Red Hand of Doom [E6] (Inactive)

Game Master Aldizog

Invasion Plan map
Combat Maps


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M Halfling Cleric 5
Red DM of Doom wrote:

The E6 cap is for NPCs as well, in this world.

Barring exceptional circumstance, there's no higher-level NPCs running around.

Excellent. Thanks for clearing that up.

It had honestly never occurred to me that anybody would run E6 without applying the same to NPCs.


HP 37/48 | AC 21 (T14, F17) | CMD 20 | Fort +9, Ref +10, Will +6 (+2 vs death, immune: disease, fear) | Init +4 | Perc -1 | Smite 1/2 | LoH 3/5 F Kitsune
Tal'ariel Rhuidon wrote:

Reminder to anyone who needs it, please add 688.91 gold to your inventory. The way I track loot, once a distribution is made, I will start a new loot sheet. Which means responsibility for tracking the already-distributed loot turns to you.

-Posted with Wayfinder

Thanks again for doing fantasy accounting. To make it easy on you, I'd suggest each player add a "Loot Log" to their profile, and then link to your distribution posts in this discussion thread that splits the loot with a [url] tag.

Zelligar the Mystic wrote:
Red DM of Doom wrote:

The E6 cap is for NPCs as well, in this world.

Barring exceptional circumstance, there's no higher-level NPCs running around.

Excellent. Thanks for clearing that up.

It had honestly never occurred to me that anybody would run E6 without applying the same to NPCs.

Heaven and earth and horatio...

It works just fine but I'm ok with it either way. I just like to get it cleared up early in E6 games since being surprised is bad times.


Here's a map of the western Witchwood. It also has Drellin's Ferry on it.


There we go. I've handwaived the horses for this fight, hope it's okay.


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

Better me than someone else I always say!
OUCH THOUGH!

Updated Hit Point a rinos.


Normally I'd encourage you to jump into the water and wrestle it, but given your hp total, it might get you killed.


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

Oh I know, it is very tempting but I'm not a fool.
If anything I would die to the Rage HP Loss afterwards.


M Halfling Cleric 5

If I might suggest the anti-Rage, Fighting Defensively? With Zelligar's +2, another +3, and it losing the charge bonus, it will have a hard time hitting you.


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 won't be doing too much in terms of offense this fight anyway; though I will get in close defensively. At the very least it may absorb some interest on our squishier backline.

@Doom, the ground just south of the Hydra is that shallow bog? Would there be any check required to move through it?


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

Given that the Hydra charged during a surprise round, shouldn't it be limited to a single attack, since it only has a standard action? In my view, the hydra doesn't have a full round in which to accomplish a full attack.


Tal'ariel Rhuidon wrote:
Given that the Hydra charged during a surprise round, shouldn't it be limited to a single attack, since it only has a standard action? In my view, the hydra doesn't have a full round in which to accomplish a full attack.

Pounce is a binary thing. If you charge, then you full attack. There's nothing in the rules for standard action charge, or pounce, altering that.

It'd also make ambush predators like tigers(and hydras, but tigers are a real world example) pointless, so no.

Edit@Bran: Shallow bog(the light blue stuff) is basically difficult terrain(taking 2 squares to enter). Deep bog (the less light blue stuff, immediately next to the river in most cases, and also including the 3 squares directly south of the hydra) takes 4 squares to enter.

Alternatively, you can navigate deep bog with swim instead, but that carries all the normal problems of swimming in combat.


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 off on a cruise starting tomorrow for a week, back Memorial Day. Posting pace will probably slow a little, so please bot me as needed.

In terms of general strategy, she would maybe try Snowballs and pray the hydra gets staggered, but I'm fine with whatever.

-Posted with Wayfinder


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

Sorry it's a long weekend here and I haven't been home. I'll get a post up in a bit so I don't slow us down, just need to run some errands to prepare for a storm coming.


You all seem to live such interesting lives.

Note that the Hydra missed on its AoO due to Zelligar's +2 deflection bonus.


So... The Total Defense action doesn't remove your opponents ability to AoO you - it removes *your* ability to make AoOs.

Although that was probably what you meant in the first place.


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

Aye that be true.


I guess the question is, do you re-engage, and let one of you get in a coup de grace to start off the fight (which you'll hopefully win, granting you access to the overturned wagon which hopefully contains sweet loot) or do you ride on, in the hopes that by the time the hydra comes awake it'll have forgotten about you?


M Halfling Cleric 5

Zelligar says give Isawa's spear to Bran and CdG.
We have to come back this way and don't need to fight the Hydra again.


HP 37/48 | AC 21 (T14, F17) | CMD 20 | Fort +9, Ref +10, Will +6 (+2 vs death, immune: disease, fear) | Init +4 | Perc -1 | Smite 1/2 | LoH 3/5 F Kitsune

That's my take, Yulai is indifferent to hydras but this hydra is on the road. Essentially, as a player - kill it so we don't have to avoid it in the future. As a paladin - it's dangerous animal asleep on a main road, better to protect future travelers.


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 have no issue dealing with a beast on the road. It is hurting travelers and its really just the natural cycle of things.

Plus he's a little miffed right now.


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

@Isawa: Bran can go for the CDG if it would be more, 3d8 + 18. Not sure if that stacks up to the Halfling and her Sneak Attack dice. I don't think it would make or break anything to be honest, so I won't worry too much.


M Halfling Cleric 5

Yeah, she did 22 damage which is a DC 32 Fort save. Hopefully in the Nat 20 range already.
Bran got back 6 from Yulai and 7 from Zelligar, should be at 23 hp.


Female Halfling Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9

Bran, you may be the one to do the CDG with the spear. Go for it.


