Coldwater's Abomination Vaults

Game Master Quentin Coldwater

Maps
Loot sheet

Initiatives:

[dice=Cherry Berry]1d20+14[/dice]
[dice=Fuìn]1d20+14[/dice]
[dice=Kka]1d20+15[/dice]
[dice=Kvit]1d20+10[/dice]
[dice=Lough]1d20+11[/dice]


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CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
GM Kwinten wrote:
Also, notably, the guy is not impressed by Kka's harsh words.

Well, shoot! That means a Will of +16 or better, which means that this guy is going to be fairly tough to beat in a fight, and tough to sweet-talk out of a fight. Kka's Diplomacy is non-existent (surprising, I know), so she's not going to Make much of an Impression. Anyone with decent Diplomacy want to give it a shot before we take our lumps?

By the by, this weekend I'm on another road trip. This time heading back to Spain from Italy. I should be able to post along the way once I get to my hotels in the evening, but if something happens and I fall silent, you'll know why.


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

Prequel Kvit has officially completed the beginner's box!

So since he leveled up there, he should be level 5 now here, right? Pretty sure that's how it should work. (Not serious)

end fight spoiler:
We fought the dragon as a "dream sequence" after. Kvit didn't hit it once, but he did prevent another major breath attack by covering half the room in a giant mushroom illusion. All his save or suck spells did the latter.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions
GM Kwinten wrote:
Identifying these things would be an Occultism check.

Nhimbaloth Lore?


Slides Loot sheet

Eh, sure.


Slides Loot sheet

Sorry, that "eh, sure" sounded more dismissive than it was. It makes sense to use that lore in this case, didn't want to sound like I'm throwing you a bone.

Drosil "Fuìn" Arimsyn wrote:

Lay on hands now heals 18 HP! Very nice!

18? Lay on Hands is 6 per spell level, I think. That should be 12 at the moment, right?

Also, the Wisp has an AC of 27 (now 25 due to Snagging Strike). That's a lot, but I thought I'd mention it in case people want to use Hero Points.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
GM Kwinten wrote:
I've secretly switched the attack and flat check around so it hits. Don't tell anyone. Shhh.

I actually think you have it right. flat checks for Hidden and Concealed should be done at the time of targeting, before you roll to see if you would otherwise succeed.

The Hidden description states that When targeting a hidden creature, before you roll to determine your effect, you must attempt a DC 11 flat check. If you fail, you don’t affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain flat-footed to the creature, whether you successfully target it or not.

Despite it seeming pretty clear to me, there is apparently some disagreement on this out there, but I've always just added the flat check roll right before the attack roll if it is needed.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

A reminder about Snagging Strike.

It does not imposed the Grabbed condition.

It imposes the Flat-footed condition so long as the creature remains adjacent.

Kind of a "grabbed lite"?


Slides Loot sheet
Kka Magwi wrote:
GM Kwinten wrote:
I've secretly switched the attack and flat check around so it hits. Don't tell anyone. Shhh.

I actually think you have it right. flat checks for Hidden and Concealed should be done at the time of targeting, before you roll to see if you would otherwise succeed.

The Hidden description states that When targeting a hidden creature, before you roll to determine your effect, you must attempt a DC 11 flat check. If you fail, you don’t affect the creature, though the actions you used are still expended—as well as any spell slots, costs, and other resources. You remain flat-footed to the creature, whether you successfully target it or not.

Despite it seeming pretty clear to me, there is apparently some disagreement on this out there, but I've always just added the flat check roll right before the attack roll if it is needed.

Eh, I don't mind whichever way you do it, as long as you're consistent and not using the preview window to cheat your actions. That's how I've been doing it, at least. Also saves me a line of text, the odds of me missing a to hit are (generally) higher than the flat 5 for concealment. Saves me a Preview window.

---

And yeah, as Lough said, the creature's still invisible. It's not a complete grab, although many people like to flavour it as such. I not-so-subtly hinted at splashing it with water to at least make it Concealed, if someone does so I'm willing to fudge the order to make the most favourable outcome possible.


NG Kayal Fighter/Blessed One 6 | HP 92/92 (Neg Res 3)| AC 24 (25 w/Shield) | F +13 | R +14 | W +11 | Per +11 (Darkvision) | Stealth +14 | Focus Pts 2/2 | Spd 25 ft | Exploration: Avoid Notice| Hero Pts 1/3 | Adjustments: None

OH MY GOSH I'm a dingleberry. My brain went "we're level 5" for some reason and I posted as such. I am very sorry for the confusion!


