Nethys

Delmoth's page

** Pathfinder Society GM. 206 posts (9,480 including aliases). No reviews. No lists. No wishlists. 9 Organized Play characters. 36 aliases.


1 to 50 of 723 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

5 people marked this as a favorite.

Recruitment is now closed. I'll have a decision soonish


1 person marked this as a favorite.
Rosc wrote:
One question. I have already played through the CRPG version of Wrath. Would that disqualify me? For what it's worth, I have a lot of experience in Pathfinder Society 'playing dumb' as a character in scenarios I've already run.

Totally fine.


1 person marked this as a favorite.

Dotting with Tiff. I'll need to adjust some things to the specs you specified.


1 person marked this as a favorite.

I'm considering submitting Junior. I'd have to update him to 2e but the fluff would be the same.

He was a part of a WotR game with Dorian's character there. Unfortunately it looks like that game has died.


1 person marked this as a favorite.

I'll dot as well. On the fence


1 person marked this as a favorite.
M NG Male Half-Ork | Skald 7 | HP 82/82 | AC 19, FF 19, Touch 13, CMD 23, 24 vs grapple | Fort +11 Ref +6 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +13 | Speed 20ft | Conditions: Alterself (kitsune), Shared training (amp rage) entire party, haste 5rds, tactical acumen, prot vs evil, rage song
Usable/day:
1st 5/5, 2nd 2/4, 3rd 2/2 Raging Song 19/20, Lore Master 1/1, Ferocity 1/1, Child of the Crusade 1/1, Hero points 1/3, Alter Self 2/3, Ransuer 5/5, Mythic Powar 4/5

Working on a post. Just have to figure out what buffs I have lol


1 person marked this as a favorite.
NG Male Catfolk | Bloodrager 2 | HP 22/22 | AC 18, FF 16, Touch 12, CMD 17 | Fort +5 Ref +2 Will -4, +2 vs fear | Init +2 | Per -2, SM -2 | Speed 30ft | Loot
Usable:
Bloodrage 8/8, Cat's Luck 1/1, Destined Strike 3/3
Conditions:

Assuming no one wants the masterwork weapons and we're keeping the shield we'll get 2266 gp 6sp, that means the split out is 453 gp, 3 sp, and 2cp. I've kept the potion of darkvision and cure potions since those could be useful.


1 person marked this as a favorite.
NG Male Catfolk | Bloodrager 2 | HP 22/22 | AC 18, FF 16, Touch 12, CMD 17 | Fort +5 Ref +2 Will -4, +2 vs fear | Init +2 | Per -2, SM -2 | Speed 30ft | Loot
Usable:
Bloodrage 8/8, Cat's Luck 1/1, Destined Strike 3/3
Conditions:

Somewhere in Wati: Idari's stronger, more handsome, and devilishly charming brother stirs from his slumber. With a start and a sly grin, Bosco jumps up with a start, "That bastard! He left without me!"


1 person marked this as a favorite.
TN Female Half-Elf | Fighter 1/U. Rogue 1 | HP 4/19 | AC 17, FF 16, Touch 11, CMD 16 | Fort +2 Ref +2 Will -1, +2 vs enchantment | Init +2 | Per +9, SM -1 | Speed 20ft | Conditions:

Tethys methodically takes anything she can carry and might be of value, starting with the lacquered chest and proceeding down the hall with the masks. Certain their is no danger she starts to investigate each of the smaller chests opening each in turn.

She nods her thanks when the potions and masks are identified, "Canny."

Started a loot sheet, here.


1 person marked this as a favorite.
TN Female Half-Elf | Fighter 1/U. Rogue 1 | HP 4/19 | AC 17, FF 16, Touch 11, CMD 16 | Fort +2 Ref +2 Will -1, +2 vs enchantment | Init +2 | Per +9, SM -1 | Speed 20ft | Conditions:

Earlier in my post was when I encountered Lucky before Sebti's speech. I wanted to mark it as before because it wouldn't have made sense for me to say it right after the speech.

Later was after the speech and I presumed that we were being dismissed for the evening because she said "Use this evening to prepare yourselves for the task ahead." Seemed coded for 'go to bed adventurers' ;)

Tethys eyes Lucky as they just happen to draw the same lot, "Lucky day indeed." The tall and plain half-elf followed the other's lead, not being the first up there to be spurned by the crowd. But she accepted her assignment once it became apparent she wouldn't ascend alone.


1 person marked this as a favorite.

Dotting in. Hey Dorian and Aldizog.

Thinking half-elf fighter/rogue.

@GM how are you handling maps? Slides, roll20, something else?


