Red Hand of Doom [E6] (Inactive)

Game Master Aldizog

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I understand the difficulties. I will try to not rush you when you are actively engaged in tactical deliberation (and in-character, you had the chance to do that).

That is true about the spells. The behir had good luck on the saves.


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

Yup any number of things could have changed the situation. It's alright we can take it as an experience in future.

I underestimated the CMD of the Huge creature as well so that's a thing.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

This is super dramatic!
So sorry about Brans dead.
Gotta admitt, i didn't get that hint Zell.
I'm just not familiar enough with divine spells probably, being used to play sorcerers and bards more.
Bran storming forward did surprise me quite a bit, but definately was in character.
With E6 in place we really should be a lot more strategic and carefull in the future i guess. This is my first cleric since forever, so advice is always welcome.


Here is the post I was referring to, Hamailii. Also, when Tal'ariel asked about Silence (to defeat the thunder-claps) and I pointed out that Resist Energy works, is on the Sor/Wiz list (as well as Clr), and doesn't have that 1-round casting time problem (it also lasts longer). But I didn't want to be too heavy-handed.

This is an adjustment for me as well. Not only the E6 power balance, but the 3.5-PF changes, some of which really make a difference in creature abilities. Smite changed a lot in PF, so the half-fiend behir's Smite Good would have been incredibly nasty. I just left that out. Its fly speed would have changed from 40 ft in 3.5 to 80 ft in PF (changes to the half-fiend template). I kept it at 40, and had it going along the ground (though it would have taken to the air had you tried to shoot it from owl-back, I really didn't want to deal with flying combat). Trying to make this appropriately challenging but not unfairly so.

I tend to play a fair number of clerics. My cleric PC in this game, my PFS -1, my War for the Crown PC, my Kingmaker PC. So I am happy to offer tips, but generally speaking they have pretty good defensive buffs. I will say that Communal Resist Energy is basically a necessity in an AP with so many dragons to fight.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Mh that's pretty clear. Guess i overread that or read it and forgot about it when posting next.
I will try to take more care there!

And yes, smite good would have plainly taken out whoever was targeted^^

Some fights are clearly unfair and not meant to be or to be won at that point, as long as those are well marked, it's all good.
Communcal Resist Energy will be on the normal spell selection from now on.


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'm using Welsh for Elvish, just thought I'd mention that here.

It's possible we all should just start talking Elvish now, since I think that's the predominant native tongue?

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

We can certainly agree on elvish being the dominant language in the group, but welsh? Can you actually speak it?

This is one of my most active games by the way!


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

Oh I just dump text into Google Translate. I'm sure everything I'm saying is hilariously butchered to someone who actually speaks the language.

If there's any boon to Bran's sacrifice, it's that we became quite active!


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

No kidding!


I feel like the game is pretty active most of the time, with bouts of high frequency for major combats. It does make me think that I could move things along faster since you are all so ready to go, but running combats is easy as a GM - it's setting them up, and executing the transitions from one scene to the next, that take more time.

Right now I'm working up a Reincarnate table with a couple of ecclesiastical considerations. Will try to post that tonight.

In the original, the cellar of Vraath Keep did not have a Salve of Second Chances, but rather a 3.5 Staff of Life with 7 charges. Non-rechargeable, but could do Resurrection for 5 charges and Heal for 1. Given to PCs of 5th level in recognition of the high lethality of this adventure. Our original GM changed that. I'm sticking with the Salve, but tinkering with the Reincarnate table a bit.


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'm shocked they would give you a staff of that value; though this was the end of 3.5 and they were going crazy with their monsters and setups.


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

Loot for claiming:

Mithril Breastplate +2
Mithral Buckler +1
Ring of Protection +2
Shock Whip +1
Headband of Charisma +2
Gloves of Dex +2
Staff of Storms ((Fog Cloud - 1 charge; Call Lightning - 2 charges; Control Weather 4/year)

Headband of Charisma +2 to Trellara I think. The rest is not obvious to me. Maybe Trellara gets the Whip too since I think Bards are proficient.


Well, there wasn't any place in the Vale where you could sell the staff.

