DM_Delmoth's Strange Aeons: Table A (Inactive)

Game Master Delmoth

Map

Treasure


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Female Human (Tien) Fighter (lore warden) 1/ Swashbuckler 2 | AC 17 T 14 FF 13 | HP 24/25 | F +4 R +9 W 0 | Init +6 | Perc +5 | Portrait |
Languages:
Common, Elven, Minkaian, Tien

I would vote in the order you posted.


So far our top picks are...

Jass: Garden Path
Saiya: Bloody Door
Vix: Bloody Door
Miz: Bloody Door

(And kicking the door: Vix yes, Jass no.)


Female Human Fighter (Dragoon) 2

Bloody door. YOLO


CN Human Female Cleric of Besmara (Varisian Pilgrim) 5 l AC 16 T 12 FF 14 l HP 36/36 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Energy: 7/day, 30' radius, either Positive: 3d6 or Negative: 2d6, DC 14, Selective Channeling 2 targets

Bloody door works for me. I honestly don’t have a preference.


Well, door first it seems, but I’ll ask before kicking.


Whoops… I see lock-picking rolls are in before vote. Chalk up Vix’s offer to kick just a thing she says after the second disable-dev-fail.


LG Human Paladin (Tortured Crusader) 4 | HP 36/36 | AC: 20 (T: 13, FF: 17) | Saves: F:+6, R:+6, W:+8 | BAB: +4, CMB: +6, CMD: 20, | Init: +4 | Perc. +9, SM +9 | LoH 4/4, Smite 0/2, Spells (1st) 1/1

Ok. First things first.

Are there any knowledge-monkeys present who can tell us what the hell is going on?! (My guess = haunt. But Jassminder doesn't know that.)

Knowing what's happening will help me decide my next action.


F Fetchling Investigator (Questioner) 5 | HP 31/33 | AC: 20 (T: 15, FF: 16) (+1 vs Traps) | Saves: F:+3, R:+9 (+1 vs Traps), W:+5 | BAB: +3, CMB: +3, CMD: 17 | Perception +8 + 1d6 (+2 to find traps) | Init +4
More Info:
Spells (1st) 4/5, (2nd) 1/3 | Inspiration Pool 6/6 | Resistances: Cold/Electricity 5, Poison 4 | Shadow Blending (50% miss chance in dim light)

Saiya is most definitely a knowledge monkey, so I'll be rolling K. Religion on my turn. The GM can adjust accordingly if that isn't the appropriate skill. (She has at least one rank in every knowledge with bonuses ranging from +8 to +11.)


Posted my try to close the door. My Muscle o’ Society trait says this:

Your intense training with the Swords has taught you how to infiltrate otherwise inaccessible ruins and extract their treasures without too much exertion. You gain a +2 trait bonus on Strength checks made to break doors and lift portcullises, and you treat your Strength score as 2 higher for the purpose of determining your carrying capacity.

I may just be taking the +2 as a bonus to all door-related STR checks. So if forcing a door shut isn’t covered by the bold, +5 then.

Oh… and how’s that unconscious guy I was lifting? Dead/dying from damage from being blood-flooded from my arms while KO’d?


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"Vermilion Vixen" wrote:
Oh… and how’s that unconscious guy I was lifting? Dead/dying from damage from being blood-flooded from my arms while KO’d?

Good point.

3d6 ⇒ (6, 1, 6) = 13


LG Human Paladin (Tortured Crusader) 4 | HP 36/36 | AC: 20 (T: 13, FF: 17) | Saves: F:+6, R:+6, W:+8 | BAB: +4, CMB: +6, CMD: 20, | Init: +4 | Perc. +9, SM +9 | LoH 4/4, Smite 0/2, Spells (1st) 1/1
DM_Delmoth wrote:
Presumably Jass will say I told you so

lol you have no idea. But it's going to have to wait til tomorrow - am swamped right now


Her exact words should be, “Bli toblblld blyoubblu sbloblblblbl.”


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Saiya Atarangi wrote:
Can't speak for Jass, but Saiya's monologue was specifically stated to happen after the door was closed and we were presumably out of initiative. Since the door never closed, the monologue never happened.

