[PFC] GM Granta's The Delirium's Tangle (#45) (Inactive)

Game Master Granta

Maps


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Sovereign Court

After a long, fruitless search, you make camp in the hallway. The frequent echoes make it obvious you aren't alone, but the night passes without disturbance. In the morning, you find yourselves in the middle of a long, featureless hallway that stretches in both directions as far as the eye can see.

Navigation check #7

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Farlen closes his spell book and packs it away. His head feels normal again and he feels refreshed. He just wished they had a clear path ahead. But with the start of a new day (though the terrain does not show it) he feels his resolve to overcome and accomplish the tasks recharged. "Today is a new day. I am ready to find our minotaur friend."
perception aid: 1d20 ⇒ 17

Scarab Sages

Clr 1, HP9/9 - AC 16, T 10, FF 16/ F +3, R +0, W +6/ CMD 11, CMB +1/ Per +13(LL), Init +2, Move 40ft

Perception 1d20 + 13 + 2 ⇒ (16) + 13 + 2 = 31

"Pretty sure he's THIS way..."

Grand Lodge

Male Half-orc Sorcerer 1 | HP: 9/9 | AC:11 T:11 FF:10 | CMB:+0 CMD:11 | Saves F:+2 R:+1 W:+1 | Init:+3 | Per:+3(DV) | Speed:30ft Claws:7/7

It feels strange to wake in the morning without the welcoming warmth of the rising sun. I anor. Hmm. May the light protect us from the darkness of these tunnels, and the Resplendent Goddess of Fortune guide our steps unto a Prince and an hourglass.

Ember smiles to himself, shouldering on his rugged backpack and stretching his hands as small flickers of fire dance across his fingertips in some kind of warm up exercise - quite literally. He frowns a little at the lack of a wall barring their way, but abandons the thought when he hears the wizard's enthusiasm.

Perception Aid: 1d20 + 3 ⇒ (5) + 3 = 8

"If you're so sure," he rumbles with a slight shrug and grin, picking up his crossbow and following the cleric's lead.

Sovereign Court

When you wake, Hellena finds the trail anew. A skeleton lies against the wall ahead, a message crudely sketched in charcoal next to it: "Left is back but back is clockwise and right is too hot. I'm sorry, Garanel."

Navigation check #8

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

The long fruitless search that night was like a colorful explosion of creative foul language. Gaining in speed and creativity as the time moved forward, eventually switching to Dwarven and continuing from there long into the night. At long last though Ironshanks gave up and pulled his scalemail off, dumping his gauntlets to the side and propping himself up against the wall in his bedroll for some rest after his watch ended. Snoring soon followed.

Morning
Ironshanks is a bit less defeated looking but far grumpier. "I hope that flow'ry nose of yers is workin' this mornin'!" He says as he eats some dried rations, washing them down with a few sips from his waterskin.

Perception Aide: 1d20 + 7 ⇒ (12) + 7 = 19

Scarab Sages

Clr 1, HP9/9 - AC 16, T 10, FF 16/ F +3, R +0, W +6/ CMD 11, CMB +1/ Per +13(LL), Init +2, Move 40ft

Perception 1d20 + 13 + 2 ⇒ (5) + 13 + 2 = 20

"Perhaps, it smells a bit fainter now..."

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Farlen looks around and wonders about the skeleton and the puzzle. He wonders also who Garanel is. He figures sooner or later they will not be able to just follow the minotaur prince, they will have to solve what ever problem or trap or issue he could not. After all it has kept him from returning and required he and his friends to look for him now.
Sying he attempts to sniff out the minotaur trail.
perception aid: 1d20 ⇒ 14

Sovereign Court

Rolls:
Khellek's Aid (understand the maze): 1d20 + 11 ⇒ (7) + 11 = 18

The party comes to a fork where Hellena is unable to tell which tunnel carries a stronger scent of roses. Khellek tries to understand the maze and determine the correct path, but fails.

Ember?

Scarab Sages

Clr 1, HP9/9 - AC 16, T 10, FF 16/ F +3, R +0, W +6/ CMD 11, CMB +1/ Per +13(LL), Init +2, Move 40ft

This scenario must crush T1-2 parties, imagine if no one had a super optimised skill!?

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Don't know if you will allow it as we have already declared Hellena as or primary on this check. But I could try to understand the maze. It could either aid again or stand alone. If not oh well.

knoweledge to understand maze:

know(arcana): 1d20 + 8 ⇒ (17) + 8 = 25

Grand Lodge

Male Half-orc Sorcerer 1 | HP: 9/9 | AC:11 T:11 FF:10 | CMB:+0 CMD:11 | Saves F:+2 R:+1 W:+1 | Init:+3 | Per:+3(DV) | Speed:30ft Claws:7/7

Sorry for my absence, internet and paizo site being weird for me over the past few days. Should be good to go now though. And yeah, checks are pretty rough, but hey there's always the age old 'stick your hand against one wall and hope for the best'.

