Giant Frog

Thaddeus Treeskipper's page

1,223 posts. Organized Play character for Redelia.


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Silver Crusade

ecclesitheurge of Sarenrae 16

The prestige gained line needs to contain all prestige gained. Leaving some of it off is not an option for the GM.

Silver Crusade

ecclesitheurge of Sarenrae 16

I'm also fine changing it myself if that has GM OK.

Silver Crusade

ecclesitheurge of Sarenrae 16

The chronicle sheet looks good except for one thing: shouldn't it be 12 prestige gained, not 2?

Thank you, TOZ, for running most of this, and EbonFist for taking over and bringing us to the end.

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad nods, accepting the honor. Rye Lady would be pleased for him to help the Society do good in this way.

Silver Crusade

ecclesitheurge of Sarenrae 16

"Torch's very long game to save the Society has played out, and he has retired with no more credit than letting us know his thoughts. The Society should be safe now."

Silver Crusade

ecclesitheurge of Sarenrae 16

"I believe you were in a difficult position, and did the best you could. I also believe you regret the bad things that resulted from your decision, so the Lady would have me offer you understanding and help, if you wish it, to head in a better directions with your life now."

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad wears the helmet for a moment, but as he does so, his knuckles grow yellow with how hard he is gripping his holy symbol

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad listens quietly. Some of his friends have told him not nice things about Torch, but he realizes the team may need his help.

Silver Crusade

ecclesitheurge of Sarenrae 16

"The Lady has not given me any magic powerful enough to harm an artefact, unfortunately."

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad auto-aids with that check.

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad moves closer and the casts a spell. A bright beam of light from his holy symbol smacks into Valo.

sunbeam copy # 2

damage, undead: 15d6 ⇒ (2, 5, 4, 5, 4, 2, 6, 2, 4, 6, 4, 3, 5, 3, 4) = 59
Valo is also blinded. If he is a kind of undead who is harmed by bright light, he is destroyed.
DC 24 reflex save to negate blindness, half damage

Silver Crusade

ecclesitheurge of Sarenrae 16

Is that dark green stuff very tall? i.e. does it impact movement through those squares, and does it impact line of sight?

Silver Crusade

ecclesitheurge of Sarenrae 16

fort save: 1d20 + 16 ⇒ (9) + 16 = 25

Tad takes 3 bludgeoning damage

Tad moves in a bit closer to his friends.

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad also casts Greater Dispel Magic.

caster level check: 1d20 + 15 ⇒ (17) + 15 = 32

Silver Crusade

ecclesitheurge of Sarenrae 16

fort save: 1d20 + 16 ⇒ (9) + 16 = 25
spellcraft: 1d20 + 21 ⇒ (19) + 21 = 40

Tad waits a moment to see the impact of what Quenly is trying.

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad moves closer to the fallen Valho and examines what he sees.

GM, please use any skills relevant for checks, whether it's perception or a knowledge skill or heal

1d20 ⇒ 10

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad casts Sunburst (DC 25), places so that no allies are hit.

damage (undead): 15d6 ⇒ (1, 2, 5, 3, 5, 5, 6, 3, 1, 4, 3, 6, 5, 4, 2) = 55 and blinded, save halves damage and negates blinded

(extra effects if damaged by sunlight)

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad would be happy to cast life pact and communal protection from evil if anyone thinks those would be helpful.

He also has his bonded item spell, which can be any spell of a level he can cast on the cleric list, if there is something the group really wants.

I'm find with whatever the group decides in terms of botting Quenly.

Silver Crusade

ecclesitheurge of Sarenrae 16

I think it's being really melodramatic to talk about 'suffering' a GM's mistake. Even if a GM makes a mistake, it's very rare for that mistake to cause any kind of suffering, or even any kind of fun reduction, unless the mistake makes an encounter far too deadly.

What it comes down to is what is it that you think we need to trust a GM to do. If I don't trust a GM to run a fun game, I don't sign up with that GM. I don't think any other kind of trust is needed.

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad casts a spell and a beam of bright light flies out from his hand towards the undead monster. (sunbeam spell)

The creature is blinded and takes 4d6 ⇒ (3, 3, 5, 4) = 15 damage, which is doubled if sunlight is harmful or unnatural to it. A reflex save (DC 24) negates blindness and halves damage. Because it's undead, it takes an additional 15d6 ⇒ (4, 5, 6, 6, 3, 3, 1, 3, 5, 4, 4, 3, 6, 6, 6) = 65 damage, also halved if the save is successful. Also, the beam will destroy any undead creature specifically harmed by bright light if it fails its save.

Silver Crusade

ecclesitheurge of Sarenrae 16

The forums are acting really weirdly, including the dice roller, so I'm not going to be able to make a significant post tonight; it's getting too late to try again later. I'll post tomorrow. Someone is welcome to bot me if I'm holding things up.

Silver Crusade

ecclesitheurge of Sarenrae 16

GM, can you clarify how long it's been? Tad cast two buffs that each last a round/level, but 15 rounds is still noticable out of combat.

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad, who does not seem happy with the deal but does not object, nods to Colin and starts searching.

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad casts holy aura on the team.

