GM Peachbottom's War for the Crown

Game Master Peachbottom

Campaign Folder
Treasure
Persona
County of Meratt Map
Rebuilding Stachys

Palace of Birdsong 1st Floor Map
Palace of Birdsong 2nd Floor Map

Loyalty Points: 44

Hero Points:
Icabhod: 3 | Henrika: 1 | Trevor: 2 | Tychus: 1 | Xallis: 2


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Male
Skills:
Diplo +22 (Charming +23)|Heal +11|Kn. Nob +13|Kn. Rel +10|SM +12|Kn. His +6|Appraise +6|Spell +5|Prof. bartender +8
Aasimar
Vitals:
HP 47/47|AC 19, T 11, FF19|Fort +6, Ref +2, Will +8|Resist acid, cold & electricity 5|BAB +4, CMB +4, CMB 14
Cleric/6th|Perception +5|Channel Energy 3d6, 7/7x/day (Will DC 17)

Damn Liraela! We're so sorry to see you go.

Liraela:
Can Trevor have your envoy ring? Please?


F NG human mesmerist 6 | HP 12/51 | AC20* T12* FF20* | CMB+7 CMD18 | F+5 R+6 W+9** (+2 vs illusions) | Init+3 Per+8* SM+8* | hero 0 tricks 2/5 YR 1/1 | spells 1st-1/5 2nd-1/4 | effects/conditions Mesmeric Mirror x2 6m, message 58m

Aww, we'll miss you Liraela.


I messaged Liraela separately saying goodbye.

Yes, we can retire Liraela's character and split up any loot you want to keep. Trevor can have the Envoy Ring.

Unless the group feels the need for a replacement, I'm inclined to continue running the game with 5 for now. But let me know your opinion.


Male
Skills:
Diplo +22 (Charming +23)|Heal +11|Kn. Nob +13|Kn. Rel +10|SM +12|Kn. His +6|Appraise +6|Spell +5|Prof. bartender +8
Aasimar
Vitals:
HP 47/47|AC 19, T 11, FF19|Fort +6, Ref +2, Will +8|Resist acid, cold & electricity 5|BAB +4, CMB +4, CMB 14
Cleric/6th|Perception +5|Channel Energy 3d6, 7/7x/day (Will DC 17)

I think we can continue running with 5 characters, but I want to hear what the other players think.


M Human Investigator 6|HP 28/47|AC17T12FF15|F4R7W5|Per8 Insp1/5 Hero pt 1/3

5 is ok.


Male
Skills:
Diplo +22 (Charming +23)|Heal +11|Kn. Nob +13|Kn. Rel +10|SM +12|Kn. His +6|Appraise +6|Spell +5|Prof. bartender +8
Aasimar
Vitals:
HP 47/47|AC 19, T 11, FF19|Fort +6, Ref +2, Will +8|Resist acid, cold & electricity 5|BAB +4, CMB +4, CMB 14
Cleric/6th|Perception +5|Channel Energy 3d6, 7/7x/day (Will DC 17)

GM Peachbottom, what kind of skill checks are you looking for the encounter to succeed?


Here's what the encounter says:

Sir Gusairne’s visits are usually a series of three opposed skill checks as the PCs attempt to conceal evidence of any wrongdoing or deflect his suspicions. Take note of how the PCs claim to be deflecting proof of their crimes or activities (if they do at all), and determine appropriate skill checks in response. Forging invitations to imply they were visiting another noble during an attack on a tax collector, for example, may require an opposed Linguistics check, while distracting Gusairne with the latest gossip may require a Knowledge (local) or Perform (oratory) check. PCs take a cumulative –2 penalty on each subsequent use of the same skill, as repeating the same lie thins it considerably.

Either you can pick an appropriate skill depending on your response, or if you aren't sure, tell me your response and I'll tell you a skill to use.


F NG human mesmerist 6 | HP 12/51 | AC20* T12* FF20* | CMB+7 CMD18 | F+5 R+6 W+9** (+2 vs illusions) | Init+3 Per+8* SM+8* | hero 0 tricks 2/5 YR 1/1 | spells 1st-1/5 2nd-1/4 | effects/conditions Mesmeric Mirror x2 6m, message 58m

I started to post responses from Henrika, but she might not be the best person to make all of the rolls. If multiple characters make skill checks, will you use the best one? Or is there some other criteria for determining which to use? I decided to wait in case it was a first-rolled first-taken kind of thing.


