 feet in a cone from your holy symbol or divine focus. Creatures with fewer Hit Dice than your cleric level within this area are blinded for 1 rounds unless they succeed at a Fortitude save. All creatures in this area are dazzled for 1 round per 3 cleric levels (minimum 1). You can use this ability a number of times per day equal to 3 + your Wisdom modifier

Basically, change it from a 20 foot burst to a 20 foot cone, downgrade the number of rounds the blindness lasts for to 1, and downgrade the number of rounds the dazzled condition lasts for.

That should make it more useful than it is now even with the downgraded affects given that it's much easier to land now without hitting allies. If you have other suggestions let me know.


Male Human (Taldan) Cleric (Sarenrae) 2| VP 9/14 W16/25 T12| AC 18/13/15| CMB +1| CMD 14| F +3| R +2| W +5| Init +2 Per +3| Channel 4/4| Bless(2) / Shield of Faith(1) / Obscuring Mist(1)

I think that sounds fine. It seems almost un-usable as a burst centered on the PC. Thanks.


NP.

Will make a gameplay post tomorrow


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Just giving everyone a heads up, but I have am early christmas on Dec 8-10, on Dec 15-17. am away on a trip to visit relatives for christmas Dec 22-27, and have to visit more people from Dec 30 to Jan 1 that I did not already get to see at christmas. The joys of being married when both your parents are divorced and live at least 3 hours away. Lol!

Needless to say I may not get many posts up in and around those days though I am hoping for at least 2-3 a week still. Once January proper hits I should be back to 4-5 a week.


Status: Mage Armor 3 hours | 02/11 Wand Magic Missle (1d4+1) | Force Missle 3/7 | 3 Wizard (Evoker) 30ft | 15/15 V | 14/14 W | 8/8 Threshold | 10(+4) AC | 10 Touch | 10 Flat | 0 Fort | +1 Ref | +3 Will | +1 INI | +0 Per | +9 Diplomacy | +0 Cold Iron Dagger 1d4-1 | +0 Quaterstaff 1d6-1 | 6/7 Force Missile 1d4+1 | 1/1 Arcane Bond | Ngithembekile

I think that is expected this time of year. I will be driving several hundred miles so my daughter can see her cousins and grandparents.


Female Human Witchwarper / 1

No traveling here. We live on a military base a day's travel from each of our parents in opposite directions. And we don't go out to big holiday events due to our son being autistic and unable to handle large crowds.


Male Human (Taldan) Cleric (Sarenrae) 2| VP 9/14 W16/25 T12| AC 18/13/15| CMB +1| CMD 14| F +3| R +2| W +5| Init +2 Per +3| Channel 4/4| Bless(2) / Shield of Faith(1) / Obscuring Mist(1)

Thanks for the notice.

DM Rostam, I quite appreciate your diligence in keeping the game on track, and all my fellow players for staying so engaged! Great story so far!


Thank you.

And a bit of a sneak peek here, but I am pretty certain I will be running at least book 2 of this adventure path. I am quite enjoying running the game. Still won't promise anything but its looking more likely everyday.


While I was hoping to get the group out of Phaendar and onto the next part of the story I can't in good faith not let you guys have some input on the outcome of this swim in the river. Either way, come Sunday I will advance the game to the point where everyone is either in the forest or drowned. This is out of gameplay necessity to keep moving, not any desire to kill Falcon and Solace.

Like I said in the gameplay post, if anyone has a way to help either Solace or Falcon lets hear it. Otherwise its not going to end well.


AC 15 (T15, FF 12; +2 vs goblinoids); Init: +4; Perc: +9; Spd: 30; F/R/W: +8/+5/+2; CMD: 21 (+2 vs trip, +3 vs dirty trick, +1 vs disarm and steal; +2 vs goblinoids); VP: 0; WP: 11; Threshold: 14

Falcon does have a father over there who might not want to watch his son drown. Somebody with a rope and the will to jump in?


Male Human (Taldan) Cleric (Sarenrae) 2| VP 9/14 W16/25 T12| AC 18/13/15| CMB +1| CMD 14| F +3| R +2| W +5| Init +2 Per +3| Channel 4/4| Bless(2) / Shield of Faith(1) / Obscuring Mist(1)

Would channeled heals serve to revive Falcon or otherwise buy him some time? Sander would be observing their swim and thus, I assume, be able to pace them if the current takes them down river...


Male Human Sorcerer 1/Rogue 1 | VP 9/9 ; WP 26/26 | AC 12, touch 12, ff 10 | Fort +1, Ref +4, Will +1 | Perc +3, Init +2 | mv. 30ft.

I think we need to get Falcon closer to shore before we can channel to heal him. He is 40' from shore, after all.

