Mort's Strange Aeons (Inactive)

Game Master Just a Mort

Strange Aeons Map

Dreamlands excursion ritual


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Strange Aeons Grp 2 |

But it'd provide me with some entertainment...


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

I am ok with retconning the conversation as we go, if we want to push on for the benefit of Seamus and howard.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Apparently we did but my page didn't update lol


Retired to Taldor?

ok, I need a little help here, because basically I haven't been paying much attention. Can Seamus wake himself up the same way Howard did?


Strange Aeons Grp 2 |

You can(for waking up). I don't mind.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

You could... Anyone in dreamlands can make concentrate check to wake up and gets a plus one (?) For every 2d6 (?) Damage they take to do it.


Retired to Taldor?

so what's the 'to hit number'?


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Not higher than 27? Based on knowledge checks though I think we know the typical ac? We have fought these before, but not sure if linking to them means we know ac. If we do it's around 21


Strange Aeons Grp 2 |

DC 25. For waking yourself up. Get Rollin.


Strange Aeons Grp 2 |

Waiting for Leonard, but also going out with BF and family.

My BF is also kept up to date with this PBP and sometimes he will offer suggestions =)

P.S. He's more chaotically aligned then I am.

And he plays assasins creed.

"Nothing is true, everything is permitted."


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Is there even a point to this combat if half the team jumped ship? I assume to turn in quest we need to go back out and get them.

Yeah mort the iterative is what threw me. Habits from 7 levels of one attack lol. I personally allow swift as a move, because quicken specifically can't be used twice anyway, and I think it's dumb to "explain" swift as more than a free action and less than a move but yet std can be move and move can't be swift. Even a std could be a swift action when I run stuff, doesn't matter to me.


Strange Aeons Grp 2 |

Well, if you want to quest turn in I won't stop you. We'll assume that the items follow you around.

Yeah it's under the magic section,for one quickened spell per round.

Still some classes have a lot of swift actions, I. E pally lay on hands + smite evil.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Yeah but if you are using both you aren't full attacking so I don't see how it breaks anything. Not that I'm arguing you should allow it, just saying why I personally do.


Spells:
1st Intensified Shocking Grasp x2, Devion's Parry, Blade Lash, True Strike, Magic Missile 2nd Web, Mirror Image x2, Defending Bone (cast), Scorching Ray, 3rd Haste x2, Sleet Storm, Heroism (cast)
Passive stats:
HP 63/63 {72/72} | AC 21{25}/T14/FF18{22} | F+10/R+7/W+8 {+2 from heroism}| CMB +6 | CMD 21 | init +4 | Perception +6 {+8} |
Active effects/Limited use abilities:
Active effects: Defending Bone 45/45, Heroism 90 minutes Arcane Pool 10/10 | Black Blade Pool 3/3 | Maximize Spell 1/1 | Empowered Spell 1/1 | Reach 1/1

Sorry for not posting earlier, but at least I'll be awake for the next few hours, which oughta let us do okay.

Anyway, we might be in a bit of trouble since I didn't beat spell resistance, but I doubt we're actually dead, since they can't even hit very hard without sneak attack. Will we see what lies ahead, Vincent? Seems low enough risk since we can wake up fairly easily.


Strange Aeons Grp 2 |

Leonard, please explain to me how you got this:

Autosuceed defensive concentration, 90 electricity damage.

Maximized intensified shocking grasp is 9d6 = 54 dmg. How did you get 90?


Strange Aeons Grp 2 |

I realized I may have done you a disservice by flat out saying no you can't do this, no you can't do that. It's probably better for me to let you do whatever, then separately homebrew some stuff to show you why it's a bad idea to do it.

I may get less complaints that way, instead of me just saying you're going off the rails and I don't know how to homebrew.


