Ærde: Lost and Found in the City of Wonders

Game Master Jibril Johan Sameh

On the north western edge of Al Aimtidad, the anvil desert, sits the jewel of the world, the city of Zhayalammar. It is the ancient city of invention, horror, passion, and sorcery.

The Narrative * City Map * Character Status * Lands Around Zhayalahmar * Known Power Groups * Gossamer House * Gossamer Rooms * Current Map * The Scoreboard


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It's this: https://www.d20pfsrd.com/magic-items/wondrous-items/h-l/ioun-torch

Ioun torch, sorry :)


Human Ranger 2 / Fighter 2 | HP: 35/37| AC (temp): 19 (14 Tch, 16 Fl) | CMD: 15 | F: +8 R: +6 W: +1 | Init: +4 | Perc: +8 SM: +1 | SMB: +4, SMD: 15 |

Urk... 10 days of close to +30C days. Winter can't come soon enough.


Human Ranger 2 / Fighter 2 | HP: 35/37| AC (temp): 19 (14 Tch, 16 Fl) | CMD: 15 | F: +8 R: +6 W: +1 | Init: +4 | Perc: +8 SM: +1 | SMB: +4, SMD: 15 |

By the way, if someone wants to get to the front line with Tymythy already just holler - if we act before the enemies do we might be able to move our formation back a step or two.


Human Draconic Sorcerer/4 | HP 20/26 | Init +2 | AC14/F12/T13 | Mage armor AC18 | F+2 R+3 W+4 | Perc +4 SM +0 | Active Conditions: Mage Armor | Spells per day: 1st 4/7 2nd 4/4 | Claws: 7/7rounds | SMB 7; SMD 17

Does Mage Armor count as Zahra’s turn or do I need to give another action?


male (he/him)

Once I called for initiative you were considered to be in the first round. Casting Mage Armour is a standard action so you still have a move action and a swift action left. You do not need to make any other actions but I do want people to move their character tokens on Roll20 according to their move actions (Tymythy, please give me direction and I will move your token).


I can't move my token. In my last post I said Cairee moved next to Dounia, at the back of the pack. She stays there for this round.

Does Cairee know what language Flind's speak? You said they were humanoid - I'm assuming hold animal wouldn't work on them?


male (he/him)
Cairee Featherfriend wrote:

I can't move my token. In my last post I said Cairee moved next to Dounia, at the back of the pack. She stays there for this round.

Does Cairee know what language Flind's speak? You said they were humanoid - I'm assuming hold animal wouldn't work on them?

Flinds speak the language of Gnolls and almost never branch out to other languages.

Hold animal wont work on Gnolls. You would need to use the Hold Person to have an identical effect.

!Roll 20!
I'm going to assume this is the same for everyone.

Please drag your charater onto the game board and place them along the bottom of the page. I will swap them out. That should fix things ... except that it seems to still be an issue for Tymythy


Human Ranger 2 / Fighter 2 | HP: 35/37| AC (temp): 19 (14 Tch, 16 Fl) | CMD: 15 | F: +8 R: +6 W: +1 | Init: +4 | Perc: +8 SM: +1 | SMB: +4, SMD: 15 |

Dragging to the board doesn't work for me either...


@Corey, re: Command Spell. I can't find any forum about it. Near the top of the spell it says "language-dependent", but that's not a link to explain. I'm assuming it means that the language needs to be understood for the spell to work?


male (he/him)
Cairee Featherfriend wrote:
@Corey, re: Command Spell. I can't find any forum about it. Near the top of the spell it says "language-dependent", but that's not a link to explain. I'm assuming it means that the language needs to be understood for the spell to work?

Language dependant means that they must understand the command, must know the language (there is no sigh that the Gnolls/Flind understand common and it makes sense they wouldn't) to be effected.


male (he/him)

Here is a snapshot of the Current Situation. Please note that you are in a thin hallway and there are people in front of most of you. Last round Dounia went into the hall first so she got no penalties. Zahra threw her snowball with Dounia in the way so had a -2 soft cover penalty but she was performing a touch attack and rolled well. Tymythy moved out in front - you can move through an ally's space - so no penalty. Cairee had two people in her way, there was a fight going on, and she didn't speak gnoll - lots of penalties there.

