ADQ Table 2

Game Master chillblame

Raiding and destruction in Sterich. Heros are needed.
greyhawk gods
Sterich and Keoland
roll20 link


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Female Half-Elf Inquisitor (Sanctified Slayer) 7 | Initiative +9 |Perception +15 | Fort +9 Ref+8 Will +10 | HP 50 AC 20 CMD 20
Brother Hawthorne wrote:
If those are just standard ogres, and I suspect they are, I doubt any of them can survive a coup de grace from either Vrianna or myself, and certainly not if we were double teaming them one at a time.

Oh heck I forgot all about using CdG. If we can get close enough to the sleeping ones then yeah, we'll probably kill a few ogres before anybody can notice.

Hawthorne should probably take barkskin, but we still have Fenla and her list of spell tricks; and possibly Fergus and his paladin spells depending on GM fiat. I won't lie though, I'll take any and every boost to armor I can get.

Vakmu does your trap require a UMD roll to use? If it does Hawthorne should definitely take it


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16
Vrianna wrote:
Brother Hawthorne wrote:
If those are just standard ogres, and I suspect they are, I doubt any of them can survive a coup de grace from either Vrianna or myself, and certainly not if we were double teaming them one at a time.

Oh heck I forgot all about using CdG. If we can get close enough to the sleeping ones then yeah, we'll probably kill a few ogres before anybody can notice.

Hawthorne should probably take barkskin, but we still have Fenla and her list of spell tricks; and possibly Fergus and his paladin spells depending on GM fiat. I won't lie though, I'll take any and every boost to armor I can get.

Vakmu does your trap require a UMD roll to use? If it does Hawthorne should definitely take it

1) No UMD roll required.

2) Not sure if Hawthorne should get the barkskin - he's got a better AC and more HP than you...

3) IMPORTANT Vakmu's being pushy here. If anyone has a different plan, SPEAK UP! I have enough wisdom to know I might not be the smartest person in the room, nor have the best idea...

4) As it stands though, I think the plan is to have Brother H and Vrianna sneak up the left and go on a spree, while the rest of us wait, prepared to jump into the fight when the alarm goes off... At that point, I am going to hit the largest practical concentration with Thorny Entanglement. We need to know what Fergus (as an NPC), Fenla, and Rommin will do.


Female Half-Elf Inquisitor (Sanctified Slayer) 7 | Initiative +9 |Perception +15 | Fort +9 Ref+8 Will +10 | HP 50 AC 20 CMD 20

Seems a plan's coming together...

@Vakmu -

1 - Awesome. We'll definitly take it

2 - I hadn't actually noticed that. Don't think it changes too much since Fenla and Fergus(Maybe) still get to throw some buffs around; we might both get it, plus we still have Rommin, depending on what he's gonna do.

3 - IC Vri isn't a tactician; she knows her strengths and how to use them, but she also understands the importance of defferance, and so far the current plan seems solid and agreed upon.

4 - I agree with the plan so far. Vri has invisibility, Hawthorne has Rommin's borrowed cloak, we can get in and start sneak-flanking CdG's all day and drawing attention, giving casters/ranged time to prep and move before striking.

EDIT: Should have read the gameplay thread first. Post still stands


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

There’s no need to flank for a CDG against a sleeping opponent, which is why we can split up and off twice as many of them. Kill 2 sleeping ogres every other round or so. Although, if that orc in the upper left is awake, maybe we gank him first?

Save your invisibility for extraction maybe? You take the natural armor, and I’ll take the cloak for +5 on stealth.

Any other buffs?

Interesting that Vrianna also has a hat of disguise! What shall we go as?


Female Half-Elf Inquisitor (Sanctified Slayer) 7 | Initiative +9 |Perception +15 | Fort +9 Ref+8 Will +10 | HP 50 AC 20 CMD 20

You can tell I haven't had to think about the CdG rules in forever, but yeah if there's at least one orc awake we definitely get that guy first.

Just to keep the wall of text down, a list of buffs and features that should help with the plan overall -

The Good Stuff:

Clandestine Inquisition - Disappear (Sp): You can become invisible as per the spell as a standard action. The invisibility lasts for 1 round per inquisitor level or until you attack. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Blessed Secrecy (Su): At 4th level, when you attempt a Bluff, Disguise, Sleight of Hand, or Stealth skill check, you can roll twice and take the more favorable result. You can use this ability a number of times per day equal to your Wisdom bonus.