Spells:
1st Intensified Shocking Grasp x2, Devion's Parry, Blade Lash, True Strike, Magic Missile 2nd Web, Mirror Image x2, Defending Bone (cast), Scorching Ray, 3rd Haste x2, Sleet Storm, Heroism (cast)
Passive stats:
HP 63/63 {72/72} | AC 21{25}/T14/FF18{22} | F+10/R+7/W+8 {+2 from heroism}| CMB +6 | CMD 21 | init +4 | Perception +6 {+8} |
Active effects/Limited use abilities:
Active effects: Defending Bone 45/45, Heroism 90 minutes Arcane Pool 10/10 | Black Blade Pool 3/3 | Maximize Spell 1/1 | Empowered Spell 1/1 | Reach 1/1

Lol, 9d6!=9d10.

Um, yeah, I wasn't sober when I posted that, to be completely honest. Note the multiple edits.

Anyway, looks like we're in bad shape now.


Strange Aeons Grp 2 |

Lol. OK that explains things. Usually when I'm really tipsy I'll just tell the party I'm incapacitated.

Mind you, I do appreciate you trying to post while tipsy, and would have cut you some slack, had I known.

Drink more water so you don't get hung over the next day.


Strange Aeons Grp 2 |

Vincent:

Your familiar should not get the +2 from the Inspiration.

Half elf Favored Class Bonus:
Gain a +1/4 bonus on all inspiration rolls.

It did not say your familiar gets it or it actually changes the inspiration class feature,such that all rolls out of it would get it.


Spells:
1st Intensified Shocking Grasp x2, Devion's Parry, Blade Lash, True Strike, Magic Missile 2nd Web, Mirror Image x2, Defending Bone (cast), Scorching Ray, 3rd Haste x2, Sleet Storm, Heroism (cast)
Passive stats:
HP 63/63 {72/72} | AC 21{25}/T14/FF18{22} | F+10/R+7/W+8 {+2 from heroism}| CMB +6 | CMD 21 | init +4 | Perception +6 {+8} |
Active effects/Limited use abilities:
Active effects: Defending Bone 45/45, Heroism 90 minutes Arcane Pool 10/10 | Black Blade Pool 3/3 | Maximize Spell 1/1 | Empowered Spell 1/1 | Reach 1/1

Yeah, I thought I'd do okay, but to be honest it was probably better to use mirror image.

I have a pretty low tolerance and I normally try not to have more than five or six drinks at the most, so I almost never get hungover. In this case, I stayed awake long enough to be sober for some time before sleeping, so I was fine.

Although I did sleep for 12 hours, which is disappointing.

If I do get to stand back up, I'll probably use mirror image.


Strange Aeons Grp 2 |

As you can see from other FCBs:

I.e Druid FCB for halflings:

Add a +¼ luck bonus on the saving throws of the druid’s animal companion.

They actually do state on affecting companions etc.

The record was 3 whites, 2 reds. I'm only around 133 lbs so maybe there's something about weight and how much you can drink.


Retired to Taldor?
GM Mort wrote:
The record was 3 whites, 2 reds. I'm only around 133 lbs so maybe there's something about weight and how much you can drink.

You think?


Strange Aeons Grp 2 |

Mebbe. You have less liquid in you so your blood alcohol content could be higher...

Then there's this article here...

*Ambles along*


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Ok.... Although it wouldn't say familiar in the FCB, that's because inspired familiar came second and it would be retarded to write it otherwise anyway, since 95% of investigators don't get the familiar class ability...

Still odd that they attack an apparently dead/down enemy over a living one killing their pal.


Strange Aeons Grp 2 |

Someone gave them instructions.


Strange Aeons Grp 2 |

Also, improved familiars do not grant their masters bonuses so I need to check your Fort save again.


Spells:
1st Intensified Shocking Grasp x2, Devion's Parry, Blade Lash, True Strike, Magic Missile 2nd Web, Mirror Image x2, Defending Bone (cast), Scorching Ray, 3rd Haste x2, Sleet Storm, Heroism (cast)
Passive stats:
HP 63/63 {72/72} | AC 21{25}/T14/FF18{22} | F+10/R+7/W+8 {+2 from heroism}| CMB +6 | CMD 21 | init +4 | Perception +6 {+8} |
Active effects/Limited use abilities:
Active effects: Defending Bone 45/45, Heroism 90 minutes Arcane Pool 10/10 | Black Blade Pool 3/3 | Maximize Spell 1/1 | Empowered Spell 1/1 | Reach 1/1

I too thought it was odd that they'd attack me, but if someone gave them instructions then that makes sense.

