Sound Warrior

Rah the Reincarnate's page

203 posts. Alias of Kobash.


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Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Got mine, thanks Carbide!

Congratulations on the star. Keep at it, and let me know if you need players.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Pregen - no day job
PFS 7162-8

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

So what was the pounding sound, the mystery damage, and why was that one skum back by the aboleth?

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Rah nods to Quiven. "Yes, this should restore our physical bodies to their original forms. Good thing too, as I wouldn't feel right leaving this one in a different shape then it was when I arrived."

Reflecting upon their adventure, Rah wonders if the village of Blackcove will ever be able to return to normal after all it has been through.

I think this was a challenging module with many parts that require a lot of attention, and I think you did a great job with it. I don't think this is a module that can be quickly run or played. The only thing I'm a little unsure of is the motivation for the aboleth. What was it trying to achieve? Tansform the villagers into skum slaves and get them to free some ancient Cthulhu evil to take over Golarion?

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Rah is fleet (30 base movement), but let's just go with Dimension Slide. It's much simpler for multiple reasons :).

Banking a roll with prescience: 1d20 ⇒ 10

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

I think I can get just within range. Hasted speed for Rah is 55, so if she moves along the rubble for 5', then enter the water, she should be able to get to 40-45. Her staff has a caster level of 8, which is actually 45 feet range for the rays. If you think it's too tricky, I'll just use another dimension step to the rubble to the right side of the aboleth. :)

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

@GM: my bad, thought the range was better. In that case, swim to 40' and raise staff out of water (meaning Rah isn't fully submerged). Do I still need a check that way?

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

I believe this is the final round of haste.

Rah aims her staff and unleashes the last of its magic in two scorching rays. She then dives into the water and swims closer.

Scorching Ray 1: 1d20 + 8 ⇒ (9) + 8 = 17
Fire Damage: 4d6 ⇒ (1, 5, 4, 1) = 11
Scorching Ray 2: 1d20 + 8 ⇒ (4) + 8 = 12
Fire Damage: 4d6 ⇒ (3, 4, 2, 3) = 12
Do these benefit from prayer for damage?

Swim: 1d20 + 5 ⇒ (14) + 5 = 19

On mobile, unable to edit position. Should be about 40 from the aboleth, but underwater.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Since Rah technically goes after Bogen, I'm going to defer posting until Bogen's situation resolves.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Rah dimension steps to the rubble, but slips and falls into the water near Bogen and wastes time pulling herself back to her feet.

Acrobatics for rubble: 1d20 + 2 ⇒ (1) + 2 = 3

Arcane points 4/6 used
Using prescience to bank a roll for next round.

Prescience roll: 1d20 ⇒ 5

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Can the rubble next to Bogen be stood upon?

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Knowledge Dungeoneering For aboleth?: 1d20 + 10 ⇒ (3) + 10 = 13

Rah hasn't studied much about aboleths, but she's pretty sure it's bad news.

"Shoot it! And don't hold back!"

I believe our haste spell is still up? If not, that will be Rah's first action. Also, I wanted grab the ring of swimming we found since Rah is the only one affected by the water conditions.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

"Whatever that sound is can't be good." Rah says, looking over the alchemical items. "Quiven, you are the fastest with that cloak. Swim back and take a look? Bogen, follow as you can. Use the message spell to keep in contact."

With haste, I think Quiven's speed is pretty fast.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Rah casts another ear-piercing scream, this time directed at one of the uninjured skum.

Ear-Piercing Scream (DC 17 for 1/2): 3d6 ⇒ (3, 2, 6) = 11

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Umm.. What's the unhappy face?

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Rah casts an ear-piercing scream at one of the skum back in the tunnel.

Ear-Piercing Scream (DC 17 for 1/2): 3d6 ⇒ (2, 5, 4) = 11

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Quiven, the cloak of the manta ray also adds a tail sting attack.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Spellcraft: 1d20 + 15 ⇒ (7) + 15 = 22

"That's a shield spell! It will be harder to hit now!"

I adjusted Rah's position a little. He was a little too exposed. Also, what is the unhappy face?

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Rah dimension steps from among the skum (oh, I think I'll use that as the new title for this module!) and reappers on dry land near Bogen. Se then casts another spell of false life.

Move action - 1 arcane point to dimension step (no AoO). Then standard action to cast spell.
False Life: 1d10 + 7 ⇒ (3) + 7 = 10

On mobile - unable to edit position on the map.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

The rules regarding underwater combat are dumb, but since this is a PFS game I think we need to go with rules as written. So shooting from outside of the water into the water would not work.