Silver Crusade

ecclesitheurge of Sarenrae 16

Thanks, here and ready.

Silver Crusade

ecclesitheurge of Sarenrae 16

Due to a very minor medical situation, I'm not able to use my computer tonight, so could someone please bit me? Use of resources is ok

Silver Crusade

ecclesitheurge of Sarenrae 16

If I need to be botted, feel free to use any spells other than the top two levels. In particular, breath of life is available if needed!

Silver Crusade

ecclesitheurge of Sarenrae 16

Before we go down the stairs, Tad forgets planar adaptation to heal himself.

Cure critical: 4d8 + 15 ⇒ (1, 4, 7, 6) + 15 = 33

He forgets create food and water to heal Quenly.

cure: 3d8 + 15 ⇒ (8, 8, 8) + 15 = 39

Now, he casts blessing of fervor to help his friends. (please remember to specify which benefit you want each round)

Silver Crusade

ecclesitheurge of Sarenrae 16

GM, before we move forward, can you please clarify who took what damage in that last set of challenges? It looks like my request for that in discussion got lost, and it's not clear to me who took that damage you rolled. Tad would make sure everyone is all healed up before we moved forward.

Silver Crusade

ecclesitheurge of Sarenrae 16

I apologize for my part of the problem. I think I've just been really discouraged by the nature of this adventure so far, in particular the way it's been set up to ignore normal rules. If we're done with that part, things should be much better going forward.

Can you please clarify what damage has already been taken? Tad would heal up before we moved on, but it was unclear to me who needed healing.

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad sighs and lifts his holy symbol and a column of flame descends on the bad half-orcs.

Casting flame strike. Will roll damage if the details are relevant, or happy for the GM to bot the roll if that improves things.

Silver Crusade

ecclesitheurge of Sarenrae 16

Have we lost Quenly?

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad shakes his head, disappointed that someone would be so bad. He also feels bad that he couldn't help, but all his good attacks use fire, and would destroy whatever the bad guys are trying to run off with.

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad is happy to take the lead in diplomacy, but I'm not sure what we might want her to do instead. Are we trying to get inside, and she is in the way, or is something else going on?

I'm going to go ahead and make a diplomacy roll in a spoiler, so that it can be used when we agree what to ask her to do. Aids are also welcome

diplomacy roll, hidden until needed:

diplomacy: 1d20 + 20 ⇒ (19) + 20 = 39

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad takes a moment to quietly thank the Lady for her help. If any of his teammates choose to join him, they are welcome to.

Silver Crusade

ecclesitheurge of Sarenrae 16

Colin, Tad already shared the spoiler results.

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad will take 10 on that spellcraft check for a 21.

He shares what he knows with his friends. Then he asks them if one of them would be good at dealing with the artifact. He is willing to channel positive energy again to protect whoever is working on that if needed.

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad will start out seeing how a channel positive energy works at 7d6+15, with no channel resistance allowed due to sun domain.

Tad lifts his holy symbol and whispers a word of prayer to the Lady, asking her to help protect his friends from the undead.

Silver Crusade

ecclesitheurge of Sarenrae 16

Can you tell us a bit more about the size of the interior of the mausoleum? A thirty foot area would benefit from different techniques from one that is more like 160 feet deep.

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad whispers to Colin, hoping that the summoned creature can help him get up close to the doorway to deal with as many undead as possible at once.

Silver Crusade

ecclesitheurge of Sarenrae 16

Colin, your alignment in your header is neutral, but in your profile is listed as neutral good. Can you please clarify? It could be very important in Tad's choice of spells.

Silver Crusade

ecclesitheurge of Sarenrae 16

I'm looking over my anti-undead spell options, and need to know if any allies are 'non-good'.

Silver Crusade

ecclesitheurge of Sarenrae 16

"The Lady would like us to deal with the undead."

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad points out that it's hard to know what book to destroy when you are in a hurry. If intruders are prevented from getting near the books, that allows time to think later. (auto aid on diplomacy)

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad stands quietly listening to Flyn's explanation.

Silver Crusade

ecclesitheurge of Sarenrae 16

Hi, Colin, and welcome.

I don't think you've met Tad. He's a little lick-healing froggie. (I describe the lick as a damp tap on the shoulder, and Tad chews mint leaves so that his breath is fresh when he heals.) The only way he can cast CLW or use heal wands from 10 feet away is to lick...

He is a squishy as a wizard, and can throw the occasional fireball or other fire damaging spell.

Silver Crusade

ecclesitheurge of Sarenrae 16

Chronicle sheet looks good; thanks for running this.

Looking forward to the next scenario in a few weeks.

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad sighs in relief as the fight ends.

He checks that none of his companions need immediate first aid, then listens to the conversation. He nods to Flyn.

Silver Crusade

ecclesitheurge of Sarenrae 16

Tad is really not built for 'hard mode' with less than four players. He just doesn't have much damage potential that he can use often at all. I might have someone else in range if we proceed with only 3. I'd be OK with either waiting until January or playing soon.

Silver Crusade

ecclesitheurge of Sarenrae 16

1d20 + 15 ⇒ (19) + 15 = 34

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