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Map of the Marchlands | Wintersun Hall

When some of the getting acquainted chatter runs its course, Nona addresses the group. "Where do we go from here? It sounds like we could attempt to reach that succubus heretic before that assassin does, given that she could provide valuable information about the enemy's strategies. Then there is that Ivory Labyrinths place. It would not do to leave it unmolested if we can find it."

To Belana and her group, she says, "What's your angle for meddling in crusader and Sarkorian affairs?"

"As for me, I want to liberate Sarkoris and repopulate it, so shutting the Worldwound is my ultimate goal. I have some clues as to how that might be accomplished, but saving Arueshalee and shutting down this demon base might yield those clues."


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Map of the Marchlands | Wintersun Hall

Yathlara's seemingly random mention of a parody of a traditional winter solstice song triggered a long neglected memory in Nona. It was a childish perversion of a song that was pretty silly to begin with. It was a Sarkoris tradition that on the Winter Solstice Pulara would take a human form and travel the land distributing oranges and toys for the children, something the parents of small children would sometimes foster by leaving fruit and toys for the kids to find on Solstice morning.

The song was of a child witnessing her parents acting out the magic and, thinking they are unobserved, give each other a holy day smooch. After the Worldwound, some cynical kids rewrote the words. It was a bit of those lyrics that came to Nona's mind in the midst of the horrific battle.

I saw daddy kiss a succubus
Underneath the mistletoe.
He looked like such a creep
I wished I'd stayed asleep.
Now I'm too f#&ked up
To sleep in my bedroom.

Strange what thoughts can emerge when facing death and damnation.


Map of the Marchlands | Wintersun Hall

I preview the text before submitting the post to proofread it. I also select the text in the box and save it to my clipboard before previewing or posting, in case the Paizo gremlins eat the post.

My father was a college English teacher and I've taught composition as well, so I'm more sensitive than most. Still, if you have the time to read through what is going to be posted before submitting, it should be straightforward to catch any obvious typos.


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Map of the Marchlands | Wintersun Hall

The extensive dialoguing is hard for me to keep track of, since I constantly have to check who's who and it makes it seem a bit like the battle's going in slow motion, with time for all that chatter.

Other than that, I'm enjoying the process of making my posts and watching what happens next.

I would make one suggestion: proofread posts before submitting the post. I always do this so that posts feel as much like professional writing as possible. Having to figure out what a sentence means because of typos takes me out of the narrative to deal with the writing, which distracts from the vicarious experience we're trying to achieve.


Map of the Marchlands | Wintersun Hall

Nona follows Ellena's example and pledges to the terms given by Ragnar. She is silent for a dozen or so heartbeats, her eyes looking forward but not highly focused. Ellena's words focuses her attention again on the situation at hand.

"I suspect we are here to exchange more than just prisoners. I hope we can find areas of mutual goals and share ways to help each other achieve those goals. You called this parley, so speak what you want from us."


Map of the Marchlands | Wintersun Hall

Before I post, please describe what Nona would predict if the two sides chose to fight rather than make the prisoner swap. I suspect a battle would be costly to both sides, but what might she predict would be the outcome?


Map of the Marchlands | Wintersun Hall

Fixed, I hope.

Non/Zia


Map of the Marchlands | Wintersun Hall

Here is an interesting list of things you may remember if you played first edition D and D. It was compiled by Jeff Grubb, who was my roommate in college and the one who introduced me to role playing games. I remember a lot of these things.

#BackInTheDayDnD


Perception, magical bonuses: 1d20 + 8 + 5 + 2 ⇒ (11) + 8 + 5 + 2 = 26
Knowledge (Planes): 1d20 + 14 ⇒ (2) + 14 = 16
Perception, magical bonuses: 1d20 + 8 + 5 + 2 ⇒ (20) + 8 + 5 + 2 = 35

Nona gives terse orders as loudly as she can, leaving no doubt as to what must be done and the urgency of the situation.

"Stop Cydric from drinking that! Then escort him away!" pointing at the Galt leader.

She runs toward the podium where the purple crystal sits, yelling "Watch my back! Be prepared to make utmost speed when this crystal is destroyed!"

She recites the words that activate magic to close the portal. She sees the borders glow golden white with sparks flying all along the perimeter. Only the magic of the crystal is keeping the portal open now. She orders her paladin to hand her an adamantine mace, raises it and smashes the crystal. Then the mad dash to Golarion begins.


Nona reaches over her shoulder and draws out a spear specially prepared in advance with the spell Huntmaster's Spear. She hurls the spear at the demon.