We can probably heal Solace though, as she is within 20' and in just as much danger.


Status: Mage Armor 3 hours | 02/11 Wand Magic Missle (1d4+1) | Force Missle 3/7 | 3 Wizard (Evoker) 30ft | 15/15 V | 14/14 W | 8/8 Threshold | 10(+4) AC | 10 Touch | 10 Flat | 0 Fort | +1 Ref | +3 Will | +1 INI | +0 Per | +9 Diplomacy | +0 Cold Iron Dagger 1d4-1 | +0 Quaterstaff 1d6-1 | 6/7 Force Missile 1d4+1 | 1/1 Arcane Bond | Ngithembekile

Not sure what Claustipher can do to help. Needless to say he is not a strong swimmer.


So here's the rules on drowning.

Drowning rules wrote:

Any character can hold her breath for a number of rounds equal to twice her Constitution score. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1.

When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she drowns.

Unconscious characters must begin making Constitution checks immediately upon being submerged (or upon becoming unconscious if the character was conscious when submerged). Once she fails one of these checks, she immediately drops to –1 (or loses 1 additional hit point, if her total is below –1). On the following round, she drowns.

It is possible to drown in substances other than water, such as sand, quicksand, fine dust, and silos full of grain.

These are a bit... sudden for my liking. And rather irreversible. So here's a rewrite of them:

Any character can hold her breath for a number of rounds equal to twice her Constitution score. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check every round in order to continue holding her breath. Each round, the DC increases by 1.

When the character finally fails her Constitution check, she begins to drown. In the first round, she falls unconscious (0 hp). In the following round, she drops to –1 hit points and is dying. In the third round, she drowns.

Unconscious characters must begin making Constitution checks immediately upon being submerged (or upon becoming unconscious if the character was conscious when submerged). Once she fails one of these checks, she immediately drops to –1 (or loses 1 additional hit point, if her total is below –1). On the following round, they gain the drowning condition.

It is possible to drown in substances other than water, such as sand, quicksand, fine dust, and silos full of grain.

Only change to the above is the italic and bold part. New condition below.

Drowning condition: This condition is similar in all ways to the dead condition, except for how it can be removed. When the person drowning is removed from what they are drowning in they can immediately make a constitution equal to 10+1 per round they were unconscious. If they succeed they remain unconscious but start breathing again. If they fail they may make a new check every minute. Each minute this DC increases by 5. If the person fails 3 checks they die.

A person may also use the heal skill to revive a drowning person, so long as the person drowning is out of the water. They may make a heal check equal to the DC of the constitution check. This check takes one minute to make. Failing this check deals 1d6 non-lethal damage to the recipient of the attempt. This check can be attempted once each minute until the person is revived or dies.

If the person suffering from the drowning condition is submerged for a number of rounds exceeding 5 times their constitution score, they die.

A bit less sudden I think.

Trying to save Falcon

So here is the timeline I have going

Round 1 – Olivia, Falcon, and Solace jump from the bridge. Malcolm Gray sees his son jump and starts running towards the river (180 feet to go). The hobgoblins seem unconcerned.

Round 2 – Olivia and Solace struggle toward the shore. Falcon falls unconscious. Ian pulls out a rope. Daniil and Elyas run to Ian. Malcolm Gray runs toward the river (60 feet to go). The hobgoblins seem unconcerned.

Round 3 – Olivia and Solace struggle toward the shore. Daniil ties on the rope. Elyas and Ian act as an anchor. Malcolm Gray arrives at the river. The hobgoblins notice something is up. Falcon slips under the water and needs to make a DC 10 constitution check.

Round 4 – Olivia and Solace struggle toward the shore. Daniil jumps in and swims for Falcon. Malcolm, Elyas and Ian hold on to the rope. The hobgoblins watch and laugh. Falcon needs to make a DC 11 constitution check.

Round 5 – Olivia and Solace struggle toward the shore. Daniil jumps in and swims for Falcon, Malcolm, Elyas and Ian hold on to the rope. The archer hobgoblins run to a spot with a good shot at Ian and Elyas. Falcon needs to make a DC 12 constitution check.

Round 6 – Olivia and Solace struggle toward the shore. Daniil jumps in and swims for Falcon, Malcolm, Elyas and Ian hold on to the rope. The archer hobgoblins run to a spot with a good shot at Ian and Elyas. The heavies start moving towards the archers. Falcon needs to make a DC 13 constitution check.

Round 7 – Olivia and Solace struggle toward the shore. Daniil jumps in and swims for Falcon, Malcolm, Elyas and Ian hold on to the rope. Archers fire arrows at Ian and Elyas. Heavies move toward archers Falcon needs to make a DC 14 constitution check.

