[Module] The Storm Chronicles (Ire of the Storm plus Seers of the Drowned City) by GM Rutseg (Inactive)

Game Master Balacertar

Chapter 6 - HUNTING THE STORM

Current map
Hyrantam area map

Treasure sheet

PFS Chronicles:
- Ire of the Storm
- Seers of the Drowned City


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Iron Gods: Iron maps;

I loved Tonny reasoning about the cloak vs necklace. I find it even has a lot of sense xD

Meanwhile, do you wish to keep exploring the temple (if so, which direction next), or you prefer to go ahead and try open the inner temple with the seals?


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

Well... Good luck everyone!
I can't do anything here... Especially against a Shambling Mound.


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Unfortunately, having failed to resolve the item distribution, we're not benefiting from the magic gear that we found. :(

Ingolf really needs a better AC!

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

It's a challenge for barbarians everywhere. XD


Iron Gods: Iron maps;

You can assume you decided who takes the different items before finding the shambling mound.

Splits, if you do not find a better way to contribute, remember you have a bunch of alchemical weapons in the group. The shambling mound touch AC is terrible ;)


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

Good point. I can attempt to huck things at them... Now who was holding them?


Iron Gods: Iron maps;

Oh, yes, Tonny is right, it has fire resistance. I do not know if you have some acid flasks.


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

Ow.

Is it a strength check to attempt to escape grapples or an escape artist check?


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Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Either CMB or Escape Artist vs grappler's CMD.

However Ingolf and Ebba may have shredded the shambling mound with their attacks this round. :)


Iron Gods: Iron maps;

Both of Ingolf's statements hold true :)

In good measure thanks to Tonny's precision damage advice. But the both hits and the critical were well timed nevertheless.


Iron Gods: Iron maps;

With you considering resting, this is a good moment to tell you after the shambling mound battle you all get enough experience to attain 5th level!

This is the last level for this module, but have into consideration this might not be the last level of your character's career.

We still have a whole dungeon ahead to finish this module, but this is in fact a good moment to propose you a follow up adventure: Seers of the Drowned City.

While we played Ire of the Storm, I stumbled with this module and it seems a natural follow up. In fact inside of the pages it cites Ire of the Storm and how to hook the players from one adventure to the next.

If you are interested to keep up with me and the party, then you should level taking into account we might reach up to level 8 after all.

Once we are done with Ire of the Storm we can make a final count of who is going with the follow up and/if someone wants to go with a new character.

Anyway, it would be nice to know beforehand if someone prefers to skip the follow up or is doubtful, so I have time to find a replacement player meanwhile. After all the World has changed a lot since we committed to this game (a full pandemic!) and you might not have the same availability or you might not like the proposed adventure or mid-level play just eludes you.


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

I'm interested in continuing in Seers of the Drowned City! It's a good fit for Ingolf on a role-playing level.

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

Ooo, Tonny would also be very interested in continuing! Assuming he doesn't drown or get struck by lighting in the near future... XD


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

First - Thankyou Ingolf for both the rules and the save!

Holy cow level 5! I could have sworn we just leveled up to 4; how time seems to fly.

Lastly I have a small family thing to help fix, but I am totally on board to keep going into the next module, assuming I can keep myself from being crushed under vines ;)

I'll be a little late with an IC post, we can RP it as Adriana being KO'd


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M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

I will catch up tomorrow, just ran a 4 hour session online after a full day of work and am exhausted.

If I were to continue, I might want to swap the Restorer for a different Archetype (Maybe Halcyon, the mages of Old Mage Jatambe and the Nameless Ones), it seems super lackluster.


Iron Gods: Iron maps;

Sure, the swap is granted.

For the next adventure I am willing to review the available sources and we can add the Adventurer's Guide to them if no one opposes.


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Ingolf Level 5 highlights:

+1 level of Oracle

+8 HP
+1 BAB
+1 Fort
+1 Reflex

Revelation: Friend to the Animals

Feat: Mounted Combat

Adventuring skill rank increases:
+1 Perception
+3 Ride

Background skill rank increases:
+1 Knowledge Geograhy
+1 Handle Animal

FCB: +1 HP

I looked again at taking Extra Rage Power: Moment of Calm, to qualify for the Rage Prophet prestige class, but again came to the confusion that Rage Prophet is worse than just taking more Oracle levels. It's a shame that the PrC is so bad that it's not worth going into.


Ingolf's bonded mount (boar) | HP: 35/38 | AC:18 T:10 FF:16 | Saves: F:8 R:4 W:2 | Init: 0 | Perc: 5 | CMB:2 CMD: 14 (18 vs trip) | Speed 40 ft

Ebba lvl 5 highlights:

+1 HD (+9 HP)

+1 skill (Climb)

Feat: Light Armor Proficiency

I know that RAW, she doesn't need Light Armor Proficiency to wear the mithril chain shirt barding that I plan to buy her (the check penalty is 0), but it always seemed silly to me that proficiency makes no difference as written.

