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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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)

Although for the record I wouldn't be opposed to haste lasting several 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:
If I recall correct, Mal hasted you guys during the last battle. It's probably from that, which wore out hours ago in game. Truk used his fast movement ability he got from a life essence to do that move.

No, it was hasted--though he also used his Speed Surge that round on top of the double move--and it was in round 4 of this fight.

Here is the post. I've looked back and can't find the cast of haste, however.


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 don't know why he used the word hasted, but no haste spell (that I can find or recall) was cast at the start of our second fight.


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Correct, haste was cast last battle. It hasn't been cast this battle. It was either an inadvertent statement by Truk or accidental use of the buff that we missed.


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

Could your imp use his detect magic from where he is to guard the area from someone sneaking into the breach invisibly?


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)

Unless somebody sits in the cone for multiple rounds all he would see is a brief flash of "magic" as they pass through, which will likely be lit up most of the time anyways.

It's unfortunate that Malz already used his eye patch today.


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OMG, think I broke the RNG with that many rolls!


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)

Wow. The statistical chance of every single one of those archers making their save. Unreal. I knew they had decent fort saves but there's still around a 1/4 chance of failure. Unfortunate.

It does make me want to pick up stinking cloud for Malz though. Nice battlefield control and debuff potential, and his DC would be way higher.

At least the cloud will continue to provide cover, the archers will have to move again in order to get clear shots. At least they were distracted for a turn.


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I had a dwarf wizard in one campaign that was quite unkept and filthy. He specialized in conjuration with magical lineage for Stinking Cloud. He'd 'pass gas' and dominate control on a battlefield. It's a great spell.


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 hate to be a pest, but I don't think any of those arrows hits Truk. His Cloak of Winds buff, which I think I mentioned when you asked about buffs, provides a +4 against all ranged attacks. His base against ranged is 35 base with his bodyguard helping it would be 37.


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

Also, Foramdar is invisible. Do they see through it somehow or does he attack them and break the charm?


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

Well, Mal, you do have those scrolls from Rhykal that can have any conjuration spell you want of the appropriate level. If you want to fill out your spell book, the NPCs are really trying to help.


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Niyut wrote:
I hate to be a pest, but I don't think any of those arrows hits Truk. His Cloak of Winds buff, which I think I mentioned when you asked about buffs, provides a +4 against all ranged attacks. His base against ranged is 35 base with his bodyguard helping it would be 37.

Ok. The "20" auto-hits, but the other misses. So, he takes 9 , not 20.

I need a way for each player to have active buffs with stats adjusted in their header so I don't miss these things. There is too much going on for me to personally track. I'll need everyone's help. For this last archer attack, I used Truk's listed AC in his header. After this battle, let's discuss this topic and figure a way to make it more smooth for everyone. Thx for the heads up, Niyut.


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Niyut wrote:
Also, Foramdar is invisible. Do they see through it somehow or does he attack them and break the charm?

I miss understood your casting of Silent Image and Invisibility. I thought your illusion was trying to shroud Foramdar, and those elites saw through the illusion. You didn't mentioned who received the Invisibility, I assumed it was you. Although, in retro, that doesn't make sense. In any event, he subsequently attacked. I'm not going to retcon these actions. I really don't want to kill him, but your post isn't specific to the recipient. I will allow the invisibility to hit him now without another action by Niyut this round.


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'm sorry. I was trying to be clever in my depiction of him turning invisible: "Where once Foramdar stood appears only as empty air." But, I should have clarified in the blue text. I thought it would be clear since she is herself already invisible, but now I can see how it would only be obvious to 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

Would it be possible to create a sidebar on our battle map that lists the various buffs in one place since updating headers can be tricky and it would be nice to have all that info in one place?


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 high is the rubble in the ruined tower? I know it's creating difficult terrain but I'm also guessing with that much stuff it is also a bit elevated from the surrounding ground? I'm asking because depending on the height, it might provide cover as well if the rangers turn their arrows that way.


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Niyut wrote:
How high is the rubble in the ruined tower? I know it's creating difficult terrain but I'm also guessing with that much stuff it is also a bit elevated from the surrounding ground? I'm asking because depending on the height, it might provide cover as well if the rangers turn their arrows that way.

The difficult terrain area rises about 10' in the air. So, it would prohibit line of sight between the soldiers and the gnoll rangers to the north, for instance.


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Niyut wrote:
Would it be possible to create a sidebar on our battle map that lists the various buffs in one place since updating headers can be tricky and it would be nice to have all that info in one place?

I could add a line for everyone in the notes field. I'll cut/paste their header to start, then rely upon each person to modify their own. I'll use that line for current stats. Failure to update the stat line, won't be a reason to retcon... unless we have a ninja post problem.


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

That seems both wise and fair.

@Mal, I had an idea. In a few rounds our cavalry will be on the wrong side of the river and have nothing to do. Our two priests each have Stone Shape. If you turned them invisible they could go and create a stone bridge for the cavalry to cross. Do you think this is an idea that you can get behind?


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@Garidan - Foramdar is currently invisible, so technically you aren't flanking. However, the attack still hit.


