Prey for Death

Game Master andreww

Roll20
PC Stats

Infiltration: 10
Awareness: 8
Leverage: 5


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Goblin Thief Rogue Oracle 14 | HP 172/174, AC 35 (+2), F +22, R +28, W +22 | Fire res 7 | Perc +25, Stealth +27 | Speed 40 ft | Focus 3/3 | Shield HP 105/120 | ◆ ◇ ↺
Jax Kraven wrote:
If this was a bigger battlefield, I'm be able to do them.

remember that you're supposed to be an assassin, not a war mage. Maybe GM let's you reselect some spells? Spell Immunity would have been very handy in this fight. Cast SI (Heal) on the guards and bam, you're the MVP.

Maybe add some classics like Slow and 3rd rank Fear. Enervation is also nice for such a long fight. Just some thoughts, being thrown into a 14th level game is ridiculously hard.

Sassarra wrote:

I have evasion and juggernaut, so I'm usually good against area spells vs Reflex or fort. On top of this I have 14 fire resistance and can increase that to 28 with a reaction.

Skarn and Tomas, you both have better reflex saves than I do, and you take half damage on failures. Are you two okay with being in reflex area effects?

I can take a fireball easily. But Chain Lightning might be easier in closed quarters.


Rogue Assassin Dandy Swashbuckler 14 | AC 33 | HP 120 | Hero Pt. 0 | Perc/Init +23 | Decep 27 | Acro 26 | Dipl, Perf, Thiev 25 | Society +23 | Athl 22 | Intim Stealth 21 | Craft, Games Lore, Gossip Lore, Occult 19 | Med, Nature, Surv 17 | ◆◇

Tomas has no problem being in a Reflex-based AoE.

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 14, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:35 (Bonuses vs Ranged), 10 Fire Resistance, HP:177/177, Fort:23, Ref:23, Will:20, Perception:20, Stealth:24
Skarn Firetongue wrote:
Jax Kraven wrote:
If this was a bigger battlefield, I'm be able to do them.

remember that you're supposed to be an assassin, not a war mage. Maybe GM let's you reselect some spells? Spell Immunity would have been very handy in this fight. Cast SI (Heal) on the guards and bam, you're the MVP.

Maybe add some classics like Slow and 3rd rank Fear. Enervation is also nice for such a long fight. Just some thoughts, being thrown into a 14th level game is ridiculously hard.

1. Yeah, I'd replace Arrow Salve with 6th rank slow.

2. 3rd rank fear would replace pillar of water.
3. 5th level elemental breath would be replaced by wall of ice encase I need a less permanent wall to block a creature off, though I wanted to block off Sarge for as long as possible, so I probably still would have done stone.
4. Dispel magic though, I would still wait till I level up to take. I'll pick up an 8th level dispel magic, cause Noise Blast will still be my signature spell.

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 14, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:35 (Bonuses vs Ranged), 10 Fire Resistance, HP:177/177, Fort:23, Ref:23, Will:20, Perception:20, Stealth:24

Just a thought, but DM, you said we heard scratching. Do we know for sure if Sarge is attacking my stone wall, or if he is attacking the manmade built wall on the west side. He could be trying to break his way out the back instead of the front.


You have no idea. You could spend an action to seek if you wanted to be certain.


Goblin Thief Rogue Oracle 14 | HP 172/174, AC 35 (+2), F +22, R +28, W +22 | Fire res 7 | Perc +25, Stealth +27 | Speed 40 ft | Focus 3/3 | Shield HP 105/120 | ◆ ◇ ↺

with a proper set up, Rogue can do three MAP-less attacks against off-guard per round, due to Preparation and Gang Up. Crazy.


F Elf Kin/Rog 14 | HP 202/202 | AC 34, F 26*, R25*, W22, +2 vs trap | Resist fire 14 | Per 21, Stealth 26 | spd 50/fly 60

Tomas, you might do better at tumble through. Your acrobatics bonus isn't that great for our level. Even with the weapon bonus, it's not likely to work.


