To Change the Way of the World: A Better Valcia Begins Today (Inactive)

Game Master Darksmokepuncher

You are members of the Army of the Freeland of Amerys, a newly reformed country and the first to bring Democracy to Valcia. Your missions will involve the safety and protection of Amerys, the expansion of your lands through the conquest of or alliance with new territories, and the abolishment of slavery.


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In that case, she moves to G:10

Shadow Lodge

From her new position, Erianna can see most of this room. The is no other exit in sight, however, The nearest torch may be mechanized like the crate door.


"There may be another secret passage here" - Erianna whispers to the others, and moves forward carefully, checking the closeby torch.

Taking 10 or 20 if possible, for 20/30. Else:

Perception: 1d20 + 10 ⇒ (4) + 10 = 14


Hp 81/81 AC 24 (21) (+12 Perc; +4 Init; Fort +9, Ref +10, Will +7)

Via message Go for it says Esther as she moves closer to her sister

Shadow Lodge

There is indeed a mechanism on the torch. It seems that if you pull it, it will activate a small bit of wire that disappears behind some crates. They too seem to be hinged.


Male Elf Wizard 20

Mortimer frowns, whispering to Erianna. "Be careful, it could be trapped." He scans it with detect magic.

Shadow Lodge

No magic detected.


"Shall we explore the room thoroughly, before we proceed?" - Erianna questions, then moves to listen at the secret passage.

Perception: 1d20 + 10 ⇒ (6) + 10 = 16


Hp 81/81 AC 24 (21) (+12 Perc; +4 Init; Fort +9, Ref +10, Will +7)

Via message spell yes of course esther will move silently and look around the room.

If she sees nothing she will give the all clear signal to open the secret door


Hp 81/81 AC 24 (21) (+12 Perc; +4 Init; Fort +9, Ref +10, Will +7)

So i take it there is nothing in the room we are and therefore open the secret door?

Shadow Lodge

There is nothing of consequence in this room. Who opens the secret door?


Male Elf Wizard 20

Hehe, well Erianna is leading.


Male Human Rogue (swashbuckler) 7, HP 47/63, Fort/Ref/Will 6/11/3, AC 22 (+1 per sneak attack die)

Indeed.


Hp 81/81 AC 24 (21) (+12 Perc; +4 Init; Fort +9, Ref +10, Will +7)

yup she is invisible too


There are no gentlemen anymore :'(

Erianna carefully opens the secret door ever so slightly ajar, and peers to the other side.


Male Elf Wizard 20

Lol I'm a squishy caster and you're an unkillable munchkinned nightmare. Damn right you're going first.


Not unkillable anymore...

Shadow Lodge

I'm away from home until after 10. I'll post late tonight, or sometime in the morning. Besides, I am enjoying this tension :)


Male Elf Wizard 20

Lowest save is 10, AC is 23, +13 to hit, does as much damage as a fighter with a greatsword, aasimar abilities, and despite the flavor the written rules don't prevent you from combining crane style and dervish dancer. Unkillable. Munchkinned. Nightmare. Plus on top of all of that you're still versatile with a lot of useful class abilities and good skills. I must admit, I have never seen such an abuse of the rules without touching non-Paizo material.

And just to be clear, I'm not upset about this at all. I'm just very impressed at the level of powergaming you have.


Male Human Rogue (swashbuckler) 7, HP 47/63, Fort/Ref/Will 6/11/3, AC 22 (+1 per sneak attack die)

Munchkinned is a four-letter word in spirit.


Male Elf Wizard 20

Hehehe.

Yeah I've tried some multiclass builds with great effect myself. Certain archtypes of a barbarian/fighter can produce absolutely stupid damage.


Hp 81/81 AC 24 (21) (+12 Perc; +4 Init; Fort +9, Ref +10, Will +7)

paladin + oracle anyone? ;)


Male Elf Wizard 20

Undead antipaladins are monsters. They use their CHA for their saves AND hp.


Esther Pennycoat wrote:
paladin + oracle anyone? ;)

I want to play an Oradin so much :D


Mortimer Talinth wrote:

Lowest save is 10, AC is 23, +13 to hit, does as much damage as a fighter with a greatsword, aasimar abilities, and despite the flavor the written rules don't prevent you from combining crane style and dervish dancer. Unkillable. Munchkinned. Nightmare. Plus on top of all of that you're still versatile with a lot of useful class abilities and good skills. I must admit, I have never seen such an abuse of the rules without touching non-Paizo material.

And just to be clear, I'm not upset about this at all. I'm just very impressed at the level of powergaming you have.

