Tomb of Horrors? (Inactive)

Game Master leinathan

The PCs are drawn together to tackle the most impenetrable tomb known. Will they survive its deadly traps and find its incredible reward?


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No idea!I assumed she was horrifically murdered. Lol this being tomb of horrors and all.


Female Merfolk Oracle of Flame/L9

You should rejoin if you're up for it.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

She didn't die, she galloped home to deal with some personal stuff.

You are free to re-join if you like. Once I'm home, and back from my little vacation, I'll do a big post re-starting us with the live people again.


F Half Elf Summoner (Synthesist) 9

Holly, still looking for adventure! :D


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps
leinathan wrote:

She didn't die, she galloped home to deal with some personal stuff.

You are free to re-join if you like. Once I'm home, and back from my little vacation, I'll do a big post re-starting us with the live people again.

Just checking in. What's the timeframe?


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Also checking in.


Female Merfolk Oracle of Flame/L9

Here!


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Oh, I'm so sorry you guys. I got out of the habit of thinking about this game.

I'll get right back to it just as soon as I'm able.


F Half Elf Summoner (Synthesist) 9

*throws a little confetti*


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

I'm doing a post. Please claim some of the items if you want them :D


Female Merfolk Oracle of Flame/L9

Ferrek, how is your UMD? You were feeling a little combat-faltery there. Isletta has Wand of Magic Missile, always good in a pinch.

Shadassa will take the curative potions from Isletta and the Staff of Dark Flame--seems apropos--unless it's better in Aviel's hands. Ferrek, maybe the Gloves of Recon for you?

Gralamin has a Ring of Protection and a Cloak of Resistance--I'm happy to take either or both, but I don't know who else is feeling squishy. :)


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

How about we take everything, head to town, res our dead, divide up the things we can use there, and sell the rest to resupply for the return trip?


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

And I'm dumb.

That's what I get for posting in the discussion thread before reading gameplay..,


Female Merfolk Oracle of Flame/L9

Well, still a good idea. I think we do need to subtract some res costs.


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MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

GM already covered that with the sale of a couple items.

I'm going to make a spreadsheet of the rest of the stuff indicating who's getting what.

The rest we will sell and use to pick up other stuff.


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

My UMD is exactly 50/50 for wands (+10). Since it doesn't burn a charge to fail, I can use any non-combat wand without problems (unless I roll a 1), but it's probably not worth equipping me with combat-based ones.

On the other hand, 50% of something is still better than nothing.

Going to go catch up on gameplay now...


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

It will cost us 10,000 gp to get you an item that grants +10 to UMD. That will pretty much let you use whatever you want.


Holly has a +18 in UMD :)


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

I know. We'll want to get her some stuff too, but Holly is fully combat effective when her eidolon is up.

Ferrek doesn't have that luxury. Out of combat he's our most valuable asset. In combat he's our weak link. We need to give him solid combat options. UMD is the best way to do that.


F Half Elf Summoner (Synthesist) 9

Ah - I wasn't sure what you were talking about with UMD. :) That makes sense! :)


Female Merfolk Oracle of Flame/L9

Oh, it's always about you, isn't it, horseything. :P Er, what Garret said. :)


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

A ring of invisibility might help if we can afford it - I'd be able to deliver a ranged sneak attack every other turn that way. I'd suggest a melee weapon, but my melee attack rolls are significantly worse than my ranged (and I don't have weapon finesse). But yeah... Rogues aren't the strongest in combat to begin with, and ranged rogues who can almost never sneak attack are just awful.


Male Half-Elf Wizard (Conjuration Specialist- Teleportation Focus) Lvl. 8, Lore Master Lvl.1
Active Spells:
Mage Armor- 9 Hours, Protection from Arrows- 9 hours- 90/90 points, False Life 11/11 THP. -9 hours,

Forgive my absence, it's been a long week. I will be returning to the game, assuming that's still on the table.


F Half Elf Summoner (Synthesist) 9

Always! :D


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Sold for Res costs:
Int headband +4
Wis headband +2


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Remaining gear:

a belt of giant strength +2
an amulet of mighty fists +2
a ring of protection +1
a cloak of resistance +2
a cloak of resistance +2
a ring of protection +1
a belt of mighty constitution +4
a cloak of resistance +3
a headband of vast intelligence +4

a monk's robe
boots of escape (dimension door when captured x1 per day)
handy haversack
lenses of detection (+5 Perception)
gloves of reconnaissance ("see" through walls)
a ring of sustenance
an orange ioun stone (+1 Caster Level!)

