GM supervillan's 4-26 The Waking Rune [Gameday XII] (Inactive)

Game Master supervillan

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Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

I'm not certain what to do here folks. I can give Pai some more healing. But I'm not sure what to do next. Should we take 3 rounds so that those of us that are able to can cast some restorations? Seems kind of risky in terms of possibly wasting spell slots...

Dark Archive

CN Half-Elf Dirge Bard 9 | HP 84 (-0) Temp (+0) | AC: 28, Tch: 15, FF: 24 | Mods: Deathwatch 30ft | CMD 25 (+1 Disarm/Sunder) | F/R/W +7/+11/+7 (Mods on Profile) | Speed 30 | 2 Star Reroll 1/1, Bardic Performance: 22/22 | Spells 1st: 6/6, 2nd: 5/5, 3rd: 4/4 | Perc: +5, SM: +3 | Init: +2

We are already really low on spells I expect. At least Hamish is. I say we take a round to heal a little (maybe reset lifelink to those lowest on HP?) and then go after Krune together. I don't think he is that strong, personally. Just really good at summoning allies to do his dirty work. The more rounds we give him to do that the more impossible it is to get to him.

We definitely need to stick together though, at least in the daylight. Hopefully the shadow demons won't attack us again due to that but... so far my hopes have consistently been dashed in this scenario. :P

A dimension anchor woulda been incredible in this fight, but maybe he will just run out of those kinda spells and be forced to stay put.

Don't forget to check your boons and consumables. Hamish has a few Ruby Phoenix feathers that give him some high level spells. I could burn up to two Cure Critical Wounds from it, depending on what we need.

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

OOH! Thanks for the reminder, Hamish. I tend to forget about my boons.

I have two Radiant Ruby Feathers, which I can use to cast Restoration or Cure Critical Wounds (or others, but those are the best). I'll use one on Pai to get rid of her CON drain, and that'll help her attacks as well. Does someone else want the other one?

@GM Supervillain: Rules question, as I'm deciding whether or not to use this boon. Does the bonus from the boon quoted below apply to kinetic blasts?

Boon text:
Citadel Explorer (Grand Lodge faction): You have opened the gates of Jormurdun, looked within, and gained knowledge that aids you in exploring its depths. As a swift action, you may use this boon to gain a +2 insight bonus on attack rolls, saving throws, skill checks, weapon damage rolls, and caster level checks and a +2 dodge bonus to AC against one trap, construct, or other threat built by the dwarves in Jormurdun or any other Sky Citadel. If you already have an insight bonus on the affected rolls, that bonus instead increases by 2. This boon's effects last for one minute or until you defeat the challenge. When you use this boon, cross it off your Chronicle sheet. (from Vengeance at Sundered Crag)

Kinetic Blast text:
Kinetic Blast (Sp): At 1st level, a kineticist gains a kinetic blast wild talent of her choice. This kinetic blast must be a simple blast that matches her element. As a standard action, the kineticist can unleash a kinetic blast at a single target up to a range of 30 feet. She must have at least one hand free to aim the blast (or one prehensile appendage, if she doesn’t have hands). All damage from a kinetic blast is treated as magic for the purpose of bypassing damage reduction. Kinetic blasts count as a type of weapon for the purpose of feats such as Weapon Focus. The kineticist is never considered to be wielding or gripping the kinetic blast (regardless of effects from form infusions; see Infusion on page 12), and she can’t use Vital Strike feats with kinetic blasts. Even the weakest kinetic blast involves a sizable mass of elemental matter or energy, so kinetic blasts always deal full damage to swarms of any size (though only area blasts deal extra damage to swarms). A readied kinetic blast can be used to counterspell any spell of equal or lower level that shares its descriptor. A kinetic blast that deals energy damage of any type (including force) has the corresponding descriptor. The various kinetic blasts, as well as additional rules for simple blasts, are described on pages 15–16.

Dark Archive

CN Half-Elf Dirge Bard 9 | HP 84 (-0) Temp (+0) | AC: 28, Tch: 15, FF: 24 | Mods: Deathwatch 30ft | CMD 25 (+1 Disarm/Sunder) | F/R/W +7/+11/+7 (Mods on Profile) | Speed 30 | 2 Star Reroll 1/1, Bardic Performance: 22/22 | Spells 1st: 6/6, 2nd: 5/5, 3rd: 4/4 | Perc: +5, SM: +3 | Init: +2

Pai, Restoration (regular and lesser) takes three rounds to cast.