Anyhow, time for a bit more surgery, I suppose.

BAC is affected by how much blood you have. So if you're heavier and have more blood, you get less drunk. I can't really have more than five or six before it starts to become a negative experience. The most I've ever drunk is about nine or ten, which I do not wish to do again.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

What bonus are you talking about?


Strange Aeons Grp 2 |

Your character sheet shows the following:

Fort: +8 (3 base, 2 con, 2 familiar, 1 resistance)

You should not add the 2 for familiar as improved familiar does not add normal familiar bonuses.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Oh, must have missed that when I went improved, that's from the weasel. I know the imp doesn't add to fort.

Question, not sure if you are allowed to answer. If I back out of the dream can we just start over ritual or will we "fail" the quest to return the items?


Strange Aeons Grp 2 |

Start again ritual again. This one isn't time sensitive per se. Besides its not going to be easy doing it on a single character, so I'll have some sympathy.

But I'll assume you'll try the ritual another night and not on the same night?


Spells:
1st Intensified Shocking Grasp x2, Devion's Parry, Blade Lash, True Strike, Magic Missile 2nd Web, Mirror Image x2, Defending Bone (cast), Scorching Ray, 3rd Haste x2, Sleet Storm, Heroism (cast)
Passive stats:
HP 63/63 {72/72} | AC 21{25}/T14/FF18{22} | F+10/R+7/W+8 {+2 from heroism}| CMB +6 | CMD 21 | init +4 | Perception +6 {+8} |
Active effects/Limited use abilities:
Active effects: Defending Bone 45/45, Heroism 90 minutes Arcane Pool 10/10 | Black Blade Pool 3/3 | Maximize Spell 1/1 | Empowered Spell 1/1 | Reach 1/1

I, being blind, have no desire to try the ritual again. Until I'm not blind, that is.


Strange Aeons Grp 2 |

Fair enough. Though there is a PFS scenario you get to su*k the conditions imposed on you.

PFS Spoiler:

Midnight mirror - if you get hit by blindness in the shadowplane, there's no turning back for Condition removal.

What does the group want to do?


Spells:
1st Intensified Shocking Grasp x2, Devion's Parry, Blade Lash, True Strike, Magic Missile 2nd Web, Mirror Image x2, Defending Bone (cast), Scorching Ray, 3rd Haste x2, Sleet Storm, Heroism (cast)
Passive stats:
HP 63/63 {72/72} | AC 21{25}/T14/FF18{22} | F+10/R+7/W+8 {+2 from heroism}| CMB +6 | CMD 21 | init +4 | Perception +6 {+8} |
Active effects/Limited use abilities:
Active effects: Defending Bone 45/45, Heroism 90 minutes Arcane Pool 10/10 | Black Blade Pool 3/3 | Maximize Spell 1/1 | Empowered Spell 1/1 | Reach 1/1

Psychic surgery works, right?


Retired to Taldor?

what do we have to do to get Leonard 'cured' of blindness?


Strange Aeons Grp 2 |

Psychic surgery - would work had there be any Scrolls left. Both Scrolls were used on Seamus.

You're on a boat, 68 days from civilization. Captain Skywind may have some contacts lying en route or maybe it's just a tall order. She also needs to be informed of the problem if you're going that route.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Isn't there a way to treat it naturally? Over a week? If we are 68 days out we should have time right.


Strange Aeons Grp 2 |

Eh. You'll get buggered sometime during the week.

As per mod "typical threats the PCs could encounter while exploring both the Sellen Passage and the Dreamlands. During the course of the adventure, the PCs have a 20% chance of a random encounter every hour they spend in either area, but they should have no more than two random encounters per day."

I already cut the random encounters by a LOT since I feel they don't add to story.

And also the part that since you're away from civilization, getting a raise dead, if you die, is an iffy business.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

True but we could probably take care of business while Leonard rests, and I could still help treat him.


