Red Hand of Doom [E6] (Inactive)

Game Master Aldizog

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HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Been traveling all day and just got home. Will post in the morrow.
Holiday season is always hectic!


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

I definitely don't consider your posts walls of text--they are concise and have lots of flavor!


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

On the topic of loot, does anyone have issue with me taking the Potion of Bull's Strength? I feel I can get a lot of good value out of it, even though it is temporary.

We should distribute and sell before we continue too much onward, who knows what we will need on person and equipped.

Also Bran is on a Diplomacy roll here! Its as if his newfound lease on life has changed him even in the dice!


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

The inevitable money question.
What can we buy here before we go?
How would you all like to divide our spoils?

I'm easygoing with whatever you decide. Divide up the coinage equally?

Also we need to divide up the loot from Skull Gorge. I don't remember passing around those potions but I'll dive back to the posts around there to confirm.

Update: Confirmed that the Loot from the end of Skull Gorge [Page 18] (and Zelligar taking over) was never discussed; I think we were excited to get back into the game and plum forgot.


Male Middle-aged Elf Witch (Ley Line Guardian) 6 | Active Effects: | HP: 54/54 (6 temp) | AC 17 (T13, FF 14) | CMB: +1 CMD: 14 | F:+6 R:+6 W:+8 | Init +3 | Perception +10, Intimidate +13 | Speed 35 ft. | Conduit Surge 5/5 | Flight Hex 6/6 | Spells: 1st 2/8, 2nd 4/6, 3rd 1/4

I'm broke or I'd buy a scroll of Fly if it were available.


Right. I posted this as ooc text in the Gameplay thread in the post about bribing/compensating Iormel:

"On that topic, I'm not sure when the loot was last updated. Does it include the hauls from Vraath Keep, Wyrmlord Koth, and Ozzyrandion? I don't think so.
Vraath Keep: 2500 silver, 2100 gold, and 120 platinum. Plus a deed to the keep and various magic items.
Wyrmlord Koth: 2980 silver, 743 gold. Plus a wand of Magic Missile at CL 5 (15 charges), 2 elixirs of truth, and a Bag of Holding, type 1. Also two potions of CLW.
Skull Gorge Bridge: 25 potions of CLW (think these are all distributed), potions of Invisibility, Cure Serious Wounds, and Bull’s Strength, Belt of Mighty Constitution +2, Bracers of Armor +4, 6 pearls (100 gp each), and a +1 breastplate."

As to what you can buy, the cleric and wizard in town can scribe scrolls, and the druid can brew potions. They can do up to 4 in a day (depending on cost). All are capable of 3rd-level spells. This might be a stretch for E6, but I have enough on my plate without changing that. Nobody in an E6 world can make rods or staves (although an Epic feat does allow Forge Ring), and the selection of weapons, armor, and wondrous items is somewhat limited.

Nobody in town is going to buy your unwanted magic items for coin --
nobody has enough coin for a +1 Breastplate other than maybe Iormel -- but a donation to key NPCs like Captain Soranna or Brother Derney would be appreciated. The town NPCs are doing you a favor by giving you scrolls and potions at crafting cost, since you are all in this together.


Female Aasimar War Priestess of Iomedae 6 | HP 78/78 | AC 24, T 11, FF 22 | CMD 18 | F+10, R+3, W+11 (+2 vs {evil}, +2 vs PPP.) | Init +1 | Perc +6 | Dark Vision 60'

Do we have a list of the items in 'party' treasure? I would divide up the money at least, then see who wants whats left.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Seltazar, Bran doesn't need much so feel free to grab some scrolls you may find useful; he will spot you up to 300 GP (which is what he has on hand). He can't fly by default so any help in that category is wonderful.

Though after last adventure Boots of the Cat seem smart. Another fall like that and he may not be as lucky. Is that craftable Zelligar or No?

@Mikail you can find a list in Tal's stat bar. That doesn't include the Skull Gorge stuff Zelligar listed above. Bran will take an even share of those Cure Moderate Potions and the Bulls Strength.

Would people be on board with donating that +1 Breastplate to them for their journey? They can use it to help arm Brindol if they manage to sell it.