I'm assuming the attack roll will be a critical hit. She'll use the feature of the spell that grants her the ability to boost the critical hit range and amount for a final attack that destroys the spear. It is set with demons as the favored enemy. I'm a little puzzled by the wording of the spell however, since it says the final attack option increases the critical damage to x3, when the spear already has a x3 critical damage level. Perhaps it should be x4 if this is meant to do more damage than normal on a critical hit. Nona' strength is 8, so the net bonus on damage for a +1 Bane is =1 + 1 + 2 = +2

Huntmaster's spear critical damage, bane: 3d8 + 6 + 2d6 ⇒ (4, 6, 6) + 6 + (6, 4) = 32

It's late and I'm struggling a bit on the other three attacks. How about a paladin with a +1 composite Longbow, str 18, using smite evil, so damage would be 1d8 + 4 + 4 (x3). I had a cleric of Erastil who was a farmer and used a scythe. He was str 14, with a +1 scythe which does 2d4 + 3 damage and is x4 on a critical. I once roleplayed with a player who had a halfling fighter who rode a Medium size dog (like a St. Bernard) and had a lance. He would charge things with his lance and get extra damage that way. So a lance does 1d8 x3 on a crit and deals double damage when used from the back of a charging mount.

Paladin: Critical +1 Composite bow: 3d8 + 12 + 12 ⇒ (8, 6, 7) + 12 + 12 = 45
Cleric: Critical +1 Scythe: 8d4 + 12 ⇒ (2, 1, 3, 1, 1, 3, 2, 3) + 12 = 28
Charging Halfling on dogback: Critical +1 Lance: 6d8 + 6 ⇒ (4, 1, 7, 5, 2, 3) + 6 = 28


I haven't yet committed to set of prepared spells because I wasn't sure how rigorous this process would be in regard to prepared spells. I am keeping an eye on number of spells cast at each level. It is reasonable that Nona would have already cast two spells that would have long durations and could be done just prior to the situation: Tears to Wine. Nona would have administered this liquid to each of her people and might have some to give to the Galt agents. This grants +2 enhancement bonus on all Intelligence- and Wisdom-based skill checks. She would also likely have cast Heightened Awareness. This grants Nona a +2 competence bonus on Perception checks and on all Knowledge checks that you are trained in. In this instance, she could cast Owl's Wisdom on herself, boosting her Wisdom up to 24, giving her a +6 wisdom bonus. Putting all these things together, (assuming they all stack), she would have a perception of +11, which is not quite as good as the rogue who just got blasted, but with some divine help, it might get everyone through.

Nona casts a spell on her self and offers all the Galt agents a drink from a wineskin to boost their perception, if they will trust her. With her eyes glowing slightly, she wades into the passageway, looking for traps.

Perception, magic bonuses: 1d20 + 11 ⇒ (9) + 11 = 20
Perception, magic bonuses: 1d20 + 11 ⇒ (16) + 11 = 27
Perception, magic bonuses: 1d20 + 11 ⇒ (4) + 11 = 15


Nona's quick mind processes events efficiently, noting the orphans, feeling a surge of gratitude they appear unharmed, and absorbing the Galt speaker's description of the demons' tactics. She slows briefly as the voice fills her mind. She doesn't have time to ponder the consequences of trusting a new voice that might be deceiving her, knowing the fiends have that ability. Then the voice references something the demons could not know, her opinion of what should have stopped the first Worldwound incursion.

She quickly uses the hand signals developed for quick and silent instructions that she and her mercenaries developed, directing the biggest and best armored to lead the way while others provide cover with ranged weapons and she focuses on her spellcraft. "Spirit's protect us!" she calls out as they head for the fighting below.


Knowledge (Geography): 1d20 + 9 ⇒ (20) + 9 = 29
Knowledge (Geography): 1d20 + 9 ⇒ (5) + 9 = 14
Knowledge (Religion): 1d20 + 11 ⇒ (2) + 11 = 13

Nona exhausts her knowledge of the clues about the affiliations of the demons.

Was she able to see into the orphanage to get a preview of what is happening inside?

"The enemy of my enemy is my friend, right? How about we just agree to not attack each other? Let's help each other sort out what is happening. If demons are active beyond the Worldwound, we need to know why."

Translation: The enemy of my enemy is my friend, right? How about we just agree to not attack each other? Let's help each other sort out what is happening. If demons are active beyond the Worldwound, we need to know why.


I'm still working on getting the character up to 9th level. I'm just at 6th level/1st tier now. It's taking time because I am feeling the need to do a detailed review of all the spells on the Shaman spell list, so I know what spells I'm likely to be casting a lot so I'll know if I want a spell focus feat or some metamagic feat that will be useful.

The backstory will then be able to be detailed.

I have ideas about the most recently PMed question, but it does not seem as if the choices there will affect the character creation choices, so I'll get back to you on that.

RL has had some distractions lately, so that has slowed me down as well.


Ellena Lovain wrote:

Very happy to have you continue with us, clebsch! I had considered sending you a PM wanting you to play, but I didn’t want to be too forward!

And once again, thanks to GM Lili!

Looking forward to it, but it's going to take a while to work through the character options.


