Rivers Run Red

Game Master fictionfan

Gona Build a kingdom
BattleMap


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Natural Healing
With a full night's rest (8 hours of sleep or more), you recover 1 hit point per character level. Any significant interruption during your rest prevents you from healing that night.
If you undergo complete bed rest for an entire day and night, you recover twice your character level in hit points.

Under the heal skill
Long-Term Care
Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points or ability score points (lost to ability damage) at twice the normal rate: 2 hit points per level for a full 8 hours of rest in a day, or 4 hit points per level for each full day of complete rest; 2 ability score points for a full 8 hours of rest in a day, or 4 ability score points for each full day of complete rest.
You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.

The DC for long term care is 15, but I think your followers can manage it.


The inner voice within your ear

In my entire history of roleplaying I think that may have been the first time I've ever completely run out of spells for the day.

TarkXT wrote:

Mallichatti just went head to head with an 8 headed hydra shirtless and with about half hp wielding the axe.

If the axe had a penis it would be erect.

Telling stories already I see. Hydra only had 7 heads.


You are in hex J35 and it is now cleared. So take 25 xp each.


Barbarian 7 AC:19, HP:66/66 (46/78), Fire Resist 2, DR 3/-, Reach
Ravingdork wrote:

In my entire history of roleplaying I think that may have been the first time I've ever completely run out of spells for the day.

TarkXT wrote:

Mallichatti just went head to head with an 8 headed hydra shirtless and with about half hp wielding the axe.

If the axe had a penis it would be erect.

Telling stories already I see. Hydra only had 7 heads.

Hard to see through the clouds of blood spray.


The inner voice within your ear

You were hitting it pretty hard...


Just to be clear, you can't use magic capital to craft well adventuring.


Male Orc Expert 5

I'm going to have to insist that we don't even break camp before we've all gotten fully, or near fully healed.

Which is to say that if that is not possible than the dragon doesn't happen.


Male Undine Dual-Cursed Battle Oracle 8 AC 21 (touch 12, FF 20); Hp: 59/59; Saves: +13,+12,+14; CMD 21; Perception +14; Init +5(X2)

I would agree entirely, Toran wouldn't have been willing to move on either.


So heal up.


The inner voice within your ear
Powergaming DM wrote:
Just to be clear, you can't use magic capital to craft well adventuring.

Though magic capital must be spent in a settlement (the same settlement it was acquired in no less), is there anything preventing me from buying up magical item creation components with the capital before leaving the settlement? (That's pretty much all I use it for anyways.)

Powergaming DM wrote:
The map should be a forest with thick underbrush, but not a clearing if that would not be to much trouble?

*sigh*

520 dice rolls later...

...a dense forest map is created.

Terrain Rules Refresher:

Trees: The most important terrain element in a forest is the trees, obviously. A creature standing in the same square as a tree gains partial cover, which grants a +2 bonus to Armor Class and a +1 bonus on Reflex saves. The presence of a tree doesn't otherwise affect a creature's fighting space, because it's assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4, hardness 5, and 150 hp. A DC 15 Climb check is sufficient to climb a tree. Medium and dense forests have massive trees as well. These trees take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 5, and 600 hp. Like their smaller counterparts, it takes a DC 15 Climb check to climb them.

Undergrowth: Vines, roots, and short bushes cover much of the ground in a forest. A space covered with light undergrowth costs 2 squares of movement to move into, and provides concealment. Undergrowth increases the DC of Acrobatics and Stealth checks by 2 because the leaves and branches get in the way. Heavy undergrowth costs 4 squares of movement to move into and provides concealment with a 30% miss chance (instead of the usual 20%). It increases the DC of Acrobatics checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Stealth checks. Running and charging are impossible. Squares with undergrowth are often clustered together. Undergrowth and trees aren't mutually exclusive; it's common for a 5-foot square to have both a tree and undergrowth.

Forest Canopy: It's common for elves and other forest dwellers to live on raised platforms far above the surface floor. These wooden platforms often have rope bridges between them. To get to the treehouses, characters ascend the trees' branches (Climb DC 15), use rope ladders (Climb DC 0), or take pulley elevators (which can be made to rise a number of feet equal to a Strength check, made each round as a full-round action). Creatures on platforms or branches in a forest canopy are considered to have cover when fighting creatures on the ground, and in medium or dense forests they have concealment as well.