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

D'oh! Well, good thing Pai hasn't started casting yet. To be fair, she's not smart enough to realize it, so my forgetfulness is justified. ;p

If a retcon is allowed, I'll have her only hold open her handy haversack for everyone else, not grab anything from it. If not, she'll put the feather back next round.


The Waking Rune

I'll allow the boon to boost your Kinetic Blasts Pai. I believe a Blast can be treated as a "weapon-like" spell-like ability.

Could Pai S and Hamish post the wording of those phoenix feather boons please?

Dark Archive

CN Half-Elf Dirge Bard 9 | HP 84 (-0) Temp (+0) | AC: 28, Tch: 15, FF: 24 | Mods: Deathwatch 30ft | CMD 25 (+1 Disarm/Sunder) | F/R/W +7/+11/+7 (Mods on Profile) | Speed 30 | 2 Star Reroll 1/1, Bardic Performance: 22/22 | Spells 1st: 6/6, 2nd: 5/5, 3rd: 4/4 | Perc: +5, SM: +3 | Init: +2

Radiant Ruby Feathers: Your repair efforts were so successful that the phoenix guardians had extra magical energy left over, which they have gifed back to you in the form of a pair of feathers imbued with sparks of Hao Jin’s power. You can check a box that precedes this boon as a standard action to use one of the following spell-like abilities, gaining benefits based upon your level when you activate this boon. For any spell-like ability, use your character level
as your caster level.
Levels 1+: You can use a spell-like ability from the following list: burning hands, cure moderate wounds, or lesser restoration.
Levels 5+: Add cure serious wounds, fireball, and scorching ray to the list of spell-like abilities you can use.
Levels 9+: Add cure critical wounds, restoration, and wall of fire to the list of spell-like abilities you can use. If you use restoration to remove a permanent negative level, check both boxes.

It seems like that boon maaay actually be only a standard, regardless of the spell used.

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

Yup, that's the same boon I have. I interpreted the text as stating that it would only take a standard action no matter which effect was selected, which is why I thought it would be a good solution here.


The Waking Rune

I did wonder - some boons specify, others just say words to the effect of "you gain this SLA".

I'm happy for you to use the Restoration effects of the Ruby Feathers as a Standard action.

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

Wahoo! Con damage sucks extra for a kineticist.

Dark Archive

CN Half-Elf Dirge Bard 9 | HP 84 (-0) Temp (+0) | AC: 28, Tch: 15, FF: 24 | Mods: Deathwatch 30ft | CMD 25 (+1 Disarm/Sunder) | F/R/W +7/+11/+7 (Mods on Profile) | Speed 30 | 2 Star Reroll 1/1, Bardic Performance: 22/22 | Spells 1st: 6/6, 2nd: 5/5, 3rd: 4/4 | Perc: +5, SM: +3 | Init: +2

Sweetness. Hamish will have to wait till next round to use the first feather.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Could Quiella use a feather also? As the party's HP battery it would be good for her to not have the CON damage.


The Waking Rune

It looks like the holders of the boons have to use them - but they can target whomever they wish with their powers.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

I’m still here by the way, just waiting for confirmation that I am back on my feet and no longer currently dying!

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

OK, so if we're willing to wait two rounds, Pai can use one feather on herself and the other on Quiella. Sound good?


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The Waking Rune
Pai Kromnite PFS wrote:
I’m still here by the way, just waiting for confirmation that I am back on my feet and no longer currently dying!

I'll update gameplay later this evening, but yes, Hamish's cure spell gets you conscious again.

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

I marked Pai K's potion off my character sheet.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Thank you, Pai S!


The Waking Rune

I should have a gameplay update post later this evening. Been a hectic few days here.

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none
Quiella wrote:
What's the end-result of the feathers? Who is Quiella actually casting this scroll on?

It's still the 10th round, in which Pai used one feather on herself (standard action). Pai intends to use her last feather on Quiella in Round 11. Mykel requested that someone use a scroll of lesser restoration on him in this post.

No worries about forgetting. It's hard to keep track of things when a game slows down, and we've been in Round 10 for over 2 weeks. It looks like Mykel is the only one who hasn't stated their actions for this round. He did comment OOC a couple of hours after his turn was posted.

How realistic is it to hope we can finish this game before March?


