Red Hand of Doom [E6] (Inactive)

Game Master Aldizog

Invasion Plan map
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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

Hastily leveled up without asking, do we need to rest or train up to get the benefits?

I can roll back easily enough.

In all my years I've never played with XP until now!


You get the benefits now. The only exception is prepared casters - they don't get their spells until they rest.


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
Zelligar the Mystic wrote:

Also, Zelligar gets Fly 1/day at 5th. Which he can use on Bran... Hoping for a rematch with that sorcerer.

Willing to take suggestions on his Level 5 feat. Combat Casting (for +16)? A teamwork feat? A crafting feat? Happy to do things that will make others' jobs easier.

Not sure if there's time for crafting. At least, it hasn't felt like it so far. If we want to all take Shake It Off, I'm game.


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

Here's the current plan for Level 5:

Rogue 3 / Wizard 2
+8 HP
+1 BAB
+1 Will
Feat: Cleaving Finish (or some Teamwork feat if we go that way)
Skills: Acrobatics, Escape Artist, Knowledge (arcana), Perception, Spellcraft, Stealth
Spells: Enlarge Person, Heightened Awareness

The Enlarge Person is for Bran's benefit. If anyone else has a spell they want, let me know!


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

For posterity; level up!
Cavalier 1 / Barbarian 2 / Brawler 2
+15 HP
+1 BAB
+1 Fortitude

Feat: Athletic (Prerequisite for Darechaser)
Skills: Acrobatics +1, Climb +1, Diplomacy +1, Intimidate +1, Perception +1, Swim +1

Class Features:
Damage Reduction 1/-
Rage Power (Raging Grappler)
2 Rage Rounds


M Halfling Cleric 5

Think I'm taking Lucky Halfling as my feat.
Zelligar has great saves (now +10/+8/+10), and it's a good way to boost party defenses. You can choose after the save is rolled but before results are declared. If Iris gets a 12 on her Fort save vs Blindness, we can probably guess that's a failure and can have Zelligar roll his +10. I will probably specify the conditions for using it ahead of time so the GM can keep things moving.

Only other decisions are skill points; Perception, UMD, Spellcraft, Arcana, and Religion.

+11 HP
+1 to all saves (Resistance bonus increases to +2)
+5 Skill Points
+1d6 Channel
+2+domain 3rd-level spells per day


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

Added things to the loot table.

At the risk of being greedy and irreverent, are we going to loot Isawa? I think we would still be comfortably below WBL for level 5 if so. I guess it would also explain why our paladin leaves in disgust?


M Halfling Cleric 5

I don't think Zelligar would do that.

Given our wealth level, I would hope that new PCs come in where we are, not 50% wealthier with optimal gear. It would make division of loot easier going forward. (Unless the GM plans to place things for us before they arrive to get us up to the new arrivals' WBL).


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

Okay, probably a better way to proceed is that Yulai agrees to take Isawa back to lands in the east, since they're both oriental-themed characters.

I don't really object to new PCs coming in with shiny gear; just hope we get to play catch-up soon 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

I don't feel like Bran would loot a dead ally. The GM also just gave me a shiny magical breastplate (I wonder what it is), whether it was out of pity or we just never checked it is beyond me.

I'm not worried about new characters coming in with wealth, I would only be worried if they overshine the group in significant margins.

WRT Yulai, she is more at home with humans than kitsune, though it doesn't preclude her from making a pilgrimage back home. I'm fine with that idea.


M Halfling Cleric 5

Right, I think Bran getting the magical breastplate is part of us getting up to WBL. Zelligar is checking to see what it is over in gameplay (edit: well I thought he was but board ate the post). Might have stopped some of those on-the-nose hits but no matter.

If we were at 6k each (with lots in cash rather than items) and the new ones were at 10k of optimized items, that would be a real disparity. Maybe that gap will close with stuff we find in the tower.

Agree on Yulai.


