M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |
Flouncy moves 60' and fires an Enlarged, Intensified Snowball at the red cultist.
M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |
Flouncy steps through and probably casts acid Fireball, depending on how many skeletons he can hit with it. Reflex DC 21 for half.
I can place it best when I see the map.
M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |
That was the easy part... Flouncy casts Shield and already has Detect Magic up at will. If you need to cast any spells before we go in, now's the time, guys. I'll be going invisible, now, then he does.
M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |
Flouncy did a skill check and was told it would require two 1st or higher spells, but we can try cantrips and see if it works. Let's try it and see. Flouncy casts Ray of Frost at one of the 2 sides to open the portal.
M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |
He called himself "Mr. Unlucky," a lich of some sort. We don't know who's with him on the other side. Felt like a trap. We can activate it by casting some minor spells on each side. I suppose we could just bust on through... Flouncy thinks a moment. I think using the portal will alert them we're coming.
M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |
It's a portal. To a place not that far away, on this plane. We didn't go through it before because we were tired and played out, and we just didn't have the energy or resources to keep pushing. Now that we're rested, we can go on.
M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |
There was a portal. We know how to get in, assuming it's still open. What we don't know is what we'll meet if we go through it. Or how we'll get back, if we survive. I've got lots of questions, but no answers. Can you help us, Sable?
M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |
I've enjoyed this game. I understand that RL can get in the way, and all games can go a little off at times, but that's no reason to quit. I have full faith that GM Wolf has a fun game for us, and he will enjoy it, too. We'll have fun.
M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |
Loarin is a Cleric of Sarenrae (awesome!) 5/Fighter 5. He is played by the GM, and he's not our level, but he can channel healing like a boss, for his level. I think we'll need him. We can tell him what spells to prepare, if Sarenrae (or the GM) doesn't object. He's a GMPC. I can see your characters in your profiles, but I'm more interested in what you see your characters doing. What does your combination of classes make you good at? What can you do once we go through this portal? It's hard to say when you're 2 classes at once, with crazy good stats. I'll start. Flouncy is an arcane trickster on steroids. He gets all the goodies of a 7th level unchained rogue, and is also a 7th level evoker. He is our most skilled party member by a good margin. He's also built to scout. Not that far ahead, but enough to make it work in most terrains. x
M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |
Does this portal lead to the Void, the Shadow plane, or somewhere else?
A little help here, guys. If you can roll it, do.
M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |
I think the enemy fled. They'll come back harder later, but not for a day or 2. We're just looking at a lot of death, but if we can get 8 hours of rest and prep, we can go through the portal with 2 1st level spells. From 2 of you, not Flouncy. Flouncy plans to load up on offensive evocation blasts and not much else. Renia can cast all the Hastes we need. Let's take a moment to look at what we can do, and cover our bases. Assuming we can get through the night, we can make a plan based on what we can realistically do.
M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |
We've got Roquar, Renia, Flouncy and Loarin. Losing Beorn sucks, but we're all still powerful gestalt characters. We can do this. We just need to rest and top up.
M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |
We don't know what we'll meet on the other side, but it won't be friendly. I think we can activate it later with a couple of low-power spells. I'd like to have a full quiver when we do, so to speak.
M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 61/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |
Maybe we should just let them go and have a look around? Flouncy's got nothing that will make a real dent. I suppose Beorn could fly around and take potshots, but it looks like we just don't have the juice to finish it if they're getting away that fast. Maybe I'm wrong, but I got nothing. If anyone else has an idea, I'm all ears. I want to keep playing for sure.
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