Goblin Thief Rogue Oracle 14 | HP 172/174, AC 35 (+2), F +22, R +28, W +22 | Fire res 7 | Perc +25, Stealth +27 | Speed 40 ft | Focus 3/3 | Shield HP 105/120 | ◆ ◇ ↺

our Awareness is rising, yet we're not collecting any Infiltration points...


F Elf Kin/Rog 14 | HP 202/202 | AC 34, F 26*, R25*, W22, +2 vs trap | Resist fire 14 | Per 21, Stealth 26 | spd 50/fly 60

Well, we are taking longer than a 14th level party should to deal with these people.


Skarn Firetongue wrote:
our Awareness is rising, yet we're not collecting any Infiltration points...

Your awareness has a chance to increase each combat round that you take. If/when you defeat the patrol you will gain an infiltration point. There are ways to gain infiltration that do not require combat. If you can come up with ways that neutralise a patrol or other group that would work rather than fighting them for example. Some of them you lack the resources for, such as dispelling the consecrate ritual.

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 14, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:35 (Bonuses vs Ranged), 10 Fire Resistance, HP:177/177, Fort:23, Ref:23, Will:20, Perception:20, Stealth:24
GMAndrewW wrote:
Skarn Firetongue wrote:
our Awareness is rising, yet we're not collecting any Infiltration points...
Your awareness has a chance to increase each combat round that you take. If/when you defeat the patrol you will gain an infiltration point. There are ways to gain infiltration that do not require combat. If you can come up with ways that neutralise a patrol or other group that would work rather than fighting them for example. Some of them you lack the resources for, such as dispelling the consecrate ritual.

So are we at 3 infilitration now and you just didn't update yet. Or were we at 1 and it went to 2 after we defeated that patrol?


You are at 3, I forgot to update.

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 14, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:35 (Bonuses vs Ranged), 10 Fire Resistance, HP:177/177, Fort:23, Ref:23, Will:20, Perception:20, Stealth:24

I was looking up my character since Archives of Nephys now has the remastered names for my spells and found a mistake.
I don't know if I looked at something wrong, or if something got messed up when they were doing remastered version, something is illegal in my guy.
I'm an imperial bloodline.
I know 4 level 7 spells.
Below is what I originally had in my sheet.
4 Per day 7th Level: 3+1Bloodline: Prismatic Spray, Haste, True Target, Beheading Buzz Saw
The bloodline spell is Retrocognition and the legacy version is the same spell of the same name. Not sure if Imperial Bloodline originally actually had prismatic spray and they remastered it to that spell, or if I looked at it wrong or forgot something. I wrote my character so it would show bloodline spells first and then the spells I picked.
That being said I have to eliminate one of these 4 spells and replace it with Retrocognition. Getting rid of Prismatic Spray.


Goblin Thief Rogue Oracle 14 | HP 172/174, AC 35 (+2), F +22, R +28, W +22 | Fire res 7 | Perc +25, Stealth +27 | Speed 40 ft | Focus 3/3 | Shield HP 105/120 | ◆ ◇ ↺

Remaster:
Sorcerous Gifts
cantrip: detect magic, 1st: force barrage, 2nd: dispel magic, 3rd: haste, 4th: translocate, 5th: scouting eye, 6th: disintegrate, 7th: retrocognition, 8th: quandary, 9th: implosion

legacy:
Granted Spells
cantrip: detect magic, 1st: magic missile, 2nd: dispel magic, 3rd: haste, 4th: dimension door, 5th: prying eye, 6th: disintegrate, 7th: prismatic spray, 8th: maze, 9th: prismatic sphere

Prismatic Spray was not ported over to Remaster. Thus it is still a valid 2e spell. But it is no longer a bloodline spell.

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 14, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:35 (Bonuses vs Ranged), 10 Fire Resistance, HP:177/177, Fort:23, Ref:23, Will:20, Perception:20, Stealth:24

Okay, but I was under the impression we were playing under the remastered rules. It is just that Archives of Nephys didn't have it up yet.