Ember casts his eyes down one tunnel, then the other, frowning equal amounts at both. "This is... troublesome, to say the least. But perhaps inevitable. We have come this far thanks to our noses and Hellena's acute perception literally, heh, but maybe it's time we relied upon our other senses..." He observes Farlen deep in thought and grins to himself, clicking his fingers with his free hand and playing with the small sparks of fire that jump at each sound.

Knowledge Arcana Aid: 1d20 + 6 ⇒ (8) + 6 = 14

"Or time we abandoned them entirely. Which path we take is dependent on where we want to go, and this maze will see to it that such a destination will not be easily reached. But if we do not know where we are going, then does it matter which road we choose? We merely need to go where the labyrinth does not want us to." He shrugs, hoping to offer inspiration or aid the wizard if he asks.

Sense Motive DC18:

Bluff: 1d20 + 4 ⇒ (14) + 4 = 18 Ember doesn't actually know if bluffing the maze is a thing, but he's trying to at least lighten the mood. Getting lost can be fun, right?

Sovereign Court

Hellena takes the party left at the fork, but 30 minutes later you reach a dead end and have to backtrack.

Navigation check #8, again

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

i think we should try the skeleton clue. We need to head back the way we came and it will magically give us another path. Let us try our best navigation check. But if it is inconclusive lets head back the way we came. We could try to understand the maze with Khellek with aids from farlen and ember. Or try Hellenas perception with aids from everyone.if unsuccessful lets head back.
Farlen scratches his head.
"I think the skeleton is a hint. If we can't smell him let's try to go back and hope for the best"

Scarab Sages

Clr 1, HP9/9 - AC 16, T 10, FF 16/ F +3, R +0, W +6/ CMD 11, CMB +1/ Per +13(LL), Init +2, Move 40ft

Perception 1d20 + 13 ⇒ (10) + 13 = 23+Aids?

Hellena strides off again, "Let's see how this takes us and whether we come into any new terrain"

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Ironshanks the dwarf continues his grouchy march through the seemly shifting tunnels and corridors only to arrive at another dead end. "I'm startin' to think I'd prefer the frozen North to this s%$!! At least up there I knew which way were North and that everythin' wanted a piece of my axe!"

He does his best to help find the smell of flowery cow amongst the other smells in the room. Perception Aide: 1d20 + 7 ⇒ (4) + 7 = 11

Sovereign Court

A low, rhythmic hum buzzes through the stones of the floor, causing a jaw-rattling vibration. Imagine how your hands feel after a half hour of using the leaf or snow blower, but your whole body feels that way.

Navigation check #9

Scarab Sages

Clr 1, HP9/9 - AC 16, T 10, FF 16/ F +3, R +0, W +6/ CMD 11, CMB +1/ Per +13(LL), Init +2, Move 40ft

Perception 1d20 + 13 ⇒ (20) + 13 = 33

"Well that's new! Onward!"

Grand Lodge

Male Half-orc Sorcerer 1 | HP: 9/9 | AC:11 T:11 FF:10 | CMB:+0 CMD:11 | Saves F:+2 R:+1 W:+1 | Init:+3 | Per:+3(DV) | Speed:30ft Claws:7/7

"New, yes, but not a sensation I wish to experience again anytime soon," Ember grumbles, rubbing his jaw in discomfort. "But new is good, I suppose. It means we are progressing. I would wager that Farlen is correct in his assumption about the skeleton, however. There is certainly something to take away from such a clue."

He ponders the cryptic scrawls for a moment as they walk. "Left is back but back is clockwise, and clockwise would suggest we may not be retracing our steps at all, hence that damnable vibration. And judging from the bony state of our unfortunate friend, I am glad we did not pick the path to our right..." He grins grimly, sniffing the air and shrugging when nothing comes up.

Perception Aid: 1d20 + 3 ⇒ (1) + 3 = 4

"Tell us a joke, dwarf. Or perhaps a story to ease the silence for some time."

Sovereign Court

The leftward-curving passage dead ends, but turning around to backtrack reveals a new passage that slopes gently upward.

Navigation check #10

Scarab Sages

Clr 1, HP9/9 - AC 16, T 10, FF 16/ F +3, R +0, W +6/ CMD 11, CMB +1/ Per +13(LL), Init +2, Move 40ft

Perception 1d20 + 13 ⇒ (19) + 13 = 32

"Pretty sure we are getting somewhere - just examining the bricks to ensure they aren't the same ones... damn minotaur"

Sovereign Court

The jaw-rattling vibrations cease as a giant, bronze door appears in the passageway ahead.

The next part is pretty significant, so let's wait for Khellek now.

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

"I have never been so glad to see a door in my life. I will have settled for rotten wood if it leads out of here. But bronze will do too."

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 15/20; Spells avail:L1 3/(5+1)L2 1/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Just a mini post, as I've borrowed my wifes laptop, back home in five or six days.