1 person marked this as a favorite.

Sure, to facilitate this not taking too long, if multiple characters make a skill check, I'll take the best one. I understand it could be difficult to discuss when not at a table. Anyone who wants to respond, go ahead and respond to any or all of the questions. I'll take the best results and then make Gul make an opposed check against it.


AC 11+7, T 11, FF 10+7 | CMB 3, CMD 13 | HP 51/51 | Fort +5, Ref +4, Will +6 | Init +1 | Perception +0 | Conditions: barkskin, mage armor
Eidolon stats:
AC 18+5, T 12-2, FF 16+5 | CMB +9+2, CMD 21+1 |HP 32/32 | Fort +5, Ref +3-1, Will +4 | Init +2 | Perception +15 , scent 30 ft | Conditions: mage armor, extended barkskin, enlarge person

Oh jeez, sorry you have to go, Liraela. It was really fun having you at our metaphorical table. But don't worry, we'll give Bartelby a knuckle sandwich.

With 5 bodies (6, counting Navia) I think our group is set for raw numbers. Heck, Navia was originally built to play the rogue archetype so we shouldn't be terribly lacking in that department.


LN Human Bolt Ace 5/Sanctified Slayer 1| HP 51/51 | AC 24, T 17, FF 15 | Fort +9, Ref +12, Will +8 | Perception +13 | Grit: 2/4
Liraela the Inkweaver wrote:

Hey guys I’m sorry to do this, especially during this sore ofc story moment (though it feels in character for Lir), but I’ll be stepping down from this game. Feel free to have her stick around as an NPC until it makes sense for her to disappear.

Both my GM and work duties have increased as of late, and I don’t have the time to devote to everything I want to do. It’s been great fun, and I really am grateful for the chance to play her. Thanks, GM Peachbottom!

Oh, and be sure to kick Bartelby’s ass for me, would ya?

Sad to see you go Liraela. Hope everything works out on your end. Cheers.


Xallis wrote:
Diplomacy reroll: 1d20 + 12 ⇒ (20) + 12 = 32
Henrika wrote:
Intimidate: 1d20 + 10 ⇒ (20) + 10 = 30
Xallis wrote:
Knowledge (Nobility): 1d20 + 10 ⇒ (20) + 10 = 30
Trevor wrote:
Diplomacy: 1d20 + 16 ⇒ (20) + 16 = 36

All of a sudden everyone is rolling nat. 20s. Well okay then.


I'm going to make an executive decision that Icabhod should take the +1 mithral chain shirt. I had actually specifically thrown that in there as an upgrade for him non-magical mithral chain shirt. Icabhod doesn't really have a lot of treasure. Xallis can take the non-magical one if he can use it.

Also, among Liraela's things, these might be useful to others:
Belt of Incredible Dexterity +2
Amulet of Natural Armor +2
+1 Silver Dagger


Male
Skills:
Diplo +22 (Charming +23)|Heal +11|Kn. Nob +13|Kn. Rel +10|SM +12|Kn. His +6|Appraise +6|Spell +5|Prof. bartender +8
Aasimar
Vitals:
HP 47/47|AC 19, T 11, FF19|Fort +6, Ref +2, Will +8|Resist acid, cold & electricity 5|BAB +4, CMB +4, CMB 14
Cleric/6th|Perception +5|Channel Energy 3d6, 7/7x/day (Will DC 17)

Well, seeing how Trevor's Dex is a straight 10, the cleric could benefit fro the Belt of Incredible Dexterity + 2.


F NG human mesmerist 6 | HP 12/51 | AC20* T12* FF20* | CMB+7 CMD18 | F+5 R+6 W+9** (+2 vs illusions) | Init+3 Per+8* SM+8* | hero 0 tricks 2/5 YR 1/1 | spells 1st-1/5 2nd-1/4 | effects/conditions Mesmeric Mirror x2 6m, message 58m

I’m always looking to improve Henrika’s AC, so she could exchange her +1 amulet for Liraela’s +2.


Tychus wrote:
"While I agree, I don't think we are likely to find her. She is likely to find us first...

You do have two leads on the Night Swan. You heard a rumor about sighting on Lake Lauchlein and Gul Gusairne just mentioned that he thinks she's in Lotheedar.