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
GM Kwinten wrote:
I not-so-subtly hinted at splashing it with water to at least make it Concealed, if someone does so I'm willing to fudge the order to make the most favourable outcome possible.

I was hoping that Kvit would do the honors and splash a little water on the creature to turn Kka's miss into a hit, but he decided on Produce Flame instead.

That leaves Cherry as the only one left able to splash water. Making it concealed will let Kka's strike hit home, but unfortunately, not Kvit's because his roll was < 5. Maybe if Cherry splashes water, Kvit will consider using his Hero Point to reroll his flat check :).

How close to the creature must one be to splash the water? 30ft? Melee range? Let's hope the former. Does the water splashing interact action itself require a hidden flat check? Does it count as an Attack for MAP?


Slides Loot sheet

If you want to Hero Point it, I'll allow the nat 20 on the intimidation to also count for the flat check. :)
Splashing would be melee range, no hidden check, just an action. No MAP.


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

I didn't think I could since he's so far back and there's several folks between him and them.


Slides Loot sheet

There's a small space north of the skull you can squeeze into. :)


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
GM Kwinten wrote:
If you want to Hero Point it, I'll allow the nat 20 on the intimidation to also count for the flat check. :)

Really? I'll take that deal. If Kvit or Cherry can't find their way to splashing water on the creature this round, then I'll burn the Hero Point to get the hit. I've got too many of those things as it is.


- LG Fruit Leshy | Cleric 6 | HP 68/68 | AC 21 | F +12 R +10 W +14 | speed 25 ft | Perc +14(lowlight) | Hero Point 2/3 | Focus: 1/1 | Spells: 1: 2/3 2: 3/3 3: 2/3 | Heals: 4/5 | Berry: 1 | Spell DC 22 | active condition: | Exploration activity: Search

Your're going to have to take that, Cherry cannot generate water.


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

If the answer to some of those questions is just "because that's the way the AP is written" that's fine and I'll suspend my/Kvit's disbelief for now.

But I think it's a decent question. If the Roseguard thought she was dead and they didn't know about the area below the vaults, then they didn't put the barrier up for sure and likely they didn't have anything to do with it. Why would the icons help penetrate it?


Slides Loot sheet

Belcorra put up the barrier. The way I justified it in my head is that since they defeated Belcorra phyisically, they can also overcome her mental barrier. But yeah, this part of the AP is slightly wonky, I'll admit.


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

That makes some sense. I'll go with it. They defeated her once, it's destiny or some such!


NG Kayal Fighter/Blessed One 6 | HP 92/92 (Neg Res 3)| AC 24 (25 w/Shield) | F +13 | R +14 | W +11 | Per +11 (Darkvision) | Stealth +14 | Focus Pts 2/2 | Spd 25 ft | Exploration: Avoid Notice| Hero Pts 1/3 | Adjustments: None

Just an FYI I'll be on an extended vacation starting the 13th and continuing through the 24th. While there will be internet where I'll be, I don't know how much time I'll have to post. In particular, if we get into combat and I take too long to respond, feel free to bot me. I need to update Fuin's botting instructions to reflect his new focus spell; I'll try to make sure I do that before I leave.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
GM Kwinten wrote:
Yeah, you don't know exact numbers, but I'm fine with you knowing its abilities and such.

Since you told us that we recognized them as Scalathraxes, creatures we've run into before, I assumed that we could use our "memories" of that fight to inform this one. I went through all our posts to determine the above information. I assumed that it was okay to do that as well as sharing it with the rest of the players to save them the 15 minutes it took me to do so.

But if you'd really rather I didn't do that, and leave it to you to determine what we actually remember, then please let me know and I'll save myself the trouble.


Slides Loot sheet

I'd rather not give you numbers, that feels too meta. I'm fine with "its AC/saves are high/low," but you don't know exact numbers in-game. Abilities are fair game, though.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
GM Kwinten wrote:
I'd rather not give you numbers, that feels too meta. I'm fine with "its AC/saves are high/low," but you don't know exact numbers in-game. Abilities are fair game, though.

Sorry I wasn't clear.

I'm not asking for exact numbers from the GM. I'm just wondering if it's okay to use the public information we gleaned from a previous encounter with the same type of creature and post it for all the players to see.


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Slides Loot sheet

Ah, sorry about that. Yeah, you can look at past encounters with the same creatures. You have a long-term memory. :)

I like that there actually is a second encounter with these things. It's proof that Belcorra actually beamed creatures from the lighthouse to Otari, and not just a random encounter.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
GM Kwinten wrote:
Indeed a fail, which means you don't get past them. Does that mean you're in front of it then, or do you still move past? If it's the former, please adjust your token accordingly.