Female Aasimar War Priestess of Iomedae 6 | HP 78/78 | AC 24, T 11, FF 22 | CMD 18 | F+10, R+3, W+11 (+2 vs {evil}, +2 vs PPP.) | Init +1 | Perc +6 | Dark Vision 60'

Really nothing I want, but some of the money to help safeguard the shrine would be nice.
That's all for me...anyone else can help themselves, and the +1 breastplate can be given to the refugees.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Good with the donation. Wealth permitting, I think a scroll or two of Haste would be helpful assuming we don't have a full caster that can cast it.


Male Middle-aged Elf Witch (Ley Line Guardian) 6 | Active Effects: | HP: 54/54 (6 temp) | AC 17 (T13, FF 14) | CMB: +1 CMD: 14 | F:+6 R:+6 W:+8 | Init +3 | Perception +10, Intimidate +13 | Speed 35 ft. | Conduit Surge 5/5 | Flight Hex 6/6 | Spells: 1st 2/8, 2nd 4/6, 3rd 1/4

Since they're selling stuff at cost, a scroll of Fly is only 187.5g so I'll take you up on that and buy one. We may need to get Bran airborne at some point.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

I'll deduct it from Bran then.
I guess after the fight add that Scroll in if we still can.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Can I 5 foot step onto a corpse (in this case the hellhound)?
Want to test out that new FULL ROUND ATTACK WITH HASTE *metal riffs*

If not I'll probably just circle around and help Tal now that she's on the floor by wrenching that rider off the worg.


I'm going to say that a square with a Medium or smaller corpse or unconscious foe does not count as difficult terrain (there's enough free space in a 5'x5' square) but one with a Large or larger body does count as difficult terrain.

I suppose the rare Medium creature that totally fills a 5'x5' square would be an exception, but I don't think there are any juvenile gelatinous cubes in this AP.


Male Middle-aged Elf Witch (Ley Line Guardian) 6 | Active Effects: | HP: 54/54 (6 temp) | AC 17 (T13, FF 14) | CMB: +1 CMD: 14 | F:+6 R:+6 W:+8 | Init +3 | Perception +10, Intimidate +13 | Speed 35 ft. | Conduit Surge 5/5 | Flight Hex 6/6 | Spells: 1st 2/8, 2nd 4/6, 3rd 1/4

You're totally right about creepy. I didn't read closely enough.


Male Middle-aged Elf Witch (Ley Line Guardian) 6 | Active Effects: | HP: 54/54 (6 temp) | AC 17 (T13, FF 14) | CMB: +1 CMD: 14 | F:+6 R:+6 W:+8 | Init +3 | Perception +10, Intimidate +13 | Speed 35 ft. | Conduit Surge 5/5 | Flight Hex 6/6 | Spells: 1st 2/8, 2nd 4/6, 3rd 1/4

I should probably wait until next round to call out my warning.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

So do we just head wherever and put out the raid in small skirmishes?
I'm not understanding the situation currently OOC.


Ooc, the next wave is coming to you. Seltazar saw them coming.
You can prep or heal this round, then they'll appear.
I'll get a gameplay post up tonight.


Male Middle-aged Elf Witch (Ley Line Guardian) 6 | Active Effects: | HP: 54/54 (6 temp) | AC 17 (T13, FF 14) | CMB: +1 CMD: 14 | F:+6 R:+6 W:+8 | Init +3 | Perception +10, Intimidate +13 | Speed 35 ft. | Conduit Surge 5/5 | Flight Hex 6/6 | Spells: 1st 2/8, 2nd 4/6, 3rd 1/4

I'm not sure if I can catch everyone with my spell. If I have to, I'll leave Shishka out of it since the rest are clearly grouped closely enough.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Thanks for doing the recalc, I completely missed that 'minimum +1' line.
Happy that this first Dare paid off so well.

One thing I love about E6 is that stuff like this never goes out of style when Fly is so hard to come by.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor
GM Zelligar wrote:

You can. I'll apply the attack roll from before.

Mikail moves up and strikes at the sorcerer. Her sword nears his neck but is deflected by his magical wards.
Just missed with his -4 Dex for being grappled. I don't think Bran provides a flanking bonus when grappling; that's a higher-level Strangler ability that he doesn't have.