Round 8 – Olivia and Solace struggle toward the shore. Daniil jumps in and swims for Falcon, Malcolm, Elyas and Ian hold on to the rope. Archers fire arrows at Ian and Elyas. The heavies move toward the archers. Falcon needs to make a DC 15 constitution check.

Round 9 – Olivia and Solace struggle toward the shore. Daniil jumps in and swims for Falcon, Malcolm, Elyas and Ian hold on to the rope. Archers fire arrows at Ian and Elyas. The heavies arrive at the archers. Falcon needs to make a DC 16 constitution check.

Round 10 – Olivia climbs onto the shore. Solace struggles toward the shore. Daniil jumps in and swims for Falcon, Malcolm, Elyas and Ian hold on to the rope. Archers and Heavies fire arrows at Ian and Elyas. Falcon needs to make a DC 17 constitution check.

Round 11 - Solace struggles toward the shore. Daniil jumps in and swims for Falcon, Malcolm, Elyas and Ian hold on to the rope. Archers and Heavies fire arrows at Ian and Elyas. Falcon needs to make a DC 18 constitution check.

Round 12 - Solace struggles toward the shore. Daniil arrives at Falcons location, Malcolm, Elyas and Ian hold on to the rope. Archers and Heavies fire arrows at Ian and Elyas. Falcon needs to make a DC 19 constitution check.

Round 13 - Solace struggles toward the shore. Daniil dives and gets Falcon (DC 17 swim check), Malcolm, Elyas and Ian hold on to the rope. Archers and Heavies fire arrows at Ian and Elyas. Falcon needs to make a DC 20 constitution check.

So that gets everyone up to the point where Solace is with the swim check I rolled for her. That would mean making:

36 attack roles collectively vs Olivia, Daniil, Malcolm, Ian, Elyas, Sander and anyone else trying to help Falcon.
Falcon making 11 constitution checks to remain not drowning. (Any failure results in getting the drowning condition).

I would suggest that Sander channel energy near Solace, then she can most likely escape on her own, and then go help pull Falcon out.

Solace, I thought about you trying to help Falcon and you could do it. It is a DC 17 swim check to move 5 feet while dragging another person. This would mean you’d take an additional 1d6 non-lethal and be 35 feet from shore, which is too far for Sander to help you with a channel energy. Given the amount of damage taken already you would only need to take 2 damage to make you fall unconscious and have you and Falcon be unconscious in the water. Non-ideal I’d say. So it is basically up to if you are willing to risk rolling 2-5 on a d6 or not.

For Daniil’s sake, swimming with an unconscious person in this instance is a DC 17 check. You only need to make 1 to grab Falcon, then Ian and Elyas can start dragging you to safety.

So, my suggestion on moving forward:

Sander channel energy to help Solace.
Elyas, Ian, Malcolm, Olivia, and Sander get ready with the rope
Daniil make a DC 17 swim check
Solace swims for safety.

Once Daniil has Falcon I’d call it 1 round to pull the two out of the water (another 6 attack rolls vs your group). Then a decision has to be made about whether to try and resuscitate Falcon immediately if he is drowning or not.

Let me know what you guys think about this and I will advance the game Sunday night. If I missed something, something is incorrect, or there’s another idea let me know. If there’s a drastic change in plans I will make an update post Sunday and advance the game Monday.


Male Human Sorcerer 1/Rogue 1 | VP 9/9 ; WP 26/26 | AC 12, touch 12, ff 10 | Fort +1, Ref +4, Will +1 | Perc +3, Init +2 | mv. 30ft.

That seems fine to me - please take into account that I want to use windy escape the first time that an attack hits me and that I want to run away as soon as I take an actual hit for damage.


Male Human (Taldan) Cleric (Sarenrae) 2| VP 9/14 W16/25 T12| AC 18/13/15| CMB +1| CMD 14| F +3| R +2| W +5| Init +2 Per +3| Channel 4/4| Bless(2) / Shield of Faith(1) / Obscuring Mist(1)

Good for me as well. Sander is about as helpful in that scenario as can be, and would happily risk any hobgoblin fire from the far bank to help out.


Status: Mage Armor 3 hours | 02/11 Wand Magic Missle (1d4+1) | Force Missle 3/7 | 3 Wizard (Evoker) 30ft | 15/15 V | 14/14 W | 8/8 Threshold | 10(+4) AC | 10 Touch | 10 Flat | 0 Fort | +1 Ref | +3 Will | +1 INI | +0 Per | +9 Diplomacy | +0 Cold Iron Dagger 1d4-1 | +0 Quaterstaff 1d6-1 | 6/7 Force Missile 1d4+1 | 1/1 Arcane Bond | Ngithembekile

Seems much better. Generally I assume if one of my armored characters goes underwater they are probably dead normally.

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