Just poking fun :)


LG Human Paladin (Tortured Crusader) 4 | HP 36/36 | AC: 20 (T: 13, FF: 17) | Saves: F:+6, R:+6, W:+8 | BAB: +4, CMB: +6, CMD: 20, | Init: +4 | Perc. +9, SM +9 | LoH 4/4, Smite 0/2, Spells (1st) 1/1

Yeah, I kind of assumed/hoped that rolling consecutive Nat 20s would get us out of this... :/


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Unfortunately this particular haunt isn't vulnerable to physical damage like the prior two. I checked to make sure smite made no difference and it doesn't. Plus I'm not convinced this is an evil phenomenon.


LG Human Paladin (Tortured Crusader) 4 | HP 36/36 | AC: 20 (T: 13, FF: 17) | Saves: F:+6, R:+6, W:+8 | BAB: +4, CMB: +6, CMD: 20, | Init: +4 | Perc. +9, SM +9 | LoH 4/4, Smite 0/2, Spells (1st) 1/1

...which is all fine (not every problem can be solved with violence, sadly for Jass) but with our only exit out now blocked, it does make it hard to know what to do here. Especially since we keep getting bull-rushed down the corridor.

It feels slightly like "guess what answer is in the DM's head" which isn't a game I'm terribly good at (I'm not as devoid of empathy as Jass but I get her worldview)..


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The simplest answers are always the hardest. The immediate problem was solved merely by moving into the next room which could be done with a double move. Since more than half the party has done so I'll fast forward.


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Unfortunately haunts are guess what the DM is thinking encounters. In this case guess what the writers of the adventure were thinking. It can be frustrating I know but in the 3 times I've run this part of the adventure it hasn't come to a point that no one can figure it out.

The argus wall I thought was especially opaque but more times than not the mirror solution was found.


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LG Human Paladin (Tortured Crusader) 4 | HP 36/36 | AC: 20 (T: 13, FF: 17) | Saves: F:+6, R:+6, W:+8 | BAB: +4, CMB: +6, CMD: 20, | Init: +4 | Perc. +9, SM +9 | LoH 4/4, Smite 0/2, Spells (1st) 1/1

I thought the Argus wall was - by some way - the best haunt that Paizo has put out there: the "What am I become" is a great hint at the solution.

I love haunts as a concept, but the implementation too often makes me want to do this...

(this isn't aimed at you Delmoth, btw, but at the game designers)


F Fetchling Investigator (Questioner) 5 | HP 31/33 | AC: 20 (T: 15, FF: 16) (+1 vs Traps) | Saves: F:+3, R:+9 (+1 vs Traps), W:+5 | BAB: +3, CMB: +3, CMD: 17 | Perception +8 + 1d6 (+2 to find traps) | Init +4
More Info:
Spells (1st) 4/5, (2nd) 1/3 | Inspiration Pool 6/6 | Resistances: Cold/Electricity 5, Poison 4 | Shadow Blending (50% miss chance in dim light)

Sorry, I'm not feeling well and don't think I'll be able to get in a post today. Hopefully I'll be doing better tomorrow.


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Take your time. Appreciate the heads up.


Female Human Fighter (Dragoon) 2

I was reading on the oozemorph and I don’t think it works like I built :/ I wouldn’t be able to pull the appendages because or my other natural attacks (I’m limited on quantity). I might have to review the character :(


F Fetchling Investigator (Questioner) 5 | HP 31/33 | AC: 20 (T: 15, FF: 16) (+1 vs Traps) | Saves: F:+3, R:+9 (+1 vs Traps), W:+5 | BAB: +3, CMB: +3, CMD: 17 | Perception +8 + 1d6 (+2 to find traps) | Init +4
More Info:
Spells (1st) 4/5, (2nd) 1/3 | Inspiration Pool 6/6 | Resistances: Cold/Electricity 5, Poison 4 | Shadow Blending (50% miss chance in dim light)

Ended up sicker than I originally thought, but I should be back in action now. Sorry for the delay.