EDIT: Ingolf's Friend to the Animals revelation also adds +4 to Ebba's saves when he's within 30 ft.:

Friend to the Animals wrote:
Animals within 30 feet of you receive a bonus on all saving throws equal to your Charisma modifier.


Iron Gods: Iron maps;
Ingolf wrote:
I looked again at taking Extra Rage Power: Moment of Calm, to qualify for the Rage Prophet prestige class, but again came to the confusion that Rage Prophet is worse than just taking more Oracle levels. It's a shame that the PrC is so bad that it's not worth going into.

The thing that bugs me the most is you do not get extra rage rounds and until level 6 you cannot burn spell slots to get extra rounds (and at a expensive prize I think). They could have given you a couple of free rage powers and revelations along the line to compensate the many casting levels you lose. Or give you less magic and make it full BAB.

I considered it for an Iron Gods campaign and in the end I went with a cleric of Gorum with the Rage and War domains, and man, it is the character that mechanically I am most satisfied of. By level 8 he can rage, and get any combat feat with a swift action, he has a greatsword for a weapon, has access to Fighter Advanced Armor Training through Ironbound Master, plus he has full cleric casting capability and full channel energy to keep people up and going without scarifying buff and utility spells.


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50
Ebba the boar wrote:

EDIT: Ingolf's Friend to the Animals revelation also adds +4 to Ebba's saves when he's within 30 ft.:

Friend to the Animals wrote:
Animals within 30 feet of you receive a bonus on all saving throws equal to your Charisma modifier.

I should note that Lightfoot is a Magical Beast due to being a Familiar. So she does not get this +Cha.


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

Wow that was the easiest Level Up.

Druid 5!
Health +6 (4 HD, 1 Con, 1 FCB)
Skills +9 (+4 Class, +2 Int, +1 Skilled, +2 Background) Perception, Heal, Spellcraft, K:Geo*, K:Nature x 2, Handle Animal* x 2, Survival

3 3rd level Spells (1 Base + 1 Bonus + 1 Domain)

Feat: Mauler's Endurance (Familiar Folio)

---

Lightfoot
Natural Armor +1 AC is now 16
Strength +1 Now 18 in Battle Form

HP is now 28 (18 + 10 from Mauler's Endurance).

+2 Attack and Damage for 1 round to Master and Self when Splits the Leaves downs a target. But not Vice Versa.

---

I also realized that I never specified whether I used VMC Witch or Wizard, I didn't think it would go past the 3rd VMC level. Also the Halcyon Druid gets a Bonded Item Mask, which normally doesn't work with a Familiar. When we cross that bridge I will probably have to reconsider things. Though I love the fact that it gets Knowledge Skills and Diplomacy... Hmph.


Iron Gods: Iron maps;
Splits the Leaves wrote:
He would like to get his third level spells and fill out his empty 2nds. If he can use that Shrine where he can get a free Metamagic, that would be ideal.

You can rest in the lizardfolk huts or make yourselves a place in the jungle. And sure, you can prepare spells in the shrine to get its benefits :)


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

Gonna be a bit behind on leveling, helping family through some medical issues so I'm just gonna focus on the RP. My BAB and base saves don't change, the rest I'll sort out ASAP.

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

Level 5 brings:
- New Feat: Bodyguard! Now Tonny can stand bravely behind someone and crack his whip over their shoulder to drive back anyone trying to hit his friend. I've checked and am pretty sure cover wouldn't prevent Bodyguard from functioning, but if the GM thinks otherwise then it would be best to resolve that now rather than when someone's life is on the line. (Having cover is important to keep someone from taking their own AoO against Tonny for using a whip.)

- New Talent: Effortless Aid! Now Tonny can Aid another character as a move action rather than a standard - or even as a swift action if need be! And then he can use his standard action to Aid someone else's attack roll, and then Bodyguard to Aid someone's AC as a reaction...

New Extract: Vomit Swarm! I thought about resist energy, but we do have a druid who can prepare the communal version if we really need it. What we don't have is someone who can create a swarm as a standard action to go bother a spellcaster or some grumpy fighters who forgot to pack their acid flasks.

Upgrade: Improved Monster Lore! Now Tonny can Take 10 to ID a creature, even in stressful situations.

...and then lots of skills. Wohoo!


Iron Gods: Iron maps;

As per the bodyguard faq you are not actually performing an AoO, you only need to threaten the creature, which means being able to perform a melee attack according to the definition in the combat chapter. Interestingly, although you cannot perform an attack of opportunity against someone with cover, you still threaten his square, because you can make a melee attack against someone with cover.

Hmmm... as the FAQ says it consumes an AoO but it is not an AoO, I am inclined to say bodyguard works despite of cover.