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I dropped out as the GM of this campaign for various reasons, the main one being not enough time to keep up with the GM duties. However, I'm continuing as a player in other campaigns, as the time commitment, after character creation, is something I can handle now that I spend less time doing GM stuff.

Liliyashanina graciously offered me a chance to join the campaign as a player, which I'm delighted to do, both to allow me to follow the progress of the PCs and players I've come to love and respect, but also to take part in the epic adventure represented by this ambitious AP.

I have not read the future sections of the AP, generally only doing the minimum to be ready to GM the game, so I won't have any significant spoilers to play around, although if something is known by the player, I promise not to act on it with my PC.

Here are the character creation ability rolls per the 1st post of this recruitment thread.

1 Attribute Roll: 4d6 - 1 ⇒ (6, 6, 1, 6) - 1 = 18
2 Attribute Roll: 4d6 - 1 ⇒ (1, 4, 3, 2) - 1 = 9
3 Attribute Roll: 4d6 - 1 ⇒ (1, 2, 3, 5) - 1 = 10
4 Attribute Roll: 4d6 - 2 ⇒ (2, 4, 5, 6) - 2 = 15
5 Attribute Roll: 4d6 - 3 ⇒ (3, 4, 5, 4) - 3 = 13
6 Attribute Roll: 4d6 - 2 ⇒ (2, 3, 3, 2) - 2 = 8

Attributes/Point-Buy Cost
18 / 17
9 / -1
10 / 0
15 / 7
13 / 3
8 / -2
Total: 24

Since I'm making a shaman, the 18 will be Wisdom and the 15 will be charisma, with Dex 13, Int 10, Str 9 and Con 8.

This will be consistent with an idea to make this character elderly, so she would have lost some points due to old age from her con and str. The attribute points she gets from mythic tiers will improve these to nominal levels and possibly improved further with magic items.

As she is human, the bonus attribute point will bring her initial charisma up to 16.

I'll post developments via PM to Liliyshanina as they become available.

I'll do the level up hp rolls here while I'm at it.

HP rolls:
Level 2:
1d8 ⇒ 3 ; 1d8 ⇒ 4
Result: 4
Level 3:
1d8 ⇒ 3 ; 1d8 ⇒ 8
Result: 8
Level 4:
1d8 ⇒ 7 ; 1d8 ⇒ 1
Result: 7
Level 5:
1d8 ⇒ 1 ; 1d8 ⇒ 2
Result: 2 (may be rerolled each level to try to improve)
Level 6:
1d8 ⇒ 4 ; 1d8 ⇒ 3
Result: 4
Reroll level 5 result: 1d8 ⇒ 4
Replace result of 2 at level 5 with this result (4)
Level 7:
1d8 ⇒ 1 ; 1d8 ⇒ 3
Result: 3 (may be rerolled each level to try to improve)
Level 8:
1d8 ⇒ 2 ; 1d8 ⇒ 8
Result: 8
Reroll level 7 result: 1d8 ⇒ 8
Replace result of 3 at level 7 with this result (8)
Level 9:
1d8 ⇒ 2 ; 1d8 ⇒ 7
Result: 7

Final results
1) 8
2) 4
3) 8
4) 7
5) 2 4
6) 4
7) 3 8
8) 8
9) 7
Total: 58


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Map of the Marchlands | Wintersun Hall

This transition has gone much more quickly and much more smoothly than I expected. I'm delighted that things are moving along so quickly and that all the players appear to have endorsed the new GM and are continuing the great adventure. Thank you, Lilishanina.

To the players, I appreciate the kind words. I have greatly enjoyed this experience and praise all the players, past and present, for creating a great adventure.

One reason I started this was that for me, when interacting with the world of Golarion, the Worldwound has always been at the back of my mind. How could it be stopped? I personally would like to see this carry on to the ultimate conclusion, just to put my mind at peace about the world I have invested a lot of my imagination into.

I will keep following the adventure. I promise not to kibitz. I will ask that if you reach a point in the future where you need a new PC, I'd like a shot at submitting a character. I am due to retire in a few years and will have time.

Fortune favors the brave. Good luck. May you always make our saving throw.


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I am the current GM of a campaign of Reign of Winter. It is a long running game (about six years) with a stable team of players/PCs. The problem is that I'm getting a bit burned out and often don't have the time necessary to workout the post to respond to a complicatd melee situation. So players have to wait for me to get the time to do the work and compose the post.

If there is a PF (1st ED) GM interested in taking over the GM duties, send me a PM or post on the campaign recruitment thread. Here is the link for the campaign. The players will have the final word, if someone volunteers for this job or if more than one does.

The campaign is about half-way through book 3. There are two PCs who have been in it from the beginning, and 4 others who have joined at later points when PCs dropped out. I'm committed to continuing as GM for now.