1 person marked this as a favorite.
Wrath Maps

Posting here as well in case you missed the discord message.

Alright folks it pains me to do this. I just don't have the drive to run PbPs anymore. My post rate has languished and it's because it's more of a job than a hobby now.

I had thought that running my favorite module might reinvigorate me but it hasn't. So it's time I stop kidding myself. I'm burnt out and it's not going to get better unless I take a long, like at least a year, break.

It's absolutely me and not you. You're all wonderful players and you deserve better. I stuck around this long because it's the only context I interact with y'all and I'm going to miss it.

If anyone in either of my games wants to continue the adventure I will absolutely be around to help transition to a new GM.

I'm also up to play, which is a selfish desire, but an honest one FWiW.

I apologize again.


2 people marked this as a favorite.
Wrath Maps

Frank finds the privies, simple holes in the ground that drop to an underground river.

Frank's eyes are drawn to the glassy pattern of striated, crystalline ice covering the tiled floor in open alcoves to the north and south, illuminated by a soft, blue light. After fumbling through the passphrases Frank speaks the right one, "“A gathering within the hall, take one, take us all.”

North or South?


2 people marked this as a favorite.
Wrath Maps

Apologies for the delay, fighting through some mental health issues which has made me not want to do anything.

By stone, blade, and fire the final remaining guard is cut down.

Combat over

Loot:
Potion of cure light wounds x2, potion of endure elements x10, potion of interrogation, screaming bolt x2 (these are worth 101 gp sans the +2 enhancement), broken attentive mirror, MW cold iron longsword, 174 gp

ATTENTIVE MIRROR:
PRICE
1,800 GP
SLOT none CL 5th WEIGHT 1/2 lb.
AURA faint abjuration and divination
This small, ornate mirror is mounted inside an enclosing
case, such as a locket, small jewelry box, or even just a leather
flap. To use an attentive mirror, the owner must spend 1 hour
gazing into the mirror in a ritual to attune herself to it. At the
end of this time, the owner can willingly give the mirror to
another creature. Thereafter, the creature that has the mirror
can use it as an emergency means of communication with
the mirror’s owner. Up to three times per day, the mirror’s
possessor can open it to alert the attuned owner. This
functions as a mental alarm with a range of 100 miles. The
White Witches of Irrisen frequently provide attentive mirrors
to their loyal minions and monstrous allies so the witches
can be notified when their agents have important news. Once
alerted, an attuned witch can then send aid or cast Irriseni
mirror sight to view the situation through the mirror and
receive a minion’s report directly.
CONSTRUCTION REQUIREMENTS COST 900 GP
Craft Wondrous Item, Irriseni mirror sight (see page 73), status


1 person marked this as a favorite.
Wrath Maps

Yep Burn: 1d4 ⇒ 1, Burn!: 1d20 + 5 ⇒ (13) + 5 = 18 whew I don’t have to explain why water elementals aren’t immune to being on fire. The earth elemental doesn’t get earth master cause it’s standing on ice, which is water.

Dawrbrün maneuvers to safety while Frank summons more aid; which immediately punches a hole in one of the guard’s chest cracking their sternum and six ribs in the process. The guard falls over and dies from internal bleeding.

Hekla’s arrow drives its way into one of the guard’s face just under their eye. It deflects off their skull but rips away flesh from nose to ear. The guard crumples to the ground screaming while holding their face. They soon bleed out.

Barnaby takes his turn throwing fire at the guard and lights their hair ablaze and they are similarly eliminated. The crackling fire sends a fulsome scent through the air.

Alethea’s blade strikes true and a section of water sluices off of the elemental’s main body to rejoin the steaming pool.

Slam vs Alethea: 1d20 + 7 + 1 ⇒ (15) + 7 + 1 = 23
Slam dam: 1d8 + 4 + 1 ⇒ (2) + 4 + 1 = 7

Alethea wants to parry: 1d20 + 9 ⇒ (6) + 9 = 15

A sledgehammer of water rushes at Alethea and the rondelero attempts to turn the strike aside but the water rushes past her weapon like a stone in a river.

The sergeant commands their remaining troops, ”Blades!” and the ones near the elemental begin a flanking maneuver.

Guard longsword vs elemental: 1d20 + 3 ⇒ (13) + 3 = 16
Guard longsword vs elemental: 1d20 + 3 ⇒ (3) + 3 = 6
Sergeant longsword vs elemental: 1d20 + 5 ⇒ (15) + 5 = 20
Spiked shield bash vs elemental: 1d20 + 3 ⇒ (2) + 3 = 5

Slashing: 1d8 + 2 ⇒ (2) + 2 = 4

The guards on the other side fail to follow orders. Or do anything useful.

