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clgarret wrote:


You'd think that this new system has already been tested far more than the original Pathfinder was, and we still love that system despite its warts - none of them ended up stopping us from playing it, and it seems like the new system has already fixed quite a few of those niggling issues from the past.

You can essentially count whole 3rd edition(3.5 at minium) of DnD as a playtest of PF1. And no mistake about it as a game PF2 is nothing like what came previously in it's lineage.

Personally I am not optimistic.(Granted my pessimism started with the preview blogs and hasn't gone anywhere.) I simply do not have the blind faith that the devs seem to be asking. "Yeah we are fixing a whole lot of things." Yet not saying how or even what. Paizo doesn't have a track record in the same solar system that is needed for me to trust someone selling me something. I understand that there are certain factors that make it difficult to be fully transparent, but I don't need it all. I would be perfectly happy if in January we got a proper explanation on what are they working on and to what end. So I know if I should keep even casual attention to this.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains

Wultram walks around, not bothered by the simple nature of the place he was after all from a settlement smaller than even this. He isn't paying that much attention to the locals, their strange beasts piquing his curiosity more. The mage tries to make a mental note on some of the merchants as they pass. Feeling the dryness of his throath once they arrive at the inn his pace quickens a tad as he enters.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Bless spell or holy water

Plains

"I am not sure if it really counts as a city. Anyways once we have gotten settled I was thinking about hitting the bazaars to see what we can get out of our share of the fight with the elves. I doubt this place has library of significance so research is probably not an option. Anything come to mind that needs doing or should we just recuperate?"


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains

"Fine by me, just have to deal with the undead first. I was hoping to find someone to pay for them in Karnath to help fund our charter of airship. But there is no way the payment would be close to even negating the cargo cost those delusional c$!~s were asking. And as pleasing the thought of having them pay a visit to Krezent is, no way they are going to find their way back without guidance. So destruction it is."

Once he arrives back to the undead. "Tal, can I count on you with the carvers or do I need to find a temple?" After the guestion he simply orders the undead to tear eachother to pieces, not counting the Karnathian Skeleton.

@Aubrey: I would presume to gatherhold. Probably start with finding a place to stay.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains.

"Really?" Wultram is genuinly surprised. "...you don't seem the type, like at all. Or should I be reading something to the wording of I was born into instead of am?"

He then turns to Tal. "Well it is complicated and I am not THAT knowledgable about it, so library would serve you best on the matter. But essentially think of of so massive guilds that they are big players in the political field and they are family lines with powers not normally encountered within their race. This is gross simplification of the matter but it gives the general gist of it."

Not sure how much Wultram would really know, so kept it to the basics that just about everyone would know.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains

"Give 3 standard and one steerage." Wultram adresses the halfling clerk placing the money on the desk. His attention going back to the stationmaster. "We have nothing more to discuss." The mage then starts walking off resisting the urge to slap some sense into the man. "Bloody dragonmarked houses last war would have been worth it if we would have genocided those."


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains
Well I had something more reasonable barganing tactic in mind but for whatever reason the dice hate diplomancy in this campaing.

"I could hire an airship with a solid captain to boot for that price all to myself for roughly that distance. And that is not even counting the price of our own tickets. To me it seems you carried over 1 somewhere in your math that shouldn't be there. So how about we try to do some real business here? Including our own tickets in standard and I will give you half, and that is me making a very generous offer."

Diplomancy seems most approriate: 1d20 + 6 ⇒ (6) + 6 = 12


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Well first I suggest using

This site

Since it has all calculations made for you. I do have the explorers handbook that stuff comes from if you are interested.

That 5cp seems off to me. 3rd class traveling is 3cp per mile per person. Average weight of a person is more than 100lbs and certainly more inconvinient for moving than actual cargo. Granted you can argue that undead are more expensive cargo than normal(at least volume if nothing else, which I would think is actually more relevant than weight.) Just for comparison purposes, for the price mentioned you could buy tickets for 92 persons in the steerage, that doesn't seem to match.

Now naturally they can totally ask that price and I won't complain your game and all. Wultram however will call them out on their b+%*#!%!.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains

"I fail to see how that effects a deposit for storage, but Vedykar...well depends on what you compare it to, shouldn't be too much compared to our own tickets." Wultram notes bit perplexed.

My english is failing a bit here, but Wultram is trying to make a polite version of "don't try to hustle me"


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains.
I could have sworn I posted here days ago. Well quick one before work to keep things moving.