I think Bran still counts as flanking at least the grappled sorcerer. See this thread:

http://paizo.com/threads/rzs2mf1n?Does-a-Grappling-Character-Provide-Flanki ng

I actually think I was the one who messed up--I thought I was flanking the ungrappled Blue hobgoblin but maybe I wasn't.


Yes, I actually searched for the topic and saw that thread. Given the age of the thread and lack of an official comment, I went with the more recent material. As I see it, the Strangler archetype's 9th-level ability makes it clear that normally you do not threaten an area while grappling.

As to Blue, I hadn't checked the flanking angle (just took your word for it) but he would still be down regardless.


Male Middle-aged Elf Witch (Ley Line Guardian) 6 | Active Effects: | HP: 54/54 (6 temp) | AC 17 (T13, FF 14) | CMB: +1 CMD: 14 | F:+6 R:+6 W:+8 | Init +3 | Perception +10, Intimidate +13 | Speed 35 ft. | Conduit Surge 5/5 | Flight Hex 6/6 | Spells: 1st 2/8, 2nd 4/6, 3rd 1/4

Would the shaken condition apply to concentration checks?


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

I believe so as it is an ability check (you add your casting modifier into the check, making it an Ability Check). It would not apply to checks such as spell resistance or caster level checks to dispel.


I don't believe so. It is its own kind of check - making it not a skill check in PF means it is harder to boost it. But it also means it is harder to penalize it. It's also not an ability check (so Good Hope, for example, doesn't boost it).


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

I appear mistaken!

Quote:
While a character rarely rolls an ability check (using just an ability score), these scores, and the modifiers they create, affect nearly every aspect of a character’s skills and abilities.


Male Middle-aged Elf Witch (Ley Line Guardian) 6 | Active Effects: | HP: 54/54 (6 temp) | AC 17 (T13, FF 14) | CMB: +1 CMD: 14 | F:+6 R:+6 W:+8 | Init +3 | Perception +10, Intimidate +13 | Speed 35 ft. | Conduit Surge 5/5 | Flight Hex 6/6 | Spells: 1st 2/8, 2nd 4/6, 3rd 1/4

Ok cool. Just checking.

I have a somewhat flavorful post planned for when this combat ends and since I have a strong suspicion that it just did, I'll wait to post until a little later. Just assume Seltazar is holding his action behind the tree if I'm wrong, and I'll include that in my post as well.

lol

If I'm really wrong and there's a lot more, I still have some ideas. :)


Sometimes I find posting "combat over" a little too metagamey, compared to letting the characters try to assess the situation, quickly heal, and determine if they have to prep yet again, but sure, combat over. Go for it, Seltazar.


Male Middle-aged Elf Witch (Ley Line Guardian) 6 | Active Effects: | HP: 54/54 (6 temp) | AC 17 (T13, FF 14) | CMB: +1 CMD: 14 | F:+6 R:+6 W:+8 | Init +3 | Perception +10, Intimidate +13 | Speed 35 ft. | Conduit Surge 5/5 | Flight Hex 6/6 | Spells: 1st 2/8, 2nd 4/6, 3rd 1/4

I have a good amount of healing to offer before we resume our rest. Somewhere in the realm of 15d8+77 from spells(this includes healing hex on Thom) plus heal checks if needed.

I planned on RPing patching everyone up, but do you think I could use average rolls for out of combat healing spells or should I roll everything?


You can use average rolls.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

The dragon we slew had a Bracers of Armor +4, right? Can we give those to Seltazar?


Male Middle-aged Elf Witch (Ley Line Guardian) 6 | Active Effects: | HP: 54/54 (6 temp) | AC 17 (T13, FF 14) | CMB: +1 CMD: 14 | F:+6 R:+6 W:+8 | Init +3 | Perception +10, Intimidate +13 | Speed 35 ft. | Conduit Surge 5/5 | Flight Hex 6/6 | Spells: 1st 2/8, 2nd 4/6, 3rd 1/4

That sounds like a pretty good idea. Witches don't get Mirror Image, so I'm really fragile against attacks.