Also, Zahra - snowball has a range of 30' but you didn't mention moving in your post. I've moved you to 30' from the target.

If someone is in front of you in this narrow hall they will provide soft cover to your intended target (+2 to AC). The number of people will give a stacking bonus.


Cairee put her light away when Dounia complained:)

My heart melted a little to read that our donkey thinks of us as his people.


male (he/him)

Everyone, please redact the orbiting Ioun torch from the record!

Also, good.

Also, I don't want you worrying about Crathadh while you explore.


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HP 24/31/Wis -1| AC 16/14/12 | F+3/R+7/W+2 | CMB +2, CMD 16 | Acro 11, climb 5, DD 14, EA 10, Init 6, Perc 8, SoH 9, SM 5, Stealth 11, Surv 9

I remember reading an online article years and years ago, a Q&A column in the long-defunct Pyramid magazine. The writer had asked the proper pronunciation of Flind - basically, soft or hard "i". The editor had responded that they always assumed it rhymed with "wind". Which I thought was a hilarious answer - did they mean the wind blows, or I need to wind my watch? Debate rages on....

Personally, I assume it rhymes with wind as it blows.


Human Draconic Sorcerer/4 | HP 20/26 | Init +2 | AC14/F12/T13 | Mage armor AC18 | F+2 R+3 W+4 | Perc +4 SM +0 | Active Conditions: Mage Armor | Spells per day: 1st 4/7 2nd 4/4 | Claws: 7/7rounds | SMB 7; SMD 17

If Zahra wanted to cast Grease on the weapon handle of the Flind's weapon to hopefully disarm him, would that be a to-hit roll like a ranged touch attack? Or not allowed at all?


Human Draconic Sorcerer/4 | HP 20/26 | Init +2 | AC14/F12/T13 | Mage armor AC18 | F+2 R+3 W+4 | Perc +4 SM +0 | Active Conditions: Mage Armor | Spells per day: 1st 4/7 2nd 4/4 | Claws: 7/7rounds | SMB 7; SMD 17

Also, I loved the Crathadh scene.


male (he/him)
Zahra al Asmar wrote:
If Zahra wanted to cast Grease on the weapon handle of the Flind's weapon to hopefully disarm him, would that be a to-hit roll like a ranged touch attack? Or not allowed at all?

The description in the spell is very clear on this point. You can cast the spell on any object, like the Flindbar the blue dotted Flind is using (the only weapon within range for you even if you move this round).

The Flind makes a reflex save vs your spell DC.

If they pass then they avoid the effect entirely.

If they fail they drop the weapon and must succeed in a reflex save vs your spell DC each round they atempt to pick up or use the weapon (or any other item you grease.

You do not need to make an attack roll.


male (he/him)
Zahra al Asmar wrote:
Also, I loved the Crathadh scene.

Mostly, I wanted to add some atmosphere. You are all fighting in this cave carrying the only light. You are in a tight hallway like space. It's a great image!


@Tymythy, Corey told me that magic healing would pop the arrow out so I didn't heal it in you - I think I just didn't roll high enough. Next time!


Human Ranger 2 / Fighter 2 | HP: 35/37| AC (temp): 19 (14 Tch, 16 Fl) | CMD: 15 | F: +8 R: +6 W: +1 | Init: +4 | Perc: +8 SM: +1 | SMB: +4, SMD: 15 |

Works for me, although since the game doesn't have rules for infections and other nasty stuff that can follow taking damage (like Harn did... those were the days... get scratched by a rusty nail, die of blood poisoning a week later) it's just RP material either way :-)


male (he/him)

It's why I wrote - you felt less pain.

I'm amending what I told Cairee.