The tired scholar looks up as the group approaches the doors.

"Ahh, here is a challenge! Bronze doors in the middle of hte maze, we have not seen their like before."

And seeing this maze, might not again.

HE examines them for magic, runes or other elements of interest.

Casts detect magic, takes ten on any appropriate knowledge skill dheck.

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

"I ain't no story teller Orc! Story tellers are people that can't get nothin' done themselves so they tell someone else's story." He spits on the ground for emphasis. That and I tell s*%&ty stories... My voice just isn't good for it.

A small smile can almost be seen behind the stout dwarf's beard as he sees the doorway ahead. "'Bout f$$&in' time! This better not be no trick! Khellek, tell me this ain't no trick and I'll buy you a whiskey when we get outta here." As the old man studies the door Ironshanks checks that all of his gear is set and then goes about keeping a close eye on things, staying near the old guy just in case trouble erupts.

Sovereign Court

Let's try running the combat slowly, hopefully Khellek can make the occasional post. I won't bot him for this fight though, because it can be a really tough one.

You guys haven't encountered any threats in over a day now, so I am going to say weapons and shields (except bucklers) are not equipped.

GM Rolls:
Position (Ember): 1d8 ⇒ 8
Position (Farlen): 1d8 ⇒ 6
Position (Hellena): 1d8 ⇒ 5
Position (Ironshanks): 1d8 ⇒ 1
Position (Khellek): 1d8 ⇒ 8

Initiative (Ember): 1d20 + 3 ⇒ (17) + 3 = 20
Initiative (Farlen): 1d20 + 2 ⇒ (8) + 2 = 10
Initiative (Hellena): 1d20 + 2 ⇒ (5) + 2 = 7
Initiative (Ironshanks): 1d20 + 1 ⇒ (19) + 1 = 20
Initiative (Khellek): 1d20 + 1 ⇒ (8) + 1 = 9
Initiative (GM): 1d20 + 1 ⇒ (12) + 1 = 13

Perception (Ember): 1d20 + 3 ⇒ (18) + 3 = 21
Perception (Farlen): 1d20 ⇒ 7
Perception (Hellena): 1d20 + 13 ⇒ (1) + 13 = 14
Perception (Ironshanks): 1d20 + 7 ⇒ (3) + 7 = 10
Perception (Khellek): 1d20 - 1 ⇒ (17) - 1 = 16
Stealth: 1d20 + 9 ⇒ (16) + 9 = 25

DC 22+ Knowledge (planes):
You recognize the symbol on the central stone and the whispering. This is the Void Whisperer, and it can drain your blood (STR/CON damage).
Please do not share info until your turn.

DC 27+ Knowledge (planes):
It drains your blood by attaching to your skin, but is susceptible to salt.
Please do not share info until your turn.

Maps

Round 1
Effects none

  • Ember
  • Ironshanks
  • Essence of the Void Whisperer
  • Farlen
  • Khellek
  • Hellena

The bronze door is completely plain, lacking even the symbols and runes that cover the rest of the maze. As Khellek starts to cast his spell, the feeling of relief and accomplishment that everyone feels suddenly slips away. The world spins as colors and sounds blend together into a sickening maelstrom. The chaos passes just as quickly, but the passage is suddenly gone and instead there is now only a scrap of rock, surrounded by inky blackness dotted with distant points of light. Fractured sounds, like whispered curses, float across the darkness.

A piece of the darkness floats toward Farlen, and the wizard's entire body breaks out in goosebumps.

Ember and Ironshanks are up.

Grand Lodge

Male Half-orc Sorcerer 1 | HP: 9/9 | AC:11 T:11 FF:10 | CMB:+0 CMD:11 | Saves F:+2 R:+1 W:+1 | Init:+3 | Per:+3(DV) | Speed:30ft Claws:7/7

Ember smirks at Ironshanks' response but doesn't comment further. The dwarf's spirit is not dulled, so mine should not be either.

He turns his attention to the bronze of the door as they approach, partially sharing in the enthusiasm and relief of his companions. His grin widens slightly at the promise of spirits at the end of their adventure. "And I'll buy a drink or two for the rest of you, once our prize has been returned safely home. I am equally as glad to find this door set before us. These walls are becoming tedious to observe. Any challenge would be better than..."

Ember's eyes narrow as the world begins to fall apart around them, and he bites his tongue hard to repel the feeling of nausea. Perhaps poking the bear was a foolish mistake... "This is no simple trick, friends, nor some paltry illusion! Planar magic, ready yourselves."

He grits his teeth and feels for his crossbow as soon as his vision returns, refusing to let the eerie whispers and vast emptiness surrounding them unnerve him. Drawing the weapon and hastily pulling a bolt from the quiver strapped to his belt, Ember takes a few steps towards the edge of the platform to scan the surroundings, making sure no one had been lost in the void and cursing at the shadowy ball that floats towards Farlen.

"Scholar, what is that creature!?" he roars, glaring at the closest string of chain that links some of the rocks.

