GM ZD Breaking the Storm Arc (Inactive)

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Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Saliss, if you could please fill out the chronicle information through this Link

First post should be coming tonight/early morning.

Grand Archive

Male Aiuvarin Human Rogue 12 | Perception +20; +2 vs traps; Trap Finder; Low Light Vision | HP 140/140 | AC 31 (32 with Shield spell) | F +20 R +24 W +21; +2 vs traps Resist Evil 4 Resist Void 1 Resist Electric 5 | Active Conditions:

Done! Sorry, was trying to figure out where you were looking for reporting information. I kept looking at the slide show and didn’t see anything there.

Oops!

Horizon Hunters

3 people marked this as a favorite.
NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

Congrats HMM on having the Starfinder AcP/fame transfer method named after you!

Verdant Wheel

820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 11 ♫ | HP 94/129 | AC 30 | F +19 R +19 W +20 | Perc +22 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 3/3 6th 2/2 (DC 29) | Hero Points 1/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

I am returning that Dusty Rose Prism to the store! It's not what I wanted.

Wayfinders Contributor

Ionic Saltbeard wrote:
Congrats HMM on having the Starfinder AcP/fame transfer method named after you!

That was a surprise! I was not expecting it!


Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

Looks like we are at 20 Challenge Points, just putting us in high tier.

Ionic, you will be getting a level bump and if anyone has mentor boons, please lay them out for our friend.

Level Bump

  • Increase every DC the PC has by 1.
  • Increase the attack modifiers, attack damage, spell damage, saving throw modifiers, skill modifiers, Perception modifiers, and AC of the PC by 1.
  • Increase the Hit Point totals of the PC by 10 or by 10%, whichever is higher.

    Per the latest edition of guide, these bonuses are also apply to animal companions, eidolons and familiars.

  • Grand Archive

    Male Aiuvarin Human Rogue 12 | Perception +20; +2 vs traps; Trap Finder; Low Light Vision | HP 140/140 | AC 31 (32 with Shield spell) | F +20 R +24 W +21; +2 vs traps Resist Evil 4 Resist Void 1 Resist Electric 5 | Active Conditions:

    Mentor, Combat

    mentor, social
    Prerequisites Vigilant Seal Tier 1

    While working with less experienced Pathfinder allies, you provide pointers and lead drills that ensure your newer colleagues’ attacks strike true. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to attack rolls and spell attack rolls to 2.

    Normal A Level Bump increases a PC’s attack roll and spell attack roll modifiers by 1.

    Special A PC can only benefit from two mentor boons.

    Verdant Wheel

    820-2001 | "She / Her" | ♫ NG Female Gnome (Fey-Touched) Barrister Bard 11 ♫ | HP 94/129 | AC 30 | F +19 R +19 W +20 | Perc +22 | 35 Speed | Focus 2/2 | Spells 1st 3/3 Spell 2nd 3/3 3rd 3/3 4th 3/3 5th 3/3 6th 2/2 (DC 29) | Hero Points 1/2 | Campaign Coin 1/1 | Vestments 1/1 | Active Conditions: ---

    Mentor, Skillful

    mentor, social
    Prerequisites Envoys’ Alliance Tier 1

    While working with less experienced Pathfinder allies, you provide vital advice to sharpen your newer colleagues’ skills. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to skill checks to 2.

    Normal A Level Bump increases a PC’s skill check modifiers by 1.

    Special A PC can only benefit from two mentor boons.


    Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

    First post up in Gameplay. Join us over there if you have not already.

    Grand Archive

    Male Aiuvarin Human Rogue 12 | Perception +20; +2 vs traps; Trap Finder; Low Light Vision | HP 140/140 | AC 31 (32 with Shield spell) | F +20 R +24 W +21; +2 vs traps Resist Evil 4 Resist Void 1 Resist Electric 5 | Active Conditions:

    Updated profile. Bolding to follow when I have more time. A properly bolded original also exists.


    Breed: Westgate Windhound or "Westie" from Absalom. Pip's riding dog.

    "Woof!"

    I'm not an animal companion or anything, but believe me, Pip goes nowhere without me. How else would she carry all her stuff?

