Yuri Twobeards |
Hmm, looks like the wall should actually be 10’ high, but presumably doesn’t begin at water level? So maybe that’s why I thought it was said that the wall is only 5’ high?
Grandmaster TOZ |
I haven't found how tall hyakumes are, so that's still a question. Rokgurn cut the 10x10x10 squares down to 10x10x5 to increase the reach of the wall, so it's tricky to figure out.
Kasimir vonVang |
Assuming the answer is ‘no’, Kasimir will use his domain spell to cast Screen, making the room look as it was before the battle, with the mantis-clad assassins and their Master occasionally moving a bit, but then returning to their positions.
After the 10 minute casting time, we’ll have 24 hours of illusion.
Grandmaster TOZ |
Apologies for the delay, had some household chores in the way. I will get an update tonight, the plan looks good save for finding a safe spot for the captives. You’ll need to dodge the patrols around town to get them from the temple to a suitable location as stated.
Grandmaster TOZ |
Ten prisoners and Strake, sorry about that. The half orcs reacted the same as the rest. (Half orc prisoners are not common images.)
Mage of the Wyrmkin |
My character has five more uses of Transport via Plants today so he could transport everyone if he took then four at a time back to the party garden and then flew back in hawk form.
It might take some time but if Kasimir were to cast Screen at the edge of the courtyard of the Pagoda it would conceal everyone until it was their turn to jump into a nearby plant outside of the courtyard.
Screen has a reasonable area of effect so potentially this could work and allow the party to avoid the patrols.
It is up to the GM to determine if this is feasible as we do not have a map to look at.
Grandmaster TOZ |
I’m not sure I understand the question. You were able to transport via plants and walk into the temple. I don’t believe there is anything stopping you from doing the same on the way out.
Mage of the Wyrmkin |
@Hamish - Discovering the location of the cobbler's body might be problematic. It might have been dumped after the switch or it might be lying in a catatonic state somewhere in the pagoda. It is a loose thread to be sure. We could try to scry for the body. We have a shoe and the party has met him and spoke to him at the party so it is possible.
@Kasimir - You might want to keep a couple of higher level spell slots open. It is useful for condition removal or misc. spells that may come up. This is not the typical dungeon romp where you blow all your slots in four back-to-back encounters.
@Kasimir - you recover all slots minus all slots that you used in the past eight hours. Recovering your slots at sundown has advantages but drawbacks as well.
Kasimir vonVang |
@Mage - Yes, That’s right, assuming we both have time for prayers and it is in fact after sundown. I can leave a few slots open, it’s nice to be playing with people who know what they’re doing. It’s not always the case locally.
Grandmaster TOZ |
Yes, we have advanced to after Kasimir has had a chance to re-prepare spells.
Omrax the Bold |
That reminds me, if anyone was still down hp, Omrax would heal them before the morning. He has several lay-hands remaining before resting and refreshing his non-detection spell.
Rokgurn |
Kasimir - You might as well roll to aid with the survival check. Also note the bonuses that you will be getting in the jungle now. +2 initiative,perception,survival and stealth. So maybe you aren't as out of place as you think. ;)
In terms of transport my character has Overland Flight and Fly as domain spells and Eagle Aerie if we want to fly around on Giant Eagles plus Animal Shapes. Of course with the full Druid and Cleric lists open to us we can Wind Walk right over there. We have options.
Grandmaster TOZ |
Just let me know how you are traveling so I can account for the adjustments in travel time. I should have the next area up tonight.
Mage of the Wyrmkin |
@Grandmaster TOZ - Travel via Plant (Walk the Lines) makes the most sense to get us close to the center of the island as it does not consume spell slots and is fast and accurate.
My character will be renewing his Barkskin (Extended) if we travel more than 4 hours during the day. I will be keeping adventuring time to a maximum of 8 hours/day to prevent exhaustion.
Mage of the Wyrmkin |
It depends on how close we are to our destination after Travel via Plant. If it is still days away let me know and I can change the plan.
My character will not be slowed tracking or travelling through nature due to Deadeye Lore and I can summon Giant Eagles (4) to carry the non-flyers in the party the rest of the distance.
Will this work?
Grandmaster TOZ |
You’re jumping nearly a hundred miles without exact locations, so it will get you in the area. Just determining how you guys are arriving to the ziggurat.
Mage of the Wyrmkin |
I am assuming that we can put up some buffs right before we arrive at the Ziggurat as we will have an eye in the sky so to speak.
I will include a list here.
1) Delay Poison, Communal - Omrax,Kasimir,Hamish,Seaward Gull, Yuri, Crazy (2 hours each), Whisper (1 hour). My character has poison immunity.
