Hungry are the Dead (Inactive)

Game Master Seldlon the Swift

Falcon's Hollow


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You know there are multiple seals, so Tar will not escape, but he may have a conduit for lesser actions.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken
Rhen Vemsa-b wrote:
I might could spare a few fer ya

Ziera is going to go grab the wand and act as a heal bot from now on. I think keeping Niu in the fight is the best chance we have of winning unless we are actually able to get him on the ground.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

I have changed my mind. If Niu survives the coming attack, he is going to flee with a plan to come back after getting better equipped.


That post saved your life. I was going to do the deed. You were warned.


saved yourself with a discussion post. lmao.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

Meh. I'm frustrated enough to commit character suicide at this point, but decided after the fact to try to think how Niu would feel.


Glad you made that call as that was going to be your last move for real. Defeating this guy is actually not necessary (the seal is already broken). It is doubtful you could reseal it. I know how I would defeat him at this point and you were given a hint to this method in game. Think outside of the box for this solution.


Still perplexes me your beefed up pcs had such a time with this guy. If you had a ranger, might be different all together. Party build is key. You apparently had a range issue as a party that we did not notice until now.

Nice find, Niu. yep, I think that is the best quickest solution.

Nice save, Ranok.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

Somehow I blocked out everything the seer said after the wight battle. I guess I got too focused on the Restorations.

I had completely forgotten why he sent us to the safe room as well.


Collapse


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

Great, so none of us has Knowledge Engineering or Craft Sontemasonry, so there is no way for us to detect these weakened areas. Even if we did, we would just die anyways.

So, I guess we should just run and let the world come to an end.


A dwarf can detect weakened areas just passing withing 10 feet of them. I will somewhat reduce the size of the area as you are bringing down a tunnel and a portion of the wall above you. You are not building a cathedral, just collapsing a tunnel. So, that option should remain. You could let Ziera bring it down :-)

I'm not making recommendations, just giving you options.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

Technically, a dwarf is allowed to "make the check" when passing within 10 feet, but it is nice of you to provide the option.

What room are we in where Rhen points out the columns?

Ziera actually probably would volunteer to atone....


At the top of the stairs leading to the lowest level. He is indicating the entire tunnel can be collapsed from the top.

Updating map in a few....


I PM'd Rhen a couple nights ago. No one I know ever checks that so do not expect anything for a long time if ever. One player said he responded to her PM that irl got him. Not adding up....I think his wife said "I forbid." Man is in like 12 games, gm in half of those for years and does not even say hold on or bye. Hit by the bread truck or a woman.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

It is easy to get overextended and burned out. Very unfortunate when it happens to someone you happen to enjoy playing with.


Niu wrote:
It is easy to get overextended and burned out.

Must be. That is without a doubt what happened to Ziera. My instincts remain intact somehow. Will not over commit. Really looking forward to Tyant's Grasp.


A summoned mount, a horse, a mule, and a pony...So did the entire party head to town with Niu? Not necessary for the slow to proceed imo. What about it guys? Niu alone could pull this off. Your call.


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

Ranok will go as well. He would like to see Khonsu.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

FYI: I had four Mount spells prepared that first day, but would reduce that to whatever number were needed by this point.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

FYI: The spellcraft check to teach those spells to my familiar are all auto-pass.

Keeping Illusory Maze and Shadow Anchor on scrolls.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

For the record, I am ready to turn around and head back, camp outside the monastery, and head back in.


Ready here. Let's make sure Ranok is ready to go and end this. Rhen is determined to bring this guy down. Never fought so hard on both sides.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken
Rhen Vemsa-b wrote:
"What be dee plan? We gots a plan? We needs a plan methinks. Zi, you gots dat boom fer all undeads don't ye. Why you not be doin dat?"

Obviously, I don't know Ziera's abilities that well. Are you referring to the Divine Bond. She used that, although looking again I can make the bow +2 instead of +1.

Bane is not one of the abilities allowed by her Divine Bond, and most anything else is outside of her reach, especially since she has to add +1 to the bow before stacking other abilities. I suppose she could add flaming, but I think I prefer a straight +2 to a +1 flaming.

She will smite drazmorg as well once she sees him.

Is there some paladin feature I am missing?


Channel Positive Energy (Su)
When a paladin reaches 4th level, she gains the supernatural ability to channel positive energy like a cleric. Using this ability consumes two uses of her lay on hands ability. A paladin uses her level as her effective cleric level when channeling positive energy. This is a Charisma-based ability.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

Yes, that is a possibility as well. A time might come where inflicting 2d6 is more useful that weapon attacks, but with her stacking on damage bonuses, I think weapons will be more useful for a while.