Light xbow vs Hekla: 1d20 + 2 ⇒ (1) + 2 = 3
Light xbow vs Hekla: 1d20 + 2 ⇒ (2) + 2 = 4
Light xbow vs Hekla: 1d20 + 2 ⇒ (3) + 2 = 5
Light xbow vs Hekla: 1d20 + 2 ⇒ (13) + 2 = 15

PCs go! Round 2is


1 person marked this as a favorite.
Wrath Maps

Barnaby casts a spell, and rocks fall and everyone dies lives but is bruised and broken. The cluttered room makes traversal across the room. 5 damage to all the enemies and Hekla, Barnaby, and Ant. The area inside the circle is difficult terrain.

The sergeant yells, "Bows! Fire at will! Aalto extinguish their fire!"

Each of the guards draw their crossbows and fire at the party.

Light crossbow vs Barnaby: 1d20 + 2 ⇒ (10) + 2 = 12
Sergeant Light crossbow vs Barnaby: 1d20 + 6 ⇒ (11) + 6 = 17
Light crossbow vs Barnaby: 1d20 + 2 ⇒ (12) + 2 = 14
Light crossbow vs Barnaby: 1d20 + 2 ⇒ (5) + 2 = 7
Light crossbow vs Hekla: 1d20 + 2 ⇒ (14) + 2 = 16
Light crossbow vs Hekla: 1d20 + 2 ⇒ (2) + 2 = 4
Light crossbow vs Hekla: 1d20 + 2 ⇒ (8) + 2 = 10
Light crossbow vs Hekla: 1d20 + 2 ⇒ (2) + 2 = 4

The bolts bound off door frames, armor, shields, or magical protections harmlessly. But from the pool of spring water springs a face that smiles menacingly at the poor small fire elemental near it.

Slam vs Fire, water master: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Bludgeoning: 1d8 + 4 + 1 ⇒ (8) + 4 + 1 = 13

A stream of water drenches the fire elemental banishing it back to the elemental plane of fire.

PCs go!


1 person marked this as a favorite.
F CN Human | C1/F1/B3 | HP 50/50 | AC 15, FF 16, Touch 8, CMD 15 | Fort +8 Ref +3 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init -1 | Per +5, SM +3 | Speed 30ft | Conditions: haste, prot vs evil, amp rage, rage song, tactical acumen
Usable/day:
1st 4/4 Bard song 8/9

Level up

+1 BAB
HP +6
+1 Fort
+7 skill (+1 perception, +1 spellcraft, +1 stealth, +1 disguise, +2 planes, +1 local)
+2 bg skill (string, musical composition)
+2 bard song
Gain inspire competence +2
+1 1st level spell slot
Spells learned: light, disguise self
Feat: Outflank


1 person marked this as a favorite.
M NG Male Half-Ork | Skald 7 | HP 82/82 | AC 19, FF 19, Touch 13, CMD 23, 24 vs grapple | Fort +11 Ref +6 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +13 | Speed 20ft | Conditions: Alterself (kitsune), Shared training (amp rage) entire party, haste 5rds, tactical acumen, prot vs evil, rage song
Usable/day:
1st 5/5, 2nd 2/4, 3rd 2/2 Raging Song 19/20, Lore Master 1/1, Ferocity 1/1, Child of the Crusade 1/1, Hero points 1/3, Alter Self 2/3, Ransuer 5/5, Mythic Powar 4/5

New edition of warhammer 40k has been eating my time


2 people marked this as a favorite.
Wrath Maps
Barnaby Bastien Bridge wrote:

Barnaby and Anticipation both look proudly at the short old man.

Are you our guide to the Tower?

The fey shakes his tiny head causing his beard to undulate, "Used to work there. To get around the tower you use teleporters, but you need to know the command phrases."

Hatch holds up one bony finger, "A gathering within the hall, take one, take us all." On his other hand he holds up another finger, "Spiral downward to the ground, every ounce and every pound." The fey man lifts up a toe one one foot and says, "Take wing, soar and fly, let me view the winter sky." And finally raising a toe on his final limb but instead of falling over just floats there, "Down a level, to the halls, leave this cage without walls."


1 person marked this as a favorite.
Wrath Maps

Sure Reflex DC 10 to avoid Fire!: 1d4 ⇒ 2

Broulnindre scrambles up the chimney and onto the roof menacing any guard that happens to look her way. Feel free to place her anywhere on the roof, it’s about 10ft up.