1st-level pearl of power
lesser rod of extend spell
an amulet of spell cunning (wizard only, must be bonded, +3 spell levels per day)

wands of:
mage armor
expeditious retreat
enlarge person
shield
a wand of magic missile (49 charges)
a wand of detect secret doors (38 charges)

the staff of dark flame.

1500gp in diamond/granite dust

an everburning torch,
A javelin,
a heavy crossbow with 20 bolts,
a mwk dagger,

Lots of mundane gear


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Ok, so here's our gear list.

My plan, in the interests of saving time, is to take the list and compare everyone's sheets. I'll be looking to use the items we have to shore up weaknesses or upgrade equipment people already have. Then I'll post this list again with my recommendations, organized by character.

If you are interested in a particular item, let me know.

What doesn't get doled out ail be sold for the next wave of gear upgrades.

I'll have the recommendation list up in a few hours.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

For everyone's convenience, here's a list of the various "slots" a character has.

Please copy this list into your equipment section and fill in the slots with your current gear. That will help me a lot.

Armor:
Shield:
Head:
Headband:
Eyes:
Neck:
Shoulders:
Chest:
Body:
Waist:
Wrists:
Hands:
Ring:
Ring:
Feet:
Unslotted Items:


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Ok, here's my proposed breakdown of items:

Aviel:
orange ioun stone (+1 Caster Level! No caster gets more mileage out of caster level increases than wizards)
amulet of spell cunning (wizard only, must be bonded, +3 spell levels per day) (Does Aviel have a bonded item? If so, it might be time to switch)
handy haversack (he has lots of stuff and a low strength)
Wand of Mage Armor (50) (everyone else already has an armor bonus)

Ferrek:
Ring of Protection +1 (he needs a deflection bonus)
cloak of resistance +3 (replaces his +1 cloak)
lenses of detection (+5 Perception) (because too much is never enough)
gloves of reconnaissance ("see" through walls) (handy for a scout)
Wand of Expeditious Retreat (50) (because dwarf)
Wand of Detect Secret Doors (37) (just in case he rolls low or something)
Wand of Magic Missile (49) (more combat options)

Garret:
Cloak of resistance +2 (how do I not have one of these?)

Shadassa:
ring of protection +1 (she doesn't have a deflection bonus yet)
cloak of resistance +2 (how do you not have one of these yet?)
boots of escape (dimension door when captured x1 per day) (no grappling the healer, thanks)

Holly:
1st-level pearl of power (holly needs unique spell to heal her eidolon. more of them per day are good for her)
lesser rod of extend spell (synthesists survive on their buff spells)
Wand of Shield (50) (handy for a two weapon fighter)
Wand of Enlarge Person (50) (lets her use that spell slot for something else)


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Sale Items

Monk's Robe (6,500 gp)
belt of giant strength +2 (2,000 gp)
belt of mighty constitution +4 (8,000 gp)
headband of vast intelligence +4 (8,000 gp)
ring of sustenance (1,250 gp)
amulet of mighty fists +2 (8,000)
+1 cloak of resistance (ferrek's old one) (500 gp)
Staff of Dark Flame (27,133)

Total party cash: 61,383


Female Merfolk Oracle of Flame/L9

I don't know if a merfolk can wear boots :D

Sure we oughta sell the Staff of Dark Flame? -eyes it hungrily-

Otherwise, I'm good. Wait, where are the reach rods? Isletta had those, no?


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

The staff of dark flame is really valuable, mostly because of the animate dead ability , which we won't ever use.

If you want a wand/staff of fireballs or something like that, we can get one. It will still be better to sell the staff and buy a staff that has abilities that are all useful to us.

Unless, of course, you are planning on dabbling in some amateur necromancy.


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

I'm not sure where the reach rods went. I made my list from the one the GM posted earlier.

GM, care to comment?


Female Merfolk Oracle of Flame/L9

...yeah, we won't be animating any dead. Ok, sold.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

Sorry for my absence. I've been camping.