"Reasonable, how much?"


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

First of all, no I am not multiclassing to bard. :P

Also you are thinking too small. Skypirates is fine but who self respecting scoundrel will be satisfied with a mere elemental airship? We need to go dragon slaying and get those as our vessels/armada.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains

"Yes they will become cargo eventually. Speaking of what building handles tickets and can cargo arrangments be handled at the same time? Though I suppose the most important question would be when is the next one arriving and leaving? Excuse the bit unorthodox approach but this wasn't a planned journey."

I think I will leave it at that for the moment to give Rehil and Tal the chance to do something if they wish.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains

Wultram gives the man quick once over from head to toe. "Yes that would be correct. And you would be?..." He lets the question linger.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Yeah I would have totally commissioned a saddle for rex if it survived sadly it was taken excatly to 0hp in the round we managed to win.

Regarding the armor, I suppose true enough especially with the gamberson underneath. Still didn't want to assume stuff not in the rules. But yeah might very well get one in this case.

On the leaving behind I am still working concept wise and I might just go with perfectly mundane method on it.

Regarding the transporting of bodies. I was thinking basicly something akin to bag of holding/portable hole, just that it is limited to spesific type of item.(in this case corpses.) And naturally with an opening that would allow for larger objects. Probably something mechanics wise it would be holds X medium bodies, large counts as 2 medium, huge as 2 large etc. Technically I could use existing extradimensional containers, but those would get a bit fiddly since you would have to start making all sorts of assumptions on what sort of dimensions do skeletons take vs bodies suitable for zombies.

I think all of the existing items that are limited to certain types of items stored are for weapons or ammo, so not sure if those would be any use in creating a baseline.

This would be mostly beneficial in those situations that I can't bring undead with me or can't have them carry the bodies.

Some possibilities/thoughts that came to me.
1) Well it should be cheaper than unrestricted extradimensional containers of the same space. How much I really don't know. Though it might be simpler to just look at the benefit it gives and price it according to that.
2) As mentioned above it would probably be most convinient to just use creature size categories as the carry limit. So if wanted you could basicly assing a base price for 1 medium creature corpse and explorate from there.
3) You could make the item larger so that you can't just hang it off your belt. (like say a coffin) Or something similar to portable hole that you need to set up first(in that case fold it open)
4) If mid combat animate dead is a concern, increasing the time to use can prevent that.
5) I do intend to invest in crafting eventually.(big reason is to take some weight off Nalverren) So it would be nice to come up with some sort of upgrade system. That being said this isn't really relevant for some time since I figured even the lowest level price would be like 5-10k
6) I belive that when asking for this sort of stuff one should have at least some sort of suggestiong so here goes. Though mind that is purely based on a gut feeling. 1 medium sized corpse should be 300-600gp(depending on what sort of if any downsides exist) with some sort of minium number. It feels to me on a gut level that it is enough that you will be sacrificing other items to get it, but not so much that you would never get one. So if we assume 500 for ease of use and 10k as a base price. That would mean you could fit 5 trike corpses into it. With 10k price tag it would probably be reasonable at 9th or 10th level(assuming normal wbl) A level early if you are crafting yourself. Again this is purely gut feeling and not based on anything but probably something to start from.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains

Wultram finds a suitable spot that won't get in the way of others and orders the mindless undead to stay there. Just to make sure he will use some chalk to leave a message in bold letters. "DO NOT DISTURB." A precautionary orders to stay still no matter what. The Karnathian skeleton on the other hand gets instructions to get him if trouble comes and to use it's best judgement.

With those arrangements under way Wultram starts heading towards the buildings trying to find an office reckoning that it would be marked somehow for the customers. "I am thinking of Vedykar, unless you two have objections? Closest city of real size so I think we can find our airship for hire there with reasonable chance."


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains

"Not necesserily afraid, wary perhaps? I mean even if the undead were the obvious concern. The halflings are neighbours to my kin. That is something they understand. You on the other hand are unknown." Wultram replies.

Once Rehil makes his suggestion he ponders for a moment. "While I do not like the idea of someone having to accomodate someones fragile sensibilities. Rehil's idea might not be a bad one. Honestly I am not sure if we should even be using our real names considering the situation. I do not have the suplies at the moment but I do know a few things about disguises. Considering vast majority of people have no idea about the existance of your type, I don't think the disguise would need to be that good to be good enough."


