Talanor, the Bright Tower

Game Master Valjoen_KC

Current Date: 8th of Dasyris, 7995 E.C.

Current Battle Map

Arrington's Map

Campaign Spreadsheet

Cast of Characters

Tacal's Stats


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Niyut wrote:

I have a note on Infernal Summons. The CRs seem a little off for the spell level that summons them. Around Summon Monster IV and V the CR becomes equal to the spell level. Where as VI and VII possess CRs +1 to +2. Summon VII usually has CR 10-11. Finally Summon IX has a CR range of 13-14.

On the current chart, it looks like Summon IX is getting CR 8s, which is quite low by the standards of the spell. That CR would be more appropriate for Summon VII.

Will there be a game-play post this evening? It seems like there is a bit of role-playing to wrap up before the battle.

Infernal Summons is still in draft mode. I haven't had time to get in there and adjust everything.

I'm shooting for a post or two over the weekend, but it is a busy weekend for me.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Thanks! I hope you have fun!


Male Noble Elf Wizard 9/Bard 1 | AC 15/10/15 | HP 71/71 | F +4, R +6, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +15 (+4 with familiar)

Hey all, I've decided to get back into DMing on the boards. If you're interested check out my recruitment thread :)


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)
Malthazir wrote:
Hey all, I've decided to get back into DMing on the boards. If you're interested check out my recruitment thread :)

Interesting, but the human-only limitation kills the only character idea that came to mind :D.


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Well, we're back online again...


HP 80/80 | AC 21/16/15 | CMD 21 | Fort +7 Ref +12 Will +6 | Per +12, Dark Vision 60' | Init +6 Aegean Unchained Rogue 7 {Nature Fang 1}

Although Gruskorb is good at disabling devices, he didn't use the skill on the Paizo forum. I promise.

Bluff: 1d20 + 13 ⇒ (15) + 13 = 28

GM, the life essence was used for Dexterity. The +5 to SoH with the one EE sounds good, and I'll take your suggestion with the whip ability for the other. Tricks are fun!


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

'm going to post before it crashes again. :-p

"Inæthrÿrum Heritage (Bonded Only)
The knowledge of Lorrynor grants the wielder of the Sage Staff a +5 bonus to all knowledge checks regarding the Elven ancestry. Additionally, at the beginning of each day, the Sage Staff calls upon one of the children of Shyonia to infuse their life essence into the staff, granting it additional powers. (EE1)"

In the story of the staff (which was super awesome!), Ealiannë's children are the only children mentioned.

"Dying on the battlefield, she was surrounded by her sons and daughters who were all slain protecting her. Finally down to her eldest and youngest children, the youngest cast a spell to heal her mother with his own life force while the elder child wrestled with Salthu. Recovered, Ealiannë rose to her feet, called upon the freezing waters of Celestri and struck a blow to the orc’s head with the staff, shattering his skull. The life essences of the eleven children are stored in the staff."

Should that read Ealiannë instead of Shyonia? If it is Shyonia, who were her children? If it is Ealiannë, what do her children do?

Love the story!


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

How long will it be up this time?


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Niyut wrote:

'm going to post before it crashes again. :-p

"Inæthrÿrum Heritage (Bonded Only)
The knowledge of Lorrynor grants the wielder of the Sage Staff a +5 bonus to all knowledge checks regarding the Elven ancestry. Additionally, at the beginning of each day, the Sage Staff calls upon one of the children of Shyonia to infuse their life essence into the staff, granting it additional powers. (EE1)"

In the story of the staff (which was super awesome!), Ealiannë's children are the only children mentioned.

"Dying on the battlefield, she was surrounded by her sons and daughters who were all slain protecting her. Finally down to her eldest and youngest children, the youngest cast a spell to heal her mother with his own life force while the elder child wrestled with Salthu. Recovered, Ealiannë rose to her feet, called upon the freezing waters of Celestri and struck a blow to the orc’s head with the staff, shattering his skull. The life essences of the eleven children are stored in the staff."