Map of the Marchlands | Wintersun Hall

Click on the recruitment tab of our campaign. See the last few postings.

mightypion is the root alias for the GM, whose profile is Liliyashanina


Map of the Marchlands | Wintersun Hall

Liliyashanina, the potential new GM, has posted some ideas on the recruitment thread. Check it out and ask questions or make suggestions. This doesn't happen unless you approve, so check everything out that you can. Post here or send me a PM when you are ready to approve or reject the new GM.


Liliyashanina wrote:

Hi, I am currently GMing wotr, we are about to attack the grey garrison, albeit things are considerably modded and it could be called wrath of the morally flexible at best

I do not have act 3 post taken Drezen quite a prepared, and its traditionally where one can start to go ham with individual player character sidequests, so I will need some prep, make an overall plotplan etc. .

I do have a bunch of things ready for act 4 though.

Sounds great. This game is considerably further along, so make sure you're willing to get up to speed on the stuff between book 1 and 3. I can tell you that it can be challenging keeping track of the PC abilities when they are 10th level with 3 or 4 mythic levels. But I think this is where things get really fun for the players, having all that ability to unleash on ultra-evil forces.

I'd suggest skimming through the Gameplay thread. The group is in Book 3 (Demon's Heresy), ready to start Part 3 (The Demon's Redoubt). To speed the game along, I've been just running the sections that involve the individual quests related to the campaign traits. They'll play through the last two parts, however. Players just leveled up to 10th.

Let me know what I can provide. If you are interested in assuming the GM duties, I'll ask my players to peruse your other campaign, in case they have any questions or reservations.


Map of the Marchlands | Wintersun Hall

The recruitment post already has a nibble. I'll promote the transfer, but the players have the final say as to whether you want to accept the new GM. Look here for the WOTR campaign. Feel free to post things on the recruitment page if you have questions for the applicant.


I have been enjoying moderating a really great group of players for 8 years and through two and a half of the six books of the Wrath of the Righteous PF adventure path. At present, however, I'm feeling burned out and need a break from being the GM of this game.

I don't want things to end here, however, so I'm hoping someone with GM experience might be willing to step in and take over the GM chores.

Two of the players have been with the game since the beginning. We lost four a while back, but recruited two new players to keep things going.

Post here if you might be interested. I'll give you a full explanation of where things stand. Thank you for considering this.


Map of the Marchlands | Wintersun Hall

I'll add a post to the recruitment thread and see if anyone responds. I'm happy to keep it going for a while yet, so do level up if you have the time and we'll see what happens.

Thanks for the support.


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Map of the Marchlands | Wintersun Hall

I have to confess I think I'm starting to burn out on moderating this campaign. I don't want to end it, but I would like to suggest that if you know anyone interested in taking over the GM duties, I'd be happy pass the torch. I'm still a few years away from retirement and I have some writing projects I'm starting to work on, which will be easier to manage without having to prioritize GM posts.

When I do retire, I'd consider returning to the campaign as the GM (if needed) or perhaps as a PC. If you know anyone, please reach out and make inquiries. Thanks.


Map of the Marchlands | Wintersun Hall

Power took 24 hours to resume. Let me know if you have questions on the level up. Remember, you got some gold for eliminating the threat from Wintersun Hall. Please update your profiles and remember to update the header as well. If you have not done so already, please consider adding a link for each spell and special ability that provides the rules for that ability/spell. It speeds up moderating if I don't have to do the SRD search to find the information.


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Map of the Marchlands | Wintersun Hall

Well done. It's fitting that Ellena was the PC to apply the finishing yet not fatal blow. Marhevok may be captured and delivered to either Drezen or Kenabres for judgment for his sins. His tainted soul is probably beyond redemption, although the book provides no details about that.

This is a good point to level up to 10th level. Anarya and Ellena should already be at mythic tier 4. Successfully defeating the woundwyrm will give everyone another mythic level. Those who are not yet 5th level will have an opportunity to gain a level when dealing with the encounter keyed to zir particular campaign trait.

You are about halfway through Book 3. You will gain another level in dealing with the 3rd part (and Aelith will gain a mythic level).

So everyone will be 11th level at the start of the 4th part, attacking the Ivory Labyrinth, with Guilliame gaining a mythic level during this part). Everyone will go up to 12th level during this part.


Map of the Marchlands | Wintersun Hall

Details for Ellena's attacks:
I'm going to assume Ellena activated smite evil against Marhevok at the start of the round, so the bonuses apply to each attack. He is not an evil outsider, however, so she doesn't get the extra damage on her first attack. She also gets a +4 deflection bonus to her AC versus attacks by Marhevok. The bonus from smite evil for Ellena is +4 to her attacks and +9 damage. In future attacks be sure to add these modifiers.