Goblin Thief Rogue Oracle 14 | HP 172/174, AC 35 (+2), F +22, R +28, W +22 | Fire res 7 | Perc +25, Stealth +27 | Speed 40 ft | Focus 3/3 | Shield HP 105/120 | ◆ ◇ ↺

GM, can you please remove fog of war of the areas that we've already been? I currently see only our field of view.


I have turned on explorer mode which should allow you to see where you have already been.


F Elf Kin/Rog 14 | HP 202/202 | AC 34, F 26*, R25*, W22, +2 vs trap | Resist fire 14 | Per 21, Stealth 26 | spd 50/fly 60
GMAndrewW wrote:
I have turned on explorer mode which should allow you to see where you have already been.

I don't see it.

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 14, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:35 (Bonuses vs Ranged), 10 Fire Resistance, HP:177/177, Fort:23, Ref:23, Will:20, Perception:20, Stealth:24
Sassarra wrote:
GMAndrewW wrote:
I have turned on explorer mode which should allow you to see where you have already been.
I don't see it.

It is on, but you have to move your token through the rooms that we've already been. He just recently turned it on, so it won't stay up from all the rooms we explored in 2024, you unless you move around.


Goblin Thief Rogue Oracle 14 | HP 172/174, AC 35 (+2), F +22, R +28, W +22 | Fire res 7 | Perc +25, Stealth +27 | Speed 40 ft | Focus 3/3 | Shield HP 105/120 | ◆ ◇ ↺

OK, so was A17 Orluks Office? have we been to A12, I don't think so?
something is blocking me from moving my token out of the room, back into to the big room


I have turned off dynamic lighting to make things a but easier. A17 was Ordulfs office which you have searched. A12 is a mess hall which you havent been in but given its about 2am there is no-one there. There are a set of stairs going up in there.

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 14, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:35 (Bonuses vs Ranged), 10 Fire Resistance, HP:177/177, Fort:23, Ref:23, Will:20, Perception:20, Stealth:24

This game definitely doesn't fell like we are evil characters.


Goblin Thief Rogue Oracle 14 | HP 172/174, AC 35 (+2), F +22, R +28, W +22 | Fire res 7 | Perc +25, Stealth +27 | Speed 40 ft | Focus 3/3 | Shield HP 105/120 | ◆ ◇ ↺
Jax Kraven wrote:
This game definitely doesn't fell like we are evil characters.

well, we sneak around someone's house, steal his stuff, kill his guys. we're obviously not the good guys. And we came to murder him.

But because of these morally grey areas, Paizo removed alignment

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 14, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:35 (Bonuses vs Ranged), 10 Fire Resistance, HP:177/177, Fort:23, Ref:23, Will:20, Perception:20, Stealth:24

You know, I just noticed something. Even though wall of stone does not have duration, it does have concentrate trait. Wouldn't that mean it goes away if I stop focusing on it and all the rubble created goes away? Cause if it didn't, all the kings and queens can building entire cities and towns and castles and houses within days instead of months with the help of sorcerers and wizards instead of construction workers.
Wall of stone is the only one without duration, otherwise I was going to grab wall of metal as an 8th level slot except that one only lasts 1 minute.


Goblin Thief Rogue Oracle 14 | HP 172/174, AC 35 (+2), F +22, R +28, W +22 | Fire res 7 | Perc +25, Stealth +27 | Speed 40 ft | Focus 3/3 | Shield HP 105/120 | ◆ ◇ ↺

wall of stone is permanent. Concentrate trait is for the casting action.


Goblin Thief Rogue Oracle 14 | HP 172/174, AC 35 (+2), F +22, R +28, W +22 | Fire res 7 | Perc +25, Stealth +27 | Speed 40 ft | Focus 3/3 | Shield HP 105/120 | ◆ ◇ ↺

just found out thaqt Wall of Stone is freaking 120 ft long. You can make a very thick barrier if you just snake the wall. We should go back upstairs and barricade the sleeping quarters, after resolving this floor.