5ft step, move and standard to draw and load the crossbow. Do the chains look solid enough to step on or cling to?

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

"Whatinthef!+#?" Mumbles Ironshanks as he fumbles to equip his shield and by the look of the floating island he's on.. a dreaded javelin.

"I didn't sign up for this sort of b%%$+!@@! What in the hells is going on here!"

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Farlen backs away wracking his brain trying to figure out what in the world this black ball is.
knowledge planes: 1d20 + 8 ⇒ (20) + 8 = 28
"Why do the hostile creatures seem to go for me? How do I get so lucky?"

Sovereign Court

@Ember: Solid enough? Yes. Can't say how easy or hard the Acrobatics check would be, though.

GM Rolls:
Bite: 1d20 + 4 ⇒ (5) + 4 = 9 Damage: 1d6 ⇒ 6

Maps

Round 1-2
Effects none

  • Ember
  • Ironshanks
  • Essence of the Void Whisperer
  • Farlen
  • Khellek
  • Hellena

Ember readies a crossbow, while Ironshanks readies his shield. The creature clumsily reaches for Farlen

Everybody is up.

Scarab Sages

Clr 1, HP9/9 - AC 16, T 10, FF 16/ F +3, R +0, W +6/ CMD 11, CMB +1/ Per +13(LL), Init +2, Move 40ft

Hellena has no way of skipping over - so holds position for now...!

Delay

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

"This thing drain blood weakening it prey." "It is weakened by salt. I think it desolves its physical being."
need help moving
Farlen steps away to the southwest 5', and then pulls is wand of magic missiles, repeats the activation sneeze sounding word and lets fly at the thing. He racks his brain for any spell component with salt in it.
mm damage: 1d4 + 1 ⇒ (4) + 1 = 5

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Ironshanks finishes strapping on his shield then draws out a javelin as he peers nervously down off the edge of his floating rock. "Salt? I'm no butcher. Only salt I got is in my dried meat rations! But I do got a javelin here... INCOMING!" He says as he lets it fly after Farlen backs away. Lets it fly right off into nothingness... "Faulty craftsmanship! Dammit!

Ranged Attack Javelin - Range Penalty: 1d20 + 2 - 2 ⇒ (8) + 2 - 2 = 81d6 + 4 ⇒ (3) + 4 = 7

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 15/20; Spells avail:L1 3/(5+1)L2 1/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

planes: 1d20 + 12 ⇒ (2) + 12 = 14
"Ahh, I hate to be rushed...... I'm sure if I had my books I could identify this." moans the scholar.

Can't take ten in combat on knowledge checks yet. grr

The scholar sighs, taking out his crossbow as he thinks of an appropriate piece of history.

"When the Ossirian empire faced off against the Jakisha imperium they faced many threats from other worlds. When facing an unknown threat for the first time, they would try to learn its abilities and how to counter them."

Move - draw crossbow, standard, inspire courage +1 to hit and damage, and vs fear

Grand Lodge

Male Half-orc Sorcerer 1 | HP: 9/9 | AC:11 T:11 FF:10 | CMB:+0 CMD:11 | Saves F:+2 R:+1 W:+1 | Init:+3 | Per:+3(DV) | Speed:30ft Claws:7/7

"My apologies, Khellek, but it does not appear we have the luxury of time," growls Ember, bringing his crossbow around and releasing a shot towards Farlen's platform.

Crossbow + Inspire: 1d20 + 2 ⇒ (6) + 2 = 8 Damage: 1d8 + 1 ⇒ (6) + 1 = 7

The rusty bolt soars over the wispy creature's head and plummets into the vast expanse of nothingness. He grunts in disapproval and quickly sets about loading a second piece of ammunition.

Sovereign Court

GM Rolls:
Bite: 1d20 + 3 ⇒ (6) + 3 = 9 Damage: 1d6 ⇒ 6

Maps

Round 2-3
Effects Inspire Courage +1 (1)

  • Ember
  • Ironshanks
  • Essence of the Void Whisperer - 5 damage
  • Farlen
  • Khellek
  • Hellena - delay

Farlen backs away and shoots a bolt of translucent energy at the creature. Khellek draws his crossbow and starts lecturing. Ember hastily fires an inaccurate shot, then reloads. Ironshanks' javelin forever disappears into the void. The monster follows Farlen toward the edge, but the wizard continues to evade its attacks.

Everybody is up.

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Farlen is trapped. He shifts east along the rock edge. need help moving
"I'll lead it into the open." "Anyone have salt!" "Throw salt on it!" He shoots wand at dark ball.
mm damage chg3 of50: 1d4 + 1 ⇒ (4) + 1 = 5
don't know if Farlen provokes AO.

Sovereign Court

@Farlen: Is that square good, or do you want to move another square over? The former doesn't provoke, the latter would.

