Hooded Man

Pluck's page

260 posts. Alias of michaelane.


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"Not good! We need to take this thing down quickly before it kills us all." Pluck raises a hands and two more shimmering missiles fly unerringly fly into the shadowy creature.
More Magic Missiles: 2d4 + 2 ⇒ (1, 3) + 2 = 6
May as well give you a Knowledge (religion) even though Rilia's roll probably gave us the key info: 1d20 + 9 ⇒ (10) + 9 = 19


"I can make this easier tomorrow. I'll memorize a spell to help find metals. This one is an interesting one. Noqual. It resists magic." Pluck (and Rilia I'm sure) go on to explain noqual to everyone.
Knowledge (dungeoneering): 1d20 + 12 ⇒ (4) + 12 = 16


Oh, that would be fun!


"If we camp here for the night, I can prepare a spell to help us find metal from the crater."
My take 20 is 24, but can help you with that general scan of the area.


Did we have an overnight before proceeding to the crater or still same day as the tower battle? Need to know if I can re-prepare spells.


Might see you in that 5-6 subtier, that's the one we're signed up for although its a longshot with the number of tables :)


I'll be running two of the specials - Serpent's Ire and Through Maelstrom Rift. Plus six slots of Abducted in Aether, a 7-11 coming at the end of this month. I leave Friday night to play with my sons in the special. I think my other open slot is sometime Saturday.

I think you're right about that Gen Con/PbP overlap. I've seen a lot of that over the years too.

The other thing I should give heads up on is that I'm headed to Italy, France and the UK for vacation starting May 27 and returning June 14. If my posting is spotty at all during that period, that's why.


Good luck with everything Setzer! Hopefully we'll have you back when things are less nutty!

Re Gen Con. I will also be quite busy. Tier 1 GM. So you can probably write me off for that period also.


"Thanks Sam. Be safe over here. If we see your signal, we'll try to make it back as quick as we can. I agree with Rilia about our next move. Let's go check out the crater. Then we can make our way over to those other locations."


All, my apologies. I've been overloaded too. Trying to get a post in today.


"I'm all for continuing to explore the island, but we should make sure the Cyphermages have a safe place to wait for the ship and I'm not sure this is it. What do you all think of trying to get them back to where we were dropped off before continuing on?"


"Thanks mate. Glad you made it though, can I lend a hand in getting some of you out?" Pluck uses the remaining time on his levitate spell to help get people out of the tower and comments to Rilia, "A good thing then that we landed in salt water. I hope we took most of them with us. Otherwise we might have a nasty surprise waiting at the top of the cliff."


Ok, I'll mark off a charge for that (14/18 remain). Thanks!


Drifting close to Tamiro, just as he gets the crate right in the face, Pluck reaches out to try to grab him and help the samurai get oriented in the crazy tower. He grabs a fistful of the straps holding Tamiro's armor together and holds on for dear life.
Melee touch: 1d20 + 1 + 3 ⇒ (18) + 1 + 3 = 22
Would rather help Tamiro than blast the akatas right now, so I'll help with that. If I can do both, magic missile from the wand below...
Magic Missile: 1d4 + 1 ⇒ (2) + 1 = 3


Pluck floats toward Rilia's voice, watching for any akatas that make their way into the tower and planning to blast them with a magic missile if they do. He waits to see if others can get clear before trying to make his own way out.


"I'm sure as hell not going up where all the damn akatas are scrambling to go..." yells Pluck just as the tower lurches and drops to its side. Somehow he manages to keep his feet, making a somewhat ungainly but effective step onto the now wall as things go sideways. Recognizing that things are probably about to get a lot worse, he wishes for a moment that he had prepared levitate again this morning and then decides he'd better take advantage of his last resort. Focusing on his ring, he tries to ignore the motion of the tower and summons the arcane will to cast levitate.
Reflex save to avoid falling prone: 1d20 + 4 ⇒ (9) + 4 = 13
Concentration: 1d20 + 9 ⇒ (15) + 9 = 24


"We should have made them come in down here one at a time. Maybe it's not too late. Let's open one window or door down here and try to get them to all come in it."