Although, I do have Mage Armor I can cast. It just doesn't help in the middle of the night.

I could spend 4 spells a day to keep it up 100% if I thought there was a need. This attack might be a good enough reason.


Seltazar can certainly take the Bracers. And if you want to use your 6th level spell-swap to lose Mage Armor for something else, you can do that now (since it is redundant if you have the Bracers).


XP!
Convincing Town Council to evacuate: 2400
First Wave: 5000
Second Wave: 3200
Total: 10,600 = 1,767 XP each.

New Total: 15,316+1,767 = 17,083 XP


Male Middle-aged Elf Witch (Ley Line Guardian) 6 | Active Effects: | HP: 54/54 (6 temp) | AC 17 (T13, FF 14) | CMB: +1 CMD: 14 | F:+6 R:+6 W:+8 | Init +3 | Perception +10, Intimidate +13 | Speed 35 ft. | Conduit Surge 5/5 | Flight Hex 6/6 | Spells: 1st 2/8, 2nd 4/6, 3rd 1/4

Ok, I updated my character to have the bracers. Thanks guys!

Still deciding on the spell to swap. Would it be cheesy to take Bouncy Body?

lol


Well it's a little silly, and mostly for Goblins, and I don't know how much use you'd get out if it, but if you want it, go for it!


Male Middle-aged Elf Witch (Ley Line Guardian) 6 | Active Effects: | HP: 54/54 (6 temp) | AC 17 (T13, FF 14) | CMB: +1 CMD: 14 | F:+6 R:+6 W:+8 | Init +3 | Perception +10, Intimidate +13 | Speed 35 ft. | Conduit Surge 5/5 | Flight Hex 6/6 | Spells: 1st 2/8, 2nd 4/6, 3rd 1/4

Maybe too silly. I was just thinking of Bran grappling a dragon and falling off. lol

I'll take Remove Sickness instead unless someone has a different recommendation.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Wow, I definitely did not understand what I was proposing when I suggested we go to Rhest. I thought Rhest was the same thing as the Ghostlord. Now I understand that it is a city in the opposite direction.

How far is it to go to this Ghostlord?


You don't know where the Ghostlord is (or even how much truth there is to the legend). You are welcome to head to the wastelands where his fortress was rumored to be and look for it. Would also be several days' travel.

You do know there is (or very recently was) a Wyrmlord in Rhest, and possibly owl-riding elves in the swamps around it.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

If there is a wyrmlord in Rhest, I would vote to go there.
I would take the guaranteed bet over the unknown one.


Since this is a module it's of course somewhat railroad-y, but the authors do try to give a fair amount of "choose your own adventure" options with at least some guidance for what happens if the PCs want to do something really unexpected.

For example, you could have tried to infiltrate the Red Hand and assassinate the leaders. Probably a bad idea and very unlikely to work, but there's a section on the encounters if you try that. Or you could have ignored Rhest and decided to just fighting a running battle with the vanguard and advance scouts from the Red Hand as they attack each town. I don't think it would feel like you were accomplishing much, but they had some interesting encounters to run if that was your plan. You could have tried to hold at Drellin's Ferry as long as possible, attacking the troops trying to cross the river until they became overwhelming. And, you could have decided to go hunting for the Ghostlord.

Heading to Rhest is probably the best idea since it is the most solid information with the opportunity to warn more towns. But I do want you to know for the future that while there are 'expected' choices that generally take you along a path to victory, you do retain the ability to go elsewhere, including completely off the rails. Which could be a quicker victory or could be suicide.

As to the Ghostlord? If he's important, there will be some bigger clues in the future.


Male Middle-aged Elf Witch (Ley Line Guardian) 6 | Active Effects: | HP: 54/54 (6 temp) | AC 17 (T13, FF 14) | CMB: +1 CMD: 14 | F:+6 R:+6 W:+8 | Init +3 | Perception +10, Intimidate +13 | Speed 35 ft. | Conduit Surge 5/5 | Flight Hex 6/6 | Spells: 1st 2/8, 2nd 4/6, 3rd 1/4

Apologies for the delay in my posting. Government paydays are a pain at my job so it can sometimes be difficult to find time on the 1st and 15th(I was at work for 12 hours yesterday). I'll get a post in this afternoon.


image Female Gnome Gunslinger 3/ Bard 3 | HP 66/66 | AC 18; FF 14; T 15 | F: +7; R: +10; W: +6 | Perc +10 | Init +7 | Bard performance: 0/10

I think the boards ate my post, when I posted that I would be unavailable till today.