No adjustment necessary.

Kka had just enough Speed to get to the square east of Red, just not enough to tumble through Red because of the difficult terrain. It was from the square east of Red that she then attempted the tumble through and failed. Success or fail, she was going to end up in the square east of Red, the one she's in currently.

Red didn't go down? Shoot! Kka's going to visit Libitina again, isn't she? :)

I'm heading to bed. The next time you hear from me will probably be when I reach California in about 30+ hours.


- LG Fruit Leshy | Cleric 6 | HP 68/68 | AC 21 | F +12 R +10 W +14 | speed 25 ft | Perc +14(lowlight) | Hero Point 2/3 | Focus: 1/1 | Spells: 1: 2/3 2: 3/3 3: 2/3 | Heals: 4/5 | Berry: 1 | Spell DC 22 | active condition: | Exploration activity: Search

Oops, my week has been so crazy I've been crashing hard every night.


NG Kayal Fighter/Blessed One 6 | HP 92/92 (Neg Res 3)| AC 24 (25 w/Shield) | F +13 | R +14 | W +11 | Per +11 (Darkvision) | Stealth +14 | Focus Pts 2/2 | Spd 25 ft | Exploration: Avoid Notice| Hero Pts 1/3 | Adjustments: None

So sorry about my spotty posting. I am back from my vacation but I brought the flu with me apparently! Stupid stowaways.

I will try to post tonight before bed.


Slides Loot sheet

Quick check: there's a combat in this level with several creatures that are way below your level. They each only have a handful of HP and won't pose a problem to you, but sometimes it's just fun to squish bad guys left and right. But on the other hand, since this is play by post and things take a long time, I want to keep things interesting (not necessarily that I'm out to kill your characters, just provide a cool challenge). Should I run that combat, or skip it?

Also, on the opposite side of the spectrum, there's one encounter that's just plain ridonkulous. Level 8 creature that's immune to magic and 30 AC. And a way to heal itself. I'm not gonna run that one. I was thinking of modifying it, but I'd need to change so much that it's easier to leave it out altogether (or find a random different creature, but I'm not a fan of random encounters). I don't think anyone will complain here.


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
GM Kwinten wrote:
Quick check: there's a combat in this level with several creatures that are way below your level. They each only have a handful of HP and won't pose a problem to you, but sometimes it's just fun to squish bad guys left and right. But on the other hand, since this is play by post and things take a long time, I want to keep things interesting (not necessarily that I'm out to kill your characters, just provide a cool challenge). Should I run that combat, or skip it?

I'm good either way. I'm happy to go with whatever the rest of the group decides or leave it in your hands.

GM Kwinten wrote:
Also, on the opposite side of the spectrum, there's one encounter that's just plain ridonkulous. Level 8 creature that's immune to magic and 30 AC. And a way to heal itself. I'm not gonna run that one. I was thinking of modifying it, but I'd need to change so much that it's easier to leave it out altogether (or find a random different creature, but I'm not a fan of random encounters). I don't think anyone will complain here.

Holy smokes! A level 8 creature against a group of level 4 PCs sounds like a recipe for a massacre unless they provide us a way to soften it up. I recently went through one of the Dark Archive mini-scenarios where we were a group of level 10 PCs up against a level 14 creature...

Spoiler for Dark Archives Case File #07: Tomorrow’s Feast:
... in a time-loop and got TPKed repeatedly until we figured out enough ways of weakening it in advance and managed to finally finish it off. Sort of an Edge of Tomorrow thing. It was a lot of fun actually; it isn't often that one's PC dies, and for it to happen several times regardless of how well you fought, was an interesting experience.

Non-spoiler tl;dr: We fought well and got good rolls but got TPKed anyway.


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

I'm good either way. A third suggestion would be to just RP through it. Basically just let Kka and Lough wade through while the rest of us casually stroll behind.

.

The Level 8 v level 4s definitely sounds ridonkulous. Unless the scenario has it with some sort of handicap or us having some sort of boost, I don't see how that'd work. At +10 to hit, Kvit would have to be rolling 20s just to hit (with telekinetic projectile only since it's also immune to magic). As much as I like a challenge, that doesn't sound doable.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

Trust GM judgement.

Down to roll over little baddies, down to get rolled by big baddies.

