Seeker's Legacy of Fire

Game Master seekerofshadowlight


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Dark Archive

Roll for hp

1d4 + 6 ⇒ (3) + 6 = 9

Grand Lodge

Seeker

Spoiler:
I think it would be best if Lady Almah were to introduce the character. I was supposed to be a part of the caravan from the start, but other responsibilities kept me from making the journey with them. Dashki and I could know one another. Perhaps we have a professional rivalry (I think he's too soft on gnolls).

Dark Archive

male human
seekerofshadowlight wrote:

dax** spoiler omitted **

Everybody at level 3?

Yep


seekerofshadowlight wrote:


Everybody at level 3?

Not yet, will do so tomorrow.

Can N'Djamena trade out the Destruction domain for the Catastrophe subdomain from the Advanced Player's Guide? Here's the rules for it:

Spoiler:
Catastrophe Subdomain
Associated Domain: Destruction.

Replacement Power: The following granted power replaces
the destructive aura power of the Destruction domain.
Deadly Weather (Su): At 8th level, you can unleash a
furious call to the heavens, summoning forth an everchanging
storm of destruction for a number of rounds
per day equal to your cleric level. This storm has a radius
of 5 feet per cleric level. Each round, the storm has one of
the following effects: driving rain (–4 on all Perception
checks and ranged attack rolls), howling winds (–8 on
Fly skill checks and ranged attack rolls), heavy snow
(all terrain is considered difficult), or lightning bolt (as
call lightning). Other effects depending on the weather
might also apply (at the GM’s discretion). You choose
which effect takes place each round, but no effect may
be repeated on the following round. These rounds do not
need to be consecutive.

Replacement Domain Spells: 2nd—gust of wind, 3rd—
call lightning, 7th—control weather.


Male Human Cleric 5

I've updated N'Djamena, but I'm still wondering about swapping out for the Catastrophe subdomain. The only change it would make at the moment would be having Gust of Wind instead of Shatter as a 2nd level domain spell.


male Human 8th level seeker/6th level gamer /4th level bad speller

still digging though the book, But I am ok with this change.

If anyone else sees an archetype they thinks fits their concept better{or wants to know about one if ya do not have the book} Let me know.

Another note, there really is no place to buy gear. Almahs caravan might have some items not much, Garvel would be the one that oversees most of that.

what kind of items were you looking for?


I'm not sure how much loot we all have, but I was thinking of banded mail or full plate. (I don't think we have enough loot to buy full plate yet, do we?)


male Human 8th level seeker/6th level gamer /4th level bad speller

The caravan would not be packing heavy armor, Some of the mercs might, in which case ya would need to trade with em or buy it, nothing like full plate or anything.

Did you take the heavy armor proff?

I'll go back and list found items/cash in a bit.


Yes, I took Heavy Armor Proficiency.

If I can't trade for some banded mail, I'll tough it out, for the moment. :-)


male Human 8th level seeker/6th level gamer /4th level bad speller

Loot so far at the refuge
334gp
160 gp or so in trinkets
+1 chain shirt
+1 vicious punching dagger
2 potion of clw

From the goblins

a few shinny rocks some small animal skulls and 13 sp and 5 cp

1 of the leather armors are masterwork,
1 light shield MW.
One of the bow is a MW compost short bow{12 str}
the cloak +1 protection

not sure if ya took the armor and shield, have to go back and look


So how are we going to split this up? It sounds like 494/5 = 98.8 gp worth of stuff for Markhet, Cecelia, Ayish, Vrealk and N'Djamena (does Xerxzayas need a share?).

So who wants which stuff? Personally, I'd suggest selling the vicious punching dagger when we get a chance, but if someone wants it (or wants to use it for now), speak up. I'd also recommend selling the masterwork light shield.

Likewise, who is taking the chain shirt?


male Human 8th level seeker/6th level gamer /4th level bad speller

as X is now dead I say giving him a share is kinda useless. As for the rest that is up toy yall

Dark Archive

hogarth wrote:


Personally, I'd suggest selling the vicious punching dagger when we get a chance, but if someone wants it (or wants to use it for now), speak up.

Likewise, who is taking the chain shirt?