Sanctified Slayer - Studied Target (Ex): At 1st level, a sanctified slayer gains the slayer’s studied target class feature. She uses her inquisitor level as her effective slayer level to determine the effects of studied target. This ability replaces judgment 1/day.

Inquisitor - Monster Lore (Ex): The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Bane (Su): At 5th level, an inquisitor can imbue one of her weapons with the bane weapon special ability as a swift action. She must select one creature type when she uses this ability (and a subtype if the creature type selected is humanoid or outsider). Once selected, the type can be changed as a swift action. This ability only functions while the inquisitor wields the weapon. If dropped or taken, the weapon resumes granting this ability if it is returned to the inquisitor before the duration expires. This ability lasts for a number of rounds per day equal to the inquisitor’s level. These rounds do not need to be consecutive.


Vri's spells are mostly self buff and help increase damage output. Some have additional debuff effects. I can list them if needed but the only group buff I have access to is Bless, and I'll definitly be using that to boost the group.

@Hawthorne - I was hoping to use Hat of Disguise and the cantrip Oath of Anonymity to buff Vri's absolutely terrible disguise score, but it's going to depend on @Chillblamne will allow them to stack - I think knowledge skills were capped at a +10 - and if they do then I figure orc is the obvious answer. If they don't Orc is still the obvious choice, she's just not gonna be as disguised as planned.

Geez that was a lot of rambling.


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

Are you guys planning on disguise, or just stealth? You both have high stealth scores - +21 for Hawthorne, and +13 for Vrianna (before invis, rerolls, etc). Add the distance and sleeping mods as appropriate, and I think you should be able to just ghost up the left hand side of the map....


Female Half-Elf Inquisitor (Sanctified Slayer) 7 | Initiative +9 |Perception +15 | Fort +9 Ref+8 Will +10 | HP 50 AC 20 CMD 20

I figured stealth, but no harm in having a backup plan just in case. I also don't want to overplan without letting the others have their say - don't want to drown out the group just because I'm lucky enough to be able to make multiple posts a day.


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

Disguise isn't Knowledge, he made no such rule on Disguise. Same typed bonuses won't stack though. So check the types.

Right, I figured disguise up as say Orcs (me as an orc kid or short orc), just in case we get spotted. They've got orcs in their midst, so it fits. I can make myself a foot taller with the hat, and we can make ourselves dressed like their orcs even. If things go bad, I can at least speak Giant!

So, to sum up, the plan is:

Disguised and stealth

Set those 2 traps on the East side of the field. (spots chosen)

Pick a spot for the trap on the West side to cover our retreat. (spot chosen)

Gank the lone awake orcin the back

Start ganking ogres moving back towards the group

Pray regularly (pick your deity of choice)

Get safely out when things go bad!


Female NG Gnome Arcanist (Brown Fur Transmuter) 7 | HP 59/59 | AC 23 T 14 FF 21 | CMB +1, CMD 14 | F: +8, R: +7, W: +8 | Init: +2 | Perc: +14, SM: +0 | Speed 20ft | Arcane Reservoir: 5/10 | Spells: 1st 3/5 2nd 3/5 3rd 2/3 | Active conditions: None.

Right before we fight I will put a Fox’s Cunning on to improve my DC.

Does anyone want to be enlarged? I give a +4 STR over the normal +2. You will be able to stand ground with them for combat maneuvers too.

This spell causes instant growth of a humanoid creature, doubling its height and multiplying its weight by 8. This increase changes the creature’s size category to the next larger one. The target gains a +2 size bonus to Strength, a -2 size penalty to Dexterity (to a minimum of 1), and a -1 penalty on attack rolls and AC due to its increased size.

A humanoid creature whose size increases to Large has a space of 10 feet and a natural reach of 10 feet. This spell does not change the target’s speed..

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage)


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

Ok, I placed where I'd want to set the third trap. It gives us some obstructions in that direction to run to, to HOPEFULLY break line of sight if caught, so we can restealth.


Ranger2/Wizard5 Elf | Init:+8 | Per:+21 | F:+5 R:+8 W:+6 | HP 48/48 | AC:19 FF:15 T:14 CMD:20 |
Fenla Welci wrote:

Right before we fight I will put a Fox’s Cunning on to improve my DC.

Does anyone want to be enlarged? I give a +4 STR over the normal +2. You will be able to stand ground with them for combat maneuvers too.

All equipment worn or carried by a creature is similarly enlarged by the spell. Melee weapons affected by this spell deal more damage (see Table: Medium/Large Weapon Damage)

That might be good for the paladin. For most of us, it would hurt the dex based attacks.