=)


NG Kayal Fighter/Blessed One 6 | HP 92/92 (Neg Res 3)| AC 24 (25 w/Shield) | F +13 | R +14 | W +11 | Per +11 (Darkvision) | Stealth +14 | Focus Pts 2/2 | Spd 25 ft | Exploration: Avoid Notice| Hero Pts 1/3 | Adjustments: None

Yeah, level 8 seems... odd, to say the least. Is there an obvious plot point that helps mitigate those numbers? If not, a +4 lvl creature is basically a guaranteed TPK. I'd need to roll a natty 19 just to hit the thing, and I'm a fighter! That's just insane.

I'm also fine skipping the trivial fights. If we were playing in person, I'd want to do at least one of them just to have the fun of face-rolling a fight to feel like beasts once in a while. But PbP is significantly slower by its nature, so cutting extraneous fluff like that is usually preferable.


Slides Loot sheet

No, it's just a straight up fight versus a souped up will-o'-wisp. Well, apparently it's supposed to be a "secret boss" you can come back to later, but I don't see the point of it. It's just not a fun fight. Link to the creature here, if you're interested (Archives is down, so this is the next best thing).


NG Kayal Fighter/Blessed One 6 | HP 92/92 (Neg Res 3)| AC 24 (25 w/Shield) | F +13 | R +14 | W +11 | Per +11 (Darkvision) | Stealth +14 | Focus Pts 2/2 | Spd 25 ft | Exploration: Avoid Notice| Hero Pts 1/3 | Adjustments: None

Okay I guess if it's a "secret boss" then it's sort of meant to be Easter Egg-y to begin with, that's less bizarre. At least, as long as they spell it out in the AP so the party can't just like... accidentally take a wrong turn in the dungeon and stumble into a TPK.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

Lovely PbP Games.

I am beginning a two week road trip tonight, anticipating for that time my posting to be spottier and lower quality. I am bringing internet with me, but my ability to move my token on the slideshow will be diminished, and I will most likely request some assistance there.

Cheers!


Slides Loot sheet
Drosil "Fuìn" Arimsyn wrote:
I'm fine with it. That's a lot to get through, and Fuin at least wouldn't have interacted much in each room, if at all. He'd just be taking in the freaky scenery.

Yeah, I mean, it's a bunch of stuff happening, but not a lot to do. I could've maybe played out the weird corridor thing, but I felt like it could get frustrating quickly without immediate feedback.


NG Kayal Fighter/Blessed One 6 | HP 92/92 (Neg Res 3)| AC 24 (25 w/Shield) | F +13 | R +14 | W +11 | Per +11 (Darkvision) | Stealth +14 | Focus Pts 2/2 | Spd 25 ft | Exploration: Avoid Notice| Hero Pts 1/3 | Adjustments: None

Very true! One of the downsides to PbP is that certain scenes just don't flow well and need to be either retooled, railroaded, or removed entirely. I think the benefits balance it out, but I will say that scene would probably be a blast to run in a live game.


1 person marked this as a favorite.
CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
Lough wrote:
Will Save vs Empty Death (DC 27): 1d20 + 8 ⇒ (7) + 8 = 15 Stupified 2 @ 24 hrs

The Whispering Reeds:
Looks to like the Empty Death only kicks in each time you use this ability after the first in a 24-hour period. Since this is Lough's first reading (that I know of) he shouldn't need to worry about the Empty Death. The second paragraph of the description states that moderated use can stall or even prevent such a fate from befalling them, suggesting that this is the right reading.

CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:

Is there enough available space for more than one person to enter the room? I see a lot of debris in the other squares. Is that regular, difficult or impassable terrain? If the latter, then Kka will need to use her 3rd action to exit the room and make space for the others to beat up on the ghost.


Slides Loot sheet

I'll say you can stand on the trash piles, but you'll be flat-footed because of unstable ground. And it'd be difficult terrain indeed.


NG Kayal Fighter/Blessed One 6 | HP 92/92 (Neg Res 3)| AC 24 (25 w/Shield) | F +13 | R +14 | W +11 | Per +11 (Darkvision) | Stealth +14 | Focus Pts 2/2 | Spd 25 ft | Exploration: Avoid Notice| Hero Pts 1/3 | Adjustments: None

Hah, guess I should have read this first and then posted. Editing my post now.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

Travelling today - could someone assist me in moving my token into range?

Lough will re-don his shield and claw on his next turn, so go ahead and move him all the way in if you can fit him!


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:
rainzax wrote:
Travelling today - could someone assist me in moving my token into range?

I moved Lough into the room so that he's flanking with Fuìn... buuuut it seems the point is moot now that the ghost is no more.