Strange Aeons Grp 2 |

You still don't get your uninterrupted 7 days rest anyway if you hear people screaming about monsters, so you don't get it anyway.

Recovering from a madness without magical aid is a lengthy process requiring significant rest. After 7 consecutive days of uninterrupted rest, the afflicted character can attempt a Will save against the madness’s current DC. If she succeeds, the DC is reduced by a number of points equal to 1/2 the character’s Charisma modifier (minimum 1). Instead of relying on her own strength of personality to reduce the effects of madness, a character can also seek out a single confidante, priest, or other advisor. The recovering character must meet with that person regularly (at least 8 hours each day) and gain guidance during the 7 days of rest. At the end of the rest period, the ally can attempt a Wisdom or Intelligence check (whichever is higher) with a DC of 15 for a lesser madness or a DC of 20 for a greater madness. On a success, the recovering character can reduce the madness’s DC by 1/2 the ally’s Wisdom or Intelligence modifier (whichever is higher, minimum 1) in addition to the decrease for resting. The character suffers the madness’s effect until the DC is reduced to 0.

21 days, aka 3 weeks have passed. Half your int modifier is 2. Psychosomatic loss is DC 20. The journey to Cassomir is 12 weeks, so even if you succeeded every single check, you'd need 10 weeks to do it. You have 9 weeks on the boat left.


Strange Aeons Grp 2 |

The crux of this book is the Dreamland journeys. There is some overland stuff, but I don't consider it that important.

I am happy to skip that you just arrive in Cassomir, skipping some overland encounters - if you so choose. You will lose out on some loot with that, but I understand if you do not feel confident of doing so with one party member compromised.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

We don't need to skip anything.

Also you can rest uninterrupted if you don't take actions it doesn't matter if there is combat or screaming.

So 3 DC per week means we would need 7 weeks to reduce it to 0 from 20.


Strange Aeons Grp 2 |

You can choose either or. "Instead of relying on her own strength of personality to reduce the effects of madness, a character can also seek out a single confidante, priest, or other advisor."

You need to chose either of the options given.

And no it will not be counted as resting unhindered if there are any agitation.

I'll also say that you may not use inspiration or any buffs on that check (the only buff you could probably apply is good hope as it is an ability check-not that there's any way to keep it up that long) since it's the cumulative effort of an entire week. Aid another and guidance works only for skill checks.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

I think we could try finishing the dreamlands thing even with Leonard moving half speed and having a 50% miss chance. Vorq can tell him square to target. Once that's over with we could try healing it?


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Inspiration. Works on ability checks.

And where does it say uninterrupted rest means there can't be a battle you are not involved in? That's not raw..

And it says confidant reduces DC in addition to DC reduction from resting. So 2+1 =3

"At the end of the rest period, the ally can attempt a Wisdom or Intelligence check (whichever is higher) with a DC of 15 for a lesser madness or a DC of 20 for a greater madness. On a success, the recovering character can reduce the madness’s DC by 1/2 the ally’s Wisdom or Intelligence modifier (whichever is higher, minimum 1) in addition to the decrease for resting"

Wizard rest uninterrupted is clearly defined: "To prepare his daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period."

Sounds of battle are not demanding tasks. You could make it a house rule but it's not a rule rule.

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

If 'uninterrupted' rest means not being disturbed by *hearing* combat, then logically, that means we could *never* rest on board ship, since technically 'violent motion' (such as riding a horse, or being in a boat) requires you to make a concentration check in order to cast spells, so therefore, by extrapolation, it can't be peaceful, either.

Moreover, the whole reason Howard tried not to involve himself in night combat, was so that he didn't 'lose' his Keep Watch, which is negated by being involved in combat.

For the record, I am happy to press on as we are (as long as Leonard is, of course!), but I would argue that, as long as you don't participate in any 'random encounter' combats, it would still count as 'rest' (as even if we can do it this way, it still takes 7 weeks, minimum, to 'fix' Leonard).


Strange Aeons Grp 2 |

Sure. Inspiration up for an entire week...not possible. That's why you can't use it,even if it works on ability checks. The ability check as I said represents the effort you've spent the whole week. Which you couldnt be inspired the whole week since each round costs 1 inspiration point.