Guard vs fabulousness: 1d20 ⇒ 3
Guard vs fabulousness: 1d20 ⇒ 14
Guard vs fabulousness: 1d20 ⇒ 17
Guard vs fabulousness: 1d20 ⇒ 16
Guard vs fabulousness: 1d20 ⇒ 2

All but one of the guards are unable to avoid the glow up, but two of them can still see. Yellow can see.

Sword vs Dawrbrün: 1d20 + 3 ⇒ (14) + 3 = 17 Dawrbrün has cover

One of the guards swings their sword awkwardly at the dwarf around the door frame but only manages to damage the finish. The remaining guards either rub their eyes or sheath their swords and draw crossbows while trying to load them hastily.

Guard vs fabulousness: 1d20 ⇒ 2
Guard vs fabulousness: 1d20 ⇒ 12
Guard vs fabulousness: 1d20 ⇒ 8

Nadya composite longbow: 1d20 + 5 + 1 - 4 ⇒ (5) + 5 + 1 - 4 = 7

Perhaps Hekla’s ruse didn’t work because Nadya still had her bow strung over her shoulder. An incidental arrow wedges itself in the top of the cabin’s ceiling.

Telekinesis: 1d20 + 5 ⇒ (9) + 5 = 14

The guard that took a swing at Dawrbrün appears to be wrestling with their sword but manages to hold onto it.

Spellcraft DC 20:

Round 1
Hekla
Lyudmilla
Franky and Broulnindre
Dawrbrün
Pale Guards
Nadya
Hatch
Barnaby and Ant <----------
Alethea <----------

Round 2
Hekla <----------
Lyudmilla <----------
Franky and Broulnindre <----------
Dawrbrün <----------
Pale Guards
Nadya
Hatch
Barnaby and Ant
Alethea


1 person marked this as a favorite.
Wrath Maps

Can Hekla give me a bluff check please?

With a crash the door is busted down revealing six armed guards with no training in deescalation.

Initiative
Alethea: 1d20 + 4 ⇒ (1) + 4 = 5
Barnaby and Ant: 1d20 + 3 ⇒ (4) + 3 = 7
Dawrbrün: 1d20 ⇒ 12
Franky and Broulnindre: 1d20 + 1 ⇒ (16) + 1 = 17
Hekla: 1d20 + 1 ⇒ (20) + 1 = 21
Lyudmilla: 1d20 + 1 ⇒ (20) + 1 = 21
Pale Guards: 1d20 + 1 ⇒ (13) + 1 = 14
Nadya: 1d20 + 2 ⇒ (9) + 2 = 11
Hatch: 1d20 + 6 ⇒ (7) + 6 = 13

Round 1
Hekla <----------
Lyudmilla <----------
Franky and Broulnindre <----------
Pale Guards
Nadya
Hatch
Dawrbrün
Barnaby and Ant
Alethea


2 people marked this as a favorite.
Wrath Maps

Barnaby and Ant prowl around town until they find themselves between the White Weasel and Waldsby's cemetery. Ant has sniffed out a cow in the barn's walls.

With trepidation the pair part the barn doors and behold their prey. A single decrepit cow. Barnaby Tentatively pulls on the cow's teats and is able to coax a small cups worth of milk from it's udder.

The cow tips over in exhaustion from the exertion, barely breathing raggedly.

The pair has apparently got away with their loot without incident or complication.


2 people marked this as a favorite.
Wrath Maps

Cause fear

The next day?

Alethea's vision is starting to clear she can see general shapes and color but not nearly as good as it was before. 20% miss chance

Mjoli is staring at Hekla creepily, as only a child can do, as you rise from your slumber.

As you gather your gear in the morning you find that everything has been obsessively organized and cleaned. Frank concludes that his bribe of food has worked.


1 person marked this as a favorite.
M NG Male Half-Ork | Skald 7 | HP 82/82 | AC 19, FF 19, Touch 13, CMD 23, 24 vs grapple | Fort +11 Ref +6 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +13 | Speed 20ft | Conditions: Alterself (kitsune), Shared training (amp rage) entire party, haste 5rds, tactical acumen, prot vs evil, rage song
Usable/day:
1st 5/5, 2nd 2/4, 3rd 2/2 Raging Song 19/20, Lore Master 1/1, Ferocity 1/1, Child of the Crusade 1/1, Hero points 1/3, Alter Self 2/3, Ransuer 5/5, Mythic Powar 4/5
Tristan de Lion wrote:
We're getting presents!?

Yep, you get a pumapard.