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

Eh a hit here or there just added to the tension. I'm totally fine with it. The real problem is, do we have a day or two to even utilize our money, knowing full well that there is an attack happening within 1-5?

Its time to play chicken I suppose.


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 ordered a pearl of power earlier and was told to pick it up the next day. Also, I'm imagining wanting to tell the townsfolk to evacuate. It'll be tricky to spend money in Elsir Vale.

-Posted with Wayfinder


M Halfling Cleric 5

I would guess that if we want the town to evacuate, we'll have to reconnoiter to establish that there actually is an army mustering and this map is not just bugbear doodles and imagination.

Maybe he and his buddies were playing a tabletop strategy wargame...

We can see how far away the army is, how much ground they cover in a day, and try to take out that bridge.


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 be onboard with whatever plan. I think that convincing them to leave their homestead will be a trial in itself. Taking out the bridge would have lasting consequences to the area though, perhaps we should see how core it is to the people of the Vale.

@Zelligar: Lol!


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

Isn't remove blindness a third level spell that Zelligar can cast now? If so, is he willing to cure Iris after he regains spells? That would be much appreciated.


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

Level 5 Unchained Rogue (Acrobat)

+10 hp, sneak attack increased to +3d6, rogue's edge (acrobatics), Acrobatics +1, Bluff +2, Climb +1, Perception +1, Sense Motive +2, Sleight Of Hand +1, Stealth +1, Survivial +1, UMD +2


Zelligar the Mystic wrote:


If we were at 6k each (with lots in cash rather than items) and the new ones were at 10k of optimized items, that would be a real disparity. Maybe that gap will close with stuff we find in the tower.

Agree on Yulai.

Patience, please.

As for Isawa/Yulai, having her take him home to bury is a great idea. She can also warn the townsfolk to evacuate on the way home, if you want to scout further north or something.


M Halfling Cleric 5
Iris Farthingstone wrote:

Isn't remove blindness a third level spell that Zelligar can cast now? If so, is he willing to cure Iris after he regains spells? That would be much appreciated.

Zelligar will absolutely heal his fellow halfling as soon as he can! That would be tomorrow morning.

It's just that there are some more things to do today I think.

Iris also gets a feat at level 5, correct?


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

Not from rogue. Do we get a feat for passing ten thousand XP?


No, but you get your normal level 5 feat.


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

Sweet. I was thinking in terms of 3.5 advancement. I will select a feat later today.


Anyone need a mental image of the vault, I've drawn an impression here. With my mad paint skills.

The smiley is the dead guy. The rectangle he's up against is the gate.

The square and "U" is where you enter the room from.


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

Iris can take the belt of dexterity. I would also offer her the robe of needles, which isn't too bad when you can add sneak damage against flat-footed targets.


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

Holy crap, I just realized mithril chain of twilight has no arcane spell failure, right? That's a very generous item!


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 post proper when I get in tonight.
Out for dinner with a friend of mine!

Been a busy few days.


M Halfling Cleric 5

I'll have reduced access from the 8th through the 16th. Will still try to check in daily but bot me if you need to.


So. What do?


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 honestly think we should try for the longshot track and if that fails call it in for the night and return to sell, buy, rest and heal that blindness.

We're in pretty rough shape right now, so any major fights would be a death wish. In character he has trouble suggesting things, due to a history of being whipped (hence the low Cha); but that's what I would try for.


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

Agree with the plan.

-Posted with Wayfinder


You all sound pretty much in agreement as for what to do, at least in the immediate term, so could someone post us a scene where you mount up and get moving? It's a little bit awkward posting your actions for 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 can post up other peoples' but would rather not without their blessing. Have had too many scuffles due to that in the past.


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 think we can gloss over some of the details here -- we've mounted up and now I guess it's up to Boots to sniff out the bugbear, aided by us if that's helpful. I'm happy to jump to the next scene of success or failure.

Is Bran's HP accurate? If so, can we go ahead and roll wand charges to get him to full, or close? We're hoping to just find the bugbear, but who knows what we'll really encounter out there.