Looking at Ellena's character sheet, her normal bonus for attacking with Radiance is +18 for the first attack. She has the +1 bonus from bless and +4 from smite evil. So I figure that would be +23 to the d20 roll. Marhevok is AC 20, so she hits with what was posted, but don't short-change her when fighting the enemy that will earn her a mythic level if defeated. Her iterative attack would be +13 + 1 + 4 = +18

As for damage, the smite evil adds 9 to each attack. So her damage roll would be 1d8 + 8 + 9. With the holy damage, the first attack does 29, the second does 32, and the third does 28 for a total of 89. He already had 53 lethal and 16 nonlethal, so he goes negative 4 although since some of that is non-lethal, he'll just go unconscious.

With her blade adding to Anarya's light, the room was bathed in light with no shadows (except Momma). In eerie silence, Radiance sliced deeply into Marhevok, powered not only by Ellena's martial prowess but by her pure spirit and love, fueled with extra energy from the suffering she endured so long ago--once, twice, and a third time. The bloody wounds overwhelmed him and he fell in a crumpled heap.

His fiendish spikes and ruddy skin returned to leave him a badly weakened human, near death but not yet killed.

Melee over.

Ellena felt relief, not only by the end of the battle and the defeat of all the enemies, but the phantom pain from her old scars seemed to evaporate, never to return. Some cosmic justice had been done and she felt a surge of power through her, like she felt when the wardstone exploded and again when aiding in the defeat of the mythic creatures at Dresen.

Ellena gains a mythic level.

Treasure:
Gear on Marhevok: amulet of natural armor +1, bracers of armor +3, decanter of endless water, ring of protection +1, unholy symbol of
Baphomet with an inscription in Abyssal that reads “Jerribeth”. Additional info on the symbol available to anyone who can make a DC 30 spellcraft roll. Ellena feels strangely at ease while carrying it.
Gear on Barbarian consorts: +1 hide armor, heavy wooden shield, mwk battleaxe, mwk composite longbow (+4 Str) with 20 arrows x2.
Additional bonus upon returning to Dresen: 8000 gp paid out by Mendev's government for ending the raids.
Treasure in the pile next to the bed: The treasure is mostly unremarkable loot from numerous raids, and as a whole weighs several hundred pounds, but it’s worth 15 points of Goods for downtime activities back in Drezen. Among the treasure is an empty bag of holding (type II), overlooked by the barbarians so far.

Follow-up:

The surviving Grunhuld-Wintersuns immediately surrender. They are eager to return to civilization and atone for their misdeeds while under the brutish man’s rule, and have in their hearts long since made peace with the idea that their family line is effectively dead.

The clan does not know anything specific about the other creature whose raids on caravans from Kenabres to Drezen the heroes were asked to stop. But they have repeatedly seen it flying overhead between the river and a feature of the Marchlands known as the Gray Road, which is actually a dry riverbed which used to flow toward the heart of the Worldwound. They suspect its lair is in one of the caves that line the gorge of the former river.

Eye-witness accounts of the wyrm's passing plus accounts from those who survived attacks on caravans suggests the beast is huge but quite possibly blind, although it has apparently developed other senses that help it locate prey and direct attacks.


Map of the Marchlands | Wintersun Hall

Ellena, Aelith, and Momma wounded the barbarian as he stood, but that did not deter the fiendish barbarian from attacking his attackers. Ellena does 10, Aelith does 27, Momma does 5 damage to strength.

He roared something that likely would have reverberated throughout Wintersun Hall, if all sound were not canceled by the silence spell. He turned to face Ellena and punched her just below her throat. Even in his weakened state, the blow landed with devastating effect, cracking some bones and nearly knocking the breath out of her chest. Her scars flared with pain and she felt a surge of shame for reasons she could not understand.

Critical hit does 35 to Ellena.

Based on the description of Aravashnial, it would appear you have found Marhevok himself.

All PCs may act.
Aelith (ESO, FOM)
Momma
Ellena (BOF, SCC, MOG, bless)
Guillame (BOF, SCC, MOG, Bless, Heroism)
Anarya (Heroism, MCAE, VOH, Corruption resistance, light, FOM, silence, DF)
Marhevok (53 lethal, 16 non-lethal, -7 strength)

Note: Marhevok has improved uncanny dodge. He cannot be flanked.


Map of the Marchlands | Wintersun Hall

I will have a post up Saturday. I've had a few work and health issues lately, but I have the next week off, so should be able to post every day there is posts to reply to.


Map of the Marchlands | Wintersun Hall

On the Table:
Vs Ellena AC 27
Unarmed Strike 1, Improved Vital Strike, PA, -2 str: 1d20 + 18 - 3 - 1 ⇒ (19) + 18 - 3 - 1 = 33
Unarmed Strike 1 Damage, -2 Str: 3d6 + 7 + 6 - 1 ⇒ (4, 2, 6) + 7 + 6 - 1 = 24
Unarmed Strike 1, Improved Vital Strike, PA, -2 str, confirm threat: 1d20 + 18 - 3 - 1 ⇒ (17) + 18 - 3 - 1 = 31
Unarmed Strike 1 Damage, PA, crit: 1d6 + 7 + 6 ⇒ (3) + 7 + 6 = 16

I neglected to narrate the success of mama's touch attack during Aelith's turn. 2 strength damage.