Male
Skills:
Diplo +22 (Charming +23)|Heal +11|Kn. Nob +13|Kn. Rel +10|SM +12|Kn. His +6|Appraise +6|Spell +5|Prof. bartender +8
Aasimar
Vitals:
HP 47/47|AC 19, T 11, FF19|Fort +6, Ref +2, Will +8|Resist acid, cold & electricity 5|BAB +4, CMB +4, CMB 14
Cleric/6th|Perception +5|Channel Energy 3d6, 7/7x/day (Will DC 17)

I found some really great War of The Crown midjourney art on reddit.


Those are cool. Nice find.


Icabhod wrote:
No doubt bringing in such a huge fish would win us accolades. Hmm...Plus maybe a town feast?

No doubt it would. And you do need to throw a few more festivals.


GM Peachbottom wrote:
(I’ll label some of the rooms when I get a chance. You can use this knowledge later.)

I labeled the rooms in the Palace of Birdsong. Unlike the Betony Estate, these rooms do have more detailed descriptions, but I'll save those descriptions for when you explore during your final attack so I'm not duplicating my efforts.

Palace of Birdsong 1st Floor
Palace of Birdsong 2nd Floor


Where are you going next?


Love your post, Trevor.

If you want to play a trip back to Oppara, it is easy enough. There are no events there at the moment but you can certainly roleplay. It is 5 days to Oppara from Meratt (10 days round trip). Any time the group takes some down time, you and anyone else who wants to make a trip, could.

Its probably not a terrible idea. The group still has a number of improvements to make and you are nearing completing most of the scripted encounters before the end. I could put together something about Henrika checking on Jack and any other members checking in with their families if interested. (Its also a good place to unload all of your treasure to sell all at once instead of piecemeal in these small villages.)

If you wanted to have a wedding at some point, it could be one of the festivals you have in Stachys. You need to have two more festivals at some point to gain the Loyalty Point.


F NG human mesmerist 6 | HP 12/51 | AC20* T12* FF20* | CMB+7 CMD18 | F+5 R+6 W+9** (+2 vs illusions) | Init+3 Per+8* SM+8* | hero 0 tricks 2/5 YR 1/1 | spells 1st-1/5 2nd-1/4 | effects/conditions Mesmeric Mirror x2 6m, message 58m

Henrika would certainly accompany Trevor back to Oppara, and out of character I'd love to have a reason for Henrika to check in on Jack. And her mother, of course, but mostly Jack.

It sounds like several of us are interested in seeking out The General, and we also intend to deal with the Night Swan at some point. Henrika is always eager to fight more legendary creatures and mount more trophies on the walls in Stachys. Perhaps we can head out ostensibly to take on the monstrous fish, and then look for the rebellious bird lady while we are out? We might want to purchase some magic items to aid us in a fight on the water, though. Potions of monkey fish and air bubble maybe, or even scrolls of free swim or water breathing. The latter are much more expensive, but would ensure we can face whatever it is for long periods of time underwater if necessary.


AC 11+7, T 11, FF 10+7 | CMB 3, CMD 13 | HP 51/51 | Fort +5, Ref +4, Will +6 | Init +1 | Perception +0 | Conditions: barkskin, mage armor
Eidolon stats:
AC 18+5, T 12-2, FF 16+5 | CMB +9+2, CMD 21+1 |HP 32/32 | Fort +5, Ref +3-1, Will +4 | Init +2 | Perception +15 , scent 30 ft | Conditions: mage armor, extended barkskin, enlarge person

Xallis would love to see his family again. He'd most likely send a letter ahead to let them know he'll be in town, and that he'd love to tell them in person about how things have been going.


LN Human Bolt Ace 5/Sanctified Slayer 1| HP 51/51 | AC 24, T 17, FF 15 | Fort +9, Ref +12, Will +8 | Perception +13 | Grit: 2/4

Apologies for the delay, had quite a busy last few days. I should have a post up sometime today.

I'll post a super quick Persona Phase from my phone, but I will wait until I get home to make a more elaborate post later.


Icabhod wrote:
If we are to take it upon ourselves to change how this land is governed, I say we try it through legal channels. This is not a thing to be done by kicking down doors, if we can perhaps gain the support of enough local leaders and our esteemed patron, then perhaps we can have the Count be required to step down due to his lack of care of his holdings.

The goal of the Loyalty Points is to win the submit of the people of Meratt. But Bartelby won't step down without a fight. Martella is hoping you can reclaim the Palace of Birdsong without killing her half-brother, but attacking the palace is inevitable. You can't diplomatize him into surrendering.


Trevor wrote:
The jewelry was a GIFT! Not a marriage proposal!!!