I went back and read through the first few pages. Some things I found:
-we need 14 !!! Infiltration points.
-we will probably never need our hard-earned Leverage points. We have never failed our Infiltration checks so far, I believe. I would love for our orchestrated discrations to come into play.


Goblin Thief Rogue Oracle 14 | HP 172/174, AC 35 (+2), F +22, R +28, W +22 | Fire res 7 | Perc +25, Stealth +27 | Speed 40 ft | Focus 3/3 | Shield HP 105/120 | ◆ ◇ ↺

I have another 40 ft of movement left, but the doors won't let me pass the map. I also can't put you on the outside of the door, because of some map walls.

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 14, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:35 (Bonuses vs Ranged), 10 Fire Resistance, HP:177/177, Fort:23, Ref:23, Will:20, Perception:20, Stealth:24
Skarn Firetongue wrote:

just found out thaqt Wall of Stone is freaking 120 ft long. You can make a very thick barrier if you just snake the wall. We should go back upstairs and barricade the sleeping quarters, after resolving this floor.

I went back and read through the first few pages. Some things I found:
-we need 14 !!! Infiltration points.
-we will probably never need our hard-earned Leverage points. We have never failed our Infiltration checks so far, I believe. I would love for our orchestrated discrations to come into play.

I actually have thought about snaking the wall before or at least mazing the wall.

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 14, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:35 (Bonuses vs Ranged), 10 Fire Resistance, HP:177/177, Fort:23, Ref:23, Will:20, Perception:20, Stealth:24

Quick questions, is A13 and A14 technically outside? And do we know how high up we are? How Thick is the floor or do I not know that info?
I'm asking because of this Disintegrate I can cast this on people or objects. If I cast it on the ground beneath them, is there more stone to catch them? Is the stone floor like 5 to 10 feet thick and then hollow underneath so they would fall a long distance, or is the floor solid all the way up, so casting that on the ground beneath them would only make them fall 10 feet. I want to create a 10 foot cubic hole if that is allowed with disintegrate spell.

@Skarn, Yes, I'll start off with a fireball, but maybe for round 2 I'll try that.


F Elf Kin/Rog 14 | HP 202/202 | AC 34, F 26*, R25*, W22, +2 vs trap | Resist fire 14 | Per 21, Stealth 26 | spd 50/fly 60

I don't think that the floor is 10' thick. It would probably drop them into a lower floor and start a second encounter.


Apologies for the delay, I have been unwell.

The entire battlement area (A13 and 14) are outside. The floor is unlikely to be 10' thick. They would get a grab an edge reaction if you disintegrated it.

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 14, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:35 (Bonuses vs Ranged), 10 Fire Resistance, HP:177/177, Fort:23, Ref:23, Will:20, Perception:20, Stealth:24

Fireball
It says I can detonate it on a spot I designate. It doesn't say the spot has to be on a surface. Destroying the floor will probably open something up. And we are in 3d combat, depending upon how far they fall, round 2 I Might be able to fireball enemies down there and up here. Can I explode fireball in mid-air?


F Elf Kin/Rog 14 | HP 202/202 | AC 34, F 26*, R25*, W22, +2 vs trap | Resist fire 14 | Per 21, Stealth 26 | spd 50/fly 60

Let's not start a double encounter, please.

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 14, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:35 (Bonuses vs Ranged), 10 Fire Resistance, HP:177/177, Fort:23, Ref:23, Will:20, Perception:20, Stealth:24
Sassarra wrote:
Let's not start a double encounter, please.

That is IF there are enemies down there. But it is still one encounter, the difference is that area of effect spells will hit more than just 3 enemies. So say there are 3 more enemies down there, and those 2 fall. Fireball will hit 5 targets instead of 3 making it more effective, killing more targets at the cost of less spells. Also the siege weapon is not disintegrated, so it will fall directly on top of whatever is down there and that thing is heavy.