The module explains it like this:
The staff of life is here to serve as adventure insurance. The PCs won’t have much time to seek out high-level clerics during this adventure, and there aren’t many in the western end of the vale anyway. Giving out a staff of life near the start of the adventure is a way to help the PCs survive the tough challenges that lie ahead. If you feel that your PC party doesn’t need this much help, replace the staff with a wand of cure moderate wounds that has 44 charges.


So here is the revised Reincarnate table. Keeping a few monstrous ones in there as low probabilities, adding some other races that I would allow in this game, and a couple of other changes for reasons.

With Hamailii's ritual, Bran will be able to roll twice and take the better. If either roll is a 00, that trumps the other roll and I get to pick (and it could be something not on the chart).

Aasimar 01-05
Bugbear 06
Dwarf 07-18
Elf 18-28
Fetchling 29-33
Gnoll 34
Half-Elf 35-43
Half-Orc 44-49
Human 50-69
Ifrit 70-74
Lizardfolk 75
Oread 76-82
Samsaran 83-84
Suli 85-89
Sylph 90-94
Tiefling 95-99
GM’s Choice 00

We won't roll until the actual ritual is done, and Bran can do the honors at that 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

Seems fair. I'll be back to take a read a bit later, have some work to do now.


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

You didn't include hobgoblin on the list-the height of irony!


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

The gloves of Dex and Ring of Prot would be straight upgrades for Gaius, although he'd need the mithril breastplate too if he takes the gloves. I have a +2 agile breastplate that could go back in the pile though.

Obviously if anyone else wants things then take them but Gaius would want Gloves, Breastplate, Ring in that order. :)


So as you may have expected, Bran's return will not occur entirely without incident.
I am trying to find a good map to use, or else make one. I have a couple of campaign mapping tools that I might try out.

Alpine meadow with a few trees and boulders and some steep valley sides. If any of you know of such a map, drop me a link, otherwise I'll try to have it done by Monday.


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

What's the level cap on enchantments Tal can get? I'm tempted to get a goblin-bane sword (assuming I can choose the bane enchantment that appears on the weapon).


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Any decisions about the loot we got from the wyrmlord or can Gaius go ahead and take the various bits he wants - it'll up the tanking ability quite a bit.


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

Go for it! Bran's not around to complain. :P


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

*BooOoooOooOoooOo*


I've got a map, and I've got an encounter ready.
Just waiting on Bran and Hamailii telling me they are ready before I start.


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'm ready but I won't be able to get something proper up until later.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Right, contributing to the loot pile:

+2 Agile Breastplate
Ring of Protection +1

Taken: Gloves of Dex +2, Mithril Breastplate, Ring of Protection +2.

AC now up to 25! With the potential to get to 26 if we can find +4 Dex gloves.


Dwarf is ready to rumble.

@Zelligar: Please take a look, i modified it a little bit to your specifications. Pretty cool actually.


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

Woah, welcome Duric! Way to sneak into the game.

@GM Zelligar--Let's give Trellara the Mithral Buckler +1, Shock Whip +1, and Headband of Charisma +2. (I think she can use the buckler, correct me if I'm wrong. Also correct me if someone else can use that better like Bran.)

I guess Tal takes the Staff of Storms for the ability to cast Fog Cloud.


Duric is actually Hamailii and might have a guest role :D
Hope i didn't spoil anything?


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

Oh, okay! That makes sense to me.


Tal'ariel Rhuidon wrote:
@GM Zelligar--Let's give Trellara the Mithral Buckler +1, Shock Whip +1, and Headband of Charisma +2. (I think she can use the buckler, correct me if I'm wrong. Also correct me if someone else can use that better like Bran.)

Yes, Trellara can use all of those. I will mark them on her sheet.


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

Never formally said but I'm ready whenever.
*Gets d100 Table ready*

Was really busy Monday night.


And I see you have Thrais's alias all made up. Any other mundane (MW) gear or potions you want for her?


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

Honestly I didn't consider it, other than maybe a couple of ways to get larger (Enlarge Person) or airborne (Fly), though the latter may be out of character. Whatever you feel makes sense for her though the former seems like it makes sense for a defender.

I changed her name a little in case I want to use the Alias in the future for something else. Its a cool title!