K so you can get 3/week if you are lucky. Fair enough, I stand corrected for not parsing the last part correctly.

8h/day is fine. But uninterrupted rest for a week isn't - or why have I actually been bothering to throw you a random encounter every now and then?

I should have just saved myself the trouble and not bothered to even run any.

I've already toned down the number of encounters from what you'd have gotten mod as written.


Strange Aeons Grp 2 |

Anyway, just to make it clear why it still wouldn't work out at the end, had I allowed the uninterrupted rest.

Week 1

Vincent int check V DC 20: 1d20 + 4 ⇒ (14) + 4 = 18
Leonard will v DC 20: 1d20 + 8 ⇒ (19) + 8 = 27

DC 19

Week 2

Vincent int check V DC 20: 1d20 + 4 ⇒ (15) + 4 = 19
Leonard will v DC 19: 1d20 + 8 ⇒ (5) + 8 = 13

Still DC 19

Week 3

Vincent int check V DC 20: 1d20 + 4 ⇒ (5) + 4 = 9
Leonard will v DC 19: 1d20 + 8 ⇒ (14) + 8 = 22

DC 18

Week 4

Vincent int check V DC 20: 1d20 + 4 ⇒ (8) + 4 = 12
Leonard will v DC 18: 1d20 + 8 ⇒ (20) + 8 = 28

DC 17

Week 5

Vincent int check V DC 20: 1d20 + 4 ⇒ (7) + 4 = 11
Leonard will v DC 17: 1d20 + 8 ⇒ (19) + 8 = 27

DC 16

Week 6

Vincent int check V DC 20: 1d20 + 4 ⇒ (14) + 4 = 18
Leonard will v DC 16: 1d20 + 8 ⇒ (17) + 8 = 25

DC 15

Week 6

Vincent int check V DC 20: 1d20 + 4 ⇒ (14) + 4 = 18
Leonard will v DC 15: 1d20 + 8 ⇒ (8) + 8 = 16

DC 14

Week 7

Vincent int check V DC 20: 1d20 + 4 ⇒ (2) + 4 = 6
Leonard will v DC 14: 1d20 + 8 ⇒ (20) + 8 = 28

DC 13

Week 8

Vincent int check V DC 20: 1d20 + 4 ⇒ (5) + 4 = 9
Leonard will v DC 13: 1d20 + 8 ⇒ (4) + 8 = 12

DC 13

Week 9

Vincent int check V DC 20: 1d20 + 4 ⇒ (1) + 4 = 5
Leonard will v DC 13: 1d20 + 8 ⇒ (14) + 8 = 22

DC 12

After that entire string of dice - see where the problem lies?


Spells:
1st Intensified Shocking Grasp x2, Devion's Parry, Blade Lash, True Strike, Magic Missile 2nd Web, Mirror Image x2, Defending Bone (cast), Scorching Ray, 3rd Haste x2, Sleet Storm, Heroism (cast)
Passive stats:
HP 63/63 {72/72} | AC 21{25}/T14/FF18{22} | F+10/R+7/W+8 {+2 from heroism}| CMB +6 | CMD 21 | init +4 | Perception +6 {+8} |
Active effects/Limited use abilities:
Active effects: Defending Bone 45/45, Heroism 90 minutes Arcane Pool 10/10 | Black Blade Pool 3/3 | Maximize Spell 1/1 | Empowered Spell 1/1 | Reach 1/1

I could be blind until we get to civilization, I think we'd be alright. Angiliath can tell me where to attack just fine, no need for Vorq. In addition to half speed and 50% miss chance, my AC is even lower than normal.

I don't think I can do a whole lot while blind, I can't take hits well and I can't do damage well. But we're mostly done with the dreamlands segment anyway, shouldn't be too long.


Strange Aeons Grp 2 |

The issue is I want to know how the group wishes to proceed from here. Do you want a skip to the end? Or you want to proceed in Dreamlands without Leonard? Or what?

The dialogue for each of those situations will be different.

Also of course you can't go for your cooking lessons blind,so I guess there will be some telling of NPCs on this.

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