@Red DM - can we identify the oversized gauntlet? Seems like something worth hauling back for at least its sale value.


It's a +1 spiked gauntlet.

And yeah, you'd have to hang onto it for a while to sell it. Outside of finding an actual giant who wants to punch things, it's mostly a curio.


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

My hit points are accurate but its up to whoever wants to utilize the wand. I am always willing to pay my share of wand charges.

Also I'm fine with rolling Survival (at a meager +6), though without Scent I'm not sure how well I can.


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 table has been updated.


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

Round 2!

Exhaustion from marching goes away if we cure the nonlethal damage; if thats possible I can Charge right into a Grapple using Apprehend.

Fly works as well as I can double move to position behind him for you all.


Just need a post from Iris. This combat should be over pretty shortly.


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 think you beat Iris's initiative, so the poor bugbear is up.


Whoops. Silly me. Thanks for straightening that up!


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

Yes, I was waiting for the bugbear to go. Now waiting for Bran's reflex save...


Iris Farthingstone wrote:
Yes, I was waiting for the bugbear to go. Now waiting for Bran's reflex save...

He has gone.


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

Can anyone else use the magic missile wand? I was thinking of having Tal'ariel keep it.

Updated the loot table.


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

Iris can use a magic anything - just not as well as real spellcasters. Go ahead and keep the wand of magic missile, and perhaps Iris will have it as a hand me down if there are any charges left when you find something better.


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

Random question: does Grease cause characters moving through it to be flat-footed? I never thought so, but I've now seen a couple of people who insist it does. This seems very relevant since we have two rogues in the party. Spell text below, with added emphasis.

Grease:
A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

The spell can also be used to create a greasy coating on an item. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature requires its bearer to make a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and combat maneuver checks made to escape a grapple, and to their CMD to avoid being grappled.

And text for Acrobatics on uneven ground.

Acrobatics:
You can use Acrobatics to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed across such surfaces—only one check is needed per round. Use the following table to determine the base DC, which is then modified by the Acrobatics skill modifiers noted below. While you are using Acrobatics in this way, you are considered flat-footed and lose your Dexterity bonus to your AC (if any). If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.

Note: I happen to think Grease is already powerful enough without this text. And also realize that any buffs will cut both ways. I'm asking just to know what you normally think about the spell so I can use it accordingly.


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 change my mind, you don't have to answer this question. This is the power gamer in me leaking out, and I regret 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

We should get Bran close to full HP before we ride.


M Halfling Cleric 5

Done.
I hope we avoid encounters today, but gave up two less essential spells to heal Bran.
GM, is it your intention to ask for input on the replacement PCs or decide that on your own?
I am okay either way but definitely have preferences.


Zelligar the Mystic wrote:

Done.

I hope we avoid encounters today, but gave up two less essential spells to heal Bran.
GM, is it your intention to ask for input on the replacement PCs or decide that on your own?
I am okay either way but definitely have preferences.

I'll take input - they'll be joining your team, after all.

That said, I do have some preferences. But I'll be happy to hear what you guys have to say on the matter.


Tal'ariel Rhuidon wrote:

I'm also one of the characters in this game. Looking forward to have some fresh players to join us!

Here is my attempt to begin collecting the created submissions. If I omitted your submission, just let us know.

Shishka, Female Gear Gnome Bard (Prankster) 2 Gunslinger (Experimental Gunsmith) 3
Yuskal, Male Nagaji Sorcerer (Naga-Blooded) 5 (wordcaster)
Deneb Flynvias, Male Halfling Druid 5
Kaihlan, Male Musket Master Gunslinger 5
Dai, Human Monk (Zen Archer) 5
Lavinia Batharoy, Female Changeling Witch 5

This is fairly accurate, I believe. There's also this:

http://paizo.com/campaigns/RedHandOfDoomE6/recruiting&page=2#59

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