Celena wants it (In fact I think she already has it.)


male Human 8th level seeker/6th level gamer /4th level bad speller

it's not gnome sized so she would take a -2 with it.

Dark Archive

seekerofshadowlight wrote:
it's not gnome sized so she would take a -2 with it.

She would keep hold of it for now Until a new weapon grabbed her interest.


male Human 8th level seeker/6th level gamer /4th level bad speller

fine by me, it is nice looking if a bit wicked in make with it's serrated edges.It has a large panther etched into the blade, very nice looking indeed


Kevin Mack wrote:
Celena wants it (In fact I think she already has it.)

Sounds good, I just want to make sure all of the treasure is accounted for.

Dark Archive

male human

Vrealk would be happy with the cash; I don't think there's anything among the items I'd want. As far as purchased goods, he can't afford it yet, but Vrealk would like to get his hands on a composite shortbow built for his (12) strength, eventually.

As far as the archetypes from APG go, looks like the Scout may actually suit Vrealk well, but it doesn't kick in until 4th level, so it's not really an issue yet.

Sovereign Court

Male hu-man Paladin

Markhet has the cloak of protection


male Human 8th level seeker/6th level gamer /4th level bad speller

Ayish

Spoiler:
Where does channel spell come from?

Just a reminder guys the books I allowed when we started were

Core, most of the PFCS,Lof player guide, equipment from the RotRL and Cotct players guides

And the following pathfinder companions: Talador, cheliax,Qadria and elves of Golarion.

I am now allowing AGP stuff, but if something comes from outside that list I am unlikely to allow it to keep the field even for all players.


Female Suli Bard 3/ Wizard 2

Spoiler:
The spell 'Touch of Gracelessness' comes from the Advanced Players Guide, oh illustrious one. *bows* Fully detailed upon Pg; 249


male Human 8th level seeker/6th level gamer /4th level bad speller

Ayish

Spoiler:
No, not the spell, the feat you took


male Human 8th level seeker/6th level gamer /4th level bad speller

On the beast: Well its a demon{ as ya might have guessed} that you guys gave 2 rounds to summon more of it's kind. I ran it as written and the dice gods hate you guys is all I can say.

Dark Archive

male human
seekerofshadowlight wrote:
On the beast: Well its a demon{ as ya might have guessed} that you guys gave 2 rounds to summon more of it's kind. I ran it as written and the dice gods hate you guys is all I can say.

Well, it may be time to attempt a strategic withdrawl, folks ...


male Human 8th level seeker/6th level gamer /4th level bad speller

Ok here's the deal, you guys are screwed, completely and totally screwed. Vrealk can easily hid and get away, Markhet could run if she choose but the rest of ya are dead at this point

So I am left with a few options,
1: play out this TPK to the bitter end
2: Hand wave a "your all dead"
3: say it never happened {something I am not gonna do}
Or try and allow yall a chance to live

So I am thinking I will at this time implement Hero points form the AGP. So at this time you all have 3 hero points, I was planning on allowing them anyhow, now seems as good a time as any. They are not as common as action points, so choose to spend them wisely as 3 is all you can ever have at one time and they do not auto refresh

What can they do you ask?

*Act Out of Turn: You can spend a hero point to take your
turn immediately. Treat this as a readied action, moving your initiative to just before the currently acting creature. You may
only take a move or a standard action on this turn....Cost 1 point

Bonus: If used before a roll is made, a hero point grants you a +8 luck bonus to any one d20 roll. If used after a roll is made, this bonus is reduced to +4. You can use a hero point to grant this bonus to another character, as long as you are in the same location and your character can reasonably affect the outcome of the roll (such as
distracting a monster, shouting words of encouragement, or otherwise aiding another with the check). Hero points spent to aid another character grant only half the listed bonus (+4 before the roll, +2 after the roll).....Cost 1 point

Extra Action: You can spend a hero point on your turn to gain an additional standard or move action this turn...cost 1 point

Inspiration: If you feel stuck at one point in the adventure,
you can spend a hero point and petition the GM for a hint about what to do next. If the GM feels that there is no information to be gained, the hero point is not spent....Cost 1 point

Recall: You can spend a hero point to recall a spell you have already cast or to gain another use of a special ability that is otherwise limited. This should only be used on spells and abilities possessed by your character that recharge on a daily basis...cost 1 point