1 person marked this as a favorite.
M NG Male Half-Ork | Skald 7 | HP 82/82 | AC 19, FF 19, Touch 13, CMD 23, 24 vs grapple | Fort +11 Ref +6 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +13 | Speed 20ft | Conditions: Alterself (kitsune), Shared training (amp rage) entire party, haste 5rds, tactical acumen, prot vs evil, rage song
Usable/day:
1st 5/5, 2nd 2/4, 3rd 2/2 Raging Song 19/20, Lore Master 1/1, Ferocity 1/1, Child of the Crusade 1/1, Hero points 1/3, Alter Self 2/3, Ransuer 5/5, Mythic Powar 4/5

I'll say that Greta had surgery last week and is likely convalescing from that. They are still around but probably won't be all that responsive until next week.


1 person marked this as a favorite.
Wrath Maps
eriktd wrote:
Giant Halfling wrote:
Oh, lol- is that the one that they won't talk about at Lovecraft conferences because the disputed racism is such a hot button issue?
It's Poe, not Lovecraft, but this makes me think of the orangutan story: https://i.redd.it/0kgw21jt6z401.png

One of the things one of my lit profs told me: "Literary analysis, finely crafted bull sh!t."


1 person marked this as a favorite.
Wrath Maps

I'll push it back to 5/11 the traditional day for me to kick off new PbP's run by me.


1 person marked this as a favorite.
Wrath Maps

Bro Larry is correct.

There are no campaign traits for Carrion Hill since it is not an AP. Any campaign trait is potentially usable. I wanted the more powerful campaign traits available to you since this can be a brutal module, but I also wanted to reserve veto power in case things got out of hand.

Bonus points for picking a Strange Aeons trait.


2 people marked this as a favorite.
Wrath Maps
Hekla Nornsdottir wrote:

"Well that is curious."

Let's do an ** spoiler omitted **

I haven't forgotten about this. Just need to think about it


2 people marked this as a favorite.
Wrath Maps

When Hekla grabs the coin she notices that it landed on it's edge and not obverse or reverse side.


3 people marked this as a favorite.
Wrath Maps

Alethea, perhaps disappointedly, detects no evil.

Ant chitters at the air where nothing and no one watches them.

As Broulnindre sulks back a glint of gold catches her eye, in the rubble is a single gold coin emblazoned with a galloping horse in front of a twisted staff, on the reverse is stylized house on a cropping of rocks. On closer inspection the coin is a actually a copper alloy and mostly worthless.


1 person marked this as a favorite.
Wrath Maps

Oops DC 18


2 people marked this as a favorite.
Wrath Maps

A single tear rolls down Nadya’s stoney face, but it doesn’t fall, instead it crystallizes and freezes to the woman’s face. She takes a moment to compose herself and asks you directly, ”What are your intentions when you arrive at the Pale Tower?”

Lyudmilla knows:
Nazhera Vasilloivna is a Winter Witch, the ruling elite of Irrisen’s aristocracy. Vasilloivna works closely under Queen Elvanna and has amassed quite a power base on her own, magical, political, and otherwise. She has a favored apprentice named Radosek Pavril. Last Lyudmilla knew Vasilloivna ruled the region around the Pale Tower and it is likely that if you traveled there you would have to deal with either her or her apprentice.

When the time comes let me know if you want to know anything specific about their stat blocks.


1 person marked this as a favorite.
M NG Male Half-Ork | Skald 7 | HP 82/82 | AC 19, FF 19, Touch 13, CMD 23, 24 vs grapple | Fort +11 Ref +6 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +13 | Speed 20ft | Conditions: Alterself (kitsune), Shared training (amp rage) entire party, haste 5rds, tactical acumen, prot vs evil, rage song
Usable/day:
1st 5/5, 2nd 2/4, 3rd 2/2 Raging Song 19/20, Lore Master 1/1, Ferocity 1/1, Child of the Crusade 1/1, Hero points 1/3, Alter Self 2/3, Ransuer 5/5, Mythic Powar 4/5

@DM Dudemeister I'm out of mythic power so I can't surge also my fort is +8 currently including protection from evil, rage, and the new negative level. So I should have failed that save and I assume take another negative level. I still should have made the will save though.

20% miss chance for AoO, PCs like big numbers: 1d100 ⇒ 12


2 people marked this as a favorite.
Wrath Maps

Ok I owe some investigation info.

Hekla reads the keys to the Hut but finds that the psychic signature of the Black Rider's sacrifice drowns out all the potential impressions. She experiences the man's last moments of life as it slowly drains away and into the keys.