    Horizon Hunters

    CG Male Goblin (Charhide) Alchemist 11 | HP 138/138 | AC 30 | F +21 (Juggernaut) R +20 W +19 | Perc +18 (Darkvision) | Stealth +3 | 25 ft. | hero 1 | Fire resistance 5 Active Conditions:

    Just for the mentor stuff, Hopper has:

    Rugged Mentor (Horizon Hunters)
    While working with less experienced Pathfinder allies, you provide important insights that keep your less experienced
    colleagues safe from harm. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the
    Level Bump’s modifier to saving throws to 2.
    Normal: A Level Bump increases a PC’s saving throw modifiers by 1.
    Special: A PC can only benefit from two mentor boons.

    Which I thinks mean Ionic can pick and choose which two boons he wants for his level bump. I posted the above to broaden his choice

    Horizon Hunters

    Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

    I also have Rugged Mentor but they don't stack.

    Verdant Wheel

    Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

    Quick step in here on Mentor Boons. You can only benefit from two. So take your pick from the three above, or mine, Wordly.

    While working with less experienced Pathfinder allies, you help your less experienced colleagues recognize danger and withstand danger. For any PCs benefiting from a Level Bump and whose levels are lower than yours, you increase the Level Bump’s modifier to Perception checks and Initiative rolls to 2.

    Horizon Hunters

    1 person marked this as a favorite.
    Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

    I would suggest Combat as one of them.

    Horizon Hunters

    1 person marked this as a favorite.
    NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

    I think I'll go for Combat and Rugged. Though I have to admit Skillful sounds so useful.

    I'll get my profile changed over the weekend. I'm going to go larping tomorrow for the first time in months and unlikely to be able to post tomorrow.


    Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

    Good choices. Will let you know, if you do not already, very heavy combat oriented scenarios.

    Grand Archive

    Male Aiuvarin Human Rogue 12 | Perception +20; +2 vs traps; Trap Finder; Low Light Vision | HP 140/140 | AC 31 (32 with Shield spell) | F +20 R +24 W +21; +2 vs traps Resist Evil 4 Resist Void 1 Resist Electric 5 | Active Conditions:

    Didn’t realize they were heavy combat. Hopefully there is a plot as well.


    Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

    Oh there is plot, decent story too, but the combat was pretty intense when I played through it.

    Horizon Hunters

    Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

    When I got back into 2E and asked what I missed someone told me schools and scrolls were changed. I know my Spells x3 is now just Spells and I only get 1 spell scroll. How did the scrolls change?


    Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

    Not sure. None of my characters have ever went to Scrolls.

    I know they just did away with point allocation, added Generalist, and gave some lore and bonus feats to Field Commissioned.

    Field Commissioned do not get any free consumables though.

    Also, if you choose not to go with the "advanced character creation" option, you get what's on the default list, usually healing items.

    Horizon Hunters

    Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

    Not Scrolls the school, I mean have they changed how scrolls work when using them?

    Verdant Wheel

    Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2
    Herondal Lapetty wrote:
    Not Scrolls the school, I mean have they changed how scrolls work when using them?

    Scrolls work the same as the core-book. If trained or better in the type of magic, or able to Trick Magic Item, you cast it as you would the spell, at whatever level the scroll is at, and have fun.

    Horizon Hunters

    Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

    Actually I found this when looking at what spell I could pick. "Scrolls are no longer auto heightened to the character’s level."

    Doesn't look like anyone in our party can cast Heal so I'll grab a scroll of Haste.

    Grand Archive

    Male Aiuvarin Human Rogue 12 | Perception +20; +2 vs traps; Trap Finder; Low Light Vision | HP 140/140 | AC 31 (32 with Shield spell) | F +20 R +24 W +21; +2 vs traps Resist Evil 4 Resist Void 1 Resist Electric 5 | Active Conditions:

    You need the Cast a Spell activity to use a scroll. Trick Magic Item has things that specifically allow you to get around that requirement.

    The scrolls available for free were reduced. It used to be every tier had a Heal scroll for that level, those were greatly reduced. I don’t recall the other changes because my Wizard wasn’t high enough to really focus on that.