Silver Crusade

that's it. Thanks.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 15/20; Spells avail:L1 3/(5+1)L2 1/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

"Salt? " queries Khellek. "Good for the hot climes.." looking around he obviously doesn't think this qualifies. "And leeches. Speaking of which, when facing an unknown opponent, using a variety of attacks may help reveal its weakness."

Continues inspire courage

He kicks a bolt into place and then fires.

attack,inspire: 1d20 + 3 + 1 ⇒ (5) + 3 + 1 = 9
damage, inspire: 1d8 + 1 ⇒ (7) + 1 = 8

It would appear the scholars weaknesses include poor accuracy with his crossbow.

Scarab Sages

Clr 1, HP9/9 - AC 16, T 10, FF 16/ F +3, R +0, W +6/ CMD 11, CMB +1/ Per +13(LL), Init +2, Move 40ft

Hellena puts down her shield to get out her sling...

Sovereign Court

@Hellena: I made a note earlier that shields were not equipped, so you don't need to take it off. You have enough actions to attack this round.

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Seeing no other options, Ironshanks draws out his 2nd of 3 javelins and gets ready to throw it once Farlen clears the... thing.

Readied Attack:
Ranged Javelin + Inspire - Range Penalty: 1d20 + 2 + 1 - 2 ⇒ (18) + 2 + 1 - 2 = 191d6 + 4 + 1 ⇒ (2) + 4 + 1 = 7

"I ain't got enough of these javs to keep tossin' em down a hole. Get some space between ya and I'll make my shot!"

Grand Lodge

Male Half-orc Sorcerer 1 | HP: 9/9 | AC:11 T:11 FF:10 | CMB:+0 CMD:11 | Saves F:+2 R:+1 W:+1 | Init:+3 | Per:+3(DV) | Speed:30ft Claws:7/7

Ember brings up his crossbow a second time, aiming with one eye closed towards the cloud of darkness. He tries to use Khellek's bolt as a guideline for his own, but growls under his breath when the creature advances towards Farlen. Hearing Ironshanks' cry, he decides to hold his shot for a few seconds also.

Readied Attack:

Crossbow + Inspire: 1d20 + 1 + 1 ⇒ (12) + 1 + 1 = 14 Damage: 1d8 + 1 ⇒ (1) + 1 = 2

Wait for it, wait for it...

Scarab Sages

Clr 1, HP9/9 - AC 16, T 10, FF 16/ F +3, R +0, W +6/ CMD 11, CMB +1/ Per +13(LL), Init +2, Move 40ft

Ahh ok, took it as just the weapons...:)

Hellena slings a bullet towards the creature...

IC/Into combat
Attack 1d20 + 1 - 4 ⇒ (18) + 1 - 4 = 15
Damage 1d4 + 1 + 1 ⇒ (2) + 1 + 1 = 4

Sovereign Court

GM Rolls:
Bite: 1d20 + 4 ⇒ (19) + 4 = 23 Damage: 1d6 ⇒ 5

Maps

Round 3-4
Effects Inspire Courage +1 (2)

  • Ember - ready
  • Ironshanks - ready
  • Essence of the Void Whisperer - 14 damage, grappled
  • Farlen - 5 damage, grappled, -1 Strength, -1 Constitution
  • Khellek
  • Hellena

Farlen continues to back away and fire his wand at the creature, while Khellek's shot falls far shot. Hellena manages to wound the monster as well, while Ember and Ironshanks wait for the right moment. However, the void whisperer finally bites into Farlen and holds on, drinking his blood.

Farlen, Khellek and Hellena are up. Ember and Ironshanks may be up, depending on whether their readied actions trigger.

Scarab Sages

Clr 1, HP9/9 - AC 16, T 10, FF 16/ F +3, R +0, W +6/ CMD 11, CMB +1/ Per +13(LL), Init +2, Move 40ft

Surprised the shot landed, Hellena has another go...!

IC/Into combat
Attack 1d20 + 1 - 4 ⇒ (1) + 1 - 4 = -2
Damage 1d4 + 1 + 1 ⇒ (3) + 1 + 1 = 5

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Seeing the 'thing' latch on to Farlen and start draining blood, Ironshanks lets it fly in desperation anyhow. "That don't look good! Best get it off him quick!"

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Farlen points his wand at the thing biting him an whispers the trigger word.
mm damage 4 of 50: 1d4 + 1 ⇒ (1) + 1 = 2
"Die evil blood sucker!" "Eat missiles you fiend!" but the last statement is noticably weaker.
i think farlen can do that.

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Sovereign Court

Please post the following info:

  • Player/Forum Name
  • Character Name
  • Class/Level
  • PFS# (include character dash)
  • Faction
  • Day Job Roll
  • Whether you have played/GMed this scenario before.
  • Any questions or miscellaneous information.

    We won't be starting for another week or so, but can start discussing party makeup/character creation.

  • Grand Lodge

    Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

    Ironshanks here. I'll update the table in a bit, just want to be sure I'm not going to make any changes once his present adventure ends.