Oh. That was my misunderstanding then.


Male
Skills:
Diplo +22 (Charming +23)|Heal +11|Kn. Nob +13|Kn. Rel +10|SM +12|Kn. His +6|Appraise +6|Spell +5|Prof. bartender +8
Aasimar
Vitals:
HP 47/47|AC 19, T 11, FF19|Fort +6, Ref +2, Will +8|Resist acid, cold & electricity 5|BAB +4, CMB +4, CMB 14
Cleric/6th|Perception +5|Channel Energy 3d6, 7/7x/day (Will DC 17)

That's okay. It made for some great RP!


M Human Investigator 6|HP 28/47|AC17T12FF15|F4R7W5|Per8 Insp1/5 Hero pt 1/3

Trevor is whipped. ;)


Henrika wrote:
"Let us write to Baron Okerra," she suggests before they leave for the lake expedition. "It is only a courtesy, but we should inform him that we intend to visit his lands and what our purpose is.

You are dealing with two different lakes atm.

You are currently going to Lake Lauchlein which is near Lotheedar. (Rumor about Night Swan)

Lake Pensaris is next to Pensaris, with Baron Okerra. (Rumor about the General)


F NG human mesmerist 6 | HP 12/51 | AC20* T12* FF20* | CMB+7 CMD18 | F+5 R+6 W+9** (+2 vs illusions) | Init+3 Per+8* SM+8* | hero 0 tricks 2/5 YR 1/1 | spells 1st-1/5 2nd-1/4 | effects/conditions Mesmeric Mirror x2 6m, message 58m

Oh, whoops. Sorry about that. Maybe we'll swing by the other lake on our way back? :D


F NG human mesmerist 6 | HP 12/51 | AC20* T12* FF20* | CMB+7 CMD18 | F+5 R+6 W+9** (+2 vs illusions) | Init+3 Per+8* SM+8* | hero 0 tricks 2/5 YR 1/1 | spells 1st-1/5 2nd-1/4 | effects/conditions Mesmeric Mirror x2 6m, message 58m

I'm thinking Henrika, who has been admiring Trevor's new head adornment, will commission another circlet of persuasion from the same craftsman who made his. It costs 4,500 gp, but once we sell some of the loot we have collected in Oppara, I think she'll be able to pay for it with her share.


Xallis wrote:
If possible, Xallis would like to purchase a lesser metamagic rod of extend spell for 3,000 gold.

Yes, you can.

Tychus wrote:
"What say you we obtain some vials of Holy Water?

Yes, you can. As many as you want. 25 gp each. Also since Acolyte Mise is giving you free 1st-level cleric spells, I'll give you the first one holy water free.


F NG human mesmerist 6 | HP 12/51 | AC20* T12* FF20* | CMB+7 CMD18 | F+5 R+6 W+9** (+2 vs illusions) | Init+3 Per+8* SM+8* | hero 0 tricks 2/5 YR 1/1 | spells 1st-1/5 2nd-1/4 | effects/conditions Mesmeric Mirror x2 6m, message 58m

How is Trevor casting heroism? I don't think that spell is on the cleric spell list. Maybe it's a domain spell?


Male
Skills:
Diplo +22 (Charming +23)|Heal +11|Kn. Nob +13|Kn. Rel +10|SM +12|Kn. His +6|Appraise +6|Spell +5|Prof. bartender +8
Aasimar
Vitals:
HP 47/47|AC 19, T 11, FF19|Fort +6, Ref +2, Will +8|Resist acid, cold & electricity 5|BAB +4, CMB +4, CMB 14
Cleric/6th|Perception +5|Channel Energy 3d6, 7/7x/day (Will DC 17)

Dammit! I did it again. heroism is not on Trevor's spell list. Very sorry. I thought I had corrected that!


AC 11+7, T 11, FF 10+7 | CMB 3, CMD 13 | HP 51/51 | Fort +5, Ref +4, Will +6 | Init +1 | Perception +0 | Conditions: barkskin, mage armor
Eidolon stats:
AC 18+5, T 12-2, FF 16+5 | CMB +9+2, CMD 21+1 |HP 32/32 | Fort +5, Ref +3-1, Will +4 | Init +2 | Perception +15 , scent 30 ft | Conditions: mage armor, extended barkskin, enlarge person

Ahh, confusion is my favorite status to have on my PCs. Hope you don't mind me having a little fun with it and hiding the percentage rolls to add to the... ahem... confusion.


