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Thaddeus Treeskipper's page
1,223 posts. Organized Play character for Redelia.
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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.
ecclesitheurge of Sarenrae 16
I'm also fine changing it myself if that has GM OK.
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.
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.
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."
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."
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
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.
ecclesitheurge of Sarenrae 16
"The Lady has not given me any magic powerful enough to harm an artefact, unfortunately."
ecclesitheurge of Sarenrae 16
Tad auto-aids with that check.
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
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?
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.
ecclesitheurge of Sarenrae 16
Tad also casts Greater Dispel Magic.
caster level check: 1d20 + 15 ⇒ (17) + 15 = 32
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.
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
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)
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.
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.
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.
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.
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.
ecclesitheurge of Sarenrae 16
Tad, who does not seem happy with the deal but does not object, nods to Colin and starts searching.
ecclesitheurge of Sarenrae 16
Tad casts holy aura on the team.
ecclesitheurge of Sarenrae 16
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
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!
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)
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.
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.
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.
ecclesitheurge of Sarenrae 16
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.
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
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.
ecclesitheurge of Sarenrae 16
Colin, Tad already shared the spoiler results.
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.
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.
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.
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.
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.
ecclesitheurge of Sarenrae 16
I'm looking over my anti-undead spell options, and need to know if any allies are 'non-good'.
ecclesitheurge of Sarenrae 16
"The Lady would like us to deal with the undead."
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)
ecclesitheurge of Sarenrae 16
Tad stands quietly listening to Flyn's explanation.
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.
ecclesitheurge of Sarenrae 16
Chronicle sheet looks good; thanks for running this.
Looking forward to the next scenario in a few weeks.
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.
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.
ecclesitheurge of Sarenrae 16
1d20 + 15 ⇒ (19) + 15 = 34
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