    Dwarven Fighter 1


    Female human Druid (worldwalker)

    Just dotting in here, will be either Prisim (Sorcerer-4) or Khellek (probably bard-2) assuming they survive.

    Grand Lodge

    Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

    If I get a vote I'm throwing it to Khellek, big fan. Well done from what I've seen so far of him.

    Grand Lodge

    Male Human Fighter 2 HP 15/18 | AC 20, T 13, FF 17, CMD 18 | F +5, R +5, W +2 | Init +4 | Perc +7, SM +1 | Speed 20ft

    I'm hoping we stick to low tier, since this PC is only level 1.

    Player/Forum Name: Fromper
    Character Name: Groosalugg the Brave and Undefeated
    Class/Level: Fighter 1
    PFS# (include character dash): 38137-21
    Faction: Grand Lodge
    Day Job Roll: Nope
    Whether you have played/GMed this scenario before: Played it 4-5 years ago in standard. Don't remember much detail.
    Any questions or miscellaneous information: I don't think I've updated his character stats online yet, so I'll try to get that done in the next day or two. When are we starting?

    Sovereign Court

    We can start as soon as this game finishes, which should be within a week. There is something they could do to make it last longer, but I would be surprised if the party takes that path.


    Hey all, dotting in as well though I haven't figured out why it's called that. I guess it just sort of caught on and stuck at some point? :P

    I'm torn between playing either a Sorcerer or Cleric, both level 1. Still working out some ideas, so let me know if you'd prefer one over the other. Haven't played or GMed this scenario before and I'll get round to updating the rest sometime tomorrow after (hopefully) deciding.

    Grand Lodge

    Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

    Welcome Reed! Err... Ahre. Don't ferget yer boots!


    1 person marked this as a favorite.

    Hehe, something tells me I won't be getting those boots back anytime soon unless the hungry earth that swallowed them has a serious change of heart. :P

    Scarab Sages

    Clr 1, HP9/9 - AC 16, T 10, FF 16/ F +3, R +0, W +6/ CMD 11, CMB +1/ Per +13(LL), Init +2, Move 40ft

    Player/Forum Name: Shifty
    Character Name: Hellena
    Class/Level: Cleric 1
    PFS# (include character dash): 41662-17
    Faction: Sages
    Day Job Roll: Nil
    Whether you have played/GMed this scenario before: Played ages back.

    Grand Lodge

    Male Half-orc Sorcerer 1 | HP: 9/9 | AC:11 T:11 FF:10 | CMB:+0 CMD:11 | Saves F:+2 R:+1 W:+1 | Init:+3 | Per:+3(DV) | Speed:30ft Claws:7/7

    It's not quite tomorrow as promised but hey...

    Player/Forum Name: Ahre
    Character Name: Ember
    Class/Level: Sorcerer 1
    PFS# (include character dash): 154725-4
    Faction: Grand Lodge
    Day Job Roll: Nil.
    Whether you have played/GMed this scenario before: Nope.

    I'll update the character sheet and finish up equipment and traits etc later today, but it's 9am and I haven't slept yet so that's a thing. I haven't actually played a full caster before, but I imagine Ember has a passion for magic as bright as his flames yet harbors a heart as warm as the remnants that match his name... or something like that. Looking forward to playing with you guys soon, merry Christmas in advance and stuff. :)

    Sovereign Court

    I just need Khellek and Ironshanks to enter their info here. Let's plan on starting right after Christmas. Unless people would rather wait until after New Year's to get a consistent start. This is my first holidays on PbP (and I'm not Christian), so I don't really know how much effect the holidays will have on the game.

    Grand Lodge

    Male Half-orc Sorcerer 1 | HP: 9/9 | AC:11 T:11 FF:10 | CMB:+0 CMD:11 | Saves F:+2 R:+1 W:+1 | Init:+3 | Per:+3(DV) | Speed:30ft Claws:7/7

    Sounds good, anytime is fine for me.

    Dark Archive

    Bard-8: HP 56/56; GM reroll @+4 1/1;music available 15/20; Spells avail:L1 3/(5+1)L2 1/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
    knowledge take 10s:
    add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
    (Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

    Player: B Viggers
    Character: Khellek the historian
    Class: Bard-2
    PFS 100387-16
    Faction: Dark Archive
    Day job: oratory: 1d20 + 7 ⇒ (4) + 7 = 11 <- will use reroll @+3/take 10 for 20 if not used in game
    Not played or GMed before
    SLOW advancement


    VC - Sydney, Australia

    I'm fine to start straight off :)

    Grand Lodge

    Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

    I'll be reasonably busy during the holidays but not enough to not being able to post once or twice a day. I'll get my info in a bit, just finishing leveling.

    Player/Forum Name: Massee
    Character Name: Ironshanks Magee
    Class/Level: Fighter 1
    PFS# 202046-8
    Faction: Grand Lodge
    Day Job Roll: None
    Whether you have played/GMed this scenario before: Nope
    Any questions or miscellaneous information: My first Core character... and he swears a lot so please let me know if that's a problem...