    Horizon Hunters

    CG Male Goblin (Charhide) Alchemist 11 | HP 138/138 | AC 30 | F +21 (Juggernaut) R +20 W +19 | Perc +18 (Darkvision) | Stealth +3 | 25 ft. | hero 1 | Fire resistance 5 Active Conditions:

    Since we are a chatty group and this is my 2nd lvl 5+ scenario that I play.

    Can we go through the basics if we have all of the odd scenarios covered:
    - incorporeal creatures - I am not sure if bombs would work against those :| Ok, ghost charge bombs do, so I bought its formula
    - swarms - yeah, bombs work like a charm
    - different damage types: fire, poison, electricity covered. The rest via quick alchemy

    - invisible creatures - the best that I have is Cat's eye elixir

    Did I miss any problematic fight scenarios?

    Horizon Hunters

    Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

    Herondal is bad vs swarms. He can do blugoning/slashing/piercing/cold/electricity with cantrips. Force and non lethal with spells.
    I can switch cold for fire after a nights rest but Ray of Frost is my only long range combat option.

    He has See Invisibility.

    And while he apparently left the room before a conversation broke out, He will mention he has Comprehend Language as a signature spell if it gets brought up later.

    Grand Archive

    1 person marked this as a favorite.
    Male Aiuvarin Human Rogue 12 | Perception +20; +2 vs traps; Trap Finder; Low Light Vision | HP 140/140 | AC 31 (32 with Shield spell) | F +20 R +24 W +21; +2 vs traps Resist Evil 4 Resist Void 1 Resist Electric 5 | Active Conditions:

    Incorporeal: No real answer
    Swarms: Acid splash to activate their weakness to splash
    Different damage types: Cold Iron, Piercing, minor amounts of other
    Invisible: Has a scroll of invisibility

    Darkness: intends to purchase a scroll of darkvision before we teleport out
    Flying: Bow, should probably pick up an Oil of Magic Weapon
    Swim: Underwater Marauder
    Climb: Lead Climber, Combat Climber
    Paralysis: Scroll of Freedom of Movement
    Disease, Poison: Lesser Antidote, Lesser Antiplague
    Non-Lethal: Sap

    Verdant Wheel

    Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

    Incorporeal: Ghost-touch rune on his Glaive. So no worries there.

    Swarms: At most I got is "I hit things really, REALLY, hard." Static damage bonus, before crit, of +16, on top of the weapon dice. So, as long as they aren't immune, I can usually overcome any resistance.

    Different Damage types:Cold iron on my glaive. Have secondary options of piercing and bludgeoning. Also have a source of minor acid damage on me. (Defensively only though, in the form of minor Potions of Retaliation, Acid... Specifically cus of Trolls... notice a trend on Bardyth? lol) Otherwise, again, hoping my static of +16 is enough to laugh at any resistances... My Spellheart on my armor DOES let me possibly do water damage... If, for some reason, Bardyth isn't raging.

    Invisible: Offensively, has solid stealth. Defensively, all I got is the Barbarian ability that. "You aren’t flat-footed to hidden, undetected, or flanking creatures of your level or lower, or creatures of your level or lower using surprise attack"

    Darkness: As mentioned prior, Goggles of Night take care of this for an hour a day, and Wayfinder for light-source as needed.

    Flying: Super fancy +1 Striking Returning Spear that I described. Thrown let's me do decent damage at range... Still not a great situation for me though... That said, I also can grow to Large size with a 15ft reach.. .So if they aren't flying high off the ground, well within normal stabby range for me.

    Swim: Underwater Marauder, and really high Athletics. (+17)

    Climb: Just the high Athletics here... Not great for combat.

    Paralysis: I am hoping my Fort save is good enough for this.

    Disease, Poison: See the previous

    Non-Lethal: ... If you need something hit non-lethally... you better NOT let Bardyth near it, OR be VERY convincing.

    Grand Archive

    Male Aiuvarin Human Rogue 12 | Perception +20; +2 vs traps; Trap Finder; Low Light Vision | HP 140/140 | AC 31 (32 with Shield spell) | F +20 R +24 W +21; +2 vs traps Resist Evil 4 Resist Void 1 Resist Electric 5 | Active Conditions:

    Added Silversheen so I can make a weapon be treated as Silver. I doubt that I need it for this mission, but it is something that seems useful. I also added scrolls of Water Walk and Water Breathing so that I can better handle such situations.