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)

Meh, I was going off the discussion where he revealed himself by attacking after Niyut had cast invis on him as part of her flim-flam show, and forgot the revision on that >_<.


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

Should we have Gruskorb whip the gnoll on the ground and AoO trip him when he tries to stand back up, since he has Improved Whip Mastery now and threatens 10'?


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)

Huh, I thought that one was already done with, lol. By all means, yes, have Gruskorb lay on a righteous flogging!


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)

Niyut, good plan on the cleric. I assume she would let Malz know IC so he can do that next round. Where are they positione, and will they need additional help getting there?

It's always been my understanding that you can trip somebody who is standing up, because an AoO is resolved prior to the action that triggered it. Of course the GM may see it differently.

I once made a fighter with both disarm and trip. Whenever his opponent tried to recover from one maneuver he would take the AoO to apply the other one. Only worked on trippable enemies who used held weapons, but it was a riot.


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

It will take a bit. They probably will want to channel some energy to help cure some of our wounded and then it will take them many rounds to get in position.


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)

I still have 3rd and lower level summon spells I could use to get them mounts.

They're still up on the wall, correct? They will need a way down.


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

There are stairs from the towers, the priestess can get down.

Do you have Mount? That might be a more effective use of your summons. I'm not sure this adventuring day is nearly done.

In my timeline, the priestess and priest do a bit of channeling over the next couple of rounds or healing spells once the enemy is cleared. They move invisibly north (mounts might complicate this). Then once there are here (I've marked it on the map), they shape a bridge. There they rally the remaining cavalry, do some channeling, and bring them across the river.

Meanwhile, I use my last hour of my Shadow projection ability to hassle the gnoll archers. The ones in the north don't have magic bows. The only things left on the field that can hurt an incorporeal person are the bear and the redmaned gnoll (whose avatar on the map really should be Eddy Redmayne :-p). If they want to break stealth and chase me around then that's great. We can go kill them. Otherwise, they can watch me strength drain the remaining archers into oblivion to be mopped up by the cavalry charging over the bridge.


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)

I don't have mount. But I can summon ponies from the 1st level list (using a 2nd level spell guarantees at least 2) which have the run feat so they can move 200 feet in a round. Even if they're wasted immediately that's still a lot of movement.


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

If you scroll to the top of our map, all the avatars are labelled. The priest and priestess are not next to each other. The priestess is behind the windwall and the priest is next to the bridge in the city.


Male Imp Familiar 7

Noted.

Also I'm finally happy with my post after like 5 edits. Torenz will just move a little this round.


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

Random question that I've been pondering for weeks. The Great River is extremely narrow here. Much more narrow than its name might otherwise suggest. Is it incredibly deep here? Like it's carved deeply into the mountain and is moving very quickly?


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Yes, its a fast flowing river that isn't very wide but is deep. The banks are rocky and slippery.


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 many essences would it take to imbue my wand with a held effect that adds 1d4 bleed damage to all my damaging spells?

Something like: Spell Thorns: The wand can be used as an additional focus spell component when casting spells that inflict HP damage to cause all creatures damaged by the spell to take 1d4 bleed damage.


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 much for something like this: Frost Fire (or a better name): The wand can be used as a focus effect for any damaging spell with the [Fire] or [Ice] descriptors. If the spell initially has the [Fire] descriptor, it also gains the [Ice] descriptor and deals an extra +1d6 points of damage. If the spell initially has the [Ice] descriptor, it also gains the [Fire] descriptor and deals an extra +1d6 points of damage.

Cleary it's inspired by the Onxy Talisman won from the goblin sorcerer.


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)

There's a metamagic feat that allows for spells to switch or split damage between two energy types, why not get that?

And I need to look up the campaign rules for adding metamagic feats to an item and how they're used, because it's about time I start enhancing 'Ruza's stone to get its abilities buffed up.

I'm thinking of slapping a few combo metamagicfeats on her, for fun and games.

Elemental Spell (cold), Burning Spell, Flaring Spell, and Rime Spell for shennanigans with elemental damage. And Lingering Spell and Solar Spell for getting some extra mileage from light spells. If 'Ruza ever gets to use dark spells too, then Tenebrous Spell and Umbral Spell to finish.

What I'm not sure on is how best to add these metamagic feats. Since 'Ruza isn't technically a spellcaster herself, and therefore has no spells slots to modify, adding the feats straight up doesn't seem like it would work. So it looks as if it would be better to add them as though they were metamagic rod effects. But that then runs into problem of only being allowed to apply one rod effect at a time to a spell.


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

Because I want it to be an intrinsic effect of my wand, which is why I'm asking about it. :-)

We have been chaining the metamagic applied effects together, since we cannot add metamagiced spells to the wands/staves. I think the metamagic rod thing is the best way to model those feats for Ruza that we currently know about. The GM might have a better solution, but if you are forecasting it seems like a good starting point.


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Niyut wrote:

How many essences would it take to imbue my wand with a held effect that adds 1d4 bleed damage to all my damaging spells?