    Grand Lodge

    Male Half-orc Sorcerer 1 | HP: 9/9 | AC:11 T:11 FF:10 | CMB:+0 CMD:11 | Saves F:+2 R:+1 W:+1 | Init:+3 | Per:+3(DV) | Speed:30ft Claws:7/7

    Any spell recommendations for first level that would help you guys out? I'm all ears.

    Grand Lodge

    Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

    My arcanist tries to keep burning hands prepared, its quite solid for low level, especially since swarms and area damage mix nicely. It also seems fitting for your name. I would say it depends on how your want to run your character, you don't get many options. I would suggest detect magic be one of them though for level 0s.

    Grand Lodge

    Male Half-orc Sorcerer 1 | HP: 9/9 | AC:11 T:11 FF:10 | CMB:+0 CMD:11 | Saves F:+2 R:+1 W:+1 | Init:+3 | Per:+3(DV) | Speed:30ft Claws:7/7

    Yeah, Detect and Read Magic seem almost mandatory though it would be interesting to play without them. Ember has Prestiwhatever to get the breadcrumbs and blood stains out of your beard if you ask nicely, and Spark for some neat little magic tricks and on demand roasted marshmallows. Was leaning towards Burning Hands for the exact reason you said, though it probably wont see much use unless we get some crazy ideas. And you've seen what happens when I get crazy ideas... :P

    Dark Archive

    Bard-8: HP 56/56; GM reroll @+4 1/1;music available 15/20; Spells avail:L1 3/(5+1)L2 1/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
    knowledge take 10s:
    add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
    (Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

    I played a sorcerer without read magic. Cause a bit of problems recently so picked it up at 4th.

    Playing without detect magic is probably not too bad, means you can save those scarce skill points and not worry about spellcraft or know(arcana)!

    I'd second burning hands as very helpful against swarms.

    Sovereign Court

    If you do put ranks in Spellcraft, consider spending 2 PP for a wand of identify.

    Grand Lodge

    Male Half-orc Sorcerer 1 | HP: 9/9 | AC:11 T:11 FF:10 | CMB:+0 CMD:11 | Saves F:+2 R:+1 W:+1 | Init:+3 | Per:+3(DV) | Speed:30ft Claws:7/7

    Thanks, that wand does sound pretty useful. And burning hands it is.

    Grand Lodge

    Male Human Fighter 2 HP 15/18 | AC 20, T 13, FF 17, CMD 18 | F +5, R +5, W +2 | Init +4 | Perc +7, SM +1 | Speed 20ft

    I'm dropping out of this one.

    Grand Lodge

    Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

    Ya read magic on a sorcerer is less important than a wizard, unless you're using a bunch of scrolls. If you've got a decent spellcraft check then often you can ID stuff with just a detect magic/spellcraft roll. Those spellcrafts will be tougher though without the high Int. Sorcs sure are limited in skills, most go with social skills to take advantage of that nice Cha.

    Sorry to see you go so soon Groosalugg. Fair travels.

    Sovereign Court

    I like read magic on all casters. Almost every scenario includes scrolls in the treasure.

    Grand Lodge

    Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

    Ya its a good one to have but sometimes its just not in the concept for a character, and I can see it definitely not being in on a sorcerer with the 'innate' magic ability. "Yes I cast spells, no I don't really know how or what they are."

    Scarab Sages

    Clr 1, HP9/9 - AC 16, T 10, FF 16/ F +3, R +0, W +6/ CMD 11, CMB +1/ Per +13(LL), Init +2, Move 40ft
    Groosalugg wrote:
    I'm dropping out of this one.

    Was it something we said, or everything we said?

    Dark Archive

    Bard-8: HP 56/56; GM reroll @+4 1/1;music available 15/20; Spells avail:L1 3/(5+1)L2 1/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
    knowledge take 10s:
    add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
    (Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

    I think it was just that I asked you to dance first.

    Grand Lodge

    Male Half-orc Sorcerer 1 | HP: 9/9 | AC:11 T:11 FF:10 | CMB:+0 CMD:11 | Saves F:+2 R:+1 W:+1 | Init:+3 | Per:+3(DV) | Speed:30ft Claws:7/7

    Haha, apologies if it was all the talk of elven and dancing. Take care Groos.

    Agreed on the Spellcraft and Read Magic points, thanks for the help. They're both pretty useful in they're own right. Do new characters start with PP?

    Grand Lodge

    Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

    All fresh characters start with 0PP and 150g. Each mission will award 1 or 2PP depending on the mission and if you completed all of the objectives, as well as gold of course. Usually around 400-500g for a first level mission so I've seen so far.

    Grand Lodge

    Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

    We will miss your sword Groos. I feel sort of ghoulish being able to join as someone leaves. Here is hoping everything is okay and you success in all you endeavor.