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains

"Well Sinte of Clan Arasnaye, I thank you for your time. May your day be an uneventful one." Wultram then turns to his companions. "Lighning rail first and then find a place to get some ale? I don't know about you but the trek has made my throat dry."

I think that is all unless Rehil or Tal had something?


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

The problem with non magical full plate is that it has to be fitted for particular person, and given Skelly isn't welcome in town that is not gonna work.(not to mention I don't think we wanna wait for that unless the lighning rail wait will take time anyway.) Magical resizes to fit the wearer as long as they are the same size category. Also technically by strict RAW it would take half of eternity cause of how the crafting rules work.

btw Aubrey, what is your policy on custom magical items? I was just thinking if that is an option Wultram might in the future make/commission something that would make leaving the undead behind easier. And while at it perhaps something that would allow moving corpses for later use. This isn't relevant for quite some time, but I figured better ask if it is even theoretically possible before I contemplate on possible mechanics to suggest.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Speaking of buying stuff. I think the only thing that I really want(with current funds) is to get +1 fullplate(pretty sure chances of finding one of medium size are slim to none here) for skelly so it can actually do some tanking outside of being a HP sponge. The stuff for Wultram is mostly on the expensive side.

That being said reason for the actual post. You guys think we should invest in some wands? CLW is always handy to have around in case Tal runs out(though I don't that is gonna happen until we join up with rest of the group.) endure elements might not be a bad idea either. Or does anything else come to mind that would be a group expense thing?


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Since answers didn't come up the first time and we are now at a settlement again about our loot.

List of things we got:
1) +1 dragonhide breastplate (small)
2) 3x +1 chainshirt (small)
3) cloak of resistance +1
4) headband of inspired wisdom +2
5) a scroll of owl's wisdom (CL3)
6) 9x potion of Cure Light Wounds (CL 1)
7) 3x oil of magic weapon (CL 1)

Alright, so I think we can keep the potions and oils, without really having any reason not to. Then it comes a bit more complicated.

@Rehil: Do you have interest in keeping the headband? Both Tal and Wultram have ones that take up their slot. Value is 4k.(of coarse that also means by selling we only get 2k)

Then we have the cloak of resistance. They are pretty much the most essential pieace of gear ever. So keep it. Who gets it we can decide at later point and just deduct the value from their share. Though we might wanna do some rough calculations what is the value of our current gear+loose money.

Now IF we assume that we follow that plan. Values are:
1) 1700
2) 3750
4) 4000 or 0
5) 150

So total is 5600 or 9600 if Rehil doesn't want the headband. So sell value would be 2800 or 4800.(Assuming we can't bargain for better, be it via store credit or something else.) If we divide that by 3 that comes to 933,333333333(and so on) or 1600 for each of us.

EDIT: And just as an example. I ignored all the really small value gear. So if it ain't masterwork or magical I did not include it.(I also ignored potions and such as I see that as more group gear than personal.) But with very rough math I get about 5000 total and then 2765 money. So if we round that up to include the excluded gear Wultrams wealth is at roughly 8k atm. This does not include the stuff earlier discussed in the post.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains

"Interesting, was not aware. I suppose we know our next destination then. But since we are talking already and you seem to know your way around. Could you tell me if House Lyrander holds an official presence in gatherhold?"


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains

Wultram gives a small nod not quite happy but understanding, he does after all even himself consider them weapons. "Yes I am from Karnath. Perfectly reasonable demand. However I would ask for a small amend. Once we have established transportation for ourselves, that they be allowed to board said transportation. How they would be moved through the city would be up to the judgment of umm is city guard the correct term in Gatherhold? Perhaps somewhat similar how your kin move unreared mounts, I assume those are potentially dangerous as well? Also given that I am going to have leave them outside the city, I would ask you to point me to suitable location where they won't cause a disturbance while we are arranging our departure. Does that sound reasonable?" The mage negotiates showing off his more pleasant side that hasn't come up in quite a while.

Diplomancy with surge: 1d20 + 6 + 1d6 ⇒ (15) + 6 + (5) = 26


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains

Wultram is not sure if revealing all of that was wise, then again revealing some of the truth makes for convincing deception. "We are not on the plains of our free will. So we are looking to get going and we knew that Gatherhold has a lightning rail station. Also our supplies aren't endless."


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains

Wultram gives the man once over, but given the polite approuch he gives a polite smile and a nod. "Wultram Denka...I assume our mode of transport drew attention?"