Continued holy healing will make Tymythy feel as good as new and he will have all of his hit points. He will have an arrow through his shoulder until it is pulled out and then the wound will heal over a few weeks to be invisible. A holy miracle ... or a wholey miracle (cue trombone)


male (he/him)

Sorry Dounia but three points:

1
You were 30' from the flind or 5' feet short of getting behind it. You would have to make a double move to get into a flanking position.

2
In the description under acrobatics to move through threatened squares:

"In addition, you can move through a threatened square without provoking an attack of opportunity from an enemy by using Acrobatics. When moving in this way, you move at HALF SPEED." You can make a move to get near and a second to get into position; or, get within range for a normal attack and move into position for a flanking attack next round.

3
If you move through the square the opponent is in the difficulty is CMD+5 - This is a minor point as your roll would still succeed.

Please pick between:
A double move to get into flanking position (you would still get a bonus on AC vs any ranged attacks for being in melee with one)
Moving to Tymythy's side (right or left) to attack this round
or
Moving to the Flind's side (right or left), receive an AoO, then attack this round


HP 24/31/Wis -1| AC 16/14/12 | F+3/R+7/W+2 | CMB +2, CMD 16 | Acro 11, climb 5, DD 14, EA 10, Init 6, Perc 8, SoH 9, SM 5, Stealth 11, Surv 9

I'll move to Tymythy's right side please. I had counted 25 feet from flind, so I thought I could get through in single movement, my mistake.


male (he/him)

Character status should be updated


I will be away until Monday, please bot Dounia as needed


male (he/him)
Tymythy-son-of-Stywyrt wrote:
Hmm… is the ”Current Map” file you shared more current than the Roll20 map at the moment? Assuming so, Tymythy will be happy to take the lead, heading first to the cover of those bounders on the edge of the bright light area. That might be within one move action’s range, but then again, we are in darkness at the moment so might be best to assume the terrain could be considered difficult.

[ooc]The roll20 is more accurate. The Light spell has warn off and everyone is in utter darkness. This means:

1) you are all effectively blinded.
2) You have to make a perception check to try to guess where the foe is and have a 50% miss chance in combat.
3) You lose any Dexterity bonus to AC and receive a –2 penalty to AC.
4) You take a –4 penalty on opposed Perception checks and most Strength– and Dexterity-based skill checks.
5) You automatically fail all perception checks based on sight
6) You must make a DC10 acrobatics check to move faster that 1/2 your movement rate or fall prone.


Human Ranger 2 / Fighter 2 | HP: 35/37| AC (temp): 19 (14 Tch, 16 Fl) | CMD: 15 | F: +8 R: +6 W: +1 | Init: +4 | Perc: +8 SM: +1 | SMB: +4, SMD: 15 |

Oh... I thought the light going out referred to some distant glow, but it was Zahra's spell? Hmm... the flind didn't pick up the stone, right? And the spell shouldn't expire in a long while yet unless I'm mistaken (not that Tymythy would know that)? So it was countered?

That changes things... please disregard my post, I will think of something else, but a new light source would we welcome to start with, either another spell or lit torch or both.


male (he/him)
Tymythy-son-of-Stywyrt wrote:
And the spell shouldn't expire in a long while yet unless I'm mistaken (not that Tymythy would know that)? So it was countered?

I believe the spell duration for Zahra is 30mins (10mins/lvl) but with Dounia going in, coming out again, everyone going in, people taking a look around, finding the trap, then this encounter - I'm going to say the spell timed out naturally.


Human Ranger 2 / Fighter 2 | HP: 35/37| AC (temp): 19 (14 Tch, 16 Fl) | CMD: 15 | F: +8 R: +6 W: +1 | Init: +4 | Perc: +8 SM: +1 | SMB: +4, SMD: 15 |

Ok, time flies ;^) Let's just start by waiting for some illumination to be provided.