Anarya healed her allies and herself and demonstrated a willingness to show mercy to one badly outnumbered. Everyone is healed fully and the man takes 16 non-lethal for a total of 32 damage so far.

That act of mercy seemed to mean nothing to the man, who roared in anger more than in pain and his body underwent a sudden and dramatic transformation. His muscles bulged, spikes formed along his back, arms, hands, and two large horns grew out of his head. His skin turned red and he took on the look of some kind of fiend.

He then stood up. AOO's all around.

Make your AOOs and then I'll narrate the attack of the fiendish barbarian.


Map of the Marchlands | Wintersun Hall

After Anarya's clarification of Fleet Charge mythic ability, I realize I messed up. I'm not going to try to ret-con at this point, mainly because the group has thoroughly trounced the support group in the room. I'll carry on with a post soon. Sorry for messing it up.

The ability strains credulity a bit for although mythic feats are supposed to be superhuman, this one seems to allow a whole lot more action in a single round then normal, effectively allowing a character to move, make an attack, and still do all the things allowed in a normal turn, such as taking a full round action. That effectively allows two turns worth of actions in one turn. Not even the haste spell gives a character that kind of power.

I said when this campaign started that there were rumblings that the Mythic rules were not well designed and tended to create super powered combinations. I'm not ready to change anything about fleet charge, but if other rules call attention to themselves, I may want to make some adjustments.

Does anyone know of any proposals for how to improve the mythic system overall? Has the 2nd edition incorporated mythic rules yet and if so, have they changed much?

Also, I can see questions coming up with using fleet charge while under the effects of a haste spell.

Feedback welcomed here.


Map of the Marchlands | Wintersun Hall

Reviewing actions and initiative order, I realize Anarya still has her 2nd round action to take. There is only one opponent left, the man in the bed, who has so far taken 16 points of damage and has not otherwise had an action, since he was stunned during his turn in round 1.


Map of the Marchlands | Wintersun Hall

Guillame's first two shots mortally wounded the remaining barbarian defender of the man in the bed.

Guillame may take his last two shots at the man or hold his fire.


Map of the Marchlands | Wintersun Hall

Anarya dealt a devastating strike against the barbarian as she rose to fight, taking her close to Valhalla. She collapsed. B2 is down, negative, dying.

I think the fleet charge is being misinterpreted by Aelith. It is not a charge the way the special attack action Charge Attack is. It is movement with a free attack during the movement. She can get to the drake and make this free attack plus her normal standard action option.
Blessing of Fervor only gives an additional attack when making a full attack. Movement more than five feet makes that not an option. While a charge attack is a full round action, it only grants a single attack at the end of the charge, which is moot here because Aelith cannot charge the drake, since Anarya is in the path. So I'll only count the first two attacks.

Aelith approached the fight and finished off the Drake with one clean attack. First attack hits, doing 32 damage and taking the Drake negative. She gets one more attack on B1 but without sneak attack damage. Since Aelith is visible by the time of her second attack and the barbarian is not flat-footed. Aelith cut into the lone remaining barbarian defender of the man in the bed. She absorbed the blow stoically and remained in the fight.

By the time Guillame's turn arrives, the drake is dying. There are two enemies left, the standing barbarian (B2) and the man in the bed. Who do you attack?


Map of the Marchlands | Wintersun Hall

Please post or leave 'botting instructions. It's been over a week since the last post from me.


Map of the Marchlands | Wintersun Hall

As the female barbarian on the bed stood, Ellena struck her with her holy weapon. The woman took no extra damage from the holy enchantment, indicating she did not have an evil alignment. 9 damage to B2.

Then Ellena moved closer to the drake and slashed it with her glowing longsword. This time the sword flashed as it reacted to the creatures naturally evil and draconic nature, doing extra damage. Her second attack, however, glanced of the creature's scales. 33 damage to the drake.

The stunned Drake was badly injured at this point.

Anarya may make an AOO vs B2. Aelith and Guillame are up.


Map of the Marchlands | Wintersun Hall

On the Table:
DC 27
M: Will: 1d20 + 5 ⇒ (17) + 5 = 22
D: Will: 1d20 + 5 ⇒ (1) + 5 = 6
Target 1=A,2=E: 1d2 ⇒ 1
Vs Anarya AC 41
B2: Battleaxe: 1d20 + 11 ⇒ (1) + 11 = 12
Target 1=A,2=E: 1d2 ⇒ 1
B1: Battleaxe: 1d20 + 11 ⇒ (16) + 11 = 27

Anarya's dramatic entrance and light show causes some harm to the dragon-like creature and the male barbarian, who are both stunned by the effect. The two female barbarians were not harmed or stunned, however.