Lyndumilla knows that Elvanna is the 14th Queen of Irrisen and has been so for 100 years. Like her predecessor, Yelizaveta, she is a daughter of Baba Yaga. Every 100 years Baba Yaga returns to Irrisen to place another daughter on the throne while she takes the current queen to explore strange new worlds, times, and dimensions. It seems her distant cousin has other ideas.

Baba Yaga herself wrested control of Irrisen, then the Linnorm Kingdoms of Raemerrund and the Djurstor Confederacy 1,400 years ago in a conflict know as the Winter War.

Gonna try to set up the next encounter tomorrow night.


3 people marked this as a favorite.
Wrath Maps
Hekla Nornsdottir wrote:

"What happened? How can we help you? You can tell us about the quest once we get you fixed up."

She tries to heal his wounds with magic.

"Elvanna hunted down those of use who would herald Baba Yaga's return and slew my associates. I am the last of the Three Riders and a threat to Elvanna's plans. Find the Hut, it has many keys, objects attuned to it, that can take it almost anywhere. I managed to secure two of these keys, but Elvanna stole their power to prevent anyone from using the hut to find her mother. Once they are reactivated, placing the keys in the Hut's cauldron will retrace Baba Yaga's path."

Despite Hekla's attempt to heal the Black Rider, it has no apparent effect.

He produces lock of coarse white hair and a plague doctor's mask, "I'm no longer capable of carrying out the mission, I must pass the responsibility on to you."

I will reactivate the keys." With a look of grim determination on his face the man draws a knife, slitting his own throat and bathes the keys in his own flowing blood. As he expires his clothes melt away like ice in a fire only leaving a tired corpse. The mantle of the Black Rider leaves the old man and wraps around you, empowering you but also leaving you with a heavy weight.

First everyone level up to 3rd level.

Second everyone can choose to gain one benefit: +2 to an ability score, a bonus feat, or an extra class feature where you choose from a list of abilities (e.g. a hex or rage power) you must qualify for this feat or ability.

Third everyone is affected by a powerful geas-like effect. There is no way to avoid it. Every 24 hours where you don't attempt to make progress on rescuing Baba Yaga you take a -2 penalty to each of your ability scores. I will warn you if you are shirking your duties.


1 person marked this as a favorite.
M NG Male Half-Ork | Skald 7 | HP 82/82 | AC 19, FF 19, Touch 13, CMD 23, 24 vs grapple | Fort +11 Ref +6 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +13 | Speed 20ft | Conditions: Alterself (kitsune), Shared training (amp rage) entire party, haste 5rds, tactical acumen, prot vs evil, rage song
Usable/day:
1st 5/5, 2nd 2/4, 3rd 2/2 Raging Song 19/20, Lore Master 1/1, Ferocity 1/1, Child of the Crusade 1/1, Hero points 1/3, Alter Self 2/3, Ransuer 5/5, Mythic Powar 4/5

Saaaaaame, so take your time.


1 person marked this as a favorite.
M NG Male Half-Ork | Skald 7 | HP 82/82 | AC 19, FF 19, Touch 13, CMD 23, 24 vs grapple | Fort +11 Ref +6 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +13 | Speed 20ft | Conditions: Alterself (kitsune), Shared training (amp rage) entire party, haste 5rds, tactical acumen, prot vs evil, rage song
Usable/day:
1st 5/5, 2nd 2/4, 3rd 2/2 Raging Song 19/20, Lore Master 1/1, Ferocity 1/1, Child of the Crusade 1/1, Hero points 1/3, Alter Self 2/3, Ransuer 5/5, Mythic Powar 4/5

Junior opens the door and opens with a joke, "Iomadae, Desna, and Calistria walk into a tavern..." He then walks into the room of absolute silence, mouth still flapping.


1 person marked this as a favorite.
M NG Male Half-Ork | Skald 7 | HP 82/82 | AC 19, FF 19, Touch 13, CMD 23, 24 vs grapple | Fort +11 Ref +6 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +13 | Speed 20ft | Conditions: Alterself (kitsune), Shared training (amp rage) entire party, haste 5rds, tactical acumen, prot vs evil, rage song
Usable/day:
1st 5/5, 2nd 2/4, 3rd 2/2 Raging Song 19/20, Lore Master 1/1, Ferocity 1/1, Child of the Crusade 1/1, Hero points 1/3, Alter Self 2/3, Ransuer 5/5, Mythic Powar 4/5

Junior and Amelia cautiously enter the... uh.. entryway where the prisoners are being kept and whispers, "We're gonna get you out of here hold on."

He looks at the fourth wall blankly, you know the one behind the statues in the room.