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Human Ranger 8| HP 47/53 | AC 19/14/15| CMB +10| CMD 24| F +8| R +11| W +6| Init +4 Per +12| Longbow +15 (1d8) arrow count: 17 regular, 16 +1

I will try to get a character updated ASAP. this week is crazy busy, but hopefully tomorrow i can do it.

I would be interested in continuing the game after the module, as well


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

Level 5!

HP +7

BAB and Saves remain the same

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.

Discern Lies (Sp): At 5th level, an inquisitor can discern lies, as per the spell, for a number of rounds per day equal to her inquisitor level. These rounds do not need to be consecutive. Activating this ability is an immediate action.

+1 1st level spell per day (4 total, 4 known + bonus)

+1 2nd level spell per day (2 total, 3 known + bonus)

Level 2 spell - Need to double check what is allowed through the current source books, will update GM

Studied Target now a +2 bonus

Feat - Extended Bane (Placeholder while filtering through sourcebooks; will update GM by end of day)

Adventuring Skills -

Perception +1
Intimidate +1
Diplomacy +1
Knowledge (Nature) +1
Survival +1
Stealth +1
Sense Motive +1

Background Skills -

Profession (Laborer) +1
Knowledge (Geography) +1

And that should be everything! Not too shabby.

I'm a little unsure on whether to keep on as Adriana or to put together a different character. @GM, will Seers be using the same sourcebooks as the ones listed for this game?


Human Ranger 8| HP 47/53 | AC 19/14/15| CMB +10| CMD 24| F +8| R +11| W +6| Init +4 Per +12| Longbow +15 (1d8) arrow count: 17 regular, 16 +1

HP + 6
+1 BAB
no saves change

skills increases (6)
survival
stealth
knowledge nature
intimidate
heal
sense motive

Background Skills
handle animal
craft taxidermy

new favored enemy: reptilian humanoid
increase favored enemy: animal to +4

Feat: Precise Shot

New Level 1 spell slot

Rosemary:
+1 HD (7 HP)
no change to saves or BAB
Skill: acrobatics
Feat: combat reflexes


Iron Gods: Iron maps;
Adriana the Penitent wrote:
I'm a little unsure on whether to keep on as Adriana or to put together a different character. @GM, will Seers be using the same sourcebooks as the ones listed for this game?

Yes, it is my intention to give continuation to the same source materials. I would like to hear if the limited amount of books is helping you to level up faster and to what extend you feel limited when trying to achieve the character concept you want to play.


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

I mean, I personally have no complaints about the book limitations (If I did, I would have given up my spot in the game), I just got the character-making itch and assumed the same restrictions would apply.

I'm curious to see what I can build; restrictions breed creativity and all that :)


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

Prepared Spells:

0th (4 slots) - Guidance, Create Water, Detect Poison, Detect Magic

1st (3 slots, 1 domain, 2 bonus, 2 pearls) - Entangle, Faerie Fire, Shield Companion, Obscuring Mist, Calm Animals, [Whispering Wind], [Pearl], [Pearl]

2nd (2 slots, 1 bonus, 1 domain) - Aggressive Thundercloud, Bull's Strength, Barkskin, [Wind Wall]

3rd (1 Slot, 1 Bonus, 1 Domain) - Call Lightning, Resist Energy (Communal) , [Gaseous Form]

Sadly Dispel Magic is a 4th for Druids.

I need to prepare Call Lightning, it is too much of an iconic druid spell to not prepare... Besides I feel like it fits here.

Shrine wrote:


Druids, divine spellcasters in service to the Erastil, Gozreh, or the Green Faith, or those with the Air, Animal, Earth, Fire, Plant, Water, or Weather domains who pray for their spells in front of the stones gain a special boon. They can select one of their prepared spells to receive the benefits of the Empower Spell, Extended Spell, Silent Spell, or Still Spell metamagic feat (increasing the spell’s effective level as appropriate). This can be done for only one spell, and only when the caster prepares their spells for the day.

Can't really afford any higher level slots here sadly. Still cool though!


Iron Gods: Iron maps;

Yes, I hope all this temple stuff has payed off playing a Gozreh faithful :)

Which of your spells do you prepare to receive one of the feats?


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

None actually, they require an increased Spell Level sadly so none are really worth it right now.

Empower is +2 which is way too much, Extend isn't really needed right now.


Iron Gods: Iron maps;

Ingolf, you will need a concentration check to cast defensively in front of the shadow if you wish to avoid an Attack of Opportunity.


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Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Added concentration check.


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

So I'll be making a post soon, however I'm rather embarrassed to admit that I've realised I've forgotten to add my extra spells from leveling, so I'll be planning around that and after that posting my spells for GM approval.