As a side note, my father got admitted to a hospital yesterday. Could be mostly nothing and he's back home in a little bit, but right now we don't know. So that might affect my posting for a bit, depending...


male (he/him)

Best wishes for your Dad - hope it turns out to a check-in


Tymythy, I hope your dad is doing okay <3


Human Ranger 2 / Fighter 2 | HP: 35/37| AC (temp): 19 (14 Tch, 16 Fl) | CMD: 15 | F: +8 R: +6 W: +1 | Init: +4 | Perc: +8 SM: +1 | SMB: +4, SMD: 15 |

Thanks, he is. A minor stroke, too small a thing to even show up on the CT. He only lost a bit of movement range in his left shoulder, and even that is already getting better with physical therapy. He should be getting out of the hospital any day now, we hope.


HP 24/31/Wis -1| AC 16/14/12 | F+3/R+7/W+2 | CMB +2, CMD 16 | Acro 11, climb 5, DD 14, EA 10, Init 6, Perc 8, SoH 9, SM 5, Stealth 11, Surv 9

Glad to hear your dad's recovering! Strokes are scary, even small ones.

Thanks for keeping Dounia moving. I was going to suggest that Zahra toss the light to Dounia, but while camping this week my kid tossed me his headlamp, and I thought it would be fine because even though he couldn't see me very well, I could see him, and the light, so it would be easy to catch, right? Nope! Big old bonk head. Zahra can keep her light.


male (he/him)

On a related note - Zahra, don't forget to move or request a move for your character when you post. I don't want to guess at which way youre headed.


male (he/him)

Tymythy, glad to hear about your Dad. It's a long road and I remember what my Grandmother went through when she was developing a pattern of TIAs and I probably still don't know anything about the path your family is on. I hope you all have a long period of calm.


HP 24/31/Wis -1| AC 16/14/12 | F+3/R+7/W+2 | CMB +2, CMD 16 | Acro 11, climb 5, DD 14, EA 10, Init 6, Perc 8, SoH 9, SM 5, Stealth 11, Surv 9
Quote:
Wherever the Flind was in the dark, nearby or running for reinforcements, it was probably laughing.

As my kids would say... HAHA N00B!!


male (he/him)

Tymythy - 4 west and 3 north would put you in a wall. Did you perhaps mean the counter? 3 west and 4 north?

for now I have moved you 3 and 3 which would provide you with full cover for the moment


Human Ranger 2 / Fighter 2 | HP: 35/37| AC (temp): 19 (14 Tch, 16 Fl) | CMD: 15 | F: +8 R: +6 W: +1 | Init: +4 | Perc: +8 SM: +1 | SMB: +4, SMD: 15 |

Was aiming for one square SW of that (where the red "2" is on he map) but that is close enough. So 4W and 2N was what I should have posted ;^)


HP 24/31/Wis -1| AC 16/14/12 | F+3/R+7/W+2 | CMB +2, CMD 16 | Acro 11, climb 5, DD 14, EA 10, Init 6, Perc 8, SoH 9, SM 5, Stealth 11, Surv 9

Will the light source be repositioned before Dounia's turn? Or is the map current for her?


male (he/him)

Bonuses of the same type do not stack. For example: guidance gives a +1 while bardic inspire courage give as +1 but both are 'competence' bonuses so, on the same person, together they amount to a +1 total.

However, Bless is a 'morale' bonus and Guidance is a 'competence' bonus so they stack - if Tymythy should wish to use them together.


male (he/him)
Dounia Mehar Mehek Ghali wrote:
Will the light source be repositioned before Dounia's turn? Or is the map current for her?

You act in the order that you post so the lighting has changed by the time Dounia moves.


Human Ranger 2 / Fighter 2 | HP: 35/37| AC (temp): 19 (14 Tch, 16 Fl) | CMD: 15 | F: +8 R: +6 W: +1 | Init: +4 | Perc: +8 SM: +1 | SMB: +4, SMD: 15 |

Best I use the Guidance or I will just hoard it like a dragon - I have always been bad with single-use thingeys, always keeping them for an even rainier day ;^)


Corey, Tymythy had linked to Peacemakers Parley as a 2nd level cleric spell, but I don't see that in the full list of cleric spells. Is it something Cairee can use?


male (he/him)

Tymythy - I don't mind the drawing a weapon and passing it off - as long as the actions aren't too excessive. In your description you say daggers (plural) - but you have two-weapon fighting so have at it.

