Wardens of the Reborn Forge (Inactive)

Game Master Zesdead

Paizo's 'Wardens of the Reborn Forge'.

...in which our adventurers are exploring Megator Facient - searching for the mastermind behind the sabotaged Brass Guardians that have rampaged within Alkenstar.

Party Health
Tychi 89/96 HP
Nike 99/99 HP
Figwidget 81/81HP
Lector Enteap 63/101HP
Casey Jayne 65/144HP

Wand of Cure Serious Wounds: 15 charges

Maps
Megator Facient

Scale = 1 square:5 feet


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All, I am travelling today and tomorrow so no updates until Friday...

Sorry,

GM Zed


Back from travelling so...whenever you are ready, post next actions...


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

I'm sorry folks, been sick for most of the week. Been trying to keep up, but as the week has gone on, it's gotten harder and harder. I'll do my best to post a few times a week until I'm over this.

Liberty's Edge

M Human Astrophysicist 10 / Linux Nerd 4 / Violinist 2 / Dramaturge 1

Heh... I love high-level play. With the magic item bonus, and the +6 that comes from Skill Focus, I can get 36 on a skill check... even when I roll 2 on the d20.


Actions? Direction of travel?

Map is up to date... North West (the direction that the Clockwork Spy came from) or North East (the direction that the third Gug came from).,,

Or something else?

Not forgetting that Figwidget may choose to do something imaginative with the Clockwork Spy....

Liberty's Edge

M Human Astrophysicist 10 / Linux Nerd 4 / Violinist 2 / Dramaturge 1

He is going to try something. I'll post in a bit (sometime tonight).

Liberty's Edge

M Human Astrophysicist 10 / Linux Nerd 4 / Violinist 2 / Dramaturge 1

Gah, sorry, failed to post last night. Posting now.


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

Sorry for the inactivity, my pc has broken down tuesday morning and this is the first day I have access to a pc with internet that I have the time and privacy to hang out on the forums.

I had actually hoped to get in a message or that someone could post for me excusing me for the time being.

New pc is on the way but it has taken/will take a few days for it to come into the shop. I'll be able to make a few posts during the daytime, but in the evening I'll probably not be able to post.

Sorry for the downtime, I'll be back to my normal posting in a few days.


So, are you going with your plan? Note that the deadfall trap is in a alcove, so unless you are going to rehang the trap in the middle of the tunnel, you may have to bunch up at the back of the alcove....feel free to draw on map showing what you plan to do....


I plan to rely on the expertise of my group members to reconjigger the trap to suite our needs, one way or the other.


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Sorry, I'm not quite following, I thought the trap was in the tunnel, not an alcove. :(

I'm afraid I'm under the weather. I received some bad health news Friday, so things are kind of wonky at the moment. I may not be the right person to be making plans at the moment, due to some difficulty focusing that will take a week or two to work through as the medicine takes effect.


Gameplay Thread wrote:

You have travelled for barely forty feet before you arrive at a large alcove in the northern wall...somewhat incongruously in the centre of the alcove, a large green gemstone and a haunch of meat...

Major Luke Rand Perception: 1d20 + 15 ⇒ (8) + 15 = 23
Tychi Perception: 1d20 + 26 ⇒ (1) + 26 = 27
Carran Perception: 1d20 + 20 ⇒ (10) + 20 = 30
Figwidget Perception: 1d20 + 17 ⇒ (11) + 17 = 28
Nike Perception: 1d20 + 16 ⇒ (13) + 16 = 29

Tychi, Carran, Nike and Figwidget:
Directly above, what is clearly bait, is a net containing an assortment of metal components...there is enough contained within the net to cause a major injury, if not a fatality, to anyone who was unlucky enough to trigger this trap

So...it has always been in the alcove (I think the map is fairly clear) BUT I think you can have more fun with it if you reconfigure it / rehang in the tunnel itself...

Tychi - sorry to hear about bad health news...let someone else on the group do the heavy lifting for a while and we'll understand if you just chip in...