GM Kwinten wrote:
I looked at the attack rolls once more and saw that I got cross-eyed, looking at the attack targeting Kvit as targeting Kka. Kka also got hit. You and your big beak. :P

Oh, thank goodness. For a minute there I thought we'd stumbled into bizarro world where everything is backwards. Good to know that business as usual reigns supreme after all. :)


CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:

Can we assume that Lough shares his newfound knowledge of the leech man with the group? If not, then Kka will assume that she needs to either Feint, Flank or Tumble Behind to flat-foot Volluk and get her Sneak Attack (which won't do anything due to precision damage immunity).

She may try and Flank to flat-foot it anyway to get the -2 AC, but there is a table in the square on the other side of Volluk from Lough (who seems to have split into two). It might have been a bit more convenient if Lough had attacked Volluk on the diagonal, especially if that table square cannot be moved into (difficult terrain?).

Even if she manages to hit the creature, with a physical resistance of 6+ and no Sneak Attack damage, it's going to be hard to do anything with her shortsword. I think Kvit and Cherry will need to take the lead in this fight, with Lough, Fuìn and Kka acting as meat shields to protect them.


Slides Loot sheet

Yeah, you can assume Lough shared that information. It's easier for the group that way.

I'd say you can knock the table over for one action.

And yeah, the damage resistance is tough. You'll have to roll high on your Striking weapons to leave a dent.


N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

@Lough/Rainzax If it is not okay to include Lough in the AOE of the acid splash I will take back my turn.

.

Not a lot Kvit has for this either as far as burst damage.

I have two more fireball beads for 4d6 fire each, but with his apparently amazing reflex save, it won't do a lot and it'll definitely hurt Lough more.

Other things Kvit can do:

  • Use Quick Alchemy to craft up to 4x lesser bottled lighting and offer those out. Though they expire at the beginning of my turn, so I have to make them as you guys want them.
  • Illusory creature for another target for the guy and I could try to make it look like he did in his painting to try and throw him off again.
  • Summon Construct (Silverware Swarm). It's ability says it damages all enemies in its spaces, but it doesn't say its an AOE. If it does count as an AOE for the swarm weakness, then I can summon that for some low but consistent AOE.
  • 2x magic missile (1st level), up to 3d4+3 each casting
  • Single target cantrips, Produce Flame (2d4+4) and Telekinetic Projectile (2d6+4). Not ideal due to the lower damage, no splash, and attack roll required.

    Open to thoughts/ideas/votes.

    A more general note, I am finding it I have a hard time doing anything useful with a third action (unless I'm sustaining a spell).


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    Slides Loot sheet

    I'd say the swarm definitely penetrates its resistance. The whole idea is that weapon attacks only focus on a small part of the mass, while the swarm is essentially death by a thousand cuts.

    As for third actions, I'd say Quick Alchemy helps a lot, as well as grabbing other consumables for next turn. Otherwise, Shield is always a good option.

    Verdant Wheel

    1 person marked this as a favorite.
    Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

    Lough is built tanky - go for it Kvit!


    N Male Ratfolk (Longsnout) Wizard 6 | HP 42/42 | AC 23 | F +8 R +14 W +12 | Perc +10 (scent 30ft, imprecise) | Stealth +12| Speed 25ft | Focus 1/1 | Exploration: Search | Hero Points: 3

    @Cherry

    I think you get to make a strike with it as part of sustaining the spell. Spiritual Weapon

    ... Each time you Sustain the Spell, you can move the weapon to a new target within range (if needed) and Strike with it...


    CN Female Tengu (Tiefling) Rogue/Medic 6 | ♥️ 66/66 | ➕ fire 5 | AC 25 (26 Nimble Dodge, Shield)| F+10 R+14 W+13 | Perc +13 (Darkvision) | Speed 35' | Hero 3 | Avoid Notice (Init +15) | ✋+1 Striking Ghost Touch* Shortsword *2 | Status:

    @Cherry

    Your Bless spell is not all that useful where you are currently standing. Instead of casting it, it might be better for all if you moved out of the darkness and into the room (just West of Fuìn, for example). That way Lough will be able to see, obviating the need for a flat check, and so will you (and Kvit), allowing you to make the Spiritual Weapon strike.


    Slides Loot sheet

    I didn't want to be blunt about it and decide your turns for you, but I agree with Kka. A big part of the party can't see in the dark, and you're the only one with a Light spell, I think. I see Kvit has it in his spellbook, but I don't know if he has it prepped right now.

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