Sorry for the delay, I had to sit down and do a lot of reading the last couple days and have been a little burnt out until today.


No worries.

She has a couple of potions of Enlarge Person.

Thrais is weaker in the air, and it never comes up in her usual line of work, so flying really isn't in character.


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

Also I just noticed we chose the exact same face for Thrais.
Well then.


No, I had a different one earlier, but when I saw what you picked I switched it to that one.


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

Hey, who needs a Ring of Protection +1 at this point? Hamailii I think? I ask since Gaius handed one into the loot pile.

Same question regarding the +2 Agile Breastplate, does Hamailii want that?

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Ring maybe, but she can't wear armor unfortunately.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Are we healed yet or not? Gaius is on half health and I need to know if thats still right!


Yes, all healed up.


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

So . . . I'm wondering if we should be scared enough that I should pop the Scroll of Haste that's supposed to go into my spellbook someday. I can always buy another scroll. Haste could affect up to 5 targets for 5 rounds.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

It's a good buff and better on us now than us dying and you never getting in your spellbook! Gaius will help pay for the scroll in future quite happily :)


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

Cool. This is happening next turn.


I've tried to differentiate this game from a standard one where you go shopping for gear... way more in the classical fantasy tradition of gift-giving and found items. So don't worry about buying a scroll, Tal'ariel will have no problem learning Haste later.

The scroll she has now is from Immerstal the Red, and he quite well could have scribed it at CL6.

Gaius, three things:
1) Normally you can only Ready a standard action, not a full attack - but we can just say you Delayed until foes were visible. So no problem there.
2) An arrow that you shoot when Enlarged actually shrinks down and does normal damage. One of those weird things that I feel like keeping. Not that it matters, since neither arrow was a 9 or 10.
3) Who is he shooting at? One of the wyverns?


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Same wyvern the dwarves popped with the ballista.

Does the shrinking thing apply the other way too? I have an archer who wants to know! :)

I'm happy to just take the first attack, I rolled both because I wasn't sure but the moment combat begins he intends to go up and deal with the wyverns while he has the fly potion going so better not to lose the actions!


Will move this on tonight or tomorrow, botting Duric/Hamailii if needed.

Yes, typically if you shrink down and fire arrows, they grow again when they leave your possession! Don't question the fantasy physics!


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

According to the written rules of Reduce Person, the arrow grows bigger but the damage they deal does not because the damage is based on the weapon that fired it.

Reduce Person:
This spell causes instant diminution of a humanoid creature, halving its height, length, and width and dividing its weight by 8. This decrease changes the creature’s size category to the next smaller one. The target gains a +2 size bonus to Dexterity, a -2 size penalty to Strength (to a minimum of 1), and a +1 bonus on attack rolls and AC due to its reduced size.

A Small humanoid creature whose size decreases to Tiny has a space of 2-1/2 feet and a natural reach of 0 feet (meaning that it must enter an opponent’s square to attack). A Large humanoid creature whose size decreases to Medium has a space of 5 feet and a natural reach of 5 feet. This spell doesn’t change the target’s speed.

All equipment worn or carried by a creature is similarly reduced by the spell.

Melee and projectile weapons deal less damage. Other magical properties are not affected by this spell. Any reduced item that leaves the reduced creature’s possession (including a projectile or thrown weapon) instantly returns to its normal size. This means that thrown weapons deal their normal damage (projectiles deal damage based on the size of the weapon that fired them).

Multiple magical effects that reduce size do not stack. Reduce person counters and dispels enlarge person.

Reduce person can be made permanent with a permanency spell.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Rats! As an archer the effective +2 to hit from extra dex and size is really good, if it hadn't involved any damage reduction either... well that would have been perfect!

Does that mean that my arrows do do extra damage since the bow that fired them was bigger? Gah! Fantasy physics...


Hi, sorry wasn't able to post due to moving house.
Should be able to catch up and get a post in today!
If not, botting is of course fine, Duric is on the profile as is Hamailii.


My mistake!
Well then, arrows do Enlarged damage but thrown weapons don't.
And conversely, if you are Reduced, arrows do reduced damage but thrown weapons don't.

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