Other Forest Terrain Elements: Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. Forest streams average 5 to 10 feet wide and no more than 5 feet deep. Pathways wind through most forests, allowing normal movement and providing neither cover nor concealment. These paths are less common in dense forests, but even unexplored forests have occasional game trails.

Stealth and Detection in a Forest: In a sparse forest, the maximum distance at which a Perception check for detecting the nearby presence of others can succeed is 3d6 × 10 feet. In a medium forest, this distance is 2d8 × 10 feet, and in a dense forest it is 2d6 × 10 feet.

Because any square with undergrowth provides concealment, it's usually easy for a creature to use the Stealth skill in the forest. Logs and massive trees provide cover, which also makes hiding possible.

The background noise in the forest makes Perception checks that rely on sound more difficult, increasing the DC of the check by 2 per 10 feet, not 1.

Dense forests have no squares without trees or undergrowth. It's only a matter of how big the tree, or how dense the undergrowth. Everybody has at least partial cover and concealment all the time, if not more, depending on what square you're in. Moving is going to be a b%&$&, with all squares along the ground costing 2 or 4 squares of movement to enter--if you can even enter them; the large trees are impassible, making it something of a rat maze.


Male Orc Expert 5
Powergaming DM wrote:
So heal up.

*prods Toran*


Male Undine Dual-Cursed Battle Oracle 8 AC 21 (touch 12, FF 20); Hp: 59/59; Saves: +13,+12,+14; CMD 21; Perception +14; Init +5(X2)

All right, I'll burn some wand charges to heal us up. Did we gain any healing from resting that night?


You got 8 hours after the hydra attack.

For some very stupid reason google drive won't let me paste pictures into it from my home computer.


Ravingdork wrote:
Powergaming DM wrote:
Just to be clear, you can't use magic capital to craft well adventuring.

Though magic capital must be spent in a settlement (the same settlement it was acquired in no less), is there anything preventing me from buying up magical item creation components with the capital before leaving the settlement? (That's pretty much all I use it for anyways.)

Magic capital is not just components. It is time at workshops, being able to borrow tools, getting advice on construction and many other things you can't bring with you. Besides as you say the settlement restriction would not be much of a restriction otherwise.


Male Undine Dual-Cursed Battle Oracle 8 AC 21 (touch 12, FF 20); Hp: 59/59; Saves: +13,+12,+14; CMD 21; Perception +14; Init +5(X2)

CLW: 1d8 + 1 ⇒ (3) + 1 = 4 So Toran's now full.
ClW: 1d8 + 1 ⇒ (1) + 1 = 2
ClW: 1d8 + 1 ⇒ (2) + 1 = 3
ClW: 1d8 + 1 ⇒ (2) + 1 = 3
ClW: 1d8 + 1 ⇒ (3) + 1 = 4
ClW: 1d8 + 1 ⇒ (5) + 1 = 6
ClW: 1d8 + 1 ⇒ (6) + 1 = 7
ClW: 1d8 + 1 ⇒ (2) + 1 = 3
ClW: 1d8 + 1 ⇒ (1) + 1 = 2
ClW: 1d8 + 1 ⇒ (7) + 1 = 8 And now Mallichatti's fully healed as well.


The inner voice within your ear

And Riva weeps. (If I'm not mistaken, she is still 11 hp down minus whatever we might have healed naturally.)

Powergaming DM wrote:
Ravingdork wrote:
Powergaming DM wrote:
Just to be clear, you can't use magic capital to craft well adventuring.

Though magic capital must be spent in a settlement (the same settlement it was acquired in no less), is there anything preventing me from buying up magical item creation components with the capital before leaving the settlement? (That's pretty much all I use it for anyways.)

Magic capital is not just components. It is time at workshops, being able to borrow tools, getting advice on construction and many other things you can't bring with you. Besides as you say the settlement restriction would not be much of a restriction otherwise.

I thought all the "time in workshops, doing favors for people, etc." was covered by the time component of earning the capital, which I've already contributed (since the capital I was planning on using has already been earned and paid for).

