RotRL: The Alkenstar Expedition (Inactive)

Game Master drbuzzard

Guns vs. Magic in Rise of the Runelords.

Current map

Xin Shalast Map

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Oh yeah, I can send that out. Who actually wants one? (who was there)


Unnamed

i would like it (its 4-6 levels...not sure if i was part of it yet...but in the immortal words of someone "come oooonnnnn!")

25526-3


I suppose it doesn't much matter.


Unnamed

So I have gm credits to get me to level 5

Working on a pfs arcane trickster any advice?


Don't make one in the first place? Just don't see how those could work out well.

If you are dead set on it, I'd probably do
wizard(scryer)1/rogue 3/ Arcane Trickster 1 if you have 5 levels to play with.

Vivisectionist isn't allowed right? If they are allowed I'd go with one of those instead of rogue.


Unnamed

can't do vivisectionist, and have to have 3 levels of wizard sadly. But thats alright. I will throw another couple GM credits on it and see what happens

Normally I wouldn't bother but with the credits I can start out as it and see what happens


Unnamed

So I'm thinking of running emerald spire at some point not imminently but maybe December or January. Pfs characters starting at level 1 and all the way through to 12 would anyone be interested?


Unnamed

Would be pfs rules and characters


I'd be interested in playing a scythe wielding Urbane raging Barbarian Orc for a mega dungeon


Unnamed

Pfs legal so Orc would be out

Unless orc is now legal


I don't what you mean by pfs legal...so I don't know


Unnamed

Pathfinder society you can download the guide to organized play


lol, so I'll recind my interest until after I do some homework.


Unnamed

Plenty of time


Actually, it doesn't need 3 levels of wizard, it needs the ability to cast level 2 or higher arcane spells.

The scryer subschool of the diviner specialist wizard grants a spell like ability which is clairvoyance. According to the FAQ spells granted by spell like abilities count towards qualifying for a prestige class. Hence my build is PFS legal.

Again, I don't know why anyone would want to do arcane trickster, but the above is the quickest path I believe unless there is a rogue archetype of some flavor which can muster up sneak attack dice more quickly.


Unnamed

Ooo

I didn't know that

Just flavor buzz. I have always loves the idea of it and since I usually like to build characters from level 1 or 2 I figured this is the time


Id prob be interested Mini..


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

I'm interested Mini.


Don't think I'd be interested since it's scheduled to by the next module in my home group.


dude halfling

and I'm hoping to play it in Buzz' home group.


Unnamed

moved to ooc

I think Peacemakeers can't use a speed loader, cause the wheel or whatever it is called doesn't pop out


Yes, you need to open a little door and advance the cylinder for each bullet inserted. With some practice, I could get my reload time down to 12 seconds.

We're not quite to the era of the swing out revolver which will permit speed loaders yet.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

If I remember correctly, on the Peacemakers, they'd pull the rod holding the revolver chamber, drop the chamber, and replace the chamber and re-insert the rod to speed up reloading. Or at least, I seem to remember reading that somewhere.


Unnamed

Here is a video
I assume it is actually peacemaker, it says it is. gotta wait till he shoots.


That's actually the pre-peacemakers. The old Army Colt (1961) could do that because it was originally a cap and ball revolver. Hence you would load the cylinder up in advance (since loading cap and ball is so tedious).

That feature is not available on a peacemaker.


Unnamed

after all that looking at the trickster now I am thinking of making him a Balanced Scale of Abadar Instead


Have houseguests at the moment, will update tomorrow.


Game hiatus until Sunday as I will be out of town and not very networky.


Unnamed

got ya, I will bot Vars as needed in the other game


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

Problems with the internet, posting will be spotty


Unnamed

posting in all my games.

For the next 5 weeks I am extremely busy. I should still be able to post once or twice a day, but it is possible it won't happen. Not going anywhere though.


OK, have a bit of a problem. I'm going to get damned close to TPKing you folks (odds are you will have the option of running or dying thus leaving a couple corpses behind). This is not particularly because of any changes I have made (minor changes to main boss and having him join the fight which is only logical), but rather because you like to persist in splitting the party.

I am rather undecided on what to do. My current rolls will have Urga and Narissa dead as doorknobs already and since Tirion and Bander are in the room, I'm not overly fond of their odds right now.

I would like to solicit opinions. I'd just as soon not off the campaign, but I also don't particularly like to save you folks via GM fiat.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

When everything has multiple attacks and hits for 30+ and we have 70 hp tpk is bound to happen..


The module as written has that issue. The ogre fighters do 2d8+22 (i've actually cut that by accident and left it that way). The main boss (as written in the module) does 2d8+25 per hit.

Your front line guy has a fairly laughable AC. A couple of ranged folks with also laughable ACs decided to run off by themselves.

Urga took a hard hit in the first round, and nobody decided that it mattered. You have been running through a fortress setting off firearms all over the place. That doesn't constitute a stealthy assault. Ogres are stupid, but they are not stupid enough to ignore extremely loud bangs going off in massive numbers.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Time to send a new party from alkenstar?

I am of two minds I like the group and death is sad. But if we play dumb that is what we get.

Just make sure we are in the obit section!