Reroll: You may spend a hero point to reroll any one d20
roll you just made. You must take the results of the second roll, even if it is worse....cost 1 point

Special: You can petition the GM to allow a hero point to be used to attempt nearly anything that would normally be almost impossible. Such uses are not guaranteed and should be considered carefully by the GM. Possibilities include casting a single spell that is one level higher than you could normally cast (or a 1st-level spell if you are not a spellcaster), making an attack that blinds a foe
or bypasses its damage reduction entirely, or attempting to use Diplomacy to convince a raging dragon to give up its attack. Regardless of the desired action, the attempt should be accompanied by a difficult check or penalty on the attack roll. No additional hero points may be spent on such an attempt, either by the character or her allies.

Cheat Death: A character can spend 2 hero points to cheat death. How this plays out is up to the GM, but generally the character is left alive, with negative hit points but stable. For example, a character is about to be slain by a critical hit from an arrow. If the character spends 2 hero points, the GM decides that the arrow pierced the character’s holy symbol, reducing the damage enough to prevent him from
being killed, and that he made his stabilization roll at the end of his turn. Cheating death is the only way for a character to spend more than 1 hero point in a turn. The character can spend hero points in this way to prevent the death of a familiar, animal companion, eidolon, or special mount, but not another character or NPC....cost 1 point

Notice the last one here.

Sovereign Court

Male hu-man Paladin

So it has come to this . . .

Personally I say some of us try to escape and then the others come back and rescue those we couldn't save.


male Human 8th level seeker/6th level gamer /4th level bad speller

honestly yes, A few of you asked for the hero points when the AGP came out, I had planned to put it to a vote on the next level up anyhow. If folks would not like to use them then we will not.

But I was being brutally honest with my above post. Which is about all I can do at this point.

I have no issue if ya guys do not wish to use the hero points, we can play it out. I just thought I would offer another option other then a full or partial TPK.

Normally in a table game I would just TPK ya honestly, but a PBP is a lot of work and time invested on a group and I just had to fold one game tonight I was sentimental and thought I'd offer a possible option not to kill you all over one lousy summons roll. I would hate killing two games in one day or week.

As I said, I am being a bit sentimental tonight.

Grand Lodge

Let me just say, Now we get a chance to not die. It would have been nice to have had that option while exploring that ruined temple of Nethys.

Anyway, I'm for Hero Points. I do think we can get out of this. Or most of us could. Though that would require the demon(s) to respect the protection from evil spells.


male Human 8th level seeker/6th level gamer /4th level bad speller

Well Honestly part of me feels chessy for offering to allow the hero points and not letting play it out[ I am getting soft it seems}. And how it went down in the Refuge is one of the reasons I was gonna put the Points to a vote, that and the hero points are not as numerous as action points.

However it plays out don't expect me to offer not to TPK y'all again,This is a one time offer to start using hero points. Even with the points ya can still die it's all in how you choose to spend them. I simply will not handwave and not kill you, but I will give you options and at lest a chance.

Also yall really should read just what the protection spell does, it does not make you immune to all attacks, just natural ones. The halberds are fair game and can get though the spell

Dark Archive

I'm fine either way


Female Suli Bard 3/ Wizard 2

I also am not fussed. I am also unsure as how to use such.

I also do not begrudge people certainly using them if they want to.

*bows*


Male Human Cleric 5

I don't have a strong opinion one way or another -- a TPK wouldn't be a turn-off to me, at any rate.

By the way, what kind of demon/devils are these?

Grand Lodge

First, that temple of Nethys comment wasn't meant to be serious. Just poking fun.
Second, I'm a gm too and I understand and appreciate your giving us the opportunity to make it out alive.
Third, I should have read that spell closer rather than glossing over it. I mean it is a first level spell. How poweful did I think it was?


I'm surprised by one thing -- if this module is this deadly for six Pathfinder PCs, I have no idea how four 3.5 PCs are expected to survive!

Dark Archive

male human

I wouldn't mind the hero points ... I already lamented that we didn't have them ;-) And while I would truthfully be disappointed in a TPK (because I really enjoy playing Vrealk as a character, probably even a bit more than Daurros), I certainly don't expect you to pull punches and would still be more than up to continue the game with a new character, if need be.