The bigger issue here isn't double encounter or more enemies, as I'm willing to spend a level 7 spell slot to eliminate them if that is the case. It is a hole in the floor will probably eventually give us an awareness point once discovered.


F Elf Kin/Rog 14 | HP 202/202 | AC 34, F 26*, R25*, W22, +2 vs trap | Resist fire 14 | Per 21, Stealth 26 | spd 50/fly 60

If there are no people there, then it's an utter waste of a 6th level spell. You might do 5-10 points each to two people, and guarantee awareness eventually.

If the group below is nasty or there's a lot of them, then it can be a tough fight. We had a tough time with the first group. We did well with the second. Right now it's a 3 on 3 fight. If this becomes 3 on 8 or more, then that's going to be a tough fight. Especially when I can't do much healing. We may get more in a burst, but how many bursts are you going to spend?


Goblin Thief Rogue Oracle 14 | HP 172/174, AC 35 (+2), F +22, R +28, W +22 | Fire res 7 | Perc +25, Stealth +27 | Speed 40 ft | Focus 3/3 | Shield HP 105/120 | ◆ ◇ ↺

this really makes things complicated. We killed the last group in three rounds and would do so again here. Why risk alarm and awareness and waste a high level spell??? You were very insistent on saving your spell slots a few pages back.


Jax Kraven wrote:

Fireball

It says I can detonate it on a spot I designate. It doesn't say the spot has to be on a surface. Destroying the floor will probably open something up. And we are in 3d combat, depending upon how far they fall, round 2 I Might be able to fireball enemies down there and up here. Can I explode fireball in mid-air?

You can fireball any spot you have line of effect to.

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 14, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:35 (Bonuses vs Ranged), 10 Fire Resistance, HP:177/177, Fort:23, Ref:23, Will:20, Perception:20, Stealth:24
Skarn Firetongue wrote:
this really makes things complicated. We killed the last group in three rounds and would do so again here. Why risk alarm and awareness and waste a high level spell??? You were very insistent on saving your spell slots a few pages back.

A few pages back, I thought all the enemies would be a few levels down from us. Considering this game seems to have lots of enemies, it would make sense for all the enemies to be a few levels down. If the game had few enemies I would expect them to be powerful


F Elf Kin/Rog 14 | HP 202/202 | AC 34, F 26*, R25*, W22, +2 vs trap | Resist fire 14 | Per 21, Stealth 26 | spd 50/fly 60
Jax Kraven wrote:
Skarn Firetongue wrote:
this really makes things complicated. We killed the last group in three rounds and would do so again here. Why risk alarm and awareness and waste a high level spell??? You were very insistent on saving your spell slots a few pages back.
A few pages back, I thought all the enemies would be a few levels down from us. Considering this game seems to have lots of enemies, it would make sense for all the enemies to be a few levels down. If the game had few enemies I would expect them to be powerful

Normally there are a good mix of difficulties in the AP. We do know that the boss is going to be a particularly tough encounter and should save something for him

This is our third time with this specific group of foes. One time went poorly, largely because we didn't work together. This last time went really well because we did work together. Adding more enemies to this is going to make it more complicated. It could be a bunch of level 12 mooks. Or it could be a monster with a nasty special ability. Or it could be nothing except making people notice us.

I know disintegrating the floor is cool. I once did it to a nasty mithril golem on a 10' staircase spiraling around a tower. By doing that I knew it would be several minutes before he could get to us if he didn't catch the edge. But in this case, there's not that much of an upside. Best case scenario it's spending a 6th level slot to save a third level slot in a future encounter. Okay, this sixth level slot also cost one of the guards a turn.