F NG human mesmerist 6 | HP 12/51 | AC20* T12* FF20* | CMB+7 CMD18 | F+5 R+6 W+9** (+2 vs illusions) | Init+3 Per+8* SM+8* | hero 0 tricks 2/5 YR 1/1 | spells 1st-1/5 2nd-1/4 | effects/conditions Mesmeric Mirror x2 6m, message 58m
GM Peachbottom wrote:
A loud burst of ceaseless swan honking rings in your eyes. Henrika, Tychus, and Navia shake off the effect. But the sound confuses Icabhod, Trevor, and Xallis.

A loud burst of honking doesn't wake those of us sleeping? :) (It's okay that it doesn't, I was just amused by the incongruity.)


I like to flavor spell-like abilities to be themed to the creature using it. It doesn’t change the functionality of the spell though. It’s just a regular confusion spell. Since this is a swan creature, I added feathers and honks.

Although maybe not accurate, my interpretation of spell-like abilities are that they are spell like but not really spells. They are more like a special abilities that have the same effect as a spell and saves writers a lot of repetitive text.

I also don’t think loud noise wakes you from magical sleep anyway.


F NG human mesmerist 6 | HP 12/51 | AC20* T12* FF20* | CMB+7 CMD18 | F+5 R+6 W+9** (+2 vs illusions) | Init+3 Per+8* SM+8* | hero 0 tricks 2/5 YR 1/1 | spells 1st-1/5 2nd-1/4 | effects/conditions Mesmeric Mirror x2 6m, message 58m
GM Peachbottom wrote:
I like to flavor spell-like abilities to be themed to the creature using it. It doesn’t change the functionality of the spell though. It’s just a regular confusion spell. Since this is a swan creature, I added feathers and honks.

That's very cool!

GM Peachbottom wrote:
I also don’t think loud noise wakes you from magical sleep anyway.

You're probably right (and as the GM you are of course certainly right!), since the sleep spell says "Slapping or wounding awakens an affected creature, but normal noise does not." Of course this might not include abnormal noise, if that was how someone chose to try to wake an ally... ;)


Male
Skills:
Diplo +22 (Charming +23)|Heal +11|Kn. Nob +13|Kn. Rel +10|SM +12|Kn. His +6|Appraise +6|Spell +5|Prof. bartender +8
Aasimar
Vitals:
HP 47/47|AC 19, T 11, FF19|Fort +6, Ref +2, Will +8|Resist acid, cold & electricity 5|BAB +4, CMB +4, CMB 14
Cleric/6th|Perception +5|Channel Energy 3d6, 7/7x/day (Will DC 17)

GM Peachbottom, I just want to recognize your consistent posting schedule, and I just wanted to say 'thank you'!!!


You are welcome. I try.

Trevor wrote:
Perhaps the crossbow bolt sticking out of her will wake Henrika, at least?

Yes, damage wakes a person up. Henrika can now act.


Henrika wrote:
I don't know if she went prone upon falling asleep, but I'm going to assume she did for now.

Yeah...I've never really been sure about that either. The spell doesn't say you fall prone but at the same time, I don't know anyone that sleeps standing up. So I'm going to say you sleep prone and have to stand up.


F NG human mesmerist 6 | HP 12/51 | AC20* T12* FF20* | CMB+7 CMD18 | F+5 R+6 W+9** (+2 vs illusions) | Init+3 Per+8* SM+8* | hero 0 tricks 2/5 YR 1/1 | spells 1st-1/5 2nd-1/4 | effects/conditions Mesmeric Mirror x2 6m, message 58m

Xallis, Henrika woke up Navia, in case you missed it.


This creature only has a single attack that does a 1d8+0 with her longbow. The confusion spell is doing way more damage from you hitting yourselves than she could possibly do on her own.


LN Human Bolt Ace 5/Sanctified Slayer 1| HP 51/51 | AC 24, T 17, FF 15 | Fort +9, Ref +12, Will +8 | Perception +13 | Grit: 2/4

She keeps calling us "Lotheed Soldiers"... Do we think there is any chance of explaining who we are and what we are trying to do?


AC 11+7, T 11, FF 10+7 | CMB 3, CMD 13 | HP 51/51 | Fort +5, Ref +4, Will +6 | Init +1 | Perception +0 | Conditions: barkskin, mage armor
Eidolon stats:
AC 18+5, T 12-2, FF 16+5 | CMB +9+2, CMD 21+1 |HP 32/32 | Fort +5, Ref +3-1, Will +4 | Init +2 | Perception +15 , scent 30 ft | Conditions: mage armor, extended barkskin, enlarge person
GM Peachbottom wrote:
(I’m going to assume Xallis had mage armor cast.)