Should that read Ealiannë instead of Shyonia? If it is Shyonia, who were her children? If it is Ealiannë, what do her children do?

Love the story!

Yes, you are correct. It should be Ealiannë.


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Niyut wrote:
How long will it be up this time?

Who knows?!?

If anyone wants, my email is valjoenthegm@gmail.com. While we are having these outages, it may make sense to communicate via email. Please send me yours if you want to have a backup plan.


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And I finally got a post up that has been burning a whole in my browser for a week!


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)
Valjoen_GM wrote:
Niyut wrote:
How long will it be up this time?

Who knows?!?

If anyone wants, my email is valjoenthegm@gmail.com. While we are having these outages, it may make sense to communicate via email. Please send me yours if you want to have a backup plan.

Discord chat would be another option, though I fear for Valjoen's sanity if Niyut can get at him in real time :D.


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)

Paizo's site coding sucks.


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Well, it's up again.

My plan is to finish the larger map this weekend and get it uploaded. Additionally, I'd like to get post the description of the gnoll army approaching.

Hopefully, the site will remain stable and we can get this encounter underway.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

I hope that everyone had a good holiday! The site has been stable for the last few days. I hope this means that we can build momentum back up. :-)


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Busy day yesterday back at work! Hope everyone had a nice holiday.

I've added a larger scale map that shows the entire stretch of wall along the northern gate of Haemil.

On that map, I'm going to add icons to represent 5 gnolls/soldiers. I'll mark them with a yellow box when 2 are dead, and red when 4 are dead. All named NPC's will have another color box on them. The warg riders will be single tokens as well. Hopefully this will make the battlefield a little less cluttered.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

On the battle mat can we have some extra rows, to the south, like between 6-10? I think part of our plan has been to have our allies outside of darkvision range when the bad guys charge the trap. In these new rows can you mark off the real barricades that Garidan has previously spoken of?


Male Noble Elf Wizard 9/Bard 1 | AC 15/10/15 | HP 71/71 | F +4, R +6, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +15 (+4 with familiar)

My life circumstances have changed and as such I can devote more time to the boards than previously before. I should be able to keep up with this game much better.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Yay! :-)


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I added some more graph to the battle map and contour lines. I'd prefer you guys to mark the barricades as I don't want to influence your plan.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Those contour lines are really cool, but I'm asking for more graph inside the walls. Back to the nearest buildings? There is 65' within the walls. I would like to work with more. As of yet there isn't enough space on the map where I need it to put down the barricades.


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Ok, I've adjusted the larger image to make it the battlefield. Does this work?

Each square here is 20'... so the images maybe disproportionate to the map as I can't get them smaller.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

I was hoping for just some extra graph paper of the same size giving us a few more rows on the original picture. Your idea to use the larger graph paper was inspired, I just needed it shifted a few rows to the south. Just a couple I'll try to make due with the original because the new map, though quite pretty doesn't possess the necessary granularity to do what I want.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

So I've placed the barricades. In the inner alley, Foramdar should post some pikemen. Anybody with a reach polearm. Outside the second barricade we should place some archers (why I needed a couple of extra rows(. When the army bottles up between ruined gate and the barricades, the open space becomes a killing field. With the cavalry waiting to smash them from behind. We should also have archers in reserve in the towers to fire down from the walls once the trap has sprung. Does that make sense? Questions?


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

@Garidan, where do you want to be?


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)
Niyut wrote:
@Garidan, where do you want to be?

Same row, 8 squares to the left, please.


HP 80/80 | AC 21/16/15 | CMD 21 | Fort +7 Ref +12 Will +6 | Per +12, Dark Vision 60' | Init +6 Aegean Unchained Rogue 7 {Nature Fang 1}

Good idea with the pikemen. Gruskorb has repositioned himself next to Truk. He'll move Lockjaw just inside the barricades, though it won't arm until they're broken.