    Horizon Hunters

    NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

    Incorporeal: Ghost touch dagger
    Swarms: Nothing great here, I can invest in a few bombs, but these are not good enemy types for him.
    Different damage types: All of the basic physical damage types.
    Invisible: Nothing good here too.

    Darkness: Dwarf
    Flying: Sling... but yeah he's lacking good things to do to flyers
    Swim: Underwater Marauder
    Climb: Athletics
    Paralysis: nothing good, I'll look into something here as well.
    Disease, Poison: Need some here too, but high fort is my best bet for right now.

    Horizon Hunters

    Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

    So 5 feathers = 5 trees.

    Lots of HP but low AC. Offensively they seem to be decent.

    Neither of the bards have level 3 Light yet so I think we should have at least 1 Violet tree.

    We could set a red tree on each path and then focus fire the grabbed target.

    Or we could do this Plants Vs Zombies stye and set up a row of Blue trees as artillery support. It wouldn't surprise me if some of the enemies were vulnerable to cold.

    Verdant Wheel

    Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

    As a perfect example of high hp, low AC (when raging, I am almost lowest in the party, ((Pip has 1 lower)) even though I am tied for highest level and have best armor I can), I absolutely plan to plant a Violet tree within 30ft of where I set-up. Which I plan to be near the bridge unless the scouting says otherwise. Just because I can become Large size, and have AoO with 15ft reach at that point, and thus legitimately block physical passage over the bridge. Hoping that anything from the west, where there is fire, does not like the idea of trying to go through the water. Blocking such passage, though, means I expect to take quite the beating. Hence, need myself a heal-tree. XD

    If needed, 15 ft reach + 35ft movement + sudden charge = able to reposition around the battle-field relatively quickly if they come from multiple directions.

    Grand Archive

    1 person marked this as a favorite.
    Male Aiuvarin Human Rogue 12 | Perception +20; +2 vs traps; Trap Finder; Low Light Vision | HP 140/140 | AC 31 (32 with Shield spell) | F +20 R +24 W +21; +2 vs traps Resist Evil 4 Resist Void 1 Resist Electric 5 | Active Conditions:
    Herondal Lapetty wrote:
    … and moves to scout casting level 3 Message to communicate with his allies.

    The Message spell has changed a lot since earlier editions. First of all it needs to be cast for each communication and takes a reaction on the part of the receiver if an immediate response is given. Second of all you need line of sight for each of those messages.

    It can be made to work, but it is no longer the magical equivalent of a walkie talkie.

    ——

    Still digesting the information dump on the trees.

    Questions I currently have about the trees:

    Does terrain have any effect on the abilities of the red trees? In other words, can a red tree lash out at an opponent in the water?

    It looks to me like the brown trees can only affect targets on the ground. I assume that means they will not work against targets in the water.

    Do we have to plant the trees before we have the scouting results?

    Verdant Wheel

    Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

    I am going to guess the Red Trees' reach is like anything else with reach, as it is using it's branches from high above.

    Whether it can hit things in the river will depend on how deep said river is, and if things in it are able to be fully underwater. If they are, then guessing the tree is completely unable to do diddly to something in the river, until it surfaces and/or exits the river.

    Further, depending on how thick the trees on the map are here, there could be cover (bonus to enemy AC) and/or concealment (flat check to succeed) on hitting targets in/through it.

    Horizon Hunters

    Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

    Can I inspire trees?

    Verdant Wheel

    Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2
    Herondal Lapetty wrote:
    Can I inspire trees?

    Sadly, the description says they are Mindless creatures, and every Bard "Inspire" ability, (and most other focus spells they have) I see has the Mental trait. Which doesn't affect mindless.

    Hymm of healing, if you got it, works though


    Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺
    Salliss wrote:


    Still digesting the information dump on the trees.

    Questions I currently have about the trees:

    Does terrain have any effect on the abilities of the red trees? In other words, can a red tree lash out at an opponent in the water?

    Understood, a lot of information.

    Yes, as long as it is in range.

    Quote:


    It looks to me like the brown trees can only affect targets on the ground. I assume that means they will not work against targets in the water.

    Correct. The roots will not reach those in water.

    Quote:


    Do we have to plant the trees before we have the scouting results?