The Hydra (and also some bonus xp from social stuff I've forgotten to tell you about) is worth 567xp for each of you.


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 I missed Yulai's Channel in the flood of posts to catch up!


Pretty much Bran and Yulai are the only ones who can wear the breastplate.


Female Halfling Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9

Let them fight for 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

3 against 1? That's no fun!
:(

On topic though, I would love to have it, just from a pure mechanical perspective. Though I can definitely be convinced.


HP 37/48 | AC 21 (T14, F17) | CMD 20 | Fort +9, Ref +10, Will +6 (+2 vs death, immune: disease, fear) | Init +4 | Perc -1 | Smite 1/2 | LoH 3/5 F Kitsune

Go nuts.


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

Bran will take the Armour then! Thanks!
Thats a huge bump for me! :)

Also question about E6, you continue to gain Feats but do you actually gain Hit Dice (and stat bonuses) or do those fix at 6 for effects and stuff (ie: Colour Spray, Deep Slumber, etc).


Female Halfling Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9

Base attack bonus, saving throws, hit dice, skill points, caster level all cap. Anything that requires a character level of seven or higher is unattainable.


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

Interesting, makes spells such as Deep Slumber, Hypnotic Pattern and the like much more viable in long hauls. I like that.


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 working late and I'll get a formatting post up in a bit, but are those the "wolves" on the map? Its just hard to tell.

Thanks!


Female Halfling Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9

The wolves are being ridden. They are under the goblins.


Yep, the goblins are riding the wolves. And the tokens represent both.

In other news, I'm on the phone today, so posting will be limited. I'm also sort of potentially very busy the rest of the weekend, just so you know if I disappear on you.


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 seem to be a critical magnet, you may want to roll that confirmation Mr. Red.
I need to know how to approach this fight if I'm down to 10 HP again, on account of x3 Bows.

Also did anyone move the riders yet from their original positions? It may make Isawa's Colour Spray a little under-range if not.


Female Halfling Unchained Rogue (Acrobat) 5; Init +5; hp 50/50; AC 23, T 16, FF 18, CMD 19; F +6, R +12, W +3; Perception +9

In retrospect, I should have tested all of these doors before approaching the stables. Now I have to try them during combat.


@Isawa: I've just now moved the tokens to their proper åositions. This means that they're quite out of reach for Color spray, so you should quite be givenm the opportunity to retcon youjr action in light of this.

@Iris, don't beat your self up, you could'nt lnpw which building contained the scent monsters. Not ur fault.


HP 37/48 | AC 21 (T14, F17) | CMD 20 | Fort +9, Ref +10, Will +6 (+2 vs death, immune: disease, fear) | Init +4 | Perc -1 | Smite 1/2 | LoH 3/5 F Kitsune

This is great, nothing to apologize for. Clearly we are fine.


We just need actions from Yulai now.


By the way, are there any magic items in particular that each of you would like to have? I make no promises, but the loot in this adventure is kind of bland, so I plan to change some of it around.


HP 37/48 | AC 21 (T14, F17) | CMD 20 | Fort +9, Ref +10, Will +6 (+2 vs death, immune: disease, fear) | Init +4 | Perc -1 | Smite 1/2 | LoH 3/5 F Kitsune

Swap us over to automatic bonus progression, then give us random nifty stuff. I'm largely unenthused about +1 anything even though it's a real benefit, it just feels bland. (I will of course wear whatever the level appropriate thing is at level 6)

Setting aside the purely mechanical numeric bonuses, I like adaptive + training enchants on my bow instead of upgrading it every time I find a str boost. There's a bunch of nice things for mounted/familiar characters that I wouldn't object to. Fluff wise I'd like to keep the eastern armor types for her as long as it makes sense with her dex (so kikko for now).

Logistics - I like Haversacks for individuals and a portable hole or bag of holding for group hauling, but if we're going for the gritty feel maybe just leadership and some followers with a train of horses/oxen+wagons to get the same effect if we are dealing in large piles of things. I can't remember if RHoD has much in the way of 'you find a pile of copper under the dragon' style too big too carry treasures.


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 went in with the expectation that items would be whatever they are. That being said, coming from the old AD&D background, I love those old school items that were either completely great or completely baffling until they become useful. Rings that give you Evasion but only against Acid, Shawls that store life for later, Zelligar's Snake Staff, a Mirror that lets you use Augury 1/Day but the moon's phase provides the % success chance, and even more modern stuff like +1 Training (Jaguar Pounce) Lances, etc.

I got my Mithral Plate so that's all I really wanted (and frankly with Martial Flexibility I can use any exotic weapon proficiently so that's that)! The only issue is when building a Grappler you're kind of limited to weapons that don't occupy hands, but that was the hand I dealt myself (pun intended).

If we're going gritty, I love that too. I'm having a blast so far (even if I'm constantly being nailed by criticals).

WTB Heavy Fortification


M Halfling Cleric 5

I don't know if we'll have time for crafting in this AP, but I really underestimated how much defense would be needed, especially AC. These are some elite goblins.


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 haven't thought about it too much but Tal'ariel might be interested in having her sword be spell-storing at some point. She needs it enchanted though since her curve blade is her arcane bonded item.

She also generally would love to learn more spells.

-Posted with Wayfinder


Bran, Yulai and Isawa are up, btw.


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

Going to wait on the two before probably chugging that Pot and running in under cover.


Did you write down Iris' healing btw?


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

Yessir, went from a mighty 4 to 8 :P


Male Toreador

Hi DM! Just one thing about mounts falling (from the rules):

If Your Mount Falls in Battle: If your mount falls, you have to succeed on a DC 15 Ride check to make a soft fall and take no damage. If the check fails, you take 1d6 points of damage.

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