There are raised sections on the floor and I'm raising the difficulty for traveling blind over them but it hasn't been an issue with the acrobatics rolls you and Dounia have made. They are only a difference of about a foot so we aren't getting into 'difficult terrain'

and

Cairee - yes, I noticed the spell wasn't on the list. It is a second level cleric spell but has the note 'Grundinnar' after the description. It seems to indicate it is dedicated to a particular God not in my pantheon. I think it would be very appropriate for a worshiper of Saiph. If you want to use it please do.


male (he/him)

Dounia - getting through the tight space is going to take a move action and an escape artist roll DC15. Please roll and escape artist or be stuck there this round. From the other side of the crevice you have enough movement to get behind her and your first acrobatics roll will do it.

AoO rule: yes, the Flind only threatens spaces she can make a 'melee' attack into. If she had 'improved unarmed strike' or a natural attack I would let her do that with her free hand - but no.


HP 24/31/Wis -1| AC 16/14/12 | F+3/R+7/W+2 | CMB +2, CMD 16 | Acro 11, climb 5, DD 14, EA 10, Init 6, Perc 8, SoH 9, SM 5, Stealth 11, Surv 9

Super. EA and Acro are both +10. Do I need an acrobatics roll to get behind her, or is that just to avoid AoO?


male (he/him)

The skill reads several things:
1) ... to move through a threatened square without provoking an AoO.

2) When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. (The Flind's CMD is 17. If you move through their square the DC goes up by 5 to 22. If you use a full move it goes up to 32)

3) If you attempt to move through an enemy’s space and fail the check, you lose the move action and provoke an attack of opportunity.

I feel like you should have to make a check to get past her but as she doesn't threaten the space you can move at full speed without the -10. A failure would indicate you stopped short, success indicates you got past her. Your first roll for acrobatics would succeed so I just need a roll for Escape Artist (don't roll a 4 or less on the die).

I remember this with Ner. His move while doing this was only 10' because he was halfling. It worked out in the bar fight but it never really worked out again.


HP 24/31/Wis -1| AC 16/14/12 | F+3/R+7/W+2 | CMB +2, CMD 16 | Acro 11, climb 5, DD 14, EA 10, Init 6, Perc 8, SoH 9, SM 5, Stealth 11, Surv 9

escape artist: 1d20 + 10 ⇒ (18) + 10 = 28

It's one of the things I like about 5e, a lot of these rules are cleaned up and easier for my brain.


male (he/him)

Yes, I'm very 5e curious.

I haven't played nor taken a real look at the rules but -

I really like the simplification of skills. The brilliant additions of advantage/disadvantage, and legendary actions.

Simplification is great but I'm sure I'd miss all of the character archetypes. It also seems like it rewards characters with spells and spell abilities and gives short shrift to fighters. I'd forgive a lot though if it meant levels above 6th were more playable.

Pathfinder gets ridiculously unbalanced. The difference between saves becomes really large and everyone the PCs face have to have super armour. At some point it's useless to walk around in studded leathers.

I tried making up a character in the new edition of pathfinder and the ability stats generation system was so simplified that it made no sense to me to try to play against type - eg. strong halfling


I haven't looked at PF2 at all, but I've heard that it has doubled down on the "crunch", while 5e did the opposite. There's a reason people call it Mathfinder.

There's a great podcast I listen to by rpgbot.net, also an excellent website for character creation hints. They talk a lot about the differences between 3.x (basically D&D 3.0, 3.5 and PF1), 5e and PF2. Really excellent podcast for RPG nerds.

Unrelatedly, it's breaking 30C here, and I'm melting. I currently have a frozen water bottle behind a fan on my desk at work.

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