TOZ's Passing the Torch (Inactive)

Game Master TriOmegaZero

Game Map and Information.


201 to 250 of 1,732 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Liberty's Edge

Medium Male CG Dwarf Barbarian (chained) 12/Fighter 2 | HP 165/165 (raging 221/221) | AC 25 (raging 27) T 15 (13) FF 22 (24) | CMB +20 (23), CMD 33 (34) +3 vs Sunder, +4 vs Bull Rush & Trip| F +22 (26), R +12, W +9 (12) | Init +6 | Perc +17 (+2 stonework) & darkvision SM +0 | Speed 30' | Active Conditions: Lucky # 6; | Constant: Combat Reflexes, DR 2/-, Imp. Uncanny Dodge

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?


Table Maps | Passing the Torch

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.

Liberty's Edge

CG Half-Elf Summoner 13

I'm confused, if the wall is only 5' high, shouldn't anyone 5' off the ground have a clear line of sight to the large guy in the back, who's only got half of himself in it?


Table Maps | Passing the Torch

At this point, it's irrelevant. Combat is over.


Would the diminutive insects from Creeping Doom be able to penetrate a Wall of Thorns?

Dark Archive

Cleric (evangelist) 13 | HP: 120 |AC: 25/ FF 23/ T 14 | Fort: +16 Ref: +11 Will: +20| Perception: +21| Init: +4

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.


Table Maps | Passing the Torch

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 - Exactly how many prisoners are there? Excluding Stanton. Also there are two strange figure on the map who look like half-orcs servants providing food?

Dodging patrols is really not a good option. I am open to suggestions.


Table Maps | Passing the Torch

Ten prisoners and Strake, sorry about that. The half orcs reacted the same as the rest. (Half orc prisoners are not common images.)


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.


Table Maps | Passing the Torch

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.


Right. I was just confirming. :)

Dark Archive

Cleric (evangelist) 13 | HP: 120 |AC: 25/ FF 23/ T 14 | Fort: +16 Ref: +11 Will: +20| Perception: +21| Init: +4

So, to confirm, it is now after sundown, and Kasimir has all of his spells back, less two break enchantments?


@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.

Dark Archive

Cleric (evangelist) 13 | HP: 120 |AC: 25/ FF 23/ T 14 | Fort: +16 Ref: +11 Will: +20| Perception: +21| Init: +4

@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.


Come to think about it we can try to scry for either Grandmaster Torch or Elysia. Although they might be shielded and it could give them a heads up.


Table Maps | Passing the Torch

Yes, we have advanced to after Kasimir has had a chance to re-prepare spells.


Too bad this is PFS. Otherwise we could accept a bribe from the Pirate captain and accept any coin from the society as well. :)

Silver Crusade

Male Half Elf -Paladin 13 AC32/T11(18) /F31/CMD28| Hp 121/121 | Fort:+21;Ref:+16;Will+18(25) |Percept.+10 | Init.+3. { } ( +2 keen div bond 1/3 used, smite for 2/6 used. Hands 6d6 6/15 used) { eaglesoul 10hrs— } Spectral Wolf {AC24 100/100 hp}

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.

Dark Archive

Cleric (evangelist) 13 | HP: 120 |AC: 25/ FF 23/ T 14 | Fort: +16 Ref: +11 Will: +20| Perception: +21| Init: +4

If we run into difficult terrain, Kasimir has a communal air walk prepared.

Liberty's Edge

Human Druid (Menhir Savant) 15| Buffs - HP 161/161|AC 26 T 18 FF 23 |CMB +14 CMD 31|F +18 R +16 W +23|INIT +10|PER +30/+33 Bright Light|SM+7|Improved Evasion|
Daily Resources:
Shape 6/6,Place Magic 10/10, Hawkeye 10/10,Walk 7/7,Empty Body 15/15,Rune 1/1,4-Leaf 3/3,Pearl 3/3,Intensify 6/6,Extend 3/3|Spells 1st 7/7 2nd 7/7 3rd 7/7 4th 6/6 5th 6/6 6th 5/5 7th 4/4 8th 2/2

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.


Table Maps | Passing the Torch

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.


@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.


Table Maps | Passing the Torch

And then moving the rest of the way on foot?


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?


Table Maps | Passing the Torch

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.


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.

Dark Archive

Cleric (evangelist) 13 | HP: 120 |AC: 25/ FF 23/ T 14 | Fort: +16 Ref: +11 Will: +20| Perception: +21| Init: +4

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.


Kasimir - Perhaps holding off on the air walk until we find a way inside the Ziggarat would be a good idea. In Severe winds it is pretty useless. I know I suggested it before but conditions changed.

Dark Archive

Cleric (evangelist) 13 | HP: 120 |AC: 25/ FF 23/ T 14 | Fort: +16 Ref: +11 Will: +20| Perception: +21| Init: +4

Hmm. I had hoped getting inside would be simple, but perhaps you’re right. I can wait.