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains
Yeah, more just moving along instead of more how a military force might move(covering different angles, on alert etc.)

Wultram calls the undead to a stop and begins climbing down. The mage then starts walking towards the riders hailing in galifar.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Wultram makes sure to direct the undead to form in an nonthreatening formation as they are approaching the city. "Let's hope the guards won't give us too much trouble, but I am not expecting a warm welcome. We should see when the next lightning rail is leaving as fist order of business."


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains
@Rehil: Aren't you forgetting the +5 you get from the map we got from the elves?

Wultram Survival aid another: 1d20 + 1 ⇒ (2) + 1 = 3
Skelly Survival aid another: 1d20 - 1 ⇒ (20) - 1 = 19

Wultram is absolutely no use in helping the task, somehow managing to mix up the general direction alltogether. The skeleton manages far better, it's tireleness allowing it focus and keeps pointing out every significant landmark it notices.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

To help along with the math. With the rex we established that we can move at hustle speed without issue(well or to say it averages to that with all the terrain and not having a proper saddle.)

So 60ft per 6 seconds, that is 600ft per minute or 36 000ft per hour.

With some rounding that comes to 6,82miles or 10,97km each hour.

If we leave the rounding(to the nearest full number) till the end let's see how long we can travel with different times taken.

Time/miles/km
8h= 55/88
9h= 61/98
10h= 68/110
11h= 75/121
12h= 82/132
13h= 89/143
14h= 95/154
15h= 102/166
16h= 109/176

I don't think more than 16h is reasonable to expect so did not include math further. If you want to handwave some rules to make things bit easier, you could assume that the group manages about 10h on average given forced march checks and Tals ability to remove fatigued condtion.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Yeah the limit is 4xCL even without using any of his possible tricks he is at CL 10 for animate dead.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains

Wultram gives one last look over their new beast of burden to make sure, everything works as it should be. Once he manages to get on top in relatively comfortable position he addresses his companions with a serious face.
"Now that these type of undead are in our presence more commonly, I think it is due to tell you how to get rid of them should an issue arise. Only another necromancer can wrestle their control from me, that has fairly low chance of happening. However the real issue is if I should perish. Even if the obey blindly whatever orders I may have given them, eventually their instinct for lack of a better word will take over inaction. How long it takes can't be really predicted, could be mere moments or so long that the actually bones will wear down before it." He takes a small pause. "
So if for whatever reason they become uncontrolled, they should be destroyed, same as a rabid animal. For most undead that is easily enough done task, however the type that the carters are...those you either need to bring them down in the are of a blessing or sprinkle the remains with holy water, otherwise they will be back up and fully restored in bit over an hour. With other variant types there are other concerns but I don't think we should concern ourselves with those untill they come relevant to us."


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains
Umm the trike is already animated in my previous post. Just a quick post before bed.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains

Wultram walks to the body examining the body for a moment, not seeing any damage that make the skeleton structurally weak he starts casting his spell and soon enough the hide and flesh drops to the ground as the beasts skeleton rises. He then turn to his bodyguard. "Gather the downed bodies in sacks or something, they should be of use in an hour or so again."

Yeah they are evil by rules. Not sure if it was meant that they count as or actually are given they are mindless things. Still how does that work given the whole negative/positive energy and undead?
@Aubrey: Just normal trike stats? If so I can look it up myself to create the new stats.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains

Wultram let's out a deep breath as the beast falls, the mage then walks towards the rest, looking at Rehil. "You ok? You seemed to take couple of good hits there."


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

XP 26,945

Is my count as well, yeah so I would assume Rehil didn't add in the stampede, since I can't think of anything else that would have awarded us 'only' 200xp.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains.

Wultram moves closer again and unleashes a wawe of negative energy and a moment later the cracks in the bones of the undead start to mend together and disappear.

Channel heal: 4d6 ⇒ (3, 5, 3, 5) = 16
Move to T-12

The massive beast finally staying still for a moment, whatever predatory instinct remains in the carvers responds and teeth and claw go to work.