Edit: Chillblame, I made a math error. I overspent on starting gear. Its not by much, but I'll drop a wand or two to make it workout.


Female Half-Elf Inquisitor (Sanctified Slayer) 7 | Initiative +9 |Perception +15 | Fort +9 Ref+8 Will +10 | HP 50 AC 20 CMD 20

I agree with Rommin, Fergus should be made huge depending on what DM wants to do with him. I didn't realize so many of us were heavily dex dependent.


Female NG Gnome Arcanist (Brown Fur Transmuter) 7 | HP 59/59 | AC 23 T 14 FF 21 | CMB +1, CMD 14 | F: +8, R: +7, W: +8 | Init: +2 | Perc: +14, SM: +0 | Speed 20ft | Arcane Reservoir: 5/10 | Spells: 1st 3/5 2nd 3/5 3rd 2/3 | Active conditions: None.

I assumed as much but wanted to throw that out there. Don't worry once I get level 6 spells I can do a Mass Cat's grace for +6 to everyone. :D


Female Half-Elf Inquisitor (Sanctified Slayer) 7 | Initiative +9 |Perception +15 | Fort +9 Ref+8 Will +10 | HP 50 AC 20 CMD 20

Oh man that's gonna be nuts when we get there.

So far the plan is pretty solid, and I think we can pull it off, but I wanna know what we're gonna do with our pal Fergus - without being morbid about it.


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16
Brother Hawthorne wrote:


So, to sum up, the plan is:

Disguised and stealth

Set those 2 traps on the East side of the field. (spots chosen)

Pick a spot for the trap on the West side to cover our retreat. (spot chosen)

Gank the lone awake orc in the back

Start ganking ogres moving back towards the group

Pray regularly (pick your deity of choice)

Get safely out when things go bad!

Ok, just to make sure we are talking the same plan, I have drawn a line on the map to approximate Hawthorne and Vrianna's path, and put a red box around the awake orc that I think you are "ganking". Assuming I am right, I would reccomend you "gank" the sleepers (including the pair of dire boars) in the vicinity before proceeding back towards the main group, "ganking" the set of 8 ogres as you go...


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16
Brother Hawthorne wrote:
Ok, I placed where I'd want to set the third trap. It gives us some obstructions in that direction to run to, to HOPEFULLY break line of sight if caught, so we can restealth.

The trap gives you Heavy Undergrowth : "Heavy undergrowth costs 4 squares of movement to move into and provides concealment with a 30% miss chance (instead of the usual 20%). It increases the DC of Acrobatics checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Stealth checks. Running and charging are impossible."

https://aonprd.com/Rules.aspx?Name=Forest%20Terrain&Category=Wilderness


OK, your characters are set on roll20 and you should be able to move them yourselves. We will operate on roleplay mode until combat starts, as there may be some sneaking involved. Could everyone who wants to make a perception check, noting that due to distance, there will be penalties. And if you want to sneak closer to make a perception roll, place your character where you want it to be and make a stealth check as well.


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

I love that it gives concealment and a +5, makes it much easier to hide in there! No need for the other terrain items to help.

I think your proposed entanglement location on the left side is bad, as we want it placed before we start killing, and placed there, it will entangle still sleeping foes, probably waking them.


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

@chillblame - My location is good, for starting, after we’ve placed the two traps on the right. If you want it before we do that, I can flip sides of the field.

What’s your ruling on nonlethal CDG.


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16
Brother Hawthorne wrote:


I think your proposed entanglement location on the left side is bad, as we want it placed before we start killing, and placed there, it will entangle still sleeping foes, probably waking them.

I have deleted both proposed entanglements from the map - they weren't cast yet, they were just there to illustrate possible targeting. What gets cast where will depend on how successful your black bag job is...


Female Half-Elf Inquisitor (Sanctified Slayer) 7 | Initiative +9 |Perception +15 | Fort +9 Ref+8 Will +10 | HP 50 AC 20 CMD 20

Posting my rolls here so I can follow with some questions.

Perception: 1d20 + 15 ⇒ (17) + 15 = 32

Stealth: 1d20 + 14 ⇒ (7) + 14 = 21

If we can take 10 on stealth I'll consider it.

Before Hawthorne and myself start sneaking off, a few things.

1. Am I casting Bless? I'm assuming so, but thats going to tie into question 2.

2. Is Fergus being GMPC'd? Can we still use him and his spells/skills/tanky-ness? EDIT: I still think using Enlarge Person on Fergus is the way to go, but comes down to DM fiat.