This part is largely my own extrapolation from Terrelton's one paragraph in the module (that a Merchants' Council runs the town and is connected to brigands, and a crusading LG cleric of St. Cuthbert has arrived to clean it up). I don't even know who Ierox had originally intended the well-dressed bald prisoner at the bridge to be.

I know there isn't a ton for you to do in this scene -- logically, a LG cleric of Abadar (my PF conversion) isn't going to hand her carefully built case over to somebody else to screw up.

Given Shishka's background as a merchant in this town, she would have had to have been either in league with or at odds with the crooked Council. With the earlier Jenk interaction she made clear it was the latter, so that needed to be resolved in some way before the Council would heed her warnings.

Anyway, I'm reasonably happy with the Terrelton interlude and hope it hasn't felt like too much of a distraction. It's only been a couple of hours in character out of your four-day journey to Rhest.


Male Middle-aged Elf Witch (Ley Line Guardian) 6 | Active Effects: | HP: 54/54 (6 temp) | AC 17 (T13, FF 14) | CMB: +1 CMD: 14 | F:+6 R:+6 W:+8 | Init +3 | Perception +10, Intimidate +13 | Speed 35 ft. | Conduit Surge 5/5 | Flight Hex 6/6 | Spells: 1st 2/8, 2nd 4/6, 3rd 1/4

Seems pretty well-handled from my perspective! I feel like it definitely served the story. It gave us a stronger connection and sense of the people at stake here. I like that it made it really clear that it isn't a monster army versus the holy land of goodness and honor. The people we're trying to save are definitely flawed.

While my character doesn't appreciate the delay, I as a player enjoyed it.


spells prepared 2 &3:
D2: Barkskin [x2], Bulls Strength, Resist Energy [Domain spell Fog Cloud] D3: Remove Disease, Sleet Storm[x2] [Domain spell Call lighting]
Human Druid (Tempest) vmc Cleric - 6 | HP 78/78 | AC 20/14/14 | CMB +8 | CMD 21 | F +8| R +5| W +8| Init +2 Per +11 |
spells prepared 0 &1:
D0: Create Water, Detect magic, Light, Read Magic D1: Shillelagh, Longstrider [x2], Frost Bite [x2], [Domain spell Obscuring Mists]

Yes, well done.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Yep, I think this is a smart way to do it!


spells prepared 2 &3:
D2: Barkskin [x2], Bulls Strength, Resist Energy [Domain spell Fog Cloud] D3: Remove Disease, Sleet Storm[x2] [Domain spell Call lighting]
Human Druid (Tempest) vmc Cleric - 6 | HP 78/78 | AC 20/14/14 | CMB +8 | CMD 21 | F +8| R +5| W +8| Init +2 Per +11 |
spells prepared 0 &1:
D0: Create Water, Detect magic, Light, Read Magic D1: Shillelagh, Longstrider [x2], Frost Bite [x2], [Domain spell Obscuring Mists]

All, I am going to be on the road today and might not get to post until tomorrow.


No worries, Thom. Although you are the one of the party that Lady Nesten sort of knows, anyone else can speak up and she'll listen.

There may be some combat coming up before you get to Rhest, but it isn't just now, so being away for a day isn't a big problem.

If you were away for a combat round, I'd probably bot you as casting Shillelagh and moving to smack things. However, given what the party has seen, between dragons and hell-hounds and sorcerers, I might suggest switching one of your 3rd-level spells to Communal Resist Energy. That would also be a good first round of combat spell.

Hmmm.... should you be able to tell what sort of draconic bloodline a sorcerer has by looking at him? Maybe a Perception check, DC (25 - Sorcerer's level)?


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

I would say if they activate their claws it would telltale. Otherwise I would say something along the lines of K: Arcana would fit better.

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