You should see my blaster Wizard in action ;)


Male Elf Wizard 20

*Shrugs* Blast wizards are mechanically inferior to other kinds of wizards in Pathfinder. Generally I prefer a "God Wizard" after the style of Treantmonk, but I've had my hand in about every style of wizard. Abjurers are wannabe clerics, diviners should be NPC only, enchanters are good assuming they are susceptible and fail their save, evokers are flashy but lacks sustained damage, illusionists utility is limited to your imagination but combat is limited, for necromancers see enchantment. Conjurers and Transmuters control the flow of battle without worrying about saving throws or spell penetration; they leave very little to chance when they cast their spells. I'd much prefer to put haste on the party than throw a fireball, because if you add the average damage for an extra attack from every party member for 5 rounds compared to 5d6 fire damage which can be reduced by reflex saves and fire resistance, it's no surprise that haste comes out on top.


*Peers through the door*

5d6 damage..? That's not a fireball SON! At level 7 they should be doing 9d6*1.5 with a DC21 Reflex Save :D

THAT is a fireball - I'll let you do the math on what that means in 5 rounds, but I'll give you a clue - it's FUN! Oh, and no reason not to cast haste also - just sayin' ;)


Male Elf Wizard 20

Except I was talking about 5th level characters, and to do that much damage with a fireball you sacrifice all of your versatility. And the best part about haste is you cast it once and just profit. Frees you up to do other things.

Shadow Lodge

The door opens and utter darkness licks at the lintels. A gaping, black void stares back at you.

Do you enter?


Indeed, after careful observation. Shouldn't I see in darkness? :/

Perception: 1d20 + 10 ⇒ (6) + 10 = 16


Male Elf Wizard 20

As always, giving everything a quick detect magic.

Shadow Lodge

Magical Darkness


Male Elf Wizard 20

Man, I am so relieved this game is moving again. One of my favorite campaigns.

Mortimer frowns at the unnatural darkness, but lets Erianna go about her work.


Hp 81/81 AC 24 (21) (+12 Perc; +4 Init; Fort +9, Ref +10, Will +7)

via message spell There is nothing i can do about the magical darkness unfortunatly


Male Human Rogue (swashbuckler) 7, HP 47/63, Fort/Ref/Will 6/11/3, AC 22 (+1 per sneak attack die)

Think. Magical darkness means someone put it there. Dispelling, is the obvious choice, wait it out? Too long, maybe and we need to be moving. We're in hostile territory.

Careful, then. We need to keep moving.


I will not go blindly into darkness - Erianna calmly states to the others, via the message spell.


Male Elf Wizard 20

That's magical darkness, there is nothing to be done about it. I have no spells to help you here. If you truly think it folly we can abort the mission.


Hp 81/81 AC 24 (21) (+12 Perc; +4 Init; Fort +9, Ref +10, Will +7)

Whipering can you dispel it?


Male Elf Wizard 20

Oh wow, I do have dispel magic. My bad lol.

Dispel Check: 1d20 + 7 ⇒ (5) + 7 = 12

Shadow Lodge

A flash of coalescing light springs forth from Mortimer's hand, but the darkness swallows it entirely.


Hp 81/81 AC 24 (21) (+12 Perc; +4 Init; Fort +9, Ref +10, Will +7)

i'll go then

Ether will take her shield out cast two spells ( shield of faith on erianna, shilelagh) and hand against the wall will head into the darkness carefully and trying not to make a sound

Shadow Lodge

Past the wooden door frame, the walls become a slick, slime covered stone.

As, she steps through, the darkness claws at Esther, and she vanishes from sight.


Hp 81/81 AC 24 (21) (+12 Perc; +4 Init; Fort +9, Ref +10, Will +7)

DM:
Ether keep moving and can report via message spell that she is alive and currently moving "forward"

Shadow Lodge

Esther:

How long do you travel for? a minute? 10? 60?


Hp 81/81 AC 24 (21) (+12 Perc; +4 Init; Fort +9, Ref +10, Will +7)

DM:
travel in 1 min increment + report to the party (what i feel so that we can make a map). Pretty much until i get something interesting.

Shadow Lodge

Esther:

The walls texture does not change, and Esther walks forward for roughly 3 minutes before emerging from the trunk of a willow tree at the edge of a lake. Before her is a missive stone castle. People mill about, but no one gives much heed to her. There is no entrance for her to return, and Esther feels the mental link sundered.

Esther can no longer communicate via message.


Male Elf Wizard 20

Mortimer frowns. "That bodes ill."


Hp 81/81 AC 24 (21) (+12 Perc; +4 Init; Fort +9, Ref +10, Will +7)

DM:
casting a detect magic any idea what just happened?

Shadow Lodge

Spoiler:

Pass a DC 15 Spellcraft check and you'll know that you just shadow walked.


"Esther..." - Erianna mutters under her breath - "We need to go" - she dashes into the darkness with her left hand following along the wall, and the right one holding a drawn scimitar.

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