3. What would Rommin and Fenla like to do before we sneak off to do sneaky things?


Brother Hawthorne wrote:

@chillblame - My location is good, for starting, after we’ve placed the two traps on the right. If you want it before we do that, I can flip sides of the field.

What’s your ruling on nonlethal CDG.

It depends. What is CDG?


A little note on distance penalties for perception rolls. I find the standard penalties as too harsh, and annoying to calculate, so I usually apply a blanket -5 to long-range, -10 to extreme range, then cover penalties. It seems to work.


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*
chillblame wrote:
Brother Hawthorne wrote:

@chillblame - My location is good, for starting, after we’ve placed the two traps on the right. If you want it before we do that, I can flip sides of the field.

What’s your ruling on nonlethal CDG.

It depends. What is CDG?

Coup de grace


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

Psst, Vrianna, you made the perception roll for whatever's hiding in Chill's text box in the gameplay thread - tell those of us who didn't about it...


Brother Hawthorne wrote:
chillblame wrote:
Brother Hawthorne wrote:

@chillblame - My location is good, for starting, after we’ve placed the two traps on the right. If you want it before we do that, I can flip sides of the field.

What’s your ruling on nonlethal CDG.

It depends. What is CDG?
Coup de grace

Ah. Still considered an auto crit, the fort save is to be rendered unconscious rather then dead. Still a full round action that can trigger an attack of opportunity


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

gtg! Not worried about AOOs from unconscious ogres!

If I deal enough nonlethal damage to make the spillover be lethal, will there be a fort save against death?


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

I ask because, as stated earlier, I will average 53 nonlethal damage on a CDG. On an ogre, the first 31 knocks them unconscious. The next 22 convert to lethal damage, which isn't enough to kill them outright, but this could then cause a DC 10+22=32 Fort save, or die.

And the Fort save or fall unconscious would also need a nat 20 to survive.


(ha ha! You have fallen for my trap. I am ogre de giant, famed ogre swashbuckler, let me get my feathered hat. I have combat reflexes and shall defeat you, dastardly Halfling!). This ogre has weird dreams :D


But on that, why not just kill them. Ogres are not that tough, orcs less so. Even so, there are possible leader types, probably with the frosty


Chill, did you see Vrianna's (and Vakmu's in the game thread) Q about taking 10 on stealth?


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

I’m entirely not opposed to killing them, I just do a ton more damage with the saps than with a bladed weapon.


pad300 wrote:
Chill, did you see Vrianna's (and Vakmu's in the game thread) Q about taking 10 on stealth?

must have missed it. I will check


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

@chill - did you get a PM from my buddy proposing a tank replacement for the game?


A gameplay suggestion. Having hit the guard, there are 5 sleepers (3 orcs, 2 Dire Boars) in B. Hawthorne's immediate vicinity. Rather than spend 5 or so days waiting on a back and forth between Hawthorne and Chill, how about:

Hawthorne rolls 5 sets of [Stealth, to hit, and damage] and numbers them 1 to 5. He also provides an ordered list of which target (I have put letters beside them on the map for convenience) in what order. Then Chill uses a random roll of d5 (then d4, d3, etc) to select which set dice rolls gets used for which target. Chill would stop the sequence when either it gets interrupted by something unexpected eg someone waking up, or when it's finished.

Vrianna could do the same, when she gets in-thread


Female Half-Elf Inquisitor (Sanctified Slayer) 7 | Initiative +9 |Perception +15 | Fort +9 Ref+8 Will +10 | HP 50 AC 20 CMD 20

I'll try to catch up BUT I'm posting this here and sending Chillblame a PM so everybody's on the same page -

I have a RL family issue to handle, and while it shouldn't take longer than a day or two at most, it's got a lot of my focus. I don't want to hold things up and if DM wants to he can bot, or somebody else can bot if that works as well.

The timing isn't great and I'm sorry, but it's something thats gotta be handled.

EDIT: Also don't forget I cast Bless on everybody! If it's too late for current rolls remember for the next lot!


Vrianna wrote:

I'll try to catch up BUT I'm posting this here and sending Chillblame a PM so everybody's on the same page -

I have a RL family issue to handle, and while it shouldn't take longer than a day or two at most, it's got a lot of my focus. I don't want to hold things up and if DM wants to he can bot, or somebody else can bot if that works as well.

The timing isn't great and I'm sorry, but it's something thats gotta be handled.

EDIT: Also don't forget I cast Bless on everybody! If it's too late for current rolls remember for the next lot!

Sorry to hear about your family issue. Go do what you need to do... We'll deal here.


