[PbP Gameday IX] PFS1 #8-03 Captives of Toil (5-9) T2 (Inactive)

Game Master Baerlie


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The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

Luurg is CG and what his aura looks like has never crossed his mind.

Silver Crusade

#06-97 Siege of Serpents Male CG Dwarf Cleric 8 | HP 59/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 4

I think Urzaia has a strong chaotic aura (the aura that matches Gorums non-neutral alignment) and a faint good aura (as he is a CG creature with 5-10 HD) that can be detected with the corresponding detect spells.

If he was no warpriest (and also no cleric) his auras would be faint chaotic and faint good.
From the wording of the aura feature and aura sight (and that there is no 'detect neutral' spell)
I would conclude that there is no such thing as a 'neutral' aura.

If Urzaia was subject to a detect alignment ability he would show as chaotic good.

Silver Crusade

#06-97 Siege of Serpents Male CG Dwarf Cleric 8 | HP 59/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 4

Anyhow, Grunjar has no means to hide his auras.
So despite how much I love the disguise plan I still vote for the side tunnels.
But if the party decides otherwise, Grunjar goes with them on the Long Walk.

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

Luurg's first choice is side tunnels since he can find his way around but has 0 social skills.

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

Urzaia is in the same boat as Grunjar, though a less offensive race. The only way for us to hide our auras is a full nights rest and re-preparing our spells. The whole group gives off good auras so we're busted if anyone checks. Might as well hustle down the side halls.


Venture Lieutenant, Play by Post (online)

I think you're probably thinking too hard about this, if you're worrying about your auras. It's resolved by one combined skill check; which approach you take determines what skills are options. Do either whichever way sounds like fun, or whichever you think is related to skill checks your team would be better at.

Silver Crusade

#06-97 Siege of Serpents Male CG Dwarf Cleric 8 | HP 59/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 4

Grunjar has a not too bad Perception Skill (+8 with Guidance) and also Stonecunning (another +2) which may help in the tunnels, Survival +6.
His social skills are not very good (with one exception: Sense Motive +10, with guidance +11).

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

I'm good either way.


Venture Lieutenant, Play by Post (online)

Feeling quite ill after flu shot; may be unable to post for a day or two.

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

Ick. I'm getting one tomorrow, hopefully it won't do the same to me.

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

no hurry here....

Silver Crusade

#06-97 Siege of Serpents Male CG Dwarf Cleric 8 | HP 59/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 4
GM Redelia wrote:
Feeling quite ill after flu shot; may be unable to post for a day or two.

Get well soon! But take your time.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

Single moms (temporary, even) are the heroes of the modern world.

Silver Crusade

#06-97 Siege of Serpents Male CG Dwarf Cleric 8 | HP 59/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 4

I am not sure how Grunjar can help with Old Ironfin.

The only spell he could prepare (5 times, if necessary) that will help a bit with diplomacy checks is eagle's splendor.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

Well, we don't even know what Ironfin is. Could be a stein of ale with a good head, in which case we'll move Grunjar to the front of the line.

Silver Crusade

#06-97 Siege of Serpents Male CG Dwarf Cleric 8 | HP 59/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 4
Las Lajas wrote:
Well, we don't even know what Ironfin is. Could be a stein of ale with a good head, in which case we'll move Grunjar to the front of the line.

Sadly, it doesn't look like ale to me... ;-)

I really hope that Grunjar's buffing of Felgris is not perceived as too much powergaming.
But I already planned it before we got the description of the encounter.
And as Felgris seems to know the location of the cave and also the surroundings (and the emerging of Old Ironfin is also expected), in my opinion there would be enough time to do the spellcasting as described.

Anyhow, Eagle's Splendor lasts six minutes, Guidance lasts one minute and Bit of Luck lasts one round.
If Grunjar has to choose, he casts Bit of Luck instead of Guidance.

Silver Crusade

#06-97 Siege of Serpents Male CG Dwarf Cleric 8 | HP 59/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 4

Ok guys, how are we gonna plan this ambush?

We did not have a fight yet, so I don't really know your guys fighting style...
- Does Luurg just fly, drop bombs, and then - after running out - go into melee?
- Does Father Urzaia just wade into combat by blessing himself and then cut through the enemies?
- Does Las Lajas stay out of normal reach using his whip to disarm and trip people?
- Does Mykel use acrobatics to get into flanking positions?