Liberty's Edge

M Human Astrophysicist 10 / Linux Nerd 4 / Violinist 2 / Dramaturge 1

Let's try to rejigger it. I think Caran is probably going to be best at this, but Figwidget is also trained in Disable Device, so he can certainly provide a +2 Aid Another.


And I'll carry things!


Apologies for spamming Transmute Rock to Mud again... Sadly it seemed like the most valid tactic for the Gug...


Carran's latest post made me think of charleton heston in planet of the apes: "GET YOUR HANDS OFF ME YOU DAMN DIRTY APES!"


Female Unicorn - HP (99/99)
Stats:
AC/Touch/Flat 24/24/9 | Fort/Ref/Will +21/+18/+20 | Init +5
Skills:
Acrobatics 16, Diplomacy 10, Intimidate 15, Kn(Religion) 11, Perception 19, Sense Motive 13, Stealth 15, Survival 17
Magical Beast (4)/Paladin (Hospitaler) (5)

Next time we level up, Nike will get spells. And she'll get 2 first level spells, which will almost certainly be CLW all the time. In addition, she'll be able to use a wand (although we may have to make a harness on her horn to hold it so she can touch people with it!) of CLW, CMW, CSW, which will help tremendously with our healing. Assuming we find one.


I will make sure that the treasure you have yet to find in this level of the mine is appropriately modified to the party's needs...

On the subject of levelling, you are probably not that far from progressing to Lvl13 so you may want to think about your options upon levelling...


Female Unicorn - HP (99/99)
Stats:
AC/Touch/Flat 24/24/9 | Fort/Ref/Will +21/+18/+20 | Init +5
Skills:
Acrobatics 16, Diplomacy 10, Intimidate 15, Kn(Religion) 11, Perception 19, Sense Motive 13, Stealth 15, Survival 17
Magical Beast (4)/Paladin (Hospitaler) (5)

Nike get's spells, and channel I believe. That will help.

Tychi mostly just hits more accurately. :)

Liberty's Edge

M Human Astrophysicist 10 / Linux Nerd 4 / Violinist 2 / Dramaturge 1

GM: is Figwidget still flying? The fly extract he consumed during the last combat would have lasted 12 minutes. Is it still going, or is it done and is he mired in the muck?


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

Jay curse is finally lifted.

Thanks for the feat/swap possibility GM, it's just that I see that I made a judgment error between switch-hitter and dedicated archer, Carran can't really maintain the close combat. I'll at least switch out Cleave and Greater cleave for Point-Blank Shot and Precise Shot.


Apologies for Silent GM treatment... have been up to my ears in house move stuff... Will only have weekday Internet until middle of next week so my posting may be slightly lower than normal...


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Actually, Alchemists can't use wands. Not without requiring a UMD check. They don't count as spellcasters. If they did, they could use staves and scrolls as well.

Nike can use the wand, as it's on her spell list. Figwidet would need to work up some sort of device to allow her to use it as needed, either a holster she can pull it in and out of with her mouth, or something on her flank she can pull the wand from with her horn and re-sheath it.


...which was the idea suggested a while back...and led to the treasure being modded to suit party requirements...


alchemists can use spell completion items that are of spells on their extract list. it's in the convoluted section under alchemy in the alchemist class. they just can't activate things like scrolls.


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

My apologies then.


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

I apologize for the lack of posting, been real busy on work these days. When I got around to view posts I couldn't think of something to add or put up a longer post.


No worries. A lot of folks miss that.


M Gnome Alchemist (Mindchemist) / 14

GM: question, on the map: it looks like we can't actually see the gugs and the ratfolk from where we are. Is it too hallways through the cave to get to them, or is the obstruction in the middle not all the way to the ceiling? Is there any hope (say) of throwing a bomb over it (with cover)?

(If not, Figwidget will start running around it so that he can get into a position to help.)


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

My assumption was that Tychi and Nike were reacting to our intrepid 'throw my wounded body at the sharp thingy' leader's sudden tensing and drawing a weapon, and the two raced ahead to keep him from getting into melee. :)


Figwidget - you don't have line of sight from your current position, Tychi's action is based on Carran / Major Luke Rand seeing the Gugs and indicating danger to those of you who can't see from their current position.


All - Note that, after this encounter is complete you may level up to Lvl 13.