With the 20' squares, I'll move Gruskorb to be in-reach to the best of my precision.


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Only issue with your barricades are the buildings that are there. I'l try to add them later this morning


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Ok, added in the relative buildings on the map. You'll need to rework the barricades. Sorry.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Those buildings are perfect! Thank you! They can become part of the defenses, and they save time on creating barriers so that the real ones can be better. We should have archers on the roof of both of those buildings so that they can shoot down into the killing field.

The blue dotted barricade and blue dotted people are part of the "inviting" illusion. That priest probably doesn't want to be there? That's part of the hoped for killing field.

In fact, would it be possible to strew caltrops or rusty nails in that area?


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

@Truk, Instead of Obsidian Flow, could you memorize Spike Stones instead? They would be of great help for our killing field, reducing the movement rate of those wolves would be amazing.

The moment that they hit the trap you could cast the spell which make the ruined gate house and our killing field even more dangerous.

To get from the trap to the barricades represents 14d8 points of piercing damage, which is amazing for our purposes and the spell lasts for hours.


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)
Niyut wrote:

Those buildings are perfect! Thank you! They can become part of the defenses, and they save time on creating barriers so that the real ones can be better. We should have archers on the roof of both of those buildings so that they can shoot down into the killing field.

The blue dotted barricade and blue dotted people are part of the "inviting" illusion. That priest probably doesn't want to be there? That's part of the hoped for killing field.

In fact, would it be possible to strew caltrops or rusty nails in that area?

Hey, guess who hauled a bunch of bags full of caltrops in the party's supplies? :D.

We have six bags worth that we can scatter around, so have at it!


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Great. Caltrops and, potentially, Stone Spikes will be a killer combo. It is my hope that we can turn their success at blowing up the gates into an opportunity for us. Let us funnel them to their doom!

GM, the portraits of the two priests failed to fully load on to the map.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

I've taken the liberty of placing 15 pike/pole arm people. They should all have pole arms that can brace and reach. They should also have tower shields that they can lock up in case our enemies decide to retreat and blindingly shoot arrows into the darkness. They should also carry a non-reach weapon in the unfortunate event that it is needed. I've also placed 25 archers to pin our enemies down. They too should have shields that with the cover of the barricades and walls block errant arrows, if our enemies decide to be super wasteful.

@Garidan: May I place you in the western alley between the barricades so that there is a named npc or PC to form a hard point on each of our lines?


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

I'd rather hold on to obsidian flow. I don't like the idea of putting all our eggs in one basket.

Is our mega trap not lethal enough already?


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Probably not. And I would like to avoid worgs charging down our line. It's not about putting our eggs in one basket. It's about being able to prevent their entry into the city. There are the better part of 200 enemies with one access point: the ruined gate. The trap is a speed bump, but preventing charges with a spell that lasts for hours could save us.

The 200 don't have new siege weapons. They don't have explosives. Maximizing our ability to hold the ruined gate seems worth it to me. Especially since it has the potential to do far more damage than Flow.

Your mileage may vary though.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Ah. That makes more sense.

Sure I could prep spike stones instead. We could comixture it into something fancy too. Lava spikes? Mud spikes?


HP 56/98 Panache 6/7 Stamina 4/10 | AC 28/18/20); 26/18/18 w/composite bow | energy resist: 2 negative, 5 fire | CMD 30 | Fort +6 Ref +13 Will +5 | Per +16, Darkvision 60 ft. | Init +7 (+9 w/swashbuckler initiative);
Class and Skills:
Swashbuckler (Inspired Blade) 8/Fighter (Lore Warden) 2 | Acro +20, Bluff +10 Climb +8, Inti +16, Stea +15
Combat:
30 ft. (30 ft.) | Melee +19/+14 (+21/+16 vs. undead) (+2 bane rapier) Ranged +15 (dagger) Ranged +16/+11 (mwk composite shortbow) CMB +12; weapon cord attached: Yes (rapier)
Niyut wrote:

@Garidan: May I place you in the western alley between the barricades so that there is a named npc or PC to form a hard point on each of our lines?