Female Human Fighter (Dragoon) 2

Hi team! I’m almost completing Lahrehn’s review. She will probably drop back to her ooze form soon (what means I won’t be able to speak again until we go to sleep - I’ll just follow around trying to show some expressiveness somehow...)


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@Saiya glad you're feeling better

@Lahrehn Maybe a bucket is in order? As far as communicating, perhaps you should drop a point into linguistics to get sign language?


Female Human Fighter (Dragoon) 2

I believe that she still has the land speed of her natural race (I made her Human, I like it more now), but in case not - I put a bucket on her belongings, and I added one point of linguistics: I made her learn Kasthezvi, which I think is very fitting and non-verbal (hopefully she can communicate like that, assuming one of the other girls can learn it "from her" via Linguistics?).


Vix can carry a bucket. I’m used to that from Final Fantasy Crystal Chronicles.


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lol the bucket was a joke, you still retain your movement speed.

Going to veto Kasthezvi. There is just no way Lahrehn had exposure to that particular language. You can form two claws indefinitely with morphic weaponry and use regular sign language.


Female Human Fighter (Dragoon) 2

All good! Should I replace with... Drow sign language? It'd be something that she could have picked up in the Darklands as well.


F Fetchling Investigator (Questioner) 5 | HP 31/33 | AC: 20 (T: 15, FF: 16) (+1 vs Traps) | Saves: F:+3, R:+9 (+1 vs Traps), W:+5 | BAB: +3, CMB: +3, CMD: 17 | Perception +8 + 1d6 (+2 to find traps) | Init +4
More Info:
Spells (1st) 4/5, (2nd) 1/3 | Inspiration Pool 6/6 | Resistances: Cold/Electricity 5, Poison 4 | Shadow Blending (50% miss chance in dim light)

Whatever sign language you end up picking, Saiya will grab it next level. She has the skill points to spare, and it makes sense that she would start to 'remember' learning it from you the first time around.


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Map is finally updated


I guess when you’re a jerk to someone who just woke up, it’s not so much intimidating as it is annoying.


Female Human Fighter (Dragoon) 2

Sorry guys! Extra busy work week here. I’ll have a post tonight.


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LG Human Paladin (Tortured Crusader) 4 | HP 36/36 | AC: 20 (T: 13, FF: 17) | Saves: F:+6, R:+6, W:+8 | BAB: +4, CMB: +6, CMD: 20, | Init: +4 | Perc. +9, SM +9 | LoH 4/4, Smite 0/2, Spells (1st) 1/1
DM_Delmoth wrote:
All the blood in the room and nearby hallway evaporate in a xanthic cloud and then disappears completely. Mrs. Freeling's body transforms as well, her chest cavity reforms and only a the body of a normal elderly woman remains.

Ooh, I learned a new word: xanthic. Thank you!


LG Human Paladin (Tortured Crusader) 4 | HP 36/36 | AC: 20 (T: 13, FF: 17) | Saves: F:+6, R:+6, W:+8 | BAB: +4, CMB: +6, CMD: 20, | Init: +4 | Perc. +9, SM +9 | LoH 4/4, Smite 0/2, Spells (1st) 1/1

Hi, all - RL is giving me a bit of a kicking at the moment. I will get some posts up this evening/tomorrow with a view to resuming normal service thereafter.

Sorry for any delays, thanks for bearing with me.


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Understood. Take your time.


F Fetchling Investigator (Questioner) 5 | HP 31/33 | AC: 20 (T: 15, FF: 16) (+1 vs Traps) | Saves: F:+3, R:+9 (+1 vs Traps), W:+5 | BAB: +3, CMB: +3, CMD: 17 | Perception +8 + 1d6 (+2 to find traps) | Init +4
More Info:
Spells (1st) 4/5, (2nd) 1/3 | Inspiration Pool 6/6 | Resistances: Cold/Electricity 5, Poison 4 | Shadow Blending (50% miss chance in dim light)

Posting to all my games: My grandmother died Sunday and I'm not in a great headspace for posting. Plus I have to travel home for the funeral, help with arrangements, that sort of thing.