    No, you can wait to see the results before planting.

    Lapetty wrote:


    So 5 feathers = 5 trees.

    One feather per PC. There are 6, so 6 feathers. You can have multiple of the same trees.

    Verdant Wheel

    Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

    I like most of the trees... Except brown... since the cone says it effects "creatures" not "enemies" in it, it follow its rules exactly since its mindless (Which does not specify how it chooses targets... whether that is "most" or "closest"... but that it WILL use it every round) as such it could just as easily catch any one of us as it it could the enemies each round. Unless we put it far enough way from the main areas, that it becomes safe for us... but then, also a sort of waste of a tree.

    As such, I lean towards two of eaxh non-brown tree, personally.

    Grand Archive

    Male Aiuvarin Human Rogue 12 | Perception +20; +2 vs traps; Trap Finder; Low Light Vision | HP 140/140 | AC 31 (32 with Shield spell) | F +20 R +24 W +21; +2 vs traps Resist Evil 4 Resist Void 1 Resist Electric 5 | Active Conditions:

    We are going to need a couple of light trees since not everyone has Darkvision. With the enemy potentially coming at any time during the night, my scroll of Darkvision isn’t going to do the trick. :(

    I think we wait to get the scouting report before we position trees.

    As for Brown trees, if an archer wants to climb a tree then a nearby brown tree could be very effective.

    ——
    @GM

    I have Adversary Lore Fiend which gives a +1 to Recall Knowledge about fiends.

    I also have Resist Corruption which gives Salliss and adjacent alliesresistance to evil 3.

    They might actually come into play here!

    Verdant Wheel

    Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2

    I just fear that it hampers our own mobility as much as the enemy. But that's me

    Horizon Hunters

    Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

    Agreed. I could see Brown slowing a few enemies down until they destroy it but it doesn't deal damage or heal us.

    What about this?

    Bardyth the Giant covers the right side of the bridge with a blue tree just south of him.

    We have a red tree covering the right bank of the lower crossing with a blue tree supporting it.

    We have 2 Violet trees set up between those 2 locations so each of them can cover both Bardyth and the red tree.

    And maybe the last tree can be another violet one set up near the north bank along with a couple of our high damage ranged PCs.

    Herondal will be near the bend in the path so his Inspire can effect Bardyth and the north PCs.

    If we put a blue tree in among the undergrowth it would gain standard cover and concealment.

    Also, If I'm reading this correctly we can spend a full round to restore a critically wounded tree by turning it back into a feather then planting it again next turn. Once per tree.

    Grand Archive

    Male Aiuvarin Human Rogue 12 | Perception +20; +2 vs traps; Trap Finder; Low Light Vision | HP 140/140 | AC 31 (32 with Shield spell) | F +20 R +24 W +21; +2 vs traps Resist Evil 4 Resist Void 1 Resist Electric 5 | Active Conditions:

    Question on terrain:

    There is a 10’ drop for the waterfall.

    Does that mean that there are areas of land that slope so steeply that they require climbing, or do they ignore that and the only issue is that the land along the water south of the waterfall is difficult terrain?

    Question on the river:

    Will creatures swimming have cover? I don’t see anything about water providing cover to someone shooting at an underwater target, only that a piercing weapon has it’s range reduced.

    Vision, Position of trees and lighting:

    As I understand it, the following people have Darkvision: Ionic (racial), The Mad Hopper (racial)

    Everyone else has Darkvision that will last for one hour: Pip (Goggles of Night), Herondal (Goggles of Night), Sallis (scroll of Darkvision), Bardyth (Nightvision Goggles)

    Herondal, Pip, and Sallis all have low-light vision so they can see anything in bright or dim light without issue.

    I think we need one of the Violet trees approximately where I have placed Salliss, between the bridge and the well. That should allow heals to people protecting the bridge and light the area of the well. Those with low-light vision could also see about half-way across the river.

    Bardyth, do you have a wayfinder that you could light up? You should, there is a boon to get one free after completing two missions in the boon tab of Org Play.

    I would be very tempted to put one of the blue trees on the islet to the north with a violet tree southwest of it in the trees there. That or a blue tree at the edge of the trees to the SW of the islet and a violet tree in a more protected area but still able to support the blue tree.