The other female barbarian stands, grabbing a battleaxe as she does, preparing to attack those threatening her master, going into a rage. She howls something but it canot be heard in the silence.

Ellena and Anarya can make attacks of opportunity against her, AC 17

The woman swings her battleaxe but standing on the bed makes her lose her balance at a critical point and the swing goes high and does no harm.

The male is stunned, laying on the bed, some blood seeping from his eyes due to Anarya's light attack.

The other female already standing swings at Anarya, but her battleaxes glances off the many layers of armor and magic protecting her.

I rolled the other female barbarian's attack out of order, but it doesn't hit, so Aelith, Guillame, and Ellena are up.

Ellena and Anarya can make an AOO against the 2nd female barbarian.


Map of the Marchlands | Wintersun Hall

Anarya is up.


Map of the Marchlands | Wintersun Hall

I'm going to be away from my computer from Friday afternoon to Sunday afternoon. Going to the beach for a few days of RnR. Hope it helps my burnout.


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Map of the Marchlands | Wintersun Hall

Ellena gets to the place indicated on the map, next to the still prone male barbarian. No checks needed. She can use the move bonus from Blessing of Fervor to go farther, but that would risk provoking an AOO from the standing barbarian woman in front of the 'dragon'.

Ellena charged silently into the room, past the bed and near the woman standing ready to fight.

Guillame's pistol flashes and a projectile pierces the hide of the dragon-like creature.

11 damage. Reminder, include any bonuses to hit or damage in the dice roller description. Does Guillame have any feats or special abilities that llow him to ignore cover from individuals standing in the path of the ranged attack?

Anarya is up.

Reminder to everyone: Check the buffs that have been cast on your PC (see spoiler in one of Anarya's posts). Be sure all the bonuses to AC and saves have been included in your header. If you have any other buffs from personal items, make sure to remind me of it. Remember that everyone has one use of the Moment of Greatness spell which allows you to double a morale bonus one time. Currently Bless is granting everyone a bonus to hit and Guillame has a morale bonus from Heroism spell.


Map of the Marchlands | Wintersun Hall

Sorry for the long delay. I'll try to keep up now that I've advanced the melee. It should be an interesting battle.


Map of the Marchlands | Wintersun Hall

On the Table:
DC 16
M: Will: 1d20 + 5 ⇒ (2) + 5 = 7
EE AOO vs B1: Vs FF 15
Slam, vs prone: 1d20 + 6 + 4 ⇒ (1) + 6 + 4 = 11, miss
B1: Vs Earth Elemental AC 17
Battleaxe, PA: 1d20 + 10 ⇒ (8) + 10 = 18
Damage, PA: 1d8 + 9 ⇒ (7) + 9 = 16
Freezing Breath from Drake
Freezing Mist cold damage: 7d6 ⇒ (2, 3, 3, 6, 6, 1, 5) = 26
duration: 2d4 ⇒ (4, 4) = 8
DC 18
Anarya: Reflex: 1d20 + 6 ⇒ (6) + 6 = 12
Ellena: Reflex: 1d20 + 6 ⇒ (13) + 6 = 19
Guillame: Reflex: 1d20 + 9 ⇒ (11) + 9 = 20
For half damage from breath weapon

Ellena:
As Anarya opened the hole in the wall, Ellena's the places where the demon wounded her years ago suddenly ached and itched. She felt a nervous energy coursing through her.

Aelith's shadow elemental clobbered the man before he could react. 9 damage to man.

The woman to the north grabbed a battleaxe and stood. The elemental took a swing at her, but missed. She made an expert attack with her axe and cleaved the elemental, destroying it with one blow. 16 damage to elemental, which only has 13 hp.

The drake stood and looked at the room. Seeing a gapping hole in the wall, it was smart enough to suspect an attack was underway and breathed out a ball of liquid and sent it flying through the opening to explode into ice shards that spread out in a 20 foot radius, chilling Anarya, Ellena, and Guillame and coating them and the ground with ice. The ice outlined the three and made their positions detectable. The ground became slippery and hard to navigate.

The damage was 26 to Anarya and 13 to Guillame and Ellena, who saved. for half damage. The ground becomes difficult terrain. The ice will remain for 8 rounds.

The magical silence lent a surreal air to the beginning of battle, seeing the barbarian woman shout and destroy the elemental but making no sounds.

Next up:
Ellena
Guillame
Anarya
Then the last two.


Map of the Marchlands | Wintersun Hall

I have been having trouble motivating myself to post lately, particularly the games I GM. It's a combination of medical problems which have been making it hard for me to get a solid night's sleep. I'm hoping for some new medication options but am waiting on my doctor to review some recent lab tests, so I'm not sure how quickly that may develop. I'll try to post as often as I can, but it likely will be only a couple of times a week, mostly on weekends. Sorry for the delays, but I sometimes need to do other things when I would normally post. Hope the situation passes soon, as I normally enjoy posting regularly.