In any case, I was talking about spending the capital prior to leaving the settlement, so whether or not the capital itself is a material resource is inconsequential, since I would be trading it all (calling in favors, trading components, etc.) for the actual material goods required to make a magical item.

It's those final material goods required to make a magical item that I would be bringing with me on the expedition.

So, in short, I disagree with your assertions, but not your ruling. I can totally understand not wanting players to say "I bought [the exact thing I needed] before leaving the settlement," after having already left the settlement.


Male Undine Dual-Cursed Battle Oracle 8 AC 21 (touch 12, FF 20); Hp: 59/59; Saves: +13,+12,+14; CMD 21; Perception +14; Init +5(X2)

Whoops, my bad!
CLW: 1d8 + 1 ⇒ (8) + 1 = 9
ClW: 1d8 + 1 ⇒ (1) + 1 = 2


Female Tower Elf Arcanist 8

Thank you dear Toran.


Here is the map.


The inner voice within your ear

Yay! Elhedril's back, and she's leveled up too!

Powergaming DM wrote:
"Ah that is inconvenient, but nothing more. For do you not know that a blind dragon still has better senses then any monkey!"

I like his overconfidence. He may be able to identify our positions, but he's still going to be sucking up a 50% miss chance FOREVER! :D

Is he on the ground, in the trees, or airborne? If one of the latter two, how high up is he?

Also, what's his initiative?


Finding a dispel magic isn't that hard.

6 it is at the end of the round. Not in a tree.


The inner voice within your ear

I thought he was above us since "acid rained down from the canopy." Did he move down then?


I realized just how complicated that would make the battle.


The inner voice within your ear

Just please be consistent.

Doesn't that fireball burn away a lot of the undergrowth then? Does that make those squares easier to move about in?


No the forrest is sort of wet. Also I imagine you find a burning forrest more uncomfortable to move around in. Beside she deliberately put the fireball above the ground.


The inner voice within your ear
Powergaming DM wrote:
Yes blinded is a debuff, but being in a thick forrest does mitigate many of the disadvantages. No one can see very far, everyone is going slowly and everyone has to deal with a 30% miss chance. A dragon does not have much of a dex bonus anyway. Also Mallichatti could hit it on a 2 anyway.

That's a fair point. Still, the dragon having a 50% miss chance rather than a 30% miss chance just might give us the edge we need. :)


Mallichatti time to take your turn.


Barbarian 7 AC:19, HP:66/66 (46/78), Fire Resist 2, DR 3/-, Reach

Bardiche(noy BadAxe) in hand Mall picks his way through the forest looking to cut the dragon off.

1d20 + 7 ⇒ (16) + 7 = 23 Reflex save.

"Funny time for you to decide to talk I've only had you around for around two weeks now?"

Rage


The inner voice within your ear

Perhaps that should go in the gameplay thread, Mal? :P

Also, how on earth did you move that far? Don't forget, the underbrush slows us down significantly. Every square you enter costs 2 or 4 squares of movement depending on whether it has short or long lines, respectively.
EDIT: Never mind. A double move with barbarian speed makes it work out just fine.

GM, could you please link the battle map under the Campaign Info tab? I do so hate having to find the link in the thread every time I take a turn.


Male Orc Expert 5

derp


Male Orc Expert 5

It's under campaign info. HE just reused the lizard king link.

Really the best place to put it is in the campaign description ath appears over every thread in the game and call it something like BATTLE MAP or CURRENT MAP. NEver gets lost, infinitely updatable.


You know I am surprised more casters don't wear MOCK ARMOR. It might make them not look so squishy.


New house rule: Potions can can be made for any level spell. You could make a potion of mind blank if you had the skill. The brew potion feat is far too weak.


The inner voice within your ear

I'm not generally a fan of house rules, particularly spontaneous mid-game rulings that don't involve any group discussion.

In any case, it doesn't effect me much as I never saw Riva as much of a brewer anyways.


Male Undine Dual-Cursed Battle Oracle 8 AC 21 (touch 12, FF 20); Hp: 59/59; Saves: +13,+12,+14; CMD 21; Perception +14; Init +5(X2)

Just a heads up, I'll be out of town this weekend so feel free to bot me as needed.


Any preference on your strategy?