Although I do agree with hogarth about the module ... a demon like this against 3rd level characters seems bad enough, but throw in the potential of summoning 3 more ... wow. Nasty. Not like Paizo APs haven't done that before, though.

I admit, this being a demon didn't even really occur to me (who knows why), so the prospect of it summoning more didn't, either. Which is probably more realistic, anyway; what 3rd level goblin rogue is going to be able to identify an extraplanar creature and know it's powers?


Bryan wrote:
Although I do agree with hogarth about the module ... a demon like this against 3rd level characters seems bad enough, but throw in the potential of summoning 3 more ... wow. Nasty. Not like Paizo APs haven't done that before, though.

Not to mention that we haven't had a lot of loot so far, either. Pathfinder wealth-per-level for level 3 is 3,000 gp, and some PCs are quite a bit below that, I think (not N'Djamena, though).


male Human 8th level seeker/6th level gamer /4th level bad speller

You guys had the thing beat, hands down. But it fled. I got lucky on hurting a few of ya or this thing been very dead.

On the summons it was a 20% chance at 1d3, and maybe I should not have kept what I rolled. I'll be honest I have not been the most clear headed this week, with new meds and being sick,and those who play stap ya prob have noticed I mod the encounters and change creatures as I need to, It just simply never dawned on me to change the summons ability.

Also if ya can take the halberds then yes they have zero way of touching you with the spell as natural attacks are not possible, and really without the halberds they have lost most attacks other then the gore


seekerofshadowlight wrote:
On the summons it was a 20% chance at 1d3, and maybe I should not have kept what I rolled. I'll be honest I have not been the most clear headed this week, with new meds and being sick,and those who play stap ya prob have noticed I mod the encounters and change creatures as I need to, It just simply never dawned on me to change the summons ability.

If you are modifying the creatures (which is a lot of fun, I agree), I hope you're keeping a close eye on how much damage they're capable of doing each round. For instance, that cat-man in the temple was doing an awful lot of damage every round, and likewise for these demons.


male Human 8th level seeker/6th level gamer /4th level bad speller

The cat man, I lowered HP a bit, this guy I upped the hp put lowered damage he could deal and took away stuff like power attack. If I had not the fight would have been shorted but much more lethal and I know I would have dropped at lest two of you.

You guys are roughly APL 5, now keep in mind this encounter was design for 4 pc's made at 15 point buys in 3.5 where smite did not last all round or do what it does now. You guys are 20 point buy 6 man team with a way more effective paladin then 3.5

This fight is meant to be brutal and deadly and ya just got the bad luck of the roll is all. Un modded it would have played out the same, shorter yes, but he would have ran when he dropped below x hp, been hitting harder the whole time and I still would have got the same roll

It was not anything I done that let him summon 3 buddies, its how the beast is written, pound for pound a bearded devil is worse and would have hurt way more then what you guys fought if I had done the same thing, its just a much tougher beast with a double chance to summon 1 more just like him.

I do take into account what ya guys can do, and what ya can not do and adjust things.

Dark Archive

Well since it was brought up I would point out that in updating to pathfinder Demons and devils got there summoning abilities seriously toned down (Bearded devil went from summoning 2d10 lemures to just 6 for instance)

Sovereign Court

Male hu-man Paladin

I think we could have taken a bearded devil, same AC, same DR, but less hit points and a far weaker summon spell. Plus only 2 attacks (this other demon was getting 3 wasn't it?).

Anywho, I'm all for Hero Points as they usually negate terrible luck. Also seeing as we're using APG now could Markhet substitute her racial hatred for the eternal hope thingy from the gnome section in the APG? I don't have a page quite for you but I think that racial trait is a better fit for Markhet.

Also I should warn everyone that Hurricane Earl is gonna hit Nova Scotia and I have no idea how serious the damage is gonna be. Could be nothing, I might be offline for a week, who knows. So here's Markhet's situation: she can't flee unless everyone else does, being a slave means that she knows if she runs away her master would likely put her to death. If she dies it's not likely that I'll be making a new character.

everyone wish me luck! I hope the storm misses me almost completely!