I centered because I'm going to try to hit gnolls that make it past the trap zone with a Dazzling Display/Shatter Defense combination. The barricade Garidan is at now has the greatest frontage, so the most gnolls to catch in the area of effect (hopefully).


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Lava Spikes would be awesome!! If I'm reading it correctly, it would mean that if they want to move 5', then they would need to take 1d8 (Piercing) +1d8 (Fire) (Since Truk increases the fire damage of his fire effects + 2 from my Orc Arcana. They would need to keep making 18 Reflex saves or catch on fire and an 18 reflex save to avoid injuring their feet all while moving at half speed. So moving 1 square is 4d8+4 and two chances of catching on fire. Haha.

It's also a bit confusing since: the spikes are "long, sharp points that blend into the background." So hidden and full of magma.

I will have to reposition Niyut, but it seems well worth it.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

@Garidan: Ok, but we should probably pay special attention to that side in case we need to bolster their line.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

The blue squares are the 10 squares that we cannot cover with the proposed distribution of the hidden lava spikes.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

We should probably also set the hidden lava spikes up when they cross the river since the spell lasts 8 hours and is a better use of our action economy.


Male Half-Orc Druid 8/Cleric 1 | HP: 116/116 l AC: 26 (30 with buffs, 32 vs the first 3 attacks per round) /T: 12/FF: 24 l Fort: +15*, Ref: +5*, W: +14* l Init: +0 l Per: +15; Low-light vision l Movement: 30 *Hardy: Gain +2 racial bonus on saving throws against poison, spells, and spell-like abilities *Familiar:51/51

Go ahead and place them on our behalf. I'm having a busy day at work and won't be able to mess around with the map.


Male Noble Elf Wizard 9/Bard 1 | AC 15/10/15 | HP 71/71 | F +4, R +6, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +15 (+4 with familiar)

Malz will be able to drop pit traps as needed to shore up places where they break through.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

@Malz: Several years ago in Geoffrey's we fought a necromancer who was probably level 9 or 10, but who could cast Vampiric Touch at CL 18. You mentioned she has improved her CL for this spell with feats, traits, and such. Do you remember how she did it? Asking for a friend. :-p


Male Noble Elf Wizard 9/Bard 1 | AC 15/10/15 | HP 71/71 | F +4, R +6, W +9 | CMD 12 | Move 30 ft. | Init +6 | Perc +15 (+4 with familiar)

Half of it was due to traits and the like, but the other half was an item. I'd have to dig the item up but I know the inherent stuff was the same cheese used to make level 1 wizards have a 5d4 burning hands.


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Ah, yes, I have seen such cheese. Thanks!


HP 80/80 | AC 21/16/15 | CMD 21 | Fort +7 Ref +12 Will +6 | Per +12, Dark Vision 60' | Init +6 Aegean Unchained Rogue 7 {Nature Fang 1}

What are damage spells? *haste* *slow*


Female Half Orc Oracle (Spirit Guide) 9/Sorcerer (Cross-blooded) 1 l HP: 79/79 l AC: 14 (Current AC: 22)/T: 13/FF: 11 (15) l F: +7, R: +10, W: +11 (+2 v Illusions) l Init: +5 l Per: +21 (+23 dim/dark); Darkvision 90' l Movement: 30 l SR Check: +11

Gruskorb, if you are looking for a place to place your bear trap, I would recommend the north most blue lined square in the ruined gate.


HP 80/80 | AC 21/16/15 | CMD 21 | Fort +7 Ref +12 Will +6 | Per +12, Dark Vision 60' | Init +6 Aegean Unchained Rogue 7 {Nature Fang 1}
Niyut wrote:
Gruskorb, if you are looking for a place to place your bear trap, I would recommend the north most blue lined square in the ruined gate.

I don't think I have the permissions to add a photo for it, and I can't see it on there. Capital idea though!

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