The Exchange

Gnome Grenadier 11/Master Chymist 2 | AC: 24+11 (15+2 T, 21+10 FF) | HP: 122 /122 | BAB: +10/+5 | F:+18+2, R:+17+3, W:+14+2, +2 v Fear & Despair | Init:+6 | CMB +7, CMD 22
Resources:
Flight 11/ 11 | Boots: 10/10 | Bombs: 20/ 26 | Extracts: |
Buffs:
Cognatogen, Freedom of Mvmt, Barkskin, Absorb Toxicity, See Invisibility, Stoneskin CL15, Heroism CL5, Shield, Ill of Calm, Red Person 12min, EH avail, Re-roll avail
Conditions:

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)

Liberty's Edge

CG Half-Elf Summoner 13

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 - Would it be possible for my character to take my familiar with him with Etheral Jaunt ability? When Whisper is in his familiar sachel in Rokgurn's backpack would he be considered part of his equipment?


Table Maps | Passing the Torch

Since your familiar is a non-combatant, I will say that is okay.


@Grandmaster TOZ and party - Hide from Animals is up so the entire party cannot be detected by regular animals as long as no one attacks or touches the animals. If anyone attacks the spell is down for the entire party.


Table Maps | Passing the Torch
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! ;)

Liberty's Edge

Medium Male CG Dwarf Barbarian (chained) 12/Fighter 2 | HP 165/165 (raging 221/221) | AC 25 (raging 27) T 15 (13) FF 22 (24) | CMB +20 (23), CMD 33 (34) +3 vs Sunder, +4 vs Bull Rush & Trip| F +22 (26), R +12, W +9 (12) | Init +6 | Perc +17 (+2 stonework) & darkvision SM +0 | Speed 30' | Active Conditions: Lucky # 6; | Constant: Combat Reflexes, DR 2/-, Imp. Uncanny Dodge

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?


1 person marked this as a favorite.
Table Maps | Passing the Torch

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

The Exchange

Gnome Grenadier 11/Master Chymist 2 | AC: 24+11 (15+2 T, 21+10 FF) | HP: 122 /122 | BAB: +10/+5 | F:+18+2, R:+17+3, W:+14+2, +2 v Fear & Despair | Init:+6 | CMB +7, CMD 22
Resources:
Flight 11/ 11 | Boots: 10/10 | Bombs: 20/ 26 | Extracts: |
Buffs:
Cognatogen, Freedom of Mvmt, Barkskin, Absorb Toxicity, See Invisibility, Stoneskin CL15, Heroism CL5, Shield, Ill of Calm, Red Person 12min, EH avail, Re-roll avail
Conditions:
Grandmaster TOZ wrote:
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).


Table Maps | Passing the Torch

Confirmed, no mention of the chronicle being in error.


My character is not going to tell people to grab the loot in the cairn but with the ziggurat shaking it might be a good idea. Especially if you are essentially just sitting there waiting for action.


Table Maps | Passing the Torch

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.


@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. ;)

Dark Archive

Cleric (evangelist) 13 | HP: 120 |AC: 25/ FF 23/ T 14 | Fort: +16 Ref: +11 Will: +20| Perception: +21| Init: +4

Sorry folks, I bumped the map. I tried to put everyone back where they belong, but it’s worth a double check.


Table Maps | Passing the Torch

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.

Silver Crusade

Male Half Elf -Paladin 13 AC32/T11(18) /F31/CMD28| Hp 121/121 | Fort:+21;Ref:+16;Will+18(25) |Percept.+10 | Init.+3. { } ( +2 keen div bond 1/3 used, smite for 2/6 used. Hands 6d6 6/15 used) { eaglesoul 10hrs— } Spectral Wolf {AC24 100/100 hp}

Or you just claim you cast earthquake and the map is right


@Kasimir - Did you cast Resist Energy,Communal(Fire) on the party before? I had assumed that you did because of your OOC post (up above) but I do not see it crossed off your spells prepared so I am asking.

Silver Crusade

Male Half Elf -Paladin 13 AC32/T11(18) /F31/CMD28| Hp 121/121 | Fort:+21;Ref:+16;Will+18(25) |Percept.+10 | Init.+3. { } ( +2 keen div bond 1/3 used, smite for 2/6 used. Hands 6d6 6/15 used) { eaglesoul 10hrs— } Spectral Wolf {AC24 100/100 hp}

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.

Dark Archive

Cleric (evangelist) 13 | HP: 120 |AC: 25/ FF 23/ T 14 | Fort: +16 Ref: +11 Will: +20| Perception: +21| Init: +4

I had thought so, yes. I will cross it off now.


@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.

201 to 250 of 1,732 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / [PFS / PbP] Passing the Torch p1&p2 Discussion All Messageboards

Want to post a reply? Sign in.