The Crucible of Freya (Inactive)

Game Master Grimmy

Ground Floor Donjon

Basement

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Damien "Wet" Winters wrote:

Samduc, what weapon are you using exactly? It seems like you and DMG are on different pages here...

Think we're on the same page.

He dropped his xbow and switched to a custom item he described as a holy water sprinkler. He asked if it could bludgeon as a small mace.

I spoilered stats for a battle aspergillum (from Raging Swan press) which would seem to be just the ticket for what he described.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Nevermind, I see where my issue cam from...

The Exchange

With his high Perception check could Jerrid simply have a move action to into the fight. And can you stop rolling ones on his initiative? Please.

Also did Janna just tell us to use blunt weapons on zombies?

I'd like him to move round behind the farmhouse as is his wont and move towards the back of fight again just like with the gnoll shaman.


HP: 17/34, - AC: 16/T: 12/FF: 14 – Perception +3 - Initiative: +4 - F: +6: R +3/ W: +2(+1 vs Fear) - CMB: +6 - CMD: 18, Speed: 30 Acrobatics +3, Climb +7, Heal +2, Intimidate +2, Perception +4, Sense Motive +7, Stealth +3, Survival +7

Hey guys, after work I've got my homebrew club so I'll probably be off most of the night. I'll be checking for the next hour or so, but if we get to round two feel free to roll my ready action!


Yeah FW Jerrid can have a full move action to position, the encounter actually said something about fixing the perception DC at 20 but I saw it after I rolled stealth myself for Vortigern.

I think Janna was announcing the skeley DR.

Astor roll your round 1 attack (re)roll now while you can.


Samduc Dawnbringer wrote:

We used to use holy water sprinklers as cleric weapons.

This is from the Wikipedia entry on morning stars.

Another weapon, the holy water sprinkler (from its resemblance to the aspergillum used in the Catholic Mass) was a morning star used by the English army in the sixteenth century and made in series by professional smiths.

Trying to keep the RP flavor flowing, that is why he has a small holy sprinkler = Morningstar.

My old AD&D clerics used to put holy water in them and get splash damage, but there are no rules in pathfinder RAW for this that I am aware of.

Closest thing I have found is the Battle Aspergillum I posted.


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

We used to use holy water sprinklers as cleric weapons.

This is from the Wikipedia entry on morning stars.

Another weapon, the holy water sprinkler (from its resemblance to the aspergillum used in the Catholic Mass) was a morning star used by the English army in the sixteenth century and made in series by professional smiths.

Trying to keep the RP flavor flowing, that is why he has a small holy sprinkler = Morningstar.

My old AD&D clerics used to put holy water in them and get splash damage, but there are no rules in pathfinder RAW for this that I am aware of.

Was moving post as I saw the post in gameplay.


The holy water sprinkler for RP flavor is most welcome in my game. Just use the stats I posted.

Battle Aspergillum: simple weapon; damage 1d4/x2 (bludgeoning); a struck target susceptible to holy water suffers 1 additional damage. After five hits, the aspergillum must be re‐filled (a standard action provoking attacks of opportunity)


HP: 17/34, - AC: 16/T: 12/FF: 14 – Perception +3 - Initiative: +4 - F: +6: R +3/ W: +2(+1 vs Fear) - CMB: +6 - CMD: 18, Speed: 30 Acrobatics +3, Climb +7, Heal +2, Intimidate +2, Perception +4, Sense Motive +7, Stealth +3, Survival +7

And done! Hopefully I'll get another one in later.


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

I remember the battle Aspr...gilligan?

made me think of these guys

The Exchange

Thanks DMG

Cheers

The Exchange

Nighty night all.


I think I know what Leo and Vhillish would do but I'm gonna give it til morning before bot.


Damien "Wet" Winters wrote:

It seems to be a little late but I'd have figured Leovan would have followed the plan and moved back...

In another funny thing I noticed. Astor managed a beautiful blow but I think rolling 1d20 for damage may have been a little overzealous :P

Oh and it might actually make a difference, you forgot to add Inspire to Vhillish's shot!

1. Don't know what to tell you on the Leo thing, I don't know about this plan you speak of. I just simply delayed him. I don't like to bot but it's well over 24 hours.