Sorry for these questions, but I do not have much experience with your classes... :-/

Grunjar usually stays behind/next to an archer (or a frontline warrior), gives his bit of luck, heals with spells and channels (if needed) and can also provide flanking.
But since reaching Level five he also can fly for a few minutes - should be enough for one battle...

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

Pretty much, he has a couple Vital Strike tricks, too. If he has time before the fight he can pre-buff and save some Fervor for self healing as well.

Since we have a day, he'll revise his spell list for heavy combat.

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

i do when the opportunity strikes. I deal a good amount of damage in combat...even more if i crit. i parry/riposte when I can...

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

Las mainly uses his whip to stop people from taking AoO's. I don't to too much tripping or disarming, but I can if people call out for it.

On tougher targets, I use adhesive spittle.

As an FYI, I don't think Las counts for flanking as I don't get AoO's with the whip.

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

Luurg usually starts with a buffing extract or two. Typically enlarge or reach, or both then makes big single swings. Pokes with Leafy or, if things are serious, hacks with the oversized axe. He tries to outlast his opponents, and at some point also will be taking vital strike.

He almost never uses bombs, although he did finally get breath weapon bomb which I've been looking forward to trying out some time! The wings are just too good a discovery to pass up and always come in handy, no matter the situation.

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

Spells updated. Forgot to mention Urzaia can hand out War Mind. It lasts a minute and can be applied as a swift with Quicken Blessing as long as you're next to me.

Silver Crusade

#06-97 Siege of Serpents Male CG Dwarf Cleric 8 | HP 59/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 4

Spells updated.

Grunjar's plan:

1) cast daylight on a pebble and conceal it
2) cast fly on myself
3) buff Mykel with aid, weapon of awe and protection from evil
4) buff the party with bless
5) cast invisibility purge
6) wait for the right moment, then reveal/drop daylight-pebble
7) stay near Mykel, giving him bit of luck and provide flanking

For the buffing I would need a total of 7 rounds.

Any objections? Ideas are always welcome!

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

Urzaia will start with Angelic Aspect and Weapon of Awe. They're both minutes per level so there's a little more leeway.

He can get 4 people with War Mind in two rounds and leave someone out or take an extra round and get everyone.

Then He'll use Channel Vigor and Divine Favor just before the fight.

Silver Crusade

#06-97 Siege of Serpents Male CG Dwarf Cleric 8 | HP 59/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 4

All of Grunjar's buff spells are minutes per level (incl. invisibility purge).
Daylight is even better with 10 minutes per level, so it will last one full hour.

If our group can get the information when the duergar will arrive and can act in the last minute before, we can have all above mentioned buffs active.

Additionally, if Father Urzaia wants to exchange one of his orisons, he can also start the battle with one temporary hitpoint using virtue (lasts one minute, but that's still 10 rounds).
And if we take another round, also Luurg and Las Lajas can have one temp hp.
I know it's not much, but usually every little bit helps...

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

and I can always use my bow ahead of them getting here

Silver Crusade

#06-97 Siege of Serpents Male CG Dwarf Cleric 8 | HP 59/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 4

@Luurg: I just was looking at all character profiles (again!) in this adventure group to get a better grip what they can and can't do.

In your Offense-Stat Block (that butchering axe is really some kind of monster!) I noticed something I could not make sense of.

I was wondering if you could tell me - in simple words, please! ;-) - why, if you enlarge, the the butchering axe's damage dice become 3d8?
I was quite sure they would increase to 4d6 (according to the FAQ).

FAQ citation:

When the damage dealt by a creature’s weapons or natural attacks changes due to a change in its size (or the size of its weapon), use the following rules to determine the new damage.