Yeah, that makes sense. I'll mark off the spell per day and the Lesser Rod of extend uses so he can just have it up for the work day. Navia can get wand charges as needed.


FYI, Saturday August 24 through Thursday August 29 I will be on vacation in the Bahamas. I probably will not be able to post during that time.

I'll remind you I'll be away when it gets closer too.


F NG human mesmerist 6 | HP 12/51 | AC20* T12* FF20* | CMB+7 CMD18 | F+5 R+6 W+9** (+2 vs illusions) | Init+3 Per+8* SM+8* | hero 0 tricks 2/5 YR 1/1 | spells 1st-1/5 2nd-1/4 | effects/conditions Mesmeric Mirror x2 6m, message 58m

That sounds like an amazing trip! I hope you have a wonderful time.

I'll repeat this when you remind us. ;)

Regarding the ooze, it's not Henrika's specialty but there are lots of alchemical items that we could purchase or craft that would make this battle easier. (Specifically, acid neutralizer, alkali flanks, bloating solution, congealer spray, or even plain old alchemist's fire.) If we go shopping, Henrika will at least purchase a heavy mace, and probably a sling with bullets (even though her ranged attacks aren't great, since she doesn't want to be stuck trying to hit an enemy she can't reach again).


2 people marked this as a favorite.
AC 11+7, T 11, FF 10+7 | CMB 3, CMD 13 | HP 51/51 | Fort +5, Ref +4, Will +6 | Init +1 | Perception +0 | Conditions: barkskin, mage armor
Eidolon stats:
AC 18+5, T 12-2, FF 16+5 | CMB +9+2, CMD 21+1 |HP 32/32 | Fort +5, Ref +3-1, Will +4 | Init +2 | Perception +15 , scent 30 ft | Conditions: mage armor, extended barkskin, enlarge person

A potion of resistance wouldn't be the worst option either. And if we want to be funny, I can dump my summon monsters from far, far away to hit it with cheetah missiles.

Cheetah wrote:

Sprint (Ex)

Once per hour, a cheetah can move at 10 times its normal speed (500 feet) when it makes a charge.


F NG human mesmerist 6 | HP 12/51 | AC20* T12* FF20* | CMB+7 CMD18 | F+5 R+6 W+9** (+2 vs illusions) | Init+3 Per+8* SM+8* | hero 0 tricks 2/5 YR 1/1 | spells 1st-1/5 2nd-1/4 | effects/conditions Mesmeric Mirror x2 6m, message 58m

Alkali flasks are 15 gp each and deal 2d6 damage to oozes, probably our best choice for ranged attacks.

A dose of acid neutralizer is 15 gp and will prevent an adjacent ooze from dealing acid damage for 1 round if it is hit with a ranged touch attack. This is a great defensive action that would protect everyone else for a round if someone is willing to get close enough (and is good enough at ranged touch attacks).

Bloating solution costs 25 gp a dose and reduces its reach by 5 feet on a successful ranged hit, also might reduce the DC of any constrict abilities it has. I'm not sure how effective this would be against an ochre jelly.

Congealer spray is 15 gp a pop and sprays a cone that prevents an ooze from splitting and also removes its immunities to electricity, piercing, and slashing damage for 1d4 rounds. Also has a chance (Fort DC 15) to stagger it. This sounds excellent to me, especially because those of us with magical piercing or slashing weapons can use them while it is under the effects.

Alchemist's fire deals fire damage on a successful hit and might cause it to catch fire-- but since we're fighting it near a lake I think we're unlikely to make it burn for very long.

It sounds like there isn't a risk of our weapons getting melted by the ooze, so I'm thinking congealer spray is our best bet for those who want to fight with piercing or slashing weapons, and alkali flasks otherwise.

Henrika's buying a heavy mace, so she should be able to fight pretty well in melee without any alchemical debuffs. Also, fighting at range is smart for as long as we can, so she'll get a sling and a few alkali flasks. I'm thinking I'll also get her a dose of congealer spray to use if she finds an opening.

So Henrika's list is: heavy mace (12 gp), sling and 20 bullets (2 sp), alkali flask x3 (45 gp), and congealer spray (15 gp). That's 72.2 gp total.

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