2)Life Bubble - Omrax,Kasimir,Hamish,Seaward Gull, Yuri, Crazy (4 hours each), Whisper (2 hour). My character has it running from last night.
3)Hide from Animals (Entire Party, including all minions) 2 hours 10 min.
4)Longstrider, Greater ===> Omrax (+20' move, +10' Fly) 13 hours.
5)Heightened Awareness (Self) 2 hours 10 min.
6)Resist Energy(Fire,30) 2 hours 10 min on self unless Kasimir puts up communal version.
7)Remove Sickness 2 hours 10 min on self. Spell recovered with pearl of power.
(Barkskin on self if required)
@Kasimir - Immediately before entering the Ziggurat would be a good time to put up the Communal Air Walk on the non-flyers.
Kasimir vonVang |
From Kasimir:
@Yuri =Greater Magic Weapon x2, Magic Vestment
@Kasimir=Non-detection, Tongues (using 4th level domain slot)
@everyone=communal air walk, communal resist fire 30 (if you want it) cast once in sight of Ziggurat.
Crazy Hairy |
Once Ziggurat in sight, Crazy Hairy uses the following buffs:
110 min
- Cognatogen
- Absorb Toxicity
- Barkskin
- Freedom of Movement
- See Invisibility
Amplify elixir to following potions:
- Heroism (via Alchemical Allocation, 100min)
- Stoneskin (via Alchemical Allocation, duration 300min, 150 points)
- Shield of Faith (via Alchemical Allocation, 24 min)
Hamish Carmody O'Toole |
How does Crazy Hairy have a potion of stoneskin?
It can't be made into a potion.
Potions are restricted to a max spell level of 3.
Also, all potions (and scrolls) can only be purchased at the minimum caster level (so you couldn't buy a CL 15 or CL 12 potion) ... unless its on a chronicle at the higher caster level, I suppose.
Grandmaster TOZ |
How does Crazy Hairy have a potion of stoneskin?
I'm assuming it comes from a boon or archetype class feature. I know I have seen some interesting alchemist options on chronicles. Crazy, can you confirm? It may become relevant shortly. :)
Edit: @Rokgurn - That will also become relevant shortly! ;)
Yuri Twobeards |
GM, just noting that you left Yuri off your pre-initiative list in your last post in gameplay. Also, there was no spoiler for Yuri in your post a little while ago that had spoilers for everyone else - I assumed because there was nothing special for Yuri to know about, but perhaps it was an oversight?
Grandmaster TOZ |
1 person marked this as a favorite. |
Thanks for the catch, must have missed it in the initiative list on the map slides. Added you in. There was very little to notice on the ziggurat, so since Yuri wasn’t asking about anything I missed him on my run through the post backlog. Work finally blocked the forums, so my ability to post is pretty curtailed during the day now. Guess I will have to focus more on my work tasks. :P
Crazy Hairy |
Hamish Carmody O'Toole wrote:How does Crazy Hairy have a potion of stoneskin?I'm assuming it comes from a boon or archetype class feature. I know I have seen some interesting alchemist options on chronicles. Crazy, can you confirm? It may become relevant shortly. :)
Edit: @Rokgurn - That will also become relevant shortly! ;)
Indeed, Crazy Hairy has picked up CL15 Stoneskin Potion from chronicle, as well as CL12 Shield of Faith Potion. PMing GM names of scenarios (and can send GM pdf scan of chronicles if he prefers).
Grandmaster TOZ |
That’s a valid option if you have no more buffs to cast. If everyone has nothing else they want to do in order to prepare I can move us into initiative tonight.
Mage of the Wyrmkin |
@Grandmaster TOZ - There are a ton of buffs up on everyone but of immediate interest everyone will get +2 sacred bonus on initiative due to Hunter's Blessing. I think that we are ready to get started with initiative tonight.
@Omrax - Your landspeed is increased by 20 feet due to Longstrider,Greater. This was cast before and is just a reminder.
I am really hoping not to have to kill any dinos with this character. He has still not gotten over the death of his pet Ankylosaurus at the hands of the evil rune lord. ;)
Grandmaster TOZ |
If you move something you didn't intend, the Undo button will fix that. I've reverted the map back to what it was earlier this afternoon.
Omrax the Bold |
Or you just claim you cast earthquake and the map is right
Omrax the Bold |
Right, I had not added that to Omrax's status line either, unsure. But he does have the life bubble and longstrider with his divine favor now.
Mage of the Wyrmkin |
@Grandmaster TOZ - Would it be possible for my hawk familiar to poke his head out of the cage to identify these creatures without being blown away by wind?
To the group - I was going to start off by casting Firestorm on the whole lot of them. Hide from Animals allows for a Will save to the dinosaurs and once anyone attacks an animal the spell goes down so it is less useful than I originally thought.