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 14, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:35 (Bonuses vs Ranged), 10 Fire Resistance, HP:177/177, Fort:23, Ref:23, Will:20, Perception:20, Stealth:24
Sassarra wrote:
Jax Kraven wrote:
Skarn Firetongue wrote:
this really makes things complicated. We killed the last group in three rounds and would do so again here. Why risk alarm and awareness and waste a high level spell??? You were very insistent on saving your spell slots a few pages back.
A few pages back, I thought all the enemies would be a few levels down from us. Considering this game seems to have lots of enemies, it would make sense for all the enemies to be a few levels down. If the game had few enemies I would expect them to be powerful

Normally there are a good mix of difficulties in the AP. We do know that the boss is going to be a particularly tough encounter and should save something for him

I agree, but since the game goes all the way to level 17, it means we have plenty of chances for a long rest before we run into the boss. If we seriously level up 3 levels without getting one long rest, then this is one cruel module.


Goblin Thief Rogue Oracle 14 | HP 172/174, AC 35 (+2), F +22, R +28, W +22 | Fire res 7 | Perc +25, Stealth +27 | Speed 40 ft | Focus 3/3 | Shield HP 105/120 | ◆ ◇ ↺

@Jax. no. the Boss is in this building. we're here to kill him. do you not pay attention to the story?

@all. The main reason, why this is so hard is, because we didn't destroy the alter. That gives the enemies an effective +2 level advantage. We should have returned home immediately then.

@GM: Apologies. I made a rules mistake on how Silence now works. I checked the page for my Whirling Flames spell and it didn't show any spell components. Thus I thought, well, maybe Oracle spells do that. Then I checked a little more. Now I learned that all spell components are gone in the Remaster. Yet Silence (aura) still prevents spell casting. I shouldn't have been able to cast my fire spell. Let's then assume, my aura ran out, or I dimssed it


F Elf Kin/Rog 14 | HP 202/202 | AC 34, F 26*, R25*, W22, +2 vs trap | Resist fire 14 | Per 21, Stealth 26 | spd 50/fly 60

If you centered your fireball at the nw corner of the officer it would also get guard 1 and have the most vertical travel down the shaft. It would get all 40' down. It would have Sassarra in it, but she's already said she's okay with it. It misses Skarn.

reflex save, evasion: 1d20 + 25 ⇒ (17) + 25 = 42

And the mission we are on requires killing Ordulf four times. This came out at the beginning. This is going to be really hard even if we can get him alone. I'm assuming that he is 2-4 levels up. And if we raise a lot of awareness, I think he'll be with other people.

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 14, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:35 (Bonuses vs Ranged), 10 Fire Resistance, HP:177/177, Fort:23, Ref:23, Will:20, Perception:20, Stealth:24
Skarn Firetongue wrote:

@Jax. no. the Boss is in this building. we're here to kill him. do you not pay attention to the story?

@all. The main reason, why this is so hard is, because we didn't destroy the alter. That gives the enemies an effective +2 level advantage. We should have returned home immediately then.

I read, but I thought he meant the final boss of the game.

Anyway, I do agree on leaving to go home to get a long rest and coming back here, assuming we gain a level. That way I can take learn dispel magic at level 8 and destroy the alter.
Do this will give us awareness as the bodies will be discovered, unless we manage to find a spot where they can never be found, but hey at least the alter will be taken care of, cause the boss of this castle will be hard with it on.
Or even if we don't gain a level, going home allows me to purchase scrolls after we sell the treasure. I can buy a spell level 6(item level 11) or even a level magic 7(item level 13) dispel magic scroll.
If we are going home to long rest, since spell slots do recharge, I do have one more disintegrate left to permanently dispose of a body. After this fight we will have hid 11 bodies, 10 if one is disintegrated. I think I can also downcast, I don't have it heightened, but..? Like use 4 level 7 spell slots to cast level 6 disintegrate 4 times?

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 14, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:35 (Bonuses vs Ranged), 10 Fire Resistance, HP:177/177, Fort:23, Ref:23, Will:20, Perception:20, Stealth:24
GMAndrewW wrote:

You quickl manage to hide the bodies in various different nooks and crannies. Someone will find them eventually but for now you are fine. Checking out their weapons you recover a number of different items.