The Waking Rune

Oh I think we should finish by March.

Krune is very difficult to pin down, he has the edge in mobility, but you've undone most of the harm he's caused. And Teric has Dimension Door which could help you.

I will try to pick up the pace on my end (and should get a gameplay update done later today).

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

GM, you're usually very good with these specifics, but I wanted to understand how the light levels work.

Daylight creates bright light. Deeper Darkness reduces light levels by two. Does that mean it should be dim light in the area? I know Daylight has a special clause about negating overlapping areas, but I've never understood how that would work. Would that mean that both are cancelled?


The Waking Rune

Darkness rules are a nightmare to be fair.

Deeper Darkness specifically cancels Daylights and lower-level light spells. That's what I'm applying here. The language in the spell description is "counter or dispel", and I believe it will operate as an area dispel. It's less clear whether or not using Deeper Darkness as an area dispel still needs it to conform to "range: touch" but I've decided it would be appropriate (hence targeting the rune on the wall), and would dispel equal or lower level light spells within its area of effect.

This leaves you at the ambient light level, which is total darkness but not supernatural darkness. Hence darkvision works.

Dark Archive

CN Half-Elf Dirge Bard 9 | HP 84 (-0) Temp (+0) | AC: 28, Tch: 15, FF: 24 | Mods: Deathwatch 30ft | CMD 25 (+1 Disarm/Sunder) | F/R/W +7/+11/+7 (Mods on Profile) | Speed 30 | 2 Star Reroll 1/1, Bardic Performance: 22/22 | Spells 1st: 6/6, 2nd: 5/5, 3rd: 4/4 | Perc: +5, SM: +3 | Init: +2

I am not sure it is exactly a ‘counter or dispel’ kinda thing, more of a ‘nullify each other’ kind of thing. Which has the exact same effect. Deeper Darkness and Daylight, where the overlap, leave the light (as said) at the ambient light level.

There is a huge blog rules post about light and dark and spells and the such if we need to reference it.

What I want to know is the area of it. Can we move out of it and have daylight again? Otherwise most of us can’t see or do anything and thus, I think, are pretty much done. Even if we make some solid saves, we can’t soak that kinda AoO damage over and over, plus whatever the elementals do.

Heck, some of us may already drop from that last salvo.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

If we lit non-magical light (i.e. torches) would that work?


The Waking Rune

I remember that blog, I'll go have a search for it.

I will say that the shadow demons can't spam shadow evocation indefinitely, but yes, it doesn't take too many failed saves for them to finish you.

Deeper Darkness has a radius of 60', same as Daylight. But I think the real question I've got to answer (and this will answer Teric's question too) is - should the dispel work as a "one and done", or should the Deeper Darkness suppress Daylight?

I'm leaning strongly towards "one and done" because "counter or dispel" is the wording in the Deeper Darkness and Daylight spell descriptions. Suppression of effects is typically called out.

But I will refer to the blog before giving a definite ruling.

ETA: weird that Daylight has specific wording about "temporary negation" but Deeper Darkness does not. See next post :)


The Waking Rune

Okay, I've reviewed the blog and it was super helpful. Thanks for the reminder Hamish.

What happens is this:

Firstly Deeper Darkness can only dispel the daylight if the caster touches the object enspelled with Daylight (Hamish's shield), which didn't happen.

Per the blog (points 5 and 6), Deeper Darkness and Daylight temporarily negate each other in the overlapping area. Both have a 60' radius. Deeper Darkness also temporarily negates the lower level Light spells in effect. The prevailing ambient conditions operate (total darkness).

Non-magical light sources will work within the area that Daylight negates Deeper Darkness. Magical light sources will not.

The two points of origin are Hamish's shield for Daylight, and the wall-mounted rune for Deeper Darkness.

Liberty's Edge

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Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

Thank you for taking the time to research that. We really appreciate it.

Pai is cursing herself for ditching her torches long ago because someone always had a light spell handy. Never again! (If she survives.)


The Waking Rune
Hamish wrote:
Option 2: Leave. We activate our teleport rune tokens and zip back home. This probably means we lose some sort of reward, but alternatively if any or all of us die we will lose a lot more on recovery and resurrection. I am tempted to take this route as this does not currently seem very winnable with our lack of light. But I won't abandon y'all, unless y'all dead.

This is slightly more complicated.