    ——

    Where do people plan to set themselves up?

    Salliss will be partially dependent on the placement of the violet trees and anyone with a wayfinder that is lit. He is more of a melee rogue, but could be effective with his bow against creatures swimming the river since they would most likely be flat-footed as they swim.

    He does not want his wayfinder lit since he intends to hide before the enemy approach.

    Horizon Hunters

    NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

    Hrmm, if Bardyth blocks the bridge, I'd almost be tempted to set Ionic up in the river and have him take a few swings at enemies, get washed away and then swim back up the next round to slash away again. He can't critically fail the athletics check...

    Wait I just checked the swim rules and with the difficult terrain and needing to swim he'd need two successes/critical successes to get back to his previous position, dang. I guess I should set him up on shore and try to engage anything that swims past Bardyth then.


    Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺
    Salliss wrote:

    Question on terrain:

    There is a 10’ drop for the waterfall.

    Does that mean that there are areas of land that slope so steeply that they require climbing, or do they ignore that and the only issue is that the land along the water south of the waterfall is difficult terrain?

    Only issue is the land immedialtey adjacent to the calm water South of the waterfall.

    Salliss wrote:

    Question on the river:

    Will creatures swimming have cover? I don’t see anything about water providing cover to someone shooting at an underwater target, only that a piercing weapon has it’s range reduced.

    AFAIK they do not gain cover. At least I have not read anything about that in 2E.

    ********************************************

    As far as positioning, lets get these scouting reports done first and then we can go into further detail about tree and person placement.

    Horizon Hunters

    Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

    Since the Perception rolls are secret we are just waiting on Pip's aid check right?

    As mentioned positioning will depend on the scouting but my general plan is to try to be within Inspire range of most or all of the PCs, Near at least 1 Violet tree, and able to see enemies for Ray of Frost.

    As usual learning enemy weaknesses will be key though I strongly suspect cold will be one for at least some of them.


    Tarnbreaker's Trail- Lightning Strikes, Stars Fall | ◆◇↺

    Correct. Just waiting to see if she has any input before I roll. I will post later tonight around 7pm EST when I get settled in at work.

    Horizon Hunters

    NG Male Dwarf (Death-Warden) Scout Ranger 7 | HP 108/108 | AC: 25 | F +14 R +15 W +14; 5 Fire Resistance, 1 Negative Resistance | Perc +17 | 35 feet | Class DC 22 |1 Hero point|Exploration Activity: Scout (+17; +2 to allies' init) | Active Conditions: None

    Just a word of warning, the macros sheet has a typo in it where all of the perception modifiers on page two pulls from the initiative numbers and not the perception numbers, so if you're rolling from there numbers may be off.

    Verdant Wheel

    Bardyth the Giant, LN (male) Halfling, Giant Instinct Barbarian/Fighter Dedication 8 | HP 77/134, Temp Hp from Rage (7)| AC 26/24(Rage)| F+18 R+12 W+15| Perc(E) +15 Normal vision | Stealth(E) +14 speed 35| Hero Points: 0| Active Conditions:Frightened 2
    Salliss wrote:


    SNIP

    Bardyth, do you have a wayfinder that you could light up? You should, there is a boon to get one free after completing two missions in the boon tab of Org Play.

    SNIP

    I do indeed have a wayfinder, mentioned it a couple times. But there's been a lot to digest, so easy to miss. (I actually used playtest points on mine, before that boon went live, and felt a little jipped on that. But that is neither here nor there.) And yes, if not stealthily, aka holding the line, I absolutely intend to have it lit. Bardyth is the sort who would light it prior to combat, and stand there in the open, as a direct challenge of "come and get me"... yay Giant Instinct.

    Horizon Hunters

    Bard (Maestro/Polymath) 7 - HP 56/85, AC 25 - Perception +14 +1 visual - F: +12 / R: +14 / W: +14 - Speed: 25 Male Gnome Fey-Touched Focus: 2/2 | Hero Points: 1/2 | Class DC: +25 (E) |

    I also have a Wayfinder. Though next level I think I'm swapping Message for the Light cantrip.

    If we want a bit more light I could always cast it on a rock and toss it across the river. Probably a good idea anyway to help the ranged characters see their target.

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