If the size increases by one step, look up the original damage on the chart and increase the damage by two steps. If the initial size is Small or lower (or is treated as Small or lower) or the initial damage is 1d6 or less, instead increase the damage by one step.
• If the size decreases by one step, look up the original damage on the chart and decrease the damage by two steps. If the initial size is Medium or lower (or is treated as Medium or lower) or the initial damage is 1d8 or less, instead decrease the damage by one step.
• If the exact number of original dice is not found on this chart, apply the following before adjusting the damage dice. If the damage is a number of d6, find the next lowest number of d6 on the chart and use that number of d8 as the original damage value (for example, 10d6 would instead be treated as 8d8). If the damage is a number of d8, find the next highest number of d8 on the chart and use that number of d6 as the original damage value (for example, 5d8 would instead be treated as 6d6). Once you have the new damage value, adjust by the number of steps noted above.
• If the die type is not referenced on this chart, apply the following rules before adjusting the damage dice. 2d4 counts as 1d8 on the chart, 3d4 counts as 2d6 on the chart, and so on for higher numbers of d4. 1d12 counts as 2d6 on the chart, and so on for higher numbers of d12.
• Finally, 2d10 increases to 4d8 and decreases to 2d8, regardless of the initial size, and so on for higher numbers of d10.

Damage Dice Progression Chart
1
1d2
1d3
1d4
1d6
1d8
1d10
2d6
2d8
3d6 <--- medium
3d8
4d6 <--- large
4d8
6d6
6d8
8d6
8d8
12d6
12d8
16d6


Am I missing something?
Is this a special axe with a different damage increase when enlarged?
*scratches head*

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

We should think about putting caltrops on the stairs.

Also, Las should be able to craft some cement rather quickly and we could try and plug up the exit and the access to the stairs.

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

I've never seen that particular chart Grunjar. And in particular, I think I've only had the opportunity to use that axe while enlarged once! (Twice if you count the adventure in which I earned the boon! A timely crit even!)

Looks like I need to adjust to 4d6, which is better than 3d8 anyhow.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

@GM - Do we know what spells these guys typically have, besides Enlarge Person?

Silver Crusade

#06-97 Siege of Serpents Male CG Dwarf Cleric 8 | HP 59/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 4
Luurg wrote:
Looks like I need to adjust to 4d6, which is better than 3d8 anyhow.

Yay, more damage! :) :) :)

Grunjar is helpful! Must be the Wisdom score... ;-)

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h
Las Lajas wrote:
@GM - Do we know what spells these guys typically have, besides Enlarge Person?


Venture Lieutenant, Play by Post (online)

Las, in a sense that question does not make much sense. It's like asking what spells an elf is likely to have prepared. It's much too variable for that.

I want to make sure you guys understand the layout in making your plans. There is an upper level overlooking a lower level, and the tunnel that is continuous with the lower level. You will be expecting the enemy to come through that tunnel. You are being given the chance to plan an ambush when they do so.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

Don't duergar have innate spells? Clearly Enlarge Person is one of them based on the fort.

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

Urzaia is best as a melee combatant. He can take a couple pot shots with his bow during the approach, but his shots will be mostly ineffective against foes in melee. Best bet to me looks like blocking the northern stairs the setting up an ambush on the northern platform by the crumbled section. Anyone trying to reach melee range would have to pass through two traps to reach us.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

The thing is we need to stop them from getting through the tunnel right? So we need to stop their progress. Will the even need to come up the fort?

If they are moving from one side to the other, then I think Lurrg and I should make cement and we block the outgoing tunnel.

@TEAM does anyone have any cool potions? Las has an extract that allows him to use a potion without consuming it.

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

nope

Silver Crusade

Male CG Half-Orc (Molthuni) Warpriest of Gorum (Molthuni Arsenal Chaplain) 9 | HP 66/66| AC 25 T 11 FF 24 | CMB +12, CMD 23 | F: +13, R: +9, W: +15 | Init: +1 | Heal +11, Perc: +17, SM: +16 | Speed 20ft | Blessing (War): 7/7 | Sacred Weapon: 9/9 | Spells: 1st 6/6 2nd 5/5 3rd 4/4 | Fervor 8/8 | Reroll 1/1 | Active conditions: None

No

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

Luurg uses a potion of heroism for alchemical allocation, if you are interested in doing that Las.

If we have ample warning, Luurg will have the following buffs applied:
False Life, Ant Haul, Blood Hound, Alchemical Allocation: Heroism, Barkskin, Shield, and finally Enlarge.