All doors in Pathfinder are pocket doors unless explicitly described otherwise in the scenario :)

It is harder this time, but Pluck manages to keep his feet. The half-elf braces for further impact. "I'm thinking Tamiro might be right. Maybe we can force our way out." The second an akata appears, Pluck uses the wand to fire another magic missile at it.
Acrobatics: 1d20 + 3 ⇒ (13) + 3 = 16
Magic missile damage: 1d4 + 1 ⇒ (1) + 1 = 2


"That didn't sound good. Did another rock from the sky hit the island? That felt like an earthquake...or maybe something coming up from under the tower." Pluck braces for more violence and looks for another akata trying to come through a gap. As soon as he sees one, he uses the wand to magic missile it.
Magic Missile: 1d4 + 1 ⇒ (1) + 1 = 2


Pluck waits for the next akata to slip through, ready to hit it with another magic missile.


"Nevermind. I guess we have a window to defend. I suppose that might be better than a door. Watch out!" Standing back from the window so the stronger fighters can get to the akata, Pluck takes the wand just provided by Sam and points it at the creature, sending a shimmering ball of force flying into it.
Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4
17/18 charges remain. I can't quite tell from the map which window it is coming in so I left Pluck where he is right now. Feel free to move him away from the window if it happens to be one near him!


Pluck heads down after Nel shaking his head, "Don't wait for them to break the door or burst through a window. We should control where they enter. Better to face them one at a time at a location we choose instead of having them come in multiple places."
Ultimately up to you guys because Pluck is going to stay behind one of you and try to help you bring them down, but I'm picturing us having to face these things coming in multiple windows and the front door. Might happen anyway, but why not try to get them to have to come in through a chokepoint.


"Well, if you're willing to have me wield it, I can definitely make use of that magic missile wand."


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Won't stop them for long, but might slow a couple down. But I see your point. I think we're going to need to create a choke point and see if we can keep them from bringing their full numbers against us. Either that or wait for a miracle. If we concede a small gap for them to come to us, Tamiro and Nel can hold the gap while the rest of us hit them as they come in."


"Well, there they are. Definitely akatas. Everything closed up tight down below? I can probably drop a few of them into a pit, but I don't know if that's going to be enough to kill them. A couple of magic missiles too. What else do you have in the tower?" Pluck begins looking around for potential weapons.


Pluck looks concerned, "Can you tell us more about the creatures Samaritha? From those zombies, there are definitely akatas around. Blue cat-like creatures. Have you seen anything else?"


Pluck holds onto his vial of holy water defensively, confident that the last zombie will soon be returned to the grave.


Pluck gets out a vial of holy water and moves up to hug the wall of the tower where the zombie will have to get past Tamiro to reach him.
Unless things go sideways, I'm going to leave this in the capable hands of the rest of you.


I'm confused which of us are up. Is it the ones in bold? Or Group A.
Pluck glances up at the elf, "Something!"


"These zombies will drain our blood. Akatas will be a bigger problem when we find them. Blue cats whose bites turn you into these."
Knowledge (planes): 1d20 + 9 ⇒ (16) + 9 = 25


Determined to bring down the zombies as quickly as possible, Pluck holds his ground and casts another spell sending two shimmering balls forward, one into the zombie that Nel injured and another into the one Tamiro charged.
MM #1 Damage: 1d4 + 1 ⇒ (4) + 1 = 5
MM #2 Damage: 1d4 + 1 ⇒ (2) + 1 = 3


"I read about these at the Cypher Lodge. They are void zombies. Infected by creatures known as akata and they will drain your blood given the opportunity." Determined not to give them that opportunity, Pluck casts a glitterdust spell positioned to catch all of the zombies and to barely miss Nel.
Knowledge (religion): 1d20 + 9 ⇒ (10) + 9 = 19
Casts glitterdust. DC 17 Will save.


I can make it taste like alligator...oh wait...that tastes like chicken too.