The reach rods - I thought Shadassa was the one that had one? We're talking about metamagic reach rods, yeah?


Female Merfolk Oracle of Flame/L9

I hope the camping was lovely. I'll be out in the woods in a few weeks myself.

Isletta has (had) a rod as well. The more, the better, as Shaddy needs to heal from afar plenty.


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

Gloves of reconnaissance is a good choice. I bought the tremorsense boots for similar reasons, but they've been replaced by the levitate ones. I also wouldn't mind having the ring of sustenance, but I don't really need it either.

Other than that, I approve of the gear division.


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Anyone have any issue with my proposed gear distribution?

If not, I think we should move on to additional gear purchases.


F Half Elf Summoner (Synthesist) 9

I wasn't here, so I'm good with whatever you guys decide. :)


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Alright, let's just have everyone add the things I've layed out for them to their sheet.

If there's anything on the sale list that anyone wants, please speak up soon. I want to get moving past the bean counting and back to the dungeon.


Male 66/66 HP | 16 AC | Fort +8, Ref +14 (+3 vs traps), Will +11 (All: -2 v light, +2 v poison, spells & SLA) | Per +27* (+12 vs underground traps, +4 vs stonework) | Auto perception roll against traps

Updated. Thanks again for compiling the list.


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Ok, I think that is a long enough wait. I'm going to assume that everyone is good with the lists I've made and work on spending that party cash.

Things that we absolutely can't do without-

Ghost Touch armor for Garret. (15,000)

+10 UMD widget for Ferrek. (10,000)

Things that would be useful

Sash of the War Champion. for Garret (4,000) (I could sell my mithril armor and recoup some cash if I had this)

Ring of Invisibility for Ferrek (10,000)

Wand of Firey Shuriken for Ferrek (4,500) (allows for two touch attacks per charge, each of which can let Ferrek sneak attack)

Wand of Acid Arrow (4500) (for Ferrek to use against things that are resistant to fire)

Scrolls of Fiery Shuriken cast at 9th level (450 gp each) (creates 5 shrunken, all of which can be launched on casting, each requiring a separate attack roll, which means all can be used to sneak attack with. great for when Ferrek needs to go nova)

Please make any item requests for your character now.

I'll give everyone a few days and then work out a final purchase list.


Male Half-Elf Wizard (Conjuration Specialist- Teleportation Focus) Lvl. 8, Lore Master Lvl.1
Active Spells:
Mage Armor- 9 Hours, Protection from Arrows- 9 hours- 90/90 points, False Life 11/11 THP. -9 hours,

Sounds good. Also, remember that your Oath already grants your armor Ghost touch.


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

O.o

O.O

Aaaaaaaugh!!!!

THAT WHOLE FIGHT SHOULD HAVE GONE DIFFERENTLY!!!

I have never botched up a fight that badly in my entire life.

I guess I'll just pretend that I'm taking that oath as of now, since I've been ignoring it for the entire game so far.


Male Half-Elf Wizard (Conjuration Specialist- Teleportation Focus) Lvl. 8, Lore Master Lvl.1
Active Spells:
Mage Armor- 9 Hours, Protection from Arrows- 9 hours- 90/90 points, False Life 11/11 THP. -9 hours,

What's particularly funny, (to me anyway) is this is exactly how you reacted when I reminded you of it before.


F Half Elf Summoner (Synthesist) 9

Poor DH - we still love you. :)


Female Merfolk Oracle of Flame/L9

Shaddy could use a Maximize (Standard) Rod for maxi-healing, out of combat of course. (I hope)


MAP 90/90 HP, 32 AC, Fort +17, Ref +15, Will +12, Per +11 AoOs 6, Intercept 1/1, Swift Shirt 1/1, Smite 1/1, LoH 5/5, Channel 5/5,

Might be cheaper to invest in some Incense of Meditation. For the cost of a rod of maximize we could have a few days of having all your spells maximized when you memorize them.


Female Merfolk Oracle of Flame/L9

That is a great item, but I think we'd need a GM ruling as to whether an oracle can use (read: spam) it.


What? Half-Elf Writer 1 / Dancer 1 / Chemist 1

I'm gonna say yes, you can use that.

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