2. I'm leaving the skeleton dead, I hate retcon and flexitime adjustments. I want the gameplay thread to be a good read, linear and cinematic. Astor just watch those rolls next time, that sword can't be that big!

3. Inspire courage on Vhilllis shot, good catch but still a miss.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Lol, Astor only managed 1 more damage than he should have been able to, which would still probably take down the skellie.

As for Leo, at Damien's request most people were drawing back to/behind him. Oh well, no one said he had to listen :P

Good timing anyway, I only just got up!

So the rest of us are up then? Well except Janna, she's in some serious trouble...


Yeah the skeleys have 8 hp so still possible for Astor to smash.


Was still waiting for Leo, could move him to top of round 2 and open it I guess.

Did I do Janna's ready action right? Rolls over to next turn if trigger never occured?


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Well I'm pretty sure at least one of the skellies triggered it actually, though it depends when the magic missile hit her as it's easily enough to drop her, never mind the arrow on top...

I'm pretty sure with 6 max hp she's at -7 currently.


Ok I checked her HP it is 6, so magic missiles dropped her, but she can roll the elemental ray against one of the skeletons that was forming as she went down.

Also, in case anyone missed this before, I like to count diagonals as 5' for simplicity, so Janna's ray can hit the zombie in G8 if she prefers that to a skeleton.


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

made the attack and missed. so Janna has three rounds to live.

actually failed the first, if she fails the second stabilization and not healed she will burn all of her hero points to be stable at -9. but if hit again she is dead


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

Leo can channel for healing when more take damage and give Janna auto stabilize. Seems channeling to blast many undead is the play here now.

Our bard may have CLW--I haven't checked.


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

true on that do whatever i have one reset but will that much more dependent on you guys later. (no hero points to use)


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

Sorry guys - been on call this weekend and been busy with friends and family - game's been busy!!! Will get caught up in a jiffy :)


No prob Vhillish I had you take a shot at the caster for a chance to disrupt, that's what Damien was shouting to do so I figured Vhillish would listen to D in that circumstance! That's all you missed I think.


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

Ok guys, If Janna ends up dead I will be leaving the game, if she lives then I will continue on. I have screwed up myself a lot lately, in and out of character.

I have said things that were totally uncalled for, (pretty much in PM).

I don't know what to do, so, I will only continue if Janna lives.

Our GM does not deserve this, his hard work deserves better.

The Exchange

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Whatever may have been said, I for one think you should stay Edward. This is a game that lasts years. Janna is a great character and you have a put alot into her. You deserve to reap the rewards and enjoy the fun that Grimmy is putting together.

Don't leave. You are part of a team now.

Cheers
Andy


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

+1. We should be good.


Janna! I meant we will ask the group what they thought about the encounter, not what they thought about you! I hope you didn't think I was going to vote you off the island like a reality show or something :p

Your PM was no big deal. Let's just save it for after the encounter that's all I'm asking. A look behind the curtain now would spoil the fun.


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2
French Wolf wrote:

Whatever may have been said, I for one think you should stay Edward. This is a game that lasts years. Janna is a great character and you have a put alot into her. You deserve to reap the rewards and enjoy the fun that Grimmy is putting together.

Don't leave. You are part of a team now.

Cheers
Andy

Well said old chap! Huzzah!


Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

Indeed! :)


There you have it Edward :)

Ok guys, think we're at a cliffhanger til the cleric comes along! Remember weekends are often slow for PbP. I'll check back later.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Well this is an interesting turn of events. We'll see how it goes...

Edward, I'm not super sure what issues we are having...other than the mild specter of death of course :P

But seriously, don't leave! It's been great having you along and you're doing a solid job with a tricky role. Don't lose hope now, we'll save your windy maiden :)


HP: 17/34, - AC: 16/T: 12/FF: 14 – Perception +3 - Initiative: +4 - F: +6: R +3/ W: +2(+1 vs Fear) - CMB: +6 - CMD: 18, Speed: 30 Acrobatics +3, Climb +7, Heal +2, Intimidate +2, Perception +4, Sense Motive +7, Stealth +3, Survival +7

Whoops! Come on, you've never heard of a 1d20 longsword ;) Sorry about that, it's what I get for making quick posts from work. I'll try and be more careful next time.