BS1 Talon: 1d20 + 5 ⇒ (2) + 5 = 7 dmg: 1d8 + 2 ⇒ (4) + 2 = 6
BS1 Talon: 1d20 + 5 ⇒ (17) + 5 = 22 dmg: 1d8 + 2 ⇒ (6) + 2 = 8
BS1 Bite: 1d20 + 5 ⇒ (3) + 5 = 8 dmg: 1d6 + 2 ⇒ (3) + 2 = 5
BS1 Claw: 1d20 + 5 ⇒ (15) + 5 = 20 dmg: 1d4 + 2 ⇒ (2) + 2 = 4
BS1 Claw: 1d20 + 5 ⇒ (14) + 5 = 19 dmg: 1d4 + 2 ⇒ (1) + 2 = 3

BS5 Talon: 1d20 + 5 ⇒ (18) + 5 = 23 dmg: 1d8 + 2 ⇒ (4) + 2 = 6
BS5 Talon: 1d20 + 5 ⇒ (5) + 5 = 10 dmg: 1d8 + 2 ⇒ (8) + 2 = 10
BS5 Bite: 1d20 + 5 ⇒ (11) + 5 = 16 dmg: 1d6 + 2 ⇒ (5) + 2 = 7
BS5 Claw: 1d20 + 5 ⇒ (16) + 5 = 21 dmg: 1d4 + 2 ⇒ (1) + 2 = 3
BS5 Claw: 1d20 + 5 ⇒ (1) + 5 = 6 dmg: 1d4 + 2 ⇒ (2) + 2 = 4


Wultram:
HP 48/48
CT: 7/day
MP: 5/day
Spells: 1st: 8/day 2nd: 7/day 3rd: 3/day
Skelly HP: 79/79
BS 1 hp: 30/30
BS 2 hp: 0/30
BS 3 hp: 0/30
BS 4 hp: 0/30
BS 5 hp: 30/30


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains
The curse makes the trike roll twive take lowest on saves and attacks. Also didn't Tal take his turn above?

The skeleton charges after the rest sword raised high and brings it down, but misjudges the distance and the blade only slashes the dirt..

Move to W-13. -2 AC for rest of the round.

Attack: 1d20 + 13 + 2 ⇒ (1) + 13 + 2 = 16 dmg: 1d6 + 3 ⇒ (1) + 3 = 4


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains. Naturally things will go differently if AoOs kill the trike but I don't think that is gonna happen.

Claw and steel fly as the undead try to bring the charge to a halt.

Skeleton scimitar: 1d20 + 13 ⇒ (12) + 13 = 25 dmg: 1d6 + 3 ⇒ (6) + 3 = 9
BS 1 talon: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24 dmg: 1d8 + 2 ⇒ (3) + 2 = 5
BS 2 talon: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20 dmg: 1d8 + 2 ⇒ (8) + 2 = 10
BS 3 talon: 1d20 + 5 + 2 ⇒ (2) + 5 + 2 = 9 dmg: 1d8 + 2 ⇒ (7) + 2 = 9
BS 4 talon: 1d20 + 5 ⇒ (20) + 5 = 25 dmg: 1d8 + 2 ⇒ (5) + 2 = 7
BS 5 talon: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19 dmg: 1d8 + 2 ⇒ (5) + 2 = 7
BS 4 crit confirm: 1d20 + 5 ⇒ (4) + 5 = 9 extra dmg: 1d8 + 2 ⇒ (7) + 2 = 9

Wultram strides forwards and starts casting a spell to make sure that their prey is denied the opportinity of escape. Soon a black ray shoots forward from his hand to drain endurance of the beast.

Ranged touch: 1d20 + 4 ⇒ (12) + 4 = 16

Move to Q-12, ray of exhaustion fort save DC 21 or become exhausted, save and fatigued duration 8mins regardless.

The undead carvers still standing run after their prey continuing the onslaught.

BS5 to W-10, BS1 to W-11

BS 1 talon: 1d20 + 5 ⇒ (18) + 5 = 23 dmg: 1d8 + 2 ⇒ (8) + 2 = 10
BS 5 talon: 1d20 + 5 ⇒ (10) + 5 = 15 dmg: 1d8 + 2 ⇒ (4) + 2 = 6

Wultram:
HP 48/48
CT: 9/day
MP: 5/day
Spells: 1st: 8/day 2nd: 7/day 3rd: 3/day
Skelly HP: 64/79
BS 1 hp: 30/30
BS 2 hp: 0/30
BS 3 hp: 0/30
BS 4 hp: 0/30
BS 5 hp: 13/30


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains
Yeah it's skelly, probably got mixed up due to you going out of turn before.

Skeleton steps forwards and slashes with it's blade at one of the tree trunk like legs.