Two magical spears and three magical greatswords. Most are wearing magical armour as well but that will take time to remove. You can IS the items but again that is 10 minutes per item unless someone has Quick Identification.

A quick check of the remaining rooms also reveals a few bits and pieces. The kitchen holds two items of interest, a mithril frying pan (standard grade) and an adamantine cleaver (functions as a hatchet, standard grade).

The officers mess contains a display on the wall which is clearly magical.

There is a magical katana, chain sword and meteor shield here.

At this point you have exhausted this level. You can head back to the upper level, descend to the ground floor or deal with the guards on the ramparts.

Creating a loot sheet.

Loot sheet If you grab anything after combat, put your name next to it.

Question for the DM. Some Dms rule that magical weapons and armor adjust to the persons size for Tiny/Large creatures, magically of course. Others do not. If I grab one of the items to claim, say The Mithril Frying Pan for example, would it shrink to Tiny or would I still be carrying around a Mithril Frying Pan meant for Medium sized creatures?


F Elf Kin/Rog 14 | HP 202/202 | AC 34, F 26*, R25*, W22, +2 vs trap | Resist fire 14 | Per 21, Stealth 26 | spd 50/fly 60

Ugh. looks like the loot is mostly weapons that do nothing for me. In my live groups we usually have people take the things that they can use right away and then buy them at sell price from the money we get. Very useful when the treasure doesn't match what people need.

I'm not sure if we are levelling up before we face the boss. And I expect high awareness is going to make that a worse fight. Since we don't have full teleport, then we'll have to rest up in the local area.

Envoy's Alliance

Male Loot Sheet Awakened Animal, Climbing, Golden Scarab Beetle Imperial Sorcerer 14, Fighter Archetype: Speed:25, Swim:15, Climb:25, Burrow:15, AC:35 (Bonuses vs Ranged), 10 Fire Resistance, HP:177/177, Fort:23, Ref:23, Will:20, Perception:20, Stealth:24

How local? We are going to the nearest shop though, right? I think it is important we dispel that magic alter and a scroll is a nice way to do it.


F Elf Kin/Rog 14 | HP 202/202 | AC 34, F 26*, R25*, W22, +2 vs trap | Resist fire 14 | Per 21, Stealth 26 | spd 50/fly 60
Jax Kraven wrote:
How local? We are going to the nearest shop though, right? I think it is important we dispel that magic alter and a scroll is a nice way to do it.

The nearest community is Glacier's Rest. I think that they had an alchemist. They aren't a big enough community to have 7th level scrolls. Plus they are staunchly Gorumite and weren't expecting visitors after the traders left.

Travelling past that is likely to take long enough that we will be considered to have abandoned the contract.

I don't think that we can buy our way out of this.


As mentioned earlier, Glaciers Rest is a low level settlement, nothing above level 5 is available. Unless you have some sort of fast travel option heading off to buy stuff is really not an option.

The frying pan is not a magic item, it will not resize. I am generally content with magic items resizing for their wearer.


Just a heads up, I am away for the next two days and wont be able to update.


Goblin Thief Rogue Oracle 14 | HP 172/174, AC 35 (+2), F +22, R +28, W +22 | Fire res 7 | Perc +25, Stealth +27 | Speed 40 ft | Focus 3/3 | Shield HP 105/120 | ◆ ◇ ↺

some interesting statistics:
Incendiary Aura, with only once casting, because of the back2back encounters dealt 105+138=243 damage.
Man, I love the new Oracle. Imagine an enemy being weak to fire...

Jax Kraven wrote:
How local? We are going to the nearest shop though, right? I think it is important we dispel that magic alter and a scroll is a nice way to do it.

another idea about the shrine. Could we force/coerce one of the Officers/Priests (assuming they're some kind of cleric, because of the Heals) on the off-chance they have the spell repertoired/prepared to dispel the shrine for us? Or would a Gorumite rather die than do something this blasphemous?

The officer we just killed, is probably not dead-dead, just dying.

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