YAY!


Tychi - are you sure you can Full Attack on Nike's charge? From the PRD:

If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you can't make a full attack (I think Flurry is a Full Attack action?).

Unless there is a feat or class feature that allows you to do this!


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Yep, Feat.

Mounted Skirmisher wrote:


Mounted Skirmisher (Combat)
You are adept at attacking from upon a swift moving steed.
Prerequisites: Ride rank 14, Mounted Combat, Trick Riding.
Benefit: If your mount moves its speed or less, you can still take a full-attack action.
Normal: If your mount moves more than 5 feet, you can only take an attack action.

Nike's speed, when charging, is 100 ft (combination of base speed, magical horseshoes, and trait bonuses).

So as long as she moves 100 ft or less Tychi can full attack at the end of the charge.


Cool


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

BTW : Once we hit level 13, he's going to be doing significantly more damage on charges.


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Sorry GM,
The gug we attacked doesn't get an attack of opportunity on us.

Ride-By-Attack wrote:


Ride-By Attack (Combat)

While mounted and charging, you can move, strike at a foe, and then continue moving.

Prerequisites: Ride 1 rank, Mounted Combat.

Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
[/spoiler]


Okay, no dramas - just the AoO from Gug 1 then...which, with Tychi's guidance, misses!!!!


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

LOL, wasn't trying to be dramatic. :) Just figured it was easier for you if I quoted and bolded the bit, rather than just giving you a feat name. :)


although it's worth noting that in order to use ride-by, you have to keep moving after the charge attack.


Major Luke Rand - they have 15ft reach (you stood up and range attacked within their reach, moved five feet forwards...and then got thrown back a further 10 feet - So You started THIS turn out of their reach....)


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Actually, when this came up in the first fight, the GM ruled you didn't, but I can always roll a second 'stop the attack' if that's going to change. Ride-By says you can move past, not that you must. Ride-By can also be used to charge from an oblique angle (which you can't do with a normal charge, due to the rule of having to charge to the nearest square).

EDIT : Also note that the Dev's have admitted that mounted combat, pure RAW, is impossible, including jousting competitions.


Agreed - Rule of Cool wins over Rules as (ambiguously) Written......


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

Is this also the time to retrain a few feats or should I wait with that until we're back in the city?


Retrain away....dependent on how you decide to proceed, it could be a while until you are back at the city ;)


Don't forget to level up to Level 13 - update your sheets as appropriate and stick a comment into the discussion thread as to what has changed (especially if there is any re-training going on)


Status:
HP: 123/123; AC: 26, T: 17, FF: 21; CMD: 34; Fort: 12, Ref: 12, Will: 6; Init +5; Perception +22
Serlek:
HP: 64/64; AC: 20, T: 14, FF: 16; CMD: 21; Fort: 8, Ref: 10, Will: 5; Init +4; Perception +13
Ranger (Urban Ranger/Skirmisher) 11/ Fighter (Archer) 2

Will post that later tonight when I have more time. Iwill retrain two of my Melee feats to Precise Shot and Point-Blank Shot (if necessary)


Male Tengu - HP (96/96)
Stats:
AC/Touch/Flat 30/17/29 | Fort/Ref/Will +11/+13/+14 | Init +13
Skills:
Acrobatics 25, Climb 9, Perception 29, Ride 26, Stealth 23, Swim 9
Monk (Sohei) (14)

Tychi & Nike updated.

Tychi picked up spirited charge, some hp, some skills, and that's it.

Nike picked up some hp, 2 first level spells, and the ability to channel for 1d6 healing 9 times per day. That's without using her lay on hands ability.

EDIT : Gotta fix Nike, forgot to add her 8th hit die stat boost.

EDIT JR : Done


M Gnome Alchemist (Mindchemist) / 14

Are we going to rest here? If so, Figwidget can provide a fair amount of healing. He's got some open extract slots, and the infusion discovery, so he can provdide a couple of Cure Critical Wounds and onen or two Cure Serious Wounds, before using the wand.

I need to finish levelling up Figwidget; I'm mostly done. Remind me how we're supposed to do HP in this game?

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