However, there are no rules concerning shooting bows underwater, and though normally it might not be possible, his freedom of movement would probably allow him to do so, though once the arrow leaves his bow it would suffer the range penalties (-2 penalty per 5'). So if he moved up closer, then ducked under the water, he should be able to fire point blank with only a -2 to hit.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Dint forget I hasted everyone before combat.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

"Maddie, back away and I'll handle them!" Rah shouts.

When Maddie moves, Rah will cast a fireball at the approaching skum, enhanced with an arcane point for +1 caster level.

Fireball (DC 18 for 1/2): 8d6 ⇒ (5, 1, 6, 3, 1, 2, 2, 5) = 25

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Regarding the water depth and movement, etc. I meant to suggest Quiven wear the cloak of the manta ray since he normally needs to get close for combat.

Cloak details for ease of reference:
This cloak appears to be made of leather until the wearer enters salt water. At that time, the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray (as the beast shape II spell, except that it allows only manta ray form). He gains a +3 natural armor bonus, the ability to breathe underwater, and a swim speed of 60 feet, like a real manta ray.

The cloak does allow the wearer to attack with a manta ray's tail spine, dealing 1d6 points of damage. This attack can be used in addition to any other attack the character has, using his highest melee attack bonus. The wearer can release his arms from the cloak without sacrificing underwater movement if so desired.

Question: since the cloak acts as beast shape II will that alter Quiven enough to negate the sickened side effect he's suffering from? Or is there any chance that he could have already gotten past being sick since we knew we were entering combat?

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

I think a lot of casting right now would give us away.. though all the digging sounds from the other skum might cover it. If it's safe to cast, maybe prayer and bull's strength. Rah will use quick study to swap out dispel for fireball, and then cast haste on the group.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Rah swims back to the group and whispers what he found. "Let us try to sneak up on him. Bogen, I think he is the magic user responsible for the illusions here. Ready an arrow, but don't shoot unless he tries to cast a spell."

Once the group is ready, let's try to sneak up as a group with Bogen in the front.

Also, I'm assuming Maddie already cast those 2 freedom of movement spells? One on Bogen, and another on herself would be my suggestion. They last 70 minutes, so we shouldn't have to worry about them running out.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

GM:
So, I noticed that the map has an illusionary wall that we just passed. Would Rah's or Maddie's detect magic have picked that up? Either way, I suppose we should check the new area.

Rah whispers to to Maddie. "Lend me the cloak and I will swim forward and check for magic auras."

Stealth with Invisibility: 1d20 + 26 ⇒ (20) + 26 = 46

If Rah finds nothing suspicious, then she will call the others to come and help search the area.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Actually, I think I have a better idea. Still using invisibility and vanish spells to hide, how about Maddie or Bogen uses the cloak of the manta ray to ferry the group across one by one, swimming out of sight beneath the water? Also, I think this might be a good time for those scrolls of freedom of movement.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

How about Rah casts disguise self instead to look like a chuul, then splash across with the group to hide their passage?

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Rah peers down the passage in thought, then whispers to the others. "I would prefer to avoid killing more of them. And I doubt we could do so without raising some sort of alarm in any case. Perhaps I could make Bogen, Maddie, and myself invisible long enough to sneak by?"

2 vanish spells, plus one invisibility upon Rah herself. Then a ghost sound spell to create a distraction (perhaps sounds the chuul would make) back down the passage? I would suggest Maddie detect for magic as we proceed since Rah will be occupied. If we are noticed, I suggest Rah hastes the group and we move on as quick as possible to get the drop on whatever is at the end of this tunnel before it can prepare.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

"Perhaps a fortunate discovery!" Rah whispers through the message spell. "With all of these cloakers and chuuls, and other abominations we have encountered on this god-forsaken place, this could prove very useful. An application will last 8 hours, so I suggest everyone use some upon themselves now."

Once everyone is greased up, she suggests moving carefully forward again, recasting her spell to detect magic.

Quiven should still be invisible for a few more minutes. So let's have him be about 40' ahead to scout for ambushes and traps. Rah should be able to see magical auras before he walks into any.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Rah connects everyone with a message spell.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Once the alarm is down, Rah casts another spell to detect magic, and suggests the group move forward as quietly as possible.

"There my be more than just magical traps here. Perhaps Quiven could scout ahead under the protection of an invisibility spell?"

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Quiven: actually, I think you took a total of 40 electricity damage (31 from the first round + 9 from the later hit). If your max is 38, that would put you unconscious. However, right after you went down Bogen and Maddie took out the last two wisps, so I think we're ok, and Maddie could heal you up pretty easily I think.