One player in my other group uses an android app called wayfinder I'm going to try it on my galaxy. I guess it displays PbP threads very legibly in-app and gives you quick formatting for all the BB code without writing out the tags. Looks pretty cool.


HP: 17/34, - AC: 16/T: 12/FF: 14 – Perception +3 - Initiative: +4 - F: +6: R +3/ W: +2(+1 vs Fear) - CMB: +6 - CMD: 18, Speed: 30 Acrobatics +3, Climb +7, Heal +2, Intimidate +2, Perception +4, Sense Motive +7, Stealth +3, Survival +7

Yeah. I've looked at it but I've got an iPhone. When I post from work I post from a computer. I just type really fast and try to get it done before a customer or other employee walks up.


Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

I think RAW for channel positive energy is that you choose to heal or do damage to undead.

I'm assuming Leo is trying to harm undead.


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

yes, harming undead.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

DC would be 10 DMG.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Just a heads-up but I don't think summoned skellies get the fiendish template...


The questioning is starting to wear me down a bit so here is the statblock copy pasted from the module.

Stat Block:

FIENDISH HUMAN SKELETONS (5)
XP 135
NE Medium undead
(Pathfinder Roleplaying Game Bestiary “Skeleton,” “Fiendish”) Init +6; Senses darkvision 60 ft.; Perception +0
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural) hp 4 (1d8)
Fort +0; Ref +2; Will +2
DR 5/bludgeoning; Immune cold, undead traits; SR 5
Speed 30 ft.
Melee 2 claws +2 (1d4+2)
Special Attacks smite good (1/day, +1 damage vs. good creatures)
CR 1/3


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Oh, alright then :) I assumed they were from the scroll he was reading :P My bad, carry on good sir!

Sorry for the questioning, I've had this discussion in a home game about the skeleton alternative for summon monster. Figured it was an easy thing to flub. My apologies, I'll leave you to run your game mate!


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Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10
Damien "Wet" Winters wrote:
Just a heads-up but I don't think summoned skellies get the fiendish template...

I would say that summoned skellies get what ever template the DM deems appropriate. ;D

Even when they're beating the crap out of my pally ;(


Thank you Kevezyat I needed that it's been a hard day.


No worries D my nerves are still raw from having my encounter design raked through the coles earlier.

Maybe I just didn't do a good enough job making sure this game clearly said what it was right on the tin. I can understand what one 3pp and DM thinks of as rule-of-cool another player may consider unfair.

I did try to put disclaimers up about the type of game this was going to be but maybe I counted to much on FGG/Necromancer Games reputations preceding them.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Ugh, again sorry. Firstly I should just knock it off in general. Secondly I honestly thought it was a simple matter of spell arbitration. If they're like that in the module or you just decided to add fiendish skeletons then that is totally your prerogative!

Edit : To explain, I thought it was more the same level of thing as missing an AoO. I have no wish to question game design at all!

When was your encounter design questioned earlier? Or was that the thing with Edward via PM?


male--hp =12/28--AC19/touch 15/ff14 Appears as small human youth Rogue 4(burglar)/Init: +10--Perception: +10(+11 traps)/F +2; R+7; W+2 CMD 15

Sammy did recommend hitting the skellies first :-)

He didn't like their two attacks.


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

all my fault...

hence my post earlier...

i'll just shut up now and wait and see what happens.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8
Samduc Dawnbringer wrote:

Sammy did recommend hitting the skellies first :-)

He didn't like their two attacks.

Now if we're going to get into that, Damien was the first one to recommend falling back and pulling them to us. Limits their attacks and if Damien is the front line he can pull 3 AoO's in a single round :)

Of course no plan survives first contact as they say :P


Your help with the rules has actually been much appreciated I like that we are all learning together. Just caught me in a weak moment with that last one.

Re: Fiendish Skeley's, yes it is like that in the module and yes they are summons from the scroll. This publisher must come under fire for this stuff by reviewers a lot because they have sidebars all over the place saying yes we know the rules say blah blah blah. we changed this because we thought it was cool, etc.

Tsar didn't have these sidebars, but everything published since, like Rappan Athuk, does.


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

who is wounded?

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