Ranok, you realize you are up? One standard or one move in surprise round. Let us end this! One way or another. The party seems well fitted for this fight now. I will do my best to harm this party. Too much evil fun. And, Rhen will do his best to take this guy out. Fighting as hard as possible on both sides.


Niu, if you can give me some examples of moving outside your turn in combat, I will reconsider the ruling. Off hand I can think of none. I am with you on the wording of that spell. Defining immediate may give the proper resolution.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

Immediate Action

Best example of moving outside your turn would be Step Up


I read that multiple times. I believe the caster is doing the moving in this case. Will move Drazmorg toward Ranok when I get some time later.


Ranok, he descended 10 feet to your altitude.


Boneshaker is a very powerful spell for level 2. It has no cap against damage to living and undead are supposed to be immune to anything with a fort save. Makes me say hmmm.

source:
Pathfinder Roleplaying Game Horror Adventures © 2016, Paizo Inc.; Authors: John Bennett, Clinton J. Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Jim Groves, Steven Helt, Thurston Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, F. Wesley Schneider, David Schwartz, Mark Seifter, and Linda Zayas-Palmer.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

I hadn't even looked at the top portion of the spell very closely. No damage cap is pretty powerful, and it is already 4d6 as soon as you can cast it.

As for the fort save, I guess his skeleton is considered to be an "object" LOL

You are well within your rights to declare the spell OP. I can always go back and choose a different spell and action.

On an OP side note... I really wish I could go back to the beginning of the Shattered Star AP and declare that no traits would be allowed, or maybe just one campaign trait each.


It is valid imo, just off imo. Allowing it as written.

I am looking forward to a fresh new start with a different GM style with Tyrant's Grasp. We are going to need two good players. Do either of you know of any that may be interested?


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

The guys I would generally recommend are the players in the Shattered Star game, and some of them have been starting to get flaky lately.

Barkot's player will always get a nod from me, even if he has been slow here and there, YMMV. I'll send a couple of other potential recommendations via PM.


Do it! Barkot is awesome in his own way.


Niu wrote:
Is there a check I should make to start deciphering the rituals?

I considered that. The module does not mention that the seal can be repaired. It is described as a combination lock and the module did mention the chalk inscriptions, so I am going to say based on your intelligence that you will get it, just a matter of time.


Male half orc |Current effects: +4 enhancement str, +4 morale str, +4 morale con, +1 moral dmg, +2 deflect AC, -2 AC +2 will save, +2 resistance bonus saves, +2 morale attack, +2 morale saves, +6 temp HP, +12 temp HP barbarian/2 Oracle(lunar)/4 HP 103/85 | AC 22 F 15 T 17 | F 8, R 5, W 5 | Init (-2) | Darkvision 60' | Percep +14 | CMB +8 | CMD 17 | Spells: 1st: 6/7 2nd: 3/4 | Rage: 12/13

Sorry I've dropped off the side of the planet. Work has exploded! We've lost a couple of people and I've had to pick up their load. Lost, as in they did not wish to come out of quarantine, not that they have died off. I'm not sure that I will have it in me to start another AP just yet. I might have to wait until summer, lol.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

That's really unfortunate, Ranok. I also know a few people who are being slower to come out than anyone else.

One of them still went to their parent's vacation house on the beach though...

I hope things ease up for you, because I have really enjoyed playing with you. I'd hate for that to change.

@GM Sent you another PM with come updates on the recruiting front.


Human Witch 3 | HP 9/16 | AC 13(17) T 13 FF 10(14) | F +1 R +4 W +5 | CMB +0 CMD 13 | Init +7 Perc +3 | Conditions: Mage Armor, Shaken

I found a fourth. In the unlikely scenario that Ranok decides to come back, I have no issue with adding a fifth.

Latest addition is MrStr4ng3. He's only in a couple of games and has been a great player in the one game I am in with him.

When you are ready to create a discussion thread, let me know and I'll loop them all in.


With word of your success greatly exaggerated, the town is prepared to throw a great party in your honor when you return. We have this evening and that scene at The Sitting Duck to conclude this module. Every friendly npc created over the years will be there. Hopefully Ranok can chime in a little roll play before we are done.

Niu, at that time I will fire up discussion for Tyrant's Grasp. Just saw your above post for the first time. Super awesome.


Bring it on, Niu

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