Male Undine Dual-Cursed Battle Oracle 8 AC 21 (touch 12, FF 20); Hp: 59/59; Saves: +13,+12,+14; CMD 21; Perception +14; Init +5(X2)

Not really. I'd probably prefer to hang back and let Mal handle most of the melee while I use spells for damage, but that's certainly not set in stone.


Riva Sarjenka wrote:


Surprised that the dragon would once again use a weapon that was previously ineffective against her, Riva weathers the storm.

He's too reliant on that attack. It must be one of the few effective attacks the creature yet possesses.

You still need to make your reflex save. Also dragons tend to have good spell-craft. He might well have false life for a temp ward that was breaking.


Mallichatti Cervagio wrote:

Which works out too honestly. Will have to have a think on it. Overall the first round went fine save not being able to actually hurt the dragon yet.

Yet.

Um it is your turn.


Male Orc Expert 5

Not quite as simple as "don't rage until you attack.". It's a free action on my turn, not whenever so I can't do it as a reaction. Also most of my rage powers are defense/utility. Without them I likely would not have gotten this far.


Riva Sarjenka wrote:
Rolling three 1s in a row is a little unusual. You do know that dragons can only breath every 1d4 rounds, right? Also, that cone is not quite accurate, but the beast can definitely fit all three of us in it.

Where does it say that? Not on the dragon's sheet. Under breath weapons it does say that many creatures do need time to recharge, but it also says that the recharge time will be said on the breath weapon and their is no recharge time on this creature's breath weapon.


Also I have expanded the map.


Male Orc Expert 5

None of the dragons have a recharge time.


The inner voice within your ear
Powergaming DM wrote:
Also I have expanded the map.

If you rotate the extra maps some, it makes it seem a little more random. Also, here is an accurate 30-foot cone shape.

TarkXT wrote:
None of the dragons have a recharge time.

They most certainly do! Open your mind. :P

From the dragon entry in the Bestiary under the Combat section (which appears before all the specific types of dragons):

Breath Weapon (Su): Using a breath weapon is a standard action. A dragon can use its breath weapon once every 1d4 rounds, even if it possesses more than one breath weapon. A breath weapon always starts at an intersection adjacent to the dragon and extends in a direction of the dragon's choice. Breath weapons come in two shapes, lines and cones, whose areas vary with the dragon's size. If a breath weapon deals damage, those caught in the area can attempt Reflex saves to take half damage. The save DC against a breath weapon is 10 + 1/2 dragon's HD + dragon's Con modifier. Saves against various breath weapons use the same DC; the type of saving throw is noted in the variety descriptions. A dragon can use its breath weapon when it is grappling or being grappled.


I just read the link you showed and it is talking about outer dragons. This is not an outer dragon. However looking in the dragon section of the srd agrees with it for all dragons.


The inner voice within your ear
Powergaming DM wrote:
I just read the link you showed and it is talking about outer dragons. This is not an outer dragon. However looking in the dragon section of the srd agrees with it for all dragons.

I did a search for the section header. I'm not surprised it picked up a different section with the same header.


Female Tower Elf Arcanist 8
Powergaming DM wrote:

Just about every part of a dragon has some sort of magical property. If you carry they body with you you should be able to turn it into 25 magic capital.

Also you all gain 700 xp.

Does that strike anyone else as a little bit morbid? Still, one can do a lot with 25 magic capital. Does anyone need it for ongoing projects? If not, I can turn it into magical items. I think that will get us an item with a market value of ~5,000gp. Get some nice pairs of dragon-skin featherstep slippers perhaps? :P

Toran Silvercloak wrote:
Nice job everyone!

Indeed. Except for the dragon's superior mobility in otherwise troublesome terrain, that wasn't quite as difficult as I was expecting. Still used up a fair bit of party resources though.


Riva Sarjenka wrote:
Powergaming DM wrote:

Just about every part of a dragon has some sort of magical property. If you carry they body with you you should be able to turn it into 25 magic capital.

Also you all gain 700 xp.

Does that strike anyone else as a little bit morbid?

dragon scale armor has been thing for awhile now. Also puff the magic dragon.


So are you going to continue to explore the hex? Also anyone have an idea how heavy a very young green dragon is?


Female Elf Maestro Bloodline Sorcerer

My vote would be to keep exploring the Hex but that's just me.

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