Being down in the tunnel to physically bar them from moving through it is important. Melee having healing support would be great. Luurg can soak some damage and self heal a bit, but that goes a lot further with some healing back up.


Venture Lieutenant, Play by Post (online)

Las, I understand your question now. Roll knowledge local in the gameplay thread, please.

Silver Crusade

#06-97 Siege of Serpents Male CG Dwarf Cleric 8 | HP 59/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 4

@GM Redelia:
Can Grunjar (as a dwarf) also roll knowledge, but for history instead of local?
Long ago dwarves and duergar were one race...

Silver Crusade

#06-97 Siege of Serpents Male CG Dwarf Cleric 8 | HP 59/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 4

@Las: Sorry, no potions.

@Team:
I can have one more buff spell memorized which gives 1 AC (stacks) and a no hands weapon equal to cold iron armor spikes: Ironbeard.
Drawback: The ironbeard makes it difficult to speak, so any spellcasting with a verbal component has a 20% spell failure chance.
Shall I cast it on Mykel?
And/or does anyone else want it?


Venture Lieutenant, Play by Post (online)

OK, guys, let's try to get this moving again. I know open ended planning stuff like this can be a big black hole in PbP.

Please put yourselves on the map wherever you wish to be when you are ambushing the enemy. Also, please post in gameplay thread whatever buffing you do ahead of time. You may assume that you know down to the round when you will fact the enemy.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h
GM Redelia wrote:
Las, I understand your question now. Roll knowledge local in the gameplay thread, please.

I made that roll back here:

K. check

Silver Crusade

#06-97 Siege of Serpents Male CG Dwarf Cleric 8 | HP 59/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 4

Final spell adjustment is done.

Luurg (and his axe) will also get 2 buffs from Grunjar:
- protection from evil (I figured you'd also want the +2 deflection bonus vs. evil and the immunity to be charmed/controlled)
- weapon of awe (+2 sacred bonus to damage rolls)
I hope he doesn't mind the needed touchy-touchy... ;-)

The complete list of party buffs by Grunjar will be posted in gameplay soon(-ish).

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

Las is just waiting for info on duegar spells before he completes his spell list.

Scarab Sages

Male Human (Garundi) #43870-5 | Investigator 6| HP 51/51 | Init +1 | AC: 16 T:11 FF:18 | F: +4 (+4 vs Poison), R: +6 W: +7 (+1 Trans)|+1 Adam. Stinging Whip +7(1d3+2) | Perception +11 | Diplo +9 | UMD +13 | Sense Motive +14 | Spellcraft +10 |DD +12
Active:
Darkvision 6h, Barkskin 1h, Longstrider 1h

Also, do we know if the slavers are traveling through the fort? From one entrance to the other exit?

Silver Crusade

#06-97 Siege of Serpents Male CG Dwarf Cleric 8 | HP 59/59 | AC 25 T 11 FF 25 | CMB +7, CMD 18 | F: +10, R: +4, W: +16 (+2 vs. Poison/Spells/SLAs, +2 vs. charm/comp.) | Init +6 | Heal +12, Perc +18 darkv. 60' (Stonecunning: +2 extra), SM: +12 | Speed 30ft | Lucky Number: 4
Las Lajas wrote:
Also, do we know if the slavers are traveling through the fort? From one entrance to the other exit?

@Las Lajas: Good question. It seems I cannot find any information about the direction of their approach.

@GM Redelia, surely Felgris knows and tells us, doesn't he? Or do we have to ask him in character?
This knowledge is crucial for the placement of characters on the map...

@Luurg and Mykel:
Each of Grunjar's weapon of awe spells will be cast on one weapon you present to him.
I assume butchering axe and falcata... but the final decision is yours.

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

falcata sounds groovy to me...

The Exchange

Internal Alchemist 8 HP67/67 Fast Healing 4/4 | AC 20, T 12, FF 20 Uncanny Dodge| Fort +11, Ref +10, Will +5 | Init +2 | Perc +12, 60' Darkvision, Bombs (13/13) Fly (8/8) Effects: Ant Haul

Luurg will already have temp HP from false life, but casting spells on the axe is always welcome.

Prot evil is always nice. Alchemists have horrible will saves.

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