1 person marked this as a favorite.
Wrath Maps

Sadly Broulnindre ruins the pelt with her enthusiasm before Dawrbrun can proceed with a more careful knife. Hekla's dream of weasel boots are dashed yet again. At least Lyndumilla is able to salvage a fair amount of meat.

I assume resting before we move on to the Winter Portal.


1 person marked this as a favorite.
NG Female Human | Wizard 2 | HP 17/17 | AC 19, Touch 15, FF 14 CMD 15 | Fort +1 Ref +5 Will +1 | Init +5 | Perception -2 | Speed 30ft | Conditions:
Usable/day:
Arcane Bond 0/1, Battleshaping 4/8
Loot

Tiff pouts visibly at Angus's rude thoughts.


1 person marked this as a favorite.
M NG Male Half-Ork | Skald 7 | HP 82/82 | AC 19, FF 19, Touch 13, CMD 23, 24 vs grapple | Fort +11 Ref +6 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +13 | Speed 20ft | Conditions: Alterself (kitsune), Shared training (amp rage) entire party, haste 5rds, tactical acumen, prot vs evil, rage song
Usable/day:
1st 5/5, 2nd 2/4, 3rd 2/2 Raging Song 19/20, Lore Master 1/1, Ferocity 1/1, Child of the Crusade 1/1, Hero points 1/3, Alter Self 2/3, Ransuer 5/5, Mythic Powar 4/5

I don't want there to be no consequences for going through with a bad idea. But the tone of the game should be that we're Big Damn Heroes.

Like resting to regain spells and abilities after this combat would be a bad idea and should result in NPC death, even a named one. But if we head out immediately afterwards we should have a chance to rescue them.

There's a decent chance that Amelia won't survive to be kidnapped, and that's ok. She could have withdrew or 5ft step back and used her scroll of cure light wounds or cast vanish. I almost had her do that.

I'm so mad that the tanglefoot bag missed cause that would have really swung things around. But that's dice and no one's fault.


1 person marked this as a favorite.
M NG Male Half-Ork | Skald 7 | HP 82/82 | AC 19, FF 19, Touch 13, CMD 23, 24 vs grapple | Fort +11 Ref +6 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +13 | Speed 20ft | Conditions: Alterself (kitsune), Shared training (amp rage) entire party, haste 5rds, tactical acumen, prot vs evil, rage song
Usable/day:
1st 5/5, 2nd 2/4, 3rd 2/2 Raging Song 19/20, Lore Master 1/1, Ferocity 1/1, Child of the Crusade 1/1, Hero points 1/3, Alter Self 2/3, Ransuer 5/5, Mythic Powar 4/5

I'm at a 2.

You're doing fine. This battle did shake us up a little bit, we're a little reliant on being able to buff beforehand, at least I am.

Even less complex battles I've really mucked some things when GMing.


1 person marked this as a favorite.
F CN Human | C1/F1/B3 | HP 50/50 | AC 15, FF 16, Touch 8, CMD 15 | Fort +8 Ref +3 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init -1 | Per +5, SM +3 | Speed 30ft | Conditions: haste, prot vs evil, amp rage, rage song, tactical acumen
Usable/day:
1st 4/4 Bard song 8/9
Tristan de Lion wrote:
Gargoyles B, D, H, J should be Shaken? I was hoping the -2 would impede their shenanigans...lol.

If Amelia got a +2 AC from the nearby soldier it would put her AC at 16 and then if there is an additional -2 to hit on half-fiend it would mean that the first attack missed Amelia. It would still probably commit to the full attack at that point. Amelia is likely still unconscious but it wouldn't have the move action to pick her up.


1 person marked this as a favorite.
F CN Human | C1/F1/B3 | HP 50/50 | AC 15, FF 16, Touch 8, CMD 15 | Fort +8 Ref +3 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init -1 | Per +5, SM +3 | Speed 30ft | Conditions: haste, prot vs evil, amp rage, rage song, tactical acumen
Usable/day:
1st 4/4 Bard song 8/9

Amelia sings along with Junior, as she does so she pulls out a bag at her hip and tosses it right at the half-fiend gargoyle.

Ranged touch vs half-fiend gargoyle D, inspire courage: 1d20 + 1 + 1 ⇒ (6) + 1 + 1 = 8

Miss alchemical weapon: 1d8 ⇒ 6

Tanglefoot Bag:
A tanglefoot bag is a small sack filled with tar, resin, and other sticky substances. When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater.