Sovereign Court

Male hu-man Paladin

Also, quick side note: though there are six of us you're not really looking at optimal builds here. Markhet has zero offense off of Larrs. Ayish, though potentially a good caster, isn't anywhere near as effective as a pure caster would be, plus she has a serious glass jaw. I'm not going to look through every character but I don't think you have to worry about any power gamers in this group.

Another thing to consider is that few of us have magic items or weapons. We have limited gear and equipment. A CR 5 monster is a very difficult fight against a well built fully equipped party of 4. As is, even with the extra actions we struggled to hurt that thing. We were lucky, I think Larrs managed 2 20s! Had this thing simply just run away we would have been very lucky. When you throw 4 gnolls into the mix (a CR 3 or 4 encounter on their own) suddenly you're looking at a CR 6 or 7 fight. which would be near impossible for our group. It should have come to no surprise that we couldn't win this battle.

Now with 3 CR 5 monsters we have a CR 8 encounter which is listed as overpowering for 3rd level characters.

I think you might be grossly overestimating our abilities here.

Sovereign Court

Male hu-man Paladin

I just thought I'd add this because of this hurricane and not knowing if I'll be able to post again: I'm not griping! I hope my previous post doesn't come off that way.

I really love this game and I'm having a lot of fun. I know what it's like being on the other side of that DM's screen and feeling like the encounters are too easy for the PCs, I also know what it's like having lucky dice punish characters, and I also know what it's like when PCs don't do what you expect them to. But on my current side of the DM screen I'm getting very nervous and I just wanted to share some of my concerns. I think Hero points are a great step forward, mainly because I don't want to loose Markhet, and hopefully hero points might let her stay alive.

I think you're doing a good job seeker. I hope the majority of the PCs escape alive. I would like to see this game continue.


male Human 8th level seeker/6th level gamer /4th level bad speller

To be blunt here,I am not gonna lay down just what I did, I do not feel a need to defend or justify any changes I made or any encounter I run I deem winnable. I have been running 6-7 man games for 2 years now. I know how to mod an encounter and I took into account all of the partys resources and abilities. Not all encounters are meant to be cake walks, some are meant to push you to the very limits. This encounter was meant to be very hard.

The encounter was well within your ability to handled it, You guys made a few tactical blunders and a bad dice roll turned the tide and that is simply that. I can put up up aginest five 2 hp goblins and if the dice go bad and ya keep missing and they keep hitting ya loose. The dice make or brake an encounter.

If I felt I made a mistake some of ya who have played with me a while should know I would come straight out and say so.

If some of you feel you need to leave the game over this, well that is beyond my control as I will not be changing how I run this game or any other. I don't want to see any of ya go as your one and all good players, but I simply will not be changing how I run things.

Also guy, best of luck with the storms man, I hope it passes ya with little damage as possible. Keep safe man.


Female Suli Bard 3/ Wizard 2

I, for one, am prepared to stay the course. *bows*

Best wishes to you Guy Humual in your time of troubles.

Hope everything is also going well with you, seekerofshadowlight.

Much cheers!

Grand Lodge

Just for my edification, what would happen in the case of a TPK or near TPK? Would you just end the adventure? Have Garavel and Lady Almah hire another group to clear the town out? Let us make new characters with which to return to the town and wonder what happened to this last bunch of losers?


male Human 8th level seeker/6th level gamer /4th level bad speller

Sorry guys my holiday weekend got very busy, will update as soon as I get the time to this evening.


male Human 8th level seeker/6th level gamer /4th level bad speller

I am not sure Dax, I gave the hero points to avoid a TPK if I could. But yeah if folks want to keep going after a TPK if such happens I got a few ideas. Am pretty sure regardless at lest Vrealk can get out :)


Fem Elf Bard 3

*Raises hand*

So, what's your ideas for continuing on, then?

I'm interested in knowing.(^_^)

Cheers!


male Human 8th level seeker/6th level gamer /4th level bad speller

I do want to point out there is not rule your dead at -10 or -con score which ever is greater. Its - con score and not a single mention of -10 anywhere in my book, unless it's hidden in another chapter.

But anyhow she does have a way to avoid outright death this time at lest.

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