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

Game Master Granta

Maps


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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|

For someone intelligent Farlen doesn't make sense sometimes. Maybe I should read the posts prior to submitting. What he ment to say was...
"I'll just shoot bolts until I am out of them, I guess."

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!

Smart people are often some of the worst communicators

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

Screw you, chains!: 1d20 ⇒ 11 Assist, and yeah the crossbow was loaded, but Ember did kick the damn thing so if you wanted to be a little mean and say it wasn't anymore, you totally could :P

Ember continues to wrench away at Hellena's bonds, muscles tensing and throat humming angrily as the chains barely budge under the force of his hands. "It's rusty and old like yourself, dwarf," he adds with a smirk when Ironshanks picks up the beaten crossbow. "Aim higher to compensate, and let us see if Lady Luck indeed smiles upon us!"

A spiked chain would certainly be a sight for sore eyes right about now, as would showering this spiteful elf in acid and fire...

If you're fine with the entanglement Hellena, I'll give the assist to Ironshanks instead if that's alright with you Granta

Sovereign Court

I'm actually going to call the combat and issue chronicles. If I wanted to be a dick and use optimal tactics for Abysiel, you guys have almost no chance of avoiding the TPK. The chains are a DC 23 Strength check to burst, so most of you will not be moving anytime soon. One of the abilities that I haven't used yet, is a metal panel that provides cover from 1/4 of the room.

Add to that the fact that the pendulums can strike from anywhere, and Abysiel gets two attacks per round (albeit vs. 50% concealment), while you guys are just stuck in your squares with no enemy to attack.

Conversely, if I don't do that, you will eventually win a very long and boring fight. There are definitely tables that I would kill (Ironshanks can tell you about one of those), but you guys have played well.

Chronicles are here, and I'm sorry this one went so poorly. Hopefully it was just the dice and not anything I screwed up for you.

Sovereign Court

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Ironshanks Magee wrote:
Smart people are often some of the worst communicators

It has actually been shown that an IQ difference of 20 points makes it very difficult for two people to communicate effectively with each other. So for someone who is on either extreme of the bell curve, 90% of the population might be 20 IQ points away from you.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;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)

Thanks for running the game Granta. Just a pity that our dice rolling was quite as poor as it ended up. Do we end up learning a bit more about the maze and its history at all?

Sovereign Court

Not in character, no. Izryen's Hourglass requires a DC 33 Spellcraft to identify, so no dice there either. The scenario also never tells the players that Torch magically coerced Nuar against his will and without his knowledge, and keeping that information secret is the real reason Torch came to the Society for help.

It is the same age-old story, though: a smart, well meaning individual finds inspiration among the stars and builds a grand, magical creation. And then right before it's complete, the creator realizes he's been duped by a creature of the Dark Tapestry and goes insane.

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

Ugh yeah thanks :) All good - i think by and large we were doing good, but then random numbers got in and banjaxed us pretty badly...

"Desna is only shining a teasing bit of light at us today, seems we make plans, and she reveals them as dreams..."

Good game though guys - it was a fun team!

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!

Thanks for running it. I can say it was a frustrating adventure for a level 1 character, especially with my particular build. That last fight seems quite difficult for level 1s, maybe the guy doesn't have too many hp, but without a heavy ranged group it seems unlikely, someone nimble with a good touch ac may help quite a bit. Consistent bad rolls don't help. On the topic of identifying the hourglass, I'm sure a 33 spellcraft could be had with a good roll and an identify spell with that +10 boost.

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

"Even the gods have a sense of humor."

Hey, not your fault the dice weren't on our side. Thanks a bunch for running this Granta, and everyone else for playing. Was a lot of fun writing with you all. :)

Sovereign Court

@Ironshanks: Abysiel had 16 AC, 19 hp. He was a glass cannon. As to the hourglass, none of your arcane casters have identify (or a Spellcraft of +13 to succeed with detect magic).

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 well his glasscannoness helps, but I guess not much with me throwing things at him! I figured Khellek may have identify, oh well.

Sovereign Court

Ironshanks Magee wrote:
Ah well his glasscannoness helps, but I guess not much with me throwing things at him! I figured Khellek may have identify, oh well.

Most parties would do enough damage to takeout Abysiel in 1-2 rounds. Those parties would not have had the skills to flawlessly navigate the maze, though. You guys avoided two fights and three traps, because of your party's skills.

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 those are some of the great perks of these adventures: very well rounded. A good mix of skills, abilities, and combat makes space for most any build in an adventure.

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|

Thanks for running and for not TPKing us. I think we were sitting ducks.

Thanks to everyone. I am fairly new to PBP and I learned a lot in our game. I really enjoyed it. Farlen is my lovable country bumpkin and I got to 'Gee Whiz' my way through.

As for that Abysiel, once I could not hit him with magic missiles I was done. Entangled and with no serious range weapon folks, we were sunk. Was there a way talk our way out of this? Could we rescue the Minotaur without killing the elf? I don't see how though if the elf was crazy.

Sovereign Court

Nuar could have been rescued without defeating Abysiel, although I don't think you would have survived long enough to break his chains. And no, there was no talking your way out of this one. Abysiel was stark raving mad, his mind had been tortured by a Dark Tapestry god for centuries.

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