Once the group has rested, Rah prepares her spells for the day, recharges her staff a little, and gives a sigh of relief that they are all still alive.

She then casts a spell of false life upon herself, along with mage armor from her wand.

False Life: 1d10 + 7 ⇒ (5) + 7 = 12

When the group is ready to return to the area warded by the alarm spell, she casts detect magic to make sure it hasn't been moved. She then concentrates upon her magic and tries to dispel it.

Expend 1 Arcane Point for Potent magic (boosts caster level by 2) and Prescience ability (5/6 remaining) to bank a d20 before the dispel check.
Prescience roll: 1d20 ⇒ 15
Dispel Magic: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
So I'll use the prescience roll of 15 for a total of 24 on the dispel check.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Rah moves closer, threatening one of the wisps with her staff, trying to aid Maddie.

Aid another to give Maddie +4 to hit: 1d20 + 4 ⇒ (2) + 4 = 6

On mobile, unable to edit position. Rah is in the square just south of Maddie.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Rah jumps to her feet and casts haste upon the party!

Knowledge Dungeoneering: 1d20 + 10 ⇒ (14) + 10 = 24

"Because their attacks are electricity based, armor is no good against them - use your strongest attacks! And Maddie, if you have any healing left, we will probably need it soon!"

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

It's not quite Rah's turn yet, but she only has a couple tricks left. When she's up, she will cast Haste and move to flank a wisp with Quiven.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

"I could attempt to dispel it, but cannot guarantee success." Rah suggests.

"I hate to say it, but would it be foolish to think we could find a place to rest before moving on?"

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

"Now this will be useful." Rah smiles upon identifying the elemental gem.

At Maddie's offer, she gives a grateful nod. "Thank you, dear, but I am not sure that pearl will help me."

I don't think an archanist use a pearl of power. I think they have to use the sorcerer or bard equivalent.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Rah dashes forward and tries to distract the chuul with a thrust of her staff, but her skills are sadly lacking in melee combat.

Aid Another for Maddie's next attack: 1d20 + 4 ⇒ (3) + 4 = 7

Still, this puts Rah in position for Quiven to step over and get some flanking sneak attacks! :)

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

It's added to hit already (normally +6 touch attack). Doesn't add to damage though.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Rah will cast an acid splash.

Acid Splash: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d3 ⇒ 3

Can't afford more spells, and I think Bogen and Quiven can take it out.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Trying to conserve spells. If the tanglefoot bag doesn't stop the Chuul, Rah will cast a grease spell just beyond it.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

just FYI. I have 4 spells left, total. And 1 charge left in my quarterstaff. And crossbow bolts of nearly always missing and doing sad damage if they do manage to hit.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

"Bogen, I have very few spells left. I highly suggest arrows!"

GM: did my metamagic rod extend the daze effect?

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

If Bogen's arrows don't drop it, then Rah will cast an ear-piercing scream.

Ear-piercing Scream Fort DC 16 for 1/2 and negate daze: 3d6 ⇒ (4, 1, 5) = 10
I'm not sure I can do this, but I'd like to use my metamagic extending rod to extend the daze 1 more round if possible.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Cleaning off lunch from her robes, Rah asks "Does anyone have a restore dignity spell?"

With few charges left in her staff, she retrieves her spellbook and flips through it for a moment as Bogen is healed.

1 arcane point to swap out fly for fireball. 4/6 arcane points left.

"Did someone say they saw something metal was in the pool? Let me scan the area again and then someone should try to recover it." Rah casts a spell to detect magic and looks around.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Rah casts a spell and throws a glob of acid at the cloaker.

Acid Splash: 1d20 + 6 - 4 ⇒ (15) + 6 - 4 = 17
Damage: 1d3 ⇒ 3

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

Though she's feeling sick, Rah still believes she can do something to help, an offers her light crossbow to Quiven.

You might do a little more damage with it, since there is no str penalty for it.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

I can see your point Bogen, but ready and held actions are not usually available outside of combat initiative. And I think even the party might have been surprised by Maddie's shot. This is a tricky situation.

Grand Lodge

Halfling arcanist 7 | AC 15 T 15 FF 12 | HP 45(55)/45 | F +6 R +7 W +7 | Init +2 | Perception +1

I think it was done correctly. Even though we failed the perception check we still sort of got a free attack with Maddie's crossbow. Multiple cloakers with multiple AOE abilities stinks, and I'm disappointed that the writer used this cheap trick twice in the same module.