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Im not saying our plan was great. As far as noticing Urga I did.. I could have healed him for 1d8+1 or tried to crit the boss ogre to death. I chose the later. We have no healer so.


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

Being the new guy, I'm sure Draingore would run. I'm sure this would be a much easier battle with a mage and/or cleric


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Not much we can do against the AP as written. Whoever wrote it really did overpower the fort. We have average HP for our level. On top of that, the magic item restrictions also work against us on AC.

Add that together, and this is a TPK fight from the start.

As to separating, it worked well the first two times, there was no reason to expect it to not work well this time. Plus, it really wouldn't matter if we were together, four well prepared ogres, not taken by surprise, would overwhelm our front line fighters in two hits. Add in the spellcaster, and it's a TPK no matter what, when the AP writer puts in creatures that do 50% of your HP per hit, adn have multiple hits and reach.

I don't think more characters would help. Unless we came in with 5 heavy armor barbarians, we were going to get killed. I figured that when I saw 5 ogres left after the downstairs, plus two casters. Honestly I expected to die sooner than this.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

The main Ogre's attacks are +23/+18/+13 for 2d8+25 a lick.. That's tough for this level. Throw in 3 more Ogres and the Caster.. I agree this was a tpk waiting to happen.

Bo will not run. He won't leave others behind so I suppose he goes down with the ship.


Unnamed

Bander will run if tirion falls, he won't leave while he is up though


The magic item restrictions amount to 6k worth of your 23.5k net worth (doing WBL). If you choose to blame not having an AC on roughly 25% not being spent on magic items, that's a weak excuse. Not a single character has so much as taken a AC enhancing feat for example. Urga could be wearing heavy armor if he chose (he has the feat for it) as could Bo. You don't have a single person in heavy armor.

I certainly accede that the lack of spell casting is rough, but you get 25 point buys, six players, and a bonus feat on top in addition to the most advanced firearms (improved at that) in the game rules.

The only reason that the first instance of splitting worked was lucky save rolls.

I fully understand this was an experiment which appears to have gone awry, but honestly, this fort is not that tough an encounter. Using all the subtlety of a bull in a china shop while raising an unholy racket and splitting up is hardly an optimal approach.

Yes, having casters would have mattered some. Perhaps you could mez some targets. Then again you can build an alchemist to mez targets. Maybe I needed to encourage more optimization? I don't know. The characters are pretty good individual builds, but there isn't a heck of a lot of synergy going on. As it is, you folks with guns pretty much hit every shot. That's hardly a weak situation on your part.

You have done fairly well so far against the casters (even though I buffed their builds). This is a (mostly) mundane fight as written (I changed very little on the boss, one feat has impact) which has you folks on the rocks.

I do admit, you've done some pretty good damage already, but with Urga whiffing the first round completely, you are behind the eight ball.


Unnamed

No complaint here. Love and die by our choices. Sometimes things go poorly and with Urga missing they did.

I'm happy to play it out and see where we end up.

If we wipe I would love to continue also


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

I didn't say it was at fault Buzz, please don't go into a snit and take things personally. I said it contributed. It did. It didn't make a non-TPK a TPK, it just pushed a 75% chance of TPK to an 85% chance.

As to raising an unholy racket, that's a limitation of using firearms. We cannot not make a racket.

Yeah, we do hit every shot with the guns, but, we don't do 30 pts per shot. That's the big issue. Narissa is the most powerful gun attacker, and she does 30 about every 2 turns on average. Firearms are great for consistency, but lousy for 'take down the rampaging ogre'.

Again, not a slam on you, just the way they are built. Unlike an arrow, you can't pack in many shot and rapid shot and all those other feats to do massively more damage in a short time.

This is honestly why I always laugh when people say guns are overpowered. Even with modern firearms, you can't kill things fast enough without going super cheese with four armed fighters and pistols. :)


OK, then I will just let the dice fall as they may. We'll bring out more cannon fodder from Alkenstar as needed.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Well, it was fun guys. Enjoy what's left of it.

Edit : BTW: Apparently the AP has uber buffed the Ogres. Normally they have a CMD of 18. Combined with the Squeezing penalties to CMB/CMD (-4) that should have made a 20 more than pass even a lightly buffed up Ogre. So the AP boosted the ogres by at least +6 CMB/CMD, which is 6 HD levels. Like I said, the AP is way overpowered.

Edit Redux : Actually, they boosted it by +7 or more, since hitting the CMD would have been a success, so it had to go from 18 to 25 at least. Of course, they also boosted the secondary damage from +7 to +20! Yeah, AP writer way overpowered them. (Or from +10 to +20, if they were supposed to be advanced ogres).


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

It's pointless for Bo to wear Heavy Armor, at least till he could afford mithril. He gets as much AC from a breastplate as fullplate..

Looking at Urga's build he was not factoring in Reckless Abandon into his attacks so that main would have hit AC 20 instead. Not saying that would have hit just pointing it out.


Reckless Abandon is an option, it is not mandatory. You have to choose to activate it, and he did not do so (considering it has a cost, this is understandable).


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

I suppose. But why take it if your not gonna use it.


It's likely a future thing in the build. Once an invulnerable rager is built up to having lots of DR (he only has 3 now), you can afford to take the extra punishment.


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Good game all!

Urga the Ogre

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