I'll try to get a few posts in, particularly if my character needs to do something in order for the party to move forward, but probably won't manage much in the way of RP or helping with decision-making for the rest of the week. Please bot as needed. I hope to be back in form by next Monday.


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I'm sorry for your loss. Take all the time you need and thank you for the heads up.


Female Human Fighter (Dragoon) 2

Sorry for your loss.


CN Human Female Cleric of Besmara (Varisian Pilgrim) 5 l AC 16 T 12 FF 14 l HP 36/36 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Energy: 7/day, 30' radius, either Positive: 3d6 or Negative: 2d6, DC 14, Selective Channeling 2 targets

My condolences to you and your family.


Female Human (Tien) Fighter (lore warden) 1/ Swashbuckler 2 | AC 17 T 14 FF 13 | HP 24/25 | F +4 R +9 W 0 | Init +6 | Perc +5 | Portrait |
Languages:
Common, Elven, Minkaian, Tien

Sorry to hear that, as noted, take your time and we'll be here when you are ready, real life takes priority.


Female Human (Tien) Fighter (lore warden) 1/ Swashbuckler 2 | AC 17 T 14 FF 13 | HP 24/25 | F +4 R +9 W 0 | Init +6 | Perc +5 | Portrait |
Languages:
Common, Elven, Minkaian, Tien

Just a heads up, will be away this weekend, potentially through Monday. Heading to Space Camp with my son for a cub scouts thing. Please bot me as necessary.


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I put the big map up on the slide, the current exploration area should be in the slide and if you scroll down you can see where you've been. Let me know if you're having trouble seeing it.


Female Human Fighter (Dragoon) 2

Hey guys,

Posting it on the games I play and host - I'll be leaving on vacations on some days, and will stay a bit out of the internet for some weeks. Please feel free to bot my characters during this while.

Cheers!


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And everyone should level up to level 3. If you gain spell slots or uses of abilities you don't need to rest to gain them, but if you memorize spells you'll still need to spend the 15 minutes or however much time needed to prepare them. I'll give everyone a day or two to get their profiles updated.


Oh, sweet!—Dragon Style! Now Vix’s first kick hits even harder.

The beauty of picking my feats at game start is that I get a little surprise when I level up. I even adjusted to work in your ABP max attribute scores.

Click “female” to see the spreadsheet (which is more clearly linked from my profile). When I’m on my iPad, I’ll update HP, AC, Init and such.


LG Human Paladin (Tortured Crusader) 4 | HP 36/36 | AC: 20 (T: 13, FF: 17) | Saves: F:+6, R:+6, W:+8 | BAB: +4, CMB: +6, CMD: 20, | Init: +4 | Perc. +9, SM +9 | LoH 4/4, Smite 0/2, Spells (1st) 1/1

Sweet! Rapid shot feat means I'll actually put out some appreciable damage now per round.

Delmoth, can you remind me how stat increases work in this one? Is it a +1 increase per level?


CN Human Female Cleric of Besmara (Varisian Pilgrim) 5 l AC 16 T 12 FF 14 l HP 36/36 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Energy: 7/day, 30' radius, either Positive: 3d6 or Negative: 2d6, DC 14, Selective Channeling 2 targets

Level-up completed!

Admittedly, I'm a bit confused about my 3rd class-level bonus bloodline spell being searing light, since it's a 3rd level spell.

Am I to assume that it is just a peculiarity of the bloodline, and that I use it as a first level spell, only weaker due to caster level?


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Add one to any one stat so long as it doesn't take you over where you would be in a regular pathfinder game using automatic bonus progression.


Female Human Fighter (Dragoon) 2
Cerise "Ci Ci" Barchetta wrote:

Level-up completed!

Admittedly, I'm a bit confused about my 3rd class-level bonus bloodline spell being searing light, since it's a 3rd level spell.

Am I to assume that it is just a peculiarity of the bloodline, and that I use it as a first level spell, only weaker due to caster level?

Yes, there are other bloodlines which also gives the spells in a different level. Searing Light works for solar sorcerers as a 1st level spell (so, the damage of 1d8/2 CL means you're doing 1d8 damage now, and 2d8 damage when you hit CL 4).

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