    Dark Archive

    Bard-8: HP 56/56; GM reroll @+4 1/1;music available 15/20; Spells avail:L1 3/(5+1)L2 1/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
    knowledge take 10s:
    add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
    (Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

    Or, if you fail a mission, you can get 0PP

    Grand Lodge

    Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

    Payer name: Wydroe
    Character name: Farlen Mizzul
    Class/Level: Wizard 1
    PFS#: 165069-12
    Faction: Grand Lodge
    Day Job: craft (jewelry): 1d20 + 8 ⇒ (5) + 8 = 13
    I have never played or GM'd this scenario.
    Spending money items:
    wand of Magic Missiles (2 PP)
    2x potions of cure light wounds (2x 50 gp = 100 gp)

    Grand Lodge

    Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

    Ah yes purchases are being tracked closer now? If so Ironshanks bought the following after returning from the snowy north:

    Wand of Cure Light Wounds 2PP
    -330g (+15g for old axe) MW Dwarven Waraxe

    Dark Archive

    Bard-8: HP 56/56; GM reroll @+4 1/1;music available 15/20; Spells avail:L1 3/(5+1)L2 1/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
    knowledge take 10s:
    add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
    (Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

    Remember, until you first play at 2nd level, you can sell back equipment at full price. So Ironshanks can get +30 gold for his old waraxe :-)

    Grand Lodge

    Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!
    Khellek wrote:
    Remember, until you first play at 2nd level, you can sell back equipment at full price. So Ironshanks can get +30 gold for his old waraxe :-)

    Really? I was always under the impression things got sold at half price at any time, but I haven't played PFS for long at all. Damn, that changes some things.. I may have actually had the gold for that darkwood large shield after all... I hate Armor Check Penalties.

    Dark Archive

    Bard-8: HP 56/56; GM reroll @+4 1/1;music available 15/20; Spells avail:L1 3/(5+1)L2 1/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
    knowledge take 10s:
    add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
    (Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

    IT is under the rebuild rules in the guide. Part of making it easy for people to try different builds at low level.

    Grand Lodge

    Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

    Alright, in that case I made the proper adjustments and sold off all that cold weather stuff and replaced my heavy wooden shield with a heavy darkwood shield. I hope that's ok Granta.

    Sovereign Court

    Works for me.

    Grand Lodge

    Male Half-orc Sorcerer 1 | HP: 9/9 | AC:11 T:11 FF:10 | CMB:+0 CMD:11 | Saves F:+2 R:+1 W:+1 | Init:+3 | Per:+3(DV) | Speed:30ft Claws:7/7

    Good to know, thanks for the help.

    Grand Lodge

    Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

    Hope no one minds Ironshank's being a bit of a battlefield boss. I'm playing him as if he's pretty well experienced in combat, especially considering his family background and of course his class. And last but not least he really enjoys yelling at people... and of course swearing.


    VC - Sydney, Australia

    All good - its part and parcel of the roleplay.

    People tend to swear and curse a lot in engagements - I find it odd when people have these calm and in-depth side conversations and planning when face to face half the time.
    It's actually the part that rustles my jimmies - taking 10 minutes to rationalise out and converse with your friends over a six second action.

    Dark Archive

    Bard-8: HP 56/56; GM reroll @+4 1/1;music available 15/20; Spells avail:L1 3/(5+1)L2 1/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
    knowledge take 10s:
    add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
    (Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

    "You complainin about my history lessons, youngster?"

    Actually, I'm pretty sure you're not.

    Grand Lodge

    Male Half-orc Sorcerer 1 | HP: 9/9 | AC:11 T:11 FF:10 | CMB:+0 CMD:11 | Saves F:+2 R:+1 W:+1 | Init:+3 | Per:+3(DV) | Speed:30ft Claws:7/7

    Agreed, it's all good fun, keep it up. And happy new year from across the pond, enjoy the fireworks and have a good one.


    VC - Sydney, Australia

    Yeah its already the afternoon of the 1st here :p

    Grand Lodge

    Male Half-orc Sorcerer 1 | HP: 9/9 | AC:11 T:11 FF:10 | CMB:+0 CMD:11 | Saves F:+2 R:+1 W:+1 | Init:+3 | Per:+3(DV) | Speed:30ft Claws:7/7

    Afternoon!? Damn you're early. Are you an Aussie or a Kiwi Shifty? :D

    Grand Lodge

    Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

    No issues here. It is all very entertaining. I am fairly new to pbp, and I am taking notes. This beats straight dice rolls and damage.

    Happy New Year y'all.


    VC - Sydney, Australia

    'Straya mate :)

    Sovereign Court

    One of my favorite GMs allowed 20 seconds to declare your action (then more time to roll and resolve). It was a lot of fun, but only worked with a table of all experienced players.

    Grand Lodge

    Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

    That would be so hard in a face to face game Granta. But at least it would keep combat moving. Combat can move so slowly in a real time game, especially when people don't think ahead what they plan to do.

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