Your rune tokens are already broken. You had to break them to teleport in to Krune's sanctum. Getting out is another matter. To spare you having to re-read the entire gameplay thread, I'll remind you that when some of you were flying around in the chamber where you met the Lashmistress, there was a bowl with various tokens on it next to the "doorway" in the wall.

Pai S, you can act this round. You have a feather token in hand, but had not had time to use it. If you can't see the target of a touch-range spell or SLA (eg. restoration) you'll have a 50% miss chance, but I'd allow someone who can see (Quiella) to guide you if adjacent, with the use of a Move action for the guide.

If you all want to have a discussion about what to do now, please try to use the Discussion thread :)

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

We need some light or this is going to be bad. Does anyone have torches? Unfortunately, I made the decision a long time ago that Teric was going to be arrogantly reliant on magic. If he can get a bit of light, he's ready to drop a fireball on them.

If we can't get light, Teric can try to dispel the deeper darkness. I think he's got enough info based on what Hamish found.

Grand Lodge

male human swashbuckler(rondelero)9/brawler 1, HP 102, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

Mykel has torches...thank god for kits...

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none
GM supervillan wrote:
Pai S, you can act this round. You have a feather token in hand, but had not had time to use it. If you can't see the target of a touch-range spell or SLA (eg. restoration) you'll have a 50% miss chance, but I'd allow someone who can see (Quiella) to guide you if adjacent, with the use of a Move action for the guide.

Clarification: When Pai made her saves, I stated what she would do in this round. Since Quiella was still standing and indicated that she wanted the feather used, Pai would have done that and then moved as shown on the map. Do I still need to roll the 50% miss chance if Quiella guides Pai as a move action? She would only use the feather if she had physical contact with Quiella or could see her. No point in wasting it, after all.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella can burn her move action to guide Pai, that's fine.

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

GM, what will Quiella's HP situation be after the feather restores her constitution?

I forgot about fire resistance on Turin, thanks for clarifying that in your damage post, GM. I suppose he is still (barely) alive then.

I think Quiella will use her standard action after guiding Pai in order to Channel Energy again.


The Waking Rune
Quiella wrote:

GM, what will Quiella's HP situation be after the feather restores her constitution?

Your Max and Current hp would go up by 22 (level*2).

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none
GM supervillan wrote:

Round 12

Mykel, 52/73hp, -4CON
Pai K, 25/81hp, casting infernal wand
Pai S, 98/129hp, 27nl
Quiella, 54/88hp casting LR scroll, + Tùrin, 15/49hp, -5CON
Teric, 54+1/54hp, -2CON

Pai S. should have 128 HP max, not 129. Does that bring her current HP down to 97?


The Waking Rune

I think your correct max hp is 120 normally, boosted to 129 via the CON bonus from Overflow.

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none
GM supervillan wrote:
I think your correct max hp is 120 normally, boosted to 129 via the CON bonus from Overflow.

The bonus from Overflow brings her Con score up to 26. Isn't that +8?

Pai's stats wrote:

Ability Scores with up to 2 Burn:

Str 8, Dex 20`, Con 24*`, Int 10, Wis 12^, Cha 12
*Increased at levels 4, 8
`Belt of Physical Might +2
^Headband of Inspired Wisdom +2

Ability Scores with at least 3 Burn:
With 3+ Burn, Elemental Overflow causes her stats to change to:
Str 8, Dex 22^`#, Con 26*^`#, Int 10, Wis 12^, Cha 12
*Increased at levels 4, 8
`Belt of Physical Might +2
^Headband of Inspired Wisdom +2
#Elemental Overflow +2


The Waking Rune

Yes, CON 26 is a +8 bonus. The change from +7 to +8 means 1 extra hp per hit die, and you have 9 hit dice. Hence 120 -> 129.

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

Ah, that's what I missed. Thank you. I love the idea of this class, but there's so much to track that it's a wonder I've managed as well as I have.

Dark Archive

CN Half-Elf Dirge Bard 9 | HP 84 (-0) Temp (+0) | AC: 28, Tch: 15, FF: 24 | Mods: Deathwatch 30ft | CMD 25 (+1 Disarm/Sunder) | F/R/W +7/+11/+7 (Mods on Profile) | Speed 30 | 2 Star Reroll 1/1, Bardic Performance: 22/22 | Spells 1st: 6/6, 2nd: 5/5, 3rd: 4/4 | Perc: +5, SM: +3 | Init: +2

So, this scenario has an optional ‘hard mode’ and it ISN’T what we are doing? Holy crap!