What a week :/


M Human Druid (Restorer) 5 - HP 36/37 - LF HP 27/28 - AC 16 - TAC 12 - FF 14 - CMD 14 - Init +6 - Fort +5 - Ref +3 - Will +8 (+2 storm effects) - Perc +15 - SM +18 - Wind 8/8 - Wild Shape 1/1 - Hero Points 3/3 - CLW 21/50

@GM Rutseg: I actually have +6 Initiative not +2 so I should have acted in the first round with both Ingolf and Jonah.

I'll probably just expend another Cure Light Wounds to burn it when I get to a desktop.


Iron Gods: Iron maps;

Oh, I copied the last post initiative and forgot of the adjustment! Splits is up for this new round of course.

My initiative template is fixed as well :)


Iron Gods: Iron maps;

If you want some advise, flames of the faithful is good to increase damage output, instrument of agony to give some control (although this requires a lot of Wisdom to have a decent DC), silence and brow gasher are also nice ones. Of course, lesser restoration will also see some use from time to time.

I have a 5th level Inquisitor playing Flame of Fire, so I had to go through the same pain of looking for a spell.


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Blistering Invective is fairly effective, although it is language-dependent. It's probably too soon for See Invisibility.


Iron Gods: Iron maps;

RAW the aid another only requires you to threaten your target, and that means you need be able to attack your target in melee, it does not need for your weapon to be effective. Thus I will rule that Tonny can aid with his whip.

If you think on it a bit, a halfling with strength 7 and a dagger facing a dragon with DR 10/- is not more effective with his dagger against the dragon than Tonny's mundane whip against an incorporeal, yet I think no GM would deny the halfling the ability to aid another and flank in the combat.

Besides, there are a couple of magical weapons in your treasure list. Also wands use the spell trigger activation mecanism (a command word), so they do not provoke AoO.

Adriana, I tell from memory, but I think to remember there is an Inquisitor judgement that makes your weapon count as magical for the purpose of bypassing DR. I would rule this makes the weapon count as magical for: incorporeals "can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, spells, spell-like abilities, or supernatural abilities"


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

I think flames of the faithful will be the best choice, because - and this is a little embarrassing - I have Blistering Invective, and it is language dependent, so that's kinda hamstrung me there - and to really drive the point home, GM I don't have judgements because of my archetype, which has become quite the poor choice. Thematically it was great, but utility wise? not so much :/

I may, for the next game, retool Adriana slightly, but that discussion can wait.


Iron Gods: Iron maps;

Jonah, I believe you can still shot a composite bow without having enough Strength to pull the string, you just get a -2 to the attack. It is explained in the description of the Weapons entries in Equipment, on the composite bow ;)

Also, note you do have a magical bow in the treasure list!


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

I think we're gonna have to take a minute once this combat is over to just go through the treasure list again because I don't remember us having a magical bow .

I'll begetting a post in late tonight Central Time - minor family thing that needs to be sorted - so Jonah feel free to jump in first.


Iron Gods: Iron maps;

Yup, you found one at the shipwreck, I think it is the one Jonah is using but I am not sure if he is conscious the bow is magical :)

You also found a magical kukri at the Ghol-Gan ruins.


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Too bad the kukri is the wrong size for Ingolf. :(


Iron Gods: Iron maps;

I am not 100% sure of this, but I think sun metal does not make the scimitar magical per se like magic weapon would do, and thus, only the flaming damage affects the shadow, and as a non-force magical source, the damage of the flames is halved.


Female Human Inquisitor 7 | HP:52 | AC:20 TAC:13 CMB: +6 CMD: 20 | Fort+7 Ref+7 Will+8 | Init +5 Perception +12 | Hero Points: 3

Well, should that be true, sucks a little, but some damage is better than no damage. Really should not have given up judgements :/


Male Gnome Nature Oracle 3 Unchained Barbarian 2| HP: 32/45 temp HP: 0 3 NL damage| AC: 19 (20) T: 15 (16) FF: 15 (16) bracketed numbers are in melee vs size medium+ | Saves F:6 R:0 W:3 | Init: -1 | Perc: 10 (low-light)| CMB: 4 CMD:18 | Speed: 20 ft | conditions: none

Do we have any means to heal Jonah's strength damage, other than through normal rest?

Grand Lodge

M NG Half-Elf Cryptid Scholar Investigator 8 | HP 51/51 | AC 14 T 12 FF 12 | CMB +5, CMD 17 | F: +3, R: +8, W: +7 (+2 vs enchantments) | Init: +2 | Perc: +7 (+2 vs traps), SM: +2, Low-light vision | Speed 30ft | Extracts: 1st 5/5 2nd 5/5 3rd 3/3 |Inspiration 10/10 | Active conditions: None

We found some potions of lesser restoration (or at least they're showing up on the Inventory spreadsheet). If one's not enough, Tonny would be happy to surrender his potion to Jonah.

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