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

Agreed! The real world family stuff has to take precedence!

I wish you the best and hope it all works out.


Also agreed. Brother Hawthorne, I have enabled you to move Vrianna for the time being. Move her up with you, or where you think is best


Female Half-Elf Inquisitor (Sanctified Slayer) 7 | Initiative +9 |Perception +15 | Fort +9 Ref+8 Will +10 | HP 50 AC 20 CMD 20

Back! Things went as well as they could, but at least it's handled.

Catching up, since Chillblame's also dealing with RL. from what I'm gathering, Bro H and myself are making stealth rolls? Or CdG rolls first and then stealth?


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

If I have followed Chill's intent, both Vrianna and Hawthorne need to make stealth checks at -20, to remain undetected after CDG'ing a pair of ogres...


Female Half-Elf Inquisitor (Sanctified Slayer) 7 | Initiative +9 |Perception +15 | Fort +9 Ref+8 Will +10 | HP 50 AC 20 CMD 20

Oof, thats a heck of a modifier.

So, assuming we've been taking 10, then 24 - 20 = 4. Not great.

And now for the dice roll

Stealth: 1d20 + 14 ⇒ (18) + 14 = 32 - 20

12! Not great but not bad either. I don't think I can do better even with a reroll. Gonna have to go with that.

EDIT - Assuming the worst and we're discovered, whats the plan?


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

Nice roll, but I think you should at least link to it in the actual gameplay thread, not the discussion...

With that housekeeping out of the way, planning if you are discovered:

Well, there are 6 ogres around that fire. How tough do you feel?

If you run, you have initiative (you and Hawthorne were on 16, the ogres on 12), so they are flatfooted and won't be able to AoO. You can run straight to the bottom of the map, and go right through the trap zone on a full run... Does leave brother H some problems though - short legs are a disadvantage...


Female Half-Elf Inquisitor (Sanctified Slayer) 7 | Initiative +9 |Perception +15 | Fort +9 Ref+8 Will +10 | HP 50 AC 20 CMD 20

Yeah I didn't think about putting it into the gaming thread until you mentioned it. I'll blame being distracted, and if I have to re-roll, that's on me.

Given that we both have initiative and the ogre's are all flatfooted, I might risk attempting to kill at least one more to let Hawthorne escape/withdraw before doing so myself. I don't know if I can one-shot an ogre but I think between class features and maybe a spell I can do some serious damage before having to bail. Might go for a CdG just to be sure if it's doable.

I forgot to mention this earlier (and really should have) but one of my wonderous items gives me unlimited uses of prestidigitation and mage hand, so it should be possible for H and me to run past the traps and use mage hand to uncover them, make escaping easier. After that I guess we regroup and rejoin everyone for the next part of the plan/battle.


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

When we set the traps, we left them uncovered, right? Those were our instructions.


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16
Brother Hawthorne wrote:
When we set the traps, we left them uncovered, right? Those were our instructions.

Those were your instructions, yep. Everybody has a safety necklace, so...


Female Half-Elf Inquisitor (Sanctified Slayer) 7 | Initiative +9 |Perception +15 | Fort +9 Ref+8 Will +10 | HP 50 AC 20 CMD 20

Right, thats on me. Gonna just re-read both threads to properly catch up.

Okay so right now depending on dice rolls plan A is to just continue buzz-sawing our way through at least one/rwo more ogres, and plan B is to have Hawthorne bail while I distract for a round or so, then lead whoever will follow into traps. I think we're all on the same page.


Male Halfling Acquisitionist - 7 | Init +6 | Perception: +11 (+3 vs traps, +2 to avoid being surprised) HP:67/67 8NL AC: 24* TCH: 18 FF: 17 CMD: 20* | F+6*, R+13*, W+4*

I’m not completely convinced Hawthorne might not try to kill some extras, but we’ll see how it plays out, haha.


M Half Orc| HP 67/67| w/ shield: AC: 19, T: 11, FF:18 | Spd: 30ft/ 20ft w/armor | Shaman 7 | Init +7, Darkvision 60; Percept: +15, Sense Motive: +5 | Saves: F: +7, R: +7, W: +14 | CMB +6 / CMD 16

I'm going to urge caution you two. If you get stuck, digging you out before you die, is going to be difficult, maybe impossible. If the alarm goes up, you have 6 cr3+ combat monsters (ogres) between you and safety, and a couple of strong cr4's (dire boars) within charge distance. Don't get greedy. Rule 39 Hawthorne... Not to mention if the balloon goes up, and you stick around, you're going to be violating 140.

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