Something like: Spell Thorns: The wand can be used as an additional focus spell component when casting spells that inflict HP damage to cause all creatures damaged by the spell to take 1d4 bleed damage.

Wounding effect on weapons is a +2 effect for 1 bleed. So, adding +1 bleed to a weapon is 2 EE's. I think 5 EE's would be more than comparable to get 1d4 bleed. However, I'd only allow for touch attack or ranged touch attack spells on a single target. So, you couldn't AoE 1d4 bleed on to a bunch of creatures.

Niyut wrote:
How much for something like this: Frost Fire (or a better name): The wand can be used as a focus effect for any damaging spell with the [Fire] or [Ice] descriptors. If the spell initially has the [Fire] descriptor, it also gains the [Ice] descriptor and deals an extra +1d6 points of damage. If the spell initially has the [Ice] descriptor, it also gains the [Fire] descriptor and deals an extra +1d6 points of damage.

This is a trickier one. I'd probably allow 1 EE to get the 1d6 on 1st-3rd level spell, then 2 more EEs to get 2d6 on 4th-6th level spells and 3 more EEs to get 3d6 on 7th-9th... or something fun like that. The harder part is the descriptor. By adding, rather than replacing, your getting double the bang. So, your sorcerer bloodlines apply, and then you can add things like rime metamagic, etc. to the spells. For 2 EE's, I'd probably allow you to swap the descriptor, but not add it. Alternatively, I might let you grant the wand the power to add the descriptor 1/day.


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 really aiming for AoE bleed, but it seems like a fair restriction. In that case, I would probably go for the 2 EE: 1 Bleed effect.

As for the second answer does that mean we would break up the lines.

Ability A: Swap descriptors on [Fire] or [Ice] spells. 2 EEs

Ability B: +1d6 damage on [Fire] or [Ice] spells of spell levels I-III. 1 EE.

?

Do I understand your ruling correctly?


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Niyut wrote:
What happened to the three very injured gnolls on the western wall who had no stairs down to enter the city?

Hope I didn't mis-communicate earlier. Each tower along the wall can be entered from a doorway on the ground floor inside the city, as well as, from doorways atop the walls. There just aren't any direct stairways on the walls themselves from the city streets.. So... if you are on top of the walls, you must enter a tower, to take stairs down to the city street level or take stairs up to the top of the tower.

So, you saw the three slayers, atop the wall to the west, enter the round tower and lost sight of them. You have not caught sight of them since.


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Niyut wrote:

I was really aiming for AoE bleed, but it seems like a fair restriction. In that case, I would probably go for the 2 EE: 1 Bleed effect.

As for the second answer does that mean we would break up the lines.

Ability A: Swap descriptors on [Fire] or [Ice] spells. 2 EEs

Ability B: +1d6 damage on [Fire] or [Ice] spells of spell levels I-III. 1 EE.

?

Do I understand your ruling correctly?

Yes, but ability A & B would be a single effect... so 3 EE's gets you the swap plus 1d6 dam on levels 1-3.


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 misunderstood you. When I asked where they could come down and you said only the towers. After the confusion about whether the square thing in the east was a tower or not, I thought only the river towers were towers. I probably would have tasked some archers to continue to fire on them or for three pikeman to go that way to head them off at the towers base. But, I truly believed that you were telling us it was a dead end there. I'm sorry I misunderstood.


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}
Valjoen_GM wrote:
Niyut wrote:
Would it be possible to create a sidebar on our battle map that lists the various buffs in one place since updating headers can be tricky and it would be nice to have all that info in one place?
I could add a line for everyone in the notes field. I'll cut/paste their header to start, then rely upon each person to modify their own. I'll use that line for current stats. Failure to update the stat line, won't be a reason to retcon... unless we have a ninja post problem.

Let me know when we have edit permissions for this, and I'll toss Gruskorb's in.


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

It's on the map notes, and can be edited.


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)

This is a PSA to all of my active games: I will be unavailable starting this Friday afternoon (the 16th) until next Thursday morning (the 22nd). I apologize for any inconvenience this may cause. Please GMPC me as needed.


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Malthazir wrote:
This is a PSA to all of my active games: I will be unavailable starting this Friday afternoon (the 16th) until next Thursday morning (the 22nd). I apologize for any inconvenience this may cause. Please GMPC me as needed.

Sounds good.

I'm headed to Colorado for Thanksgiving with the in-laws from the 21st thru the 25th. Not sure how much time I'll have to post. Just FYI.


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

What's the dark line running from the giant?

How does the situation develop? It seems like everybody has checked in, or had the opportunity to do so.


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)

I'm waiting to see what, if anything, Truk'tosh hit with his action before posting.


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

That's helpful information! Hypotheticals can be helpful in these situations.

Personally, I think Truk demanding a surrender is a bit silly since if we took prisoners what would we do with them? The people of Haemil are evacuating.


Bright Tower Maps | Last Haven Table #1 Maps | Last Haven Table #2 Maps
Niyut wrote:
What's the dark line running from the giant?

It was a sight line I was using. I'll delete it.

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