Map of the Marchlands | Wintersun Hall

Behind the screen:
DC 17
Guillame: Knowledge (Arcana): 1d20 + 13 ⇒ (18) + 13 = 31

Guillame recognized the dragonoid creature at the north side of the room.

Guillame can read the general spoiler and his choice of any 3 other spoilers.

General:
Degenerate cousins of white dragons, frost drakes are ferocious predators. They are larger than other drakes, reaching heights of up to 16 feet and weighing upward of 2,500 pounds. Their wide, clawed feet enable them to easily burrow through snow, though not through dirt or clay.

Damage Resistance:
None.

Defensive Abilities:
None.

Immunities:
cold, paralysis, sleep

Resistances:
None.

Spell Resistance:
None.

Weaknesses:
Vulnerability to Fire.

Special Attacks:
Freezing Mist Breath (Su) A frost drake can, as a standard action, spit a ball of liquid that bursts into a cloud of freezing mist. This attack has a range of 60 feet and deals 7d6 points of cold damage (DC 18 Reflex half) to all creatures in a 20-foot-radius spread. The mist cakes all surfaces in the area with a sheet of slippery ice that turns the area into difficult terrain for 2d4 rounds, after which the ice cracks or melts enough to revert to the normal terrain features in the area. Once a frost drake has used its freezing mist breath, it cannot do so again for 1d6 rounds. The Reflex save is Constitution-based.

Spell-Like Abilities:
None.

Spell Casting:
None.

Special Qualities:
Icewalking (Ex) This ability works like spider climb, but the surfaces the drake climbs must be icy. It can move across icy surfaces without penalty and does not need to make Acrobatics checks to run or charge on ice.
Speed Surge (Ex) Three times per day as a swift action, a frost drake may draw on its
draconic heritage for a boost of strength and speed to take an additional move action in that round.
Snow Vision (Ex) A frost drake can see perfectly well in snowy conditions, and does not take any penalties on Perception checks while in snow.


Map of the Marchlands | Wintersun Hall

Behind the screen:
Marhevok: Initiative: 1d20 + 2 ⇒ (1) + 2 = 3
Clanliege Barbarian 1: Initiative: 1d20 + 6 ⇒ (14) + 6 = 20
Clanliege Barbarian 2: Initiative: 1d20 + 6 ⇒ (4) + 6 = 10
Frost Drake: Initiative: 1d20 + 5 ⇒ (14) + 5 = 19

On the Table:
Aelith: Initiative: 1d20 + 11 ⇒ (12) + 11 = 23
Anarya: Initiative: 1d20 + 5 ⇒ (10) + 5 = 15
Ellena: Initiative: 1d20 + 1 ⇒ (16) + 1 = 17
Guillame: Initiative: 1d20 + 12 ⇒ (3) + 12 = 15

What the PCs can see through the opening:

An enormous bed occupied the southern portion of this room, while a bearskin lay on the floor to the north. A pile of weapons, coins, and other objects lay in a mound to the south of the bed. North is at the top of the map.

The bed was occupied by a male and two females, in the throes of what might be generously called love-making, the male dominating the two women. The women have cuts and bruises, while the male is fit and muscular with dark hair, a full beard, and deeply tanned skin.

At the north end of the room, is a large creature that appears to be a two-legged dragon, with dark blue scales, tinged with bright blue ice. A freezing mist issued from its powerful jaws. It is prone. Monster lore rolls to follow this post.

I'm going to rule neither side has surprise since opening the passage in the wall will call attention to itself as it lets in light, and the room is too small to enter without being in threatened squares. Roll initiative if you want. All of the NPCs are prone at the moment.

Aelith is first in initiative. Two of the NPCs are next. Then the order is Ellena, Guillame, and Anarya, followed by the last two NPCs. Anarya: let us know how wide the opening is so I can mark it on the map.


Map of the Marchlands | Wintersun Hall

What time of day or night do you make your approach? The weather is a windstorm but there is no rain or storms.

Phase of the Moon: 1d29 ⇒ 24

The moon is in waning crescent phase, only visible near sunrise and not very bright.


Map of the Marchlands | Wintersun Hall

Assuming everyone took everyone took the benefit that adds 30 feet to movement:

Everyone moves behind Anarya to the SE corner of the hall. Nothing stirs in response.

Describe how you are making an opening. I'll describe what happens then.


Map of the Marchlands | Wintersun Hall

I'm ready to respond when a plan is in place and everyone has indicated they are aware of the plan and ready.


Map of the Marchlands | Wintersun Hall

I expect you have enough gold in your treasury to buy the scrolls. Assume that they are available and pick up the narrative where I left it above. Explain what buffs are active and how you are approaching the structure. Take a single turn of movement/actions in any order.