Pluck dismisses the grease, just in case it should get in the way. He makes sure to leave some on the bird for Tamiro. "Think it tastes more like pigeon or chicken?"


Pluck moves up behind Setzer and quickly casts a spell with a flick of butter flying toward the bird. A pool of grease appears under the creature.
Casts grease. DC 16 Reflex save.
Knowledge (nature): 1d20 + 9 ⇒ (18) + 9 = 27 Will share anything he knows about axe beaks.


Sorry folks. Getting something up this morning!


"The drow heads are no doubt as easily detached as Saul's. They bleed like any other creature. The one we fought was a difficult foe, but not because she was a drow. Her demonic faith was strong. She was very dangerous. Clever and her bolts hit hard."


I'd be interested, but I'm already in a game that has made it to late Book 1 and bodes well for being around for the long haul. It's a great campaign!


Nel will probably pop in to take the reigns soon. She's our leader. Pluck has learned the hard way that its better to try to steer things through Nel. He figures there is a pretty good chance Nel will want to see the Cyphermages too and if not, he's content to learn more about the situation on the island and be patient to get to them when we get to them.


"I'd like to see the Cyphermages too, but if you want to start near the crater or one of the other landmarks I'm sure we'll get to the Witchlight soon enough."


I like it. Looks like a good way to keep things organized and gives you a lot more to work with than just the Campaign tab.


"Not to mention that you're better off not showing off what you're capable of until you really need to. Subtlety. A good lesson to learn." Pluck ponders the creatures the dwarves have described, pondering whether any of the books at the Cypher Lodge ever described something so strange.
Knowledge (arcana): 1d20 + 11 ⇒ (6) + 11 = 17
Knowledge (dungeoneering): 1d20 + 12 ⇒ (20) + 12 = 32
Knowledge (local): 1d20 + 14 ⇒ (17) + 14 = 31
Knowledge (nature): 1d20 + 9 ⇒ (8) + 9 = 17
Knowledge (planes): 1d20 + 9 ⇒ (3) + 9 = 12
Knowledge (religion): 1d20 + 9 ⇒ (3) + 9 = 12


Holy water can be used on incorporeals (you have to be adjacent). Not sure if your blast can. I don't know how likely it is that we run into incorporeals at this level, but my options are limited against them. Hence why I'm taking advantage of the IOU.


I'll hold two of them and I can up that number depending on how many others take them.


Pluck looks around at the others, "More than a day I would think. What do you all think about a week?"
What is our sense about the size of the island? If it is small enough to traverse in a day, I might suggest something shorter.


I'm throwing in my 1 gp and borrowing 41 gp from Tamiro via you! I've already marked off the 1 gp on my sheet and noted my 41 gp IOU :)


I'm not a bad person to have a couple too. Marking two down. Post up later.


Sounds like a plan. Count me in with the money laundered by Nel.


If we all want to contribute 42 gp to purchasing holy water, we could buy all ten. If anyone is short on cash or just doesn't want to do it, the rest of us can throw in a little more. EDIT: Oops, I guess I'm one of the ones short on cash. I'll contribute 1 gp now and an IOU for the other 41 though if someone can carry my share temporarily.


Pluck has trouble seeing and hearing the men on shore, but agrees that Zilcher is probably just trying to keep competition away from the island.
Sense Motive: 1d20 + 1 ⇒ (8) + 1 = 9
Perception: 1d20 + 4 ⇒ (7) + 4 = 11

"I'll sleep here myself. Especially if you're doubling up on the guard. If you need us to help take watches, let us know. I'll just need to make sure I get enough sleep to prepare spells for tomorrow. Speaking of which, I don't have a lot of spells to help with those centipedes if we run into a lot of those. We might want to see about picking up some alchemists fire tonight unless some of you have it already or other talents. We might want some holy water too if we're going to really be up against a ghost."
Knowledge (Nature): 1d20 + 9 ⇒ (15) + 9 = 24
Knowledge (Religion): 1d20 + 9 ⇒ (17) + 9 = 26

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