Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3
Yes this should not be a chore, but if it’s helping you, then I at least Very much want you to continue. I miss my charging turtle rider when you are too busy to post.
NG M Occultist 6 - HP 45/45 - AC 19+4, T 11, FF 18+4 - F+9, R+5, W+7 (+2 vs Ench, +1 vs P,D & [Fire]) - Init: +1 - Perc +13 (LLV), SM +7 - Spell Slots: (1) 1/5, (2) 3/4, Mental Focus: (Trans) 3/6, (Abj) 1/4, (Div) 2/4, (Ill) 2/2 Active Conditions: Shield
Hi Guys - I’m going to have to bow out now. I’m feeling major burnout and am trying to wind up all of my ongoing campaigns. Plus I haven’t previously played any of the prior Dragons Demand parts so this seems as good as time as any.
I’ve had a great time with all of you. Much appreciated. Thanks and good luck!
I am not a big fan of Decline of Glory, if you couldn't tell. That is why I gave that easy-out option at the beginning of the scenario. The 3rd part of Dragon's Demand is a lot more entertaining, in my opinion.
M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste
Decline of Glory is easy even for a Season 0. The only thing it really does is drain you of every method of dealing with disease and often paralysis.
One of my more fun games was being in a group of barbarians that just wanted to smash their way through everything. When challenged by the officer, you are supposed to try and block all the soldiers out. We opened the doors and basically told them "Bring it!" then smashed through them.
Bad rolls on saving throws can throw you, but overall the scenario is easy.
Dragon's Demand is much more recent and therefor you should expect it to be better balanced. I don't know how difficult it would be, but am willing to go with the consensus.
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3
Ya, your right. I do recall the auction encounter in part two of Dragon's Demand actually being worry-some. I had to work hard to keep all the rest of the party up as the spellcasters didn't react well to a flying fire breathing dragon.
I wasn't sure if it was the different party make up. But if this was a know easy mission, then well that's that.
You know, I just realized, the party is going to have a problem if the dragon is flying. No turtle rider charge damage will make the battles go very differently.
M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste
I don’t think it uses a hand, which is why Swashbucklers are proficient with them but not other types of shield.
CRB on Bucklers:
Buckler: This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a –1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you lose the buckler's AC bonus until your next turn. You can cast a spell with somatic components using your shield arm, but you lose the buckler's AC bonus until your next turn. You can't make a shield bash with a buckler.
ACG Swashbuckler proficiencies:
Weapon and Armor Proficiency: Swashbucklers are proficient with all simple and martial weapons, as well as light armor and bucklers.
Precise Strike deed:
To use this deed, a swashbuckler cannot attack with a weapon in her off hand or use a shield other than a buckler.
If you can use your shield arm to wield a weapon, the buckler itself can not be using the hand. The hand is available otherwise there is no way you could wield a weapon with it.
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3
Ummm... Why would a Swashbuckler not be able to use a Buckler?
After all how else would you Swash without your buckler?
It's literally part of the the original source name!
Swash (to show off with drawn sword) Buckler (a small shield held in your fist.)
Or if you must you can see the Pathfinder FAQ where they clarified this is allowed for Slashing Grace (and thus fencing Grace as it uses the same text)
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3
While she has not gone down yet, GM Irish, be aware that while adventuring Tereze wears a wooden Holy symbol of Sarenrae clearly showing around her neck.
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3
Sorry Kegan to make you waste your turn. But when Testudo got stunned, I wanted to save him from dying in case he didn't have a re-roll. It seemed a real possibility.
M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste
GM Irish202 wrote:
Kegan wrote:
In the future, if you could please note height.
I did note the height in my initial post; was not able to update maps before leaving for work this morning. Will annotate future combat maps.
Sorry, I was not clear.
When listing the PCs and NPCs in the initiative order, it can be helpful to note their heights. That can often work better than trying to annotate the map.
I will be leaving on a week-long trip around the upper peninsula of Michigan starting tomorrow. While I will have internet access for the first day or two, I will have little to no coverage Monday through Thursday due to lack of cellular coverage in the UP with my carrier.
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3
Enjoy the time away! We were considering something like that ourselves, if we could only find someplace with good internet so I can still work while the family plays before School starts again.
I'm back. BTW, I have two GM chronicles from GenCon a couple of weeks ago held for when Melisande hits level 7, so she should jump to 8.1 after this module is done.
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3
What city?
Looting here has been rare, but when it happens it's pretty much confined to the central business districts. No burning at all.
Just a bunch of smash and grab type crimes.
It is crazy here too, but part of that is looters burned down my closest pharmacy. :(
We get the opposite, elementally speaking, as the area around my pharmacy typically floods. When it happens, the waters come just right up to the edge of the parking lot. Also a bit too rural for protests, most of the George Floyd protests for the state went down in Indianapolis about 3 hours south of us.
Remaining 4th: 4/5, 3rd: 7/7, 2nd: 6/7, 1st: 6/7, Channel Energy: 5/5, Master of Pentacles: 1/1, Energy Body 9/9, Boots 3/3
You know, I was about to write a negotiation to get us to see the dragon, but then I realized.... I should ask. Do we want to do this/fight now or should we we retreat and do something like close the dark window first?
M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste
We were directly told by an NPC that he didn't think we were strong enough as it was to fight the dragon. We have done nothing to take care of the mirror it is using. It can likely call for its minions.
Some sort of bluff might be useful, but I would like to take away some of its power base before we take on the dragon.
M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste
Running is smart, a bluff check to suggest one of their lieutenants set us up before running might be worthwhile. Bluff would be tricky though, since presumably the dragon could check.
M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste
If someone doesn't reply soon, Kegan will run without answering the voice.
I've already indicated to the group in Gameplay that he thinks running is the smart thing. He isn't going to wait too much longer before running and hoping the rest of you will then decide that is the right thing for you to do as well.
M Ifrit CG Swashbuckler 6 | 52/52 HP| AC 26 Tch 15 Fl 21| CMB +7 CMD 21 | F +5 R +10 W +3 Resist Fire 5 | Init +5 | Perc +9 Darkvision | Speed 60, fly 90 | Panache 4/4 | CL 1/4 | Reroll 0/1 | Lucky Number 17 | Active Conditions: Longarm, Shield, Haste
Could someone please dig up the summaries of the various areas? I've lost track and am busy GMing three tables for PbP Gameday. I'm not sure I'll have time to sift through the old posts to find the information.
[HP: 63/63, AC 20/14/14, F+8/R+11/W+5, CMB +6, CMD 20, Perc. +12, Init +4, Bombs 12/12, Temp HP 0/0]
Here's what i found, didn't have much time.
GM, post mummy fight wrote:
Areas F6, F7, F8, and F10 inside the building have been cleared. If one would wish to descend to the basement, moving to F13 would be the target. Moving to clear the upper levels of potentially more grioths/lieutents/etc might involve ascending to the 2nd level of the building, which can be achieved by using stairwells in F9 or F14. Not to nudge in one direction or the either, of course.
F6 was the entry hall, F7 was the shrine with the secret tomb with the mummy monk. F10 was the isolated meditation chamber/shrine that Azmur took you to. You were not provided with descriptions of any other areas beyond the sketched map he gave you.