A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. If the entangled creature attempts to cast a spell, it must make a concentration check with a DC of 15 + the spell’s level or be unable to cast the spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

Does not accept rage song, move to draw a tanglefoot bag (provokes but I don’t believe she’s threatened, and toss at nearby half-fiend gargoyle as her standard


1 person marked this as a favorite.
M NG Male Half-Ork | Skald 7 | HP 82/82 | AC 19, FF 19, Touch 13, CMD 23, 24 vs grapple | Fort +11 Ref +6 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +13 | Speed 20ft | Conditions: Alterself (kitsune), Shared training (amp rage) entire party, haste 5rds, tactical acumen, prot vs evil, rage song
Usable/day:
1st 5/5, 2nd 2/4, 3rd 2/2 Raging Song 19/20, Lore Master 1/1, Ferocity 1/1, Child of the Crusade 1/1, Hero points 1/3, Alter Self 2/3, Ransuer 5/5, Mythic Powar 4/5

I'm in danger.

I really can't wait until next level. Starting songs as a move action...


1 person marked this as a favorite.
M NG Male Half-Ork | Skald 7 | HP 82/82 | AC 19, FF 19, Touch 13, CMD 23, 24 vs grapple | Fort +11 Ref +6 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +13 | Speed 20ft | Conditions: Alterself (kitsune), Shared training (amp rage) entire party, haste 5rds, tactical acumen, prot vs evil, rage song
Usable/day:
1st 5/5, 2nd 2/4, 3rd 2/2 Raging Song 19/20, Lore Master 1/1, Ferocity 1/1, Child of the Crusade 1/1, Hero points 1/3, Alter Self 2/3, Ransuer 5/5, Mythic Powar 4/5

Thank you! To be fair every other song has a well defined range except the inspire ones.


1 person marked this as a favorite.
F CN Human | C1/F1/B3 | HP 50/50 | AC 15, FF 16, Touch 8, CMD 15 | Fort +8 Ref +3 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init -1 | Per +5, SM +3 | Speed 30ft | Conditions: haste, prot vs evil, amp rage, rage song, tactical acumen
Usable/day:
1st 4/4 Bard song 8/9

If Amelia needs a separate roll: 1d8 ⇒ 6
Perception: 1d20 + 5 ⇒ (12) + 5 = 17

Amelia is reminded of how a lot of crusaders shun her which puts her in a foul mood. Her mind turns to what will one day become a prayer, "The riskier the road, the greater the profit."


1 person marked this as a favorite.
M NG Male Half-Ork | Skald 7 | HP 82/82 | AC 19, FF 19, Touch 13, CMD 23, 24 vs grapple | Fort +11 Ref +6 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +13 | Speed 20ft | Conditions: Alterself (kitsune), Shared training (amp rage) entire party, haste 5rds, tactical acumen, prot vs evil, rage song
Usable/day:
1st 5/5, 2nd 2/4, 3rd 2/2 Raging Song 19/20, Lore Master 1/1, Ferocity 1/1, Child of the Crusade 1/1, Hero points 1/3, Alter Self 2/3, Ransuer 5/5, Mythic Powar 4/5
DM_aka_Dudemeister wrote:
"... if we can find a decent beat around here."

Junior sneezes as he rhythmically slams a hammer against an anvil.


1 person marked this as a favorite.
M NG Male Half-Ork | Skald 7 | HP 82/82 | AC 19, FF 19, Touch 13, CMD 23, 24 vs grapple | Fort +11 Ref +6 Will +10, +2 vs fear, +4 vs sonic, language, bardic | Init +2 | Per +0, SM +13 | Speed 20ft | Conditions: Alterself (kitsune), Shared training (amp rage) entire party, haste 5rds, tactical acumen, prot vs evil, rage song
Usable/day:
1st 5/5, 2nd 2/4, 3rd 2/2 Raging Song 19/20, Lore Master 1/1, Ferocity 1/1, Child of the Crusade 1/1, Hero points 1/3, Alter Self 2/3, Ransuer 5/5, Mythic Powar 4/5

Junior does not take a break, or at least he takes a break by doing a different sort of back breaking work. Setting up his portable anvil and laying out his tools he continues to work on reforging his mother's greatsword. It's functional as a greatsword now but the balance is off, and it could be sharper. "Maybe some etching on the side here," he mumbles to himself.

Craft weapons, take 10, MW tools, gallant inspiration, surge: 10 + 13 + 2 + 2d4 + 1d6 ⇒ 10 + 13 + 2 + (4, 4) + (3) = 36 Daily progress 30x36/7=154, 1235/3000 masterwork portion.

Junior is oblivious to the commotion in the camp.

1 to 50 of 723 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>