Were our tactics THAT bad? I know we made some errors, but damn. It ain’t looking good.

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

Didn't someone say they had a torch? Pai's about to set fire to her bedroll, but a torch is more easily moved when we want to relocate.

Grand Lodge

male human swashbuckler(rondelero)9/brawler 1, HP 102, 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 got one


The Waking Rune
Hamish the Bard wrote:

So, this scenario has an optional ‘hard mode’ and it ISN’T what we are doing? Holy crap!

Were our tactics THAT bad? I know we made some errors, but damn. It ain’t looking good.

I can confirm that this is not Hard Mode. In Hard Mode the gloves come off ;)

In all seriousness, Krune's Hard Mode load-out is more deadly.

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

Dang.


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The Waking Rune

Posting here Hamish because there's a lot of text - you're making your GM work (which is only right, this is after all a tier 10-11 season finale).

There is a grey area. The Perception skill rules say "Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action."

The enemies who saw Hamish disappear could be allowed 'reactive' Perception checks at that point, in addition to using Move actions on their turn. (You don't lose all your senses when it isn't your turn).

The Stealth skill says "If people are observing you using any of their senses (but typically sight), you can’t use Stealth. Against most creatures, finding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast." I don't think you'd need to take the -10 because you're gaining concealment from Invisibility, not dashing for cover. However you would need to create the diversion so that you're not being observed. This use of Bluff doesn't seem to cost an action.

The wind blast is an AoE, but it's a line effect. If you were to remain undetected, there would be a 50% chance that the azata gets the line you're in. (There are lightning bolts covering the 'top' line so it's going to take either the middle or bottom line).

If you remain undetected, the shadow demon possessing an azata uses Shadow Conjuration: Glitterdust in your general area instead of attempting Telekinesis on Quiella - you're the higher priority because you've got the Daylight emanation. Reasoning that you're unlikely to stand closeby, and wanting to ensure that the cast doesn't do nothing at all, it puts Pai Shecks at one end of the burst, and catches you in it. You'd get a DC18 Will save to disbelieve, then if you fail that a DC18 Will save to avoid Blindness; if you pass the disbelief save, there's a flat 20% chance that you still need to save against blindness and that your concealment is negated.

TL;DR - I didn't apply distance modifiers but I should have. You might successfully Stealth but must roll an opposed Bluff check. If you pass the opposed Bluff then I retcon the possessed azata to attempt shadow glitterdust, and make a 50% wind blast attack if glitterdust fails.

I hope that all makes sense - I certainly don't want to kill a PC because of a rules error. The odds are still very much against you but are non-zero.

Dark Archive

CN Half-Elf Dirge Bard 9 | HP 84 (-0) Temp (+0) | AC: 28, Tch: 15, FF: 24 | Mods: Deathwatch 30ft | CMD 25 (+1 Disarm/Sunder) | F/R/W +7/+11/+7 (Mods on Profile) | Speed 30 | 2 Star Reroll 1/1, Bardic Performance: 22/22 | Spells 1st: 6/6, 2nd: 5/5, 3rd: 4/4 | Perc: +5, SM: +3 | Init: +2

Bluff: 1d20 + 15 ⇒ (16) + 15 = 31
Will: 1d20 + 9 ⇒ (2) + 9 = 11
Will: 1d20 + 9 ⇒ (20) + 9 = 29

Moot point then as I am definitely visible now I think. At least maybe it’ll pull an action away from attacking an ally.

Pretty sure we are all just gonna die anyway.


The Waking Rune

Sorry Hamish :(

Teric has a chance of escape I think.

Liberty's Edge

Female CG Gnome Kineticist 10 | HP 133/133 | NL dmg: 0 | AC 22*, T 16*, FF 17 | CMB +7, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +16, Sense Motive +2 | Speed 20ft | Burn: 0/9 | IB: 1/1 | Active conditions: none

The only hope for Pai is if the baddies think she's dead and don't damage her any more. Then she could wake up tomorrow after sleeping off her Burn/NL damage and figure out how to slink back home.

<Wishful thinking>

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Wouldn't Life Pact trigger when Quiella goes down?

I'm actually not sure who went down first... but Pai S, Quiella, Mykel, and Hamish are all participants.

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