Scimitar: 1d20 + 13 ⇒ (4) + 13 = 17 dmg: 1d6 + 3 ⇒ (6) + 3 = 9
Scimitar: 1d20 + 8 ⇒ (13) + 8 = 21 dmg: 1d6 + 3 ⇒ (5) + 3 = 8

5ft step to p-10


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HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Time for Krezent(at least up to split.), the rest will have to come from the other group as I am purposfully keeping myself in the dark about what the other group is up to, outside of very big picture.

- After the celebrations of victory was concluded, Bokehn more or less said that there are some people to we should meet. Party more or less assumed this would be the dragonmarked house due to his affiliation. Figuring the airship would be the fastest way out of the jungle anyway we agreed.
- Rehil became VERY upset due us not going to check Da'Shet as promissed. To the point of suggesting we take over the airship. Some were outright against the idea while some were reluctant, in the end that idea was abandoned.
- Everyone refused to answer where we are going. Frustration grew among some in the party. Some started to consider this a soft form of kidnapping.
- Arrival at Krezent. Some of the greeters were rather stuck up, again some people took offense. At the same time the party learned the place is massivly religious towards the silver flame.
- The party was shown to a place to have some rest and eat. There was some discussion and the general sentiment was that lets at least hear their suggestion.
- The talks, here is when things started to get ugly. On the other side of the table were some high officials of the city, Bokhen and two other people(later revealed to be dragons from The chamber). They more or less wanted to know what happened, while being arrogant and disrespectful. Tal left the table first considering the suggestions made dishonorable. Wultram left next, frustrated with the constant disrespect and being talked down to, considering these people absolute morons and as such people who should not be worked with.
- I don't know what discussion happened after Wultrams departure.
- Later rest of the party manages to cool the leaving pairs head somewhat.
- Majority of the party notice local guards keeping an eye on them. I think at least Wultram threw some insults their way. At this time the party is split across town each doing whatever.
- Some of the party visit the local library to get some sense to the ritual that they witnessed but nothing of substance was found out.
- There is part of the draconic prophecy in the caverns near the city so some want to check it out. Soon the party finds out that you need permission to go to the caverns.(by then we had noticed the city is very much LAWFULL one.)
- So the party goes to head of the guard(actual tittle might have been captain) to get said permission. Wultram and I think someone else too do not agree to the term of having an escort(him/they consider them spies.) Talks get heated and the party leaves without permission.
- Some representives come to the partys rest location, essentially making an ultimatum of making an oath of not harming anyone. Wultram declines on the account of it preventing self-defense as well. City basicly says then GTFO. Tal is pretty quick to go with Wultram.(He didn't have much better opinion of them) Rehil offers to go with.(iirc some of this might have been meta reasons as well.)
- The party via some secret messages agrees to meet at Regalport.

Again reading the actual posts will get the complete picture and I am sure my memory messed some of that. Still that should give the big picture. I wish I could remember which character had which opinion on what, I recall some but decided to not write them down in case my memory is false.


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HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Well now I feel like I don't even need to but short versions untill you get the time to read Rehils links. Everthing is from pure memory so mistakes are likely. For now I am just handling the 1st chapter of the campaingn, I would consider it the most important to know plot wise, where as Krezent is important for getting to know the characters.

Jungle adventure:
-the party members(at this point we weren't a group) were hired by House Tharashk as sellsword for a trip into Q'barra along a river to see why shards aren't coming as usual. The settlement was thrashed when we got there, during investigation lizardfolk attacked. They decided to wake up a Dragon turtle(later turned out to be mythic one) to f@$& s~*$ up, our boat is sank.
- Trek through the jungle, Bokehn(our direct employer in charge) gets badly sick, he knows of a tribe that should be friendly so we start heading there. The tribe(this is where the PC lizardfolk come from) did indeed turn out to be friendly.
- The tribes leader tells us that the other tribes are riled up because humans(though later found out that most lizardfolk don't really distinguish say human from an elf. So we can't be sure if it was literally humans) have been messing with their holy sites. Party decides to investigate.
- At some point the party is forced to surrender due to downed people essentially being held hostage. So the party is taken to the leaders. The party tries to convince them that we are a seperate group and that we haven't been messing with their holy sites. Some political parties are just itching to start a war so to them it doesn't really matter if we are responsible or not. We try diplomancy, but the dice apparently hate diplomancy as the rolls iirc were 1 and 2. Result is that we are being 'sacrificed' to some sort of beast of religious significance. Due to beating said beast the leaders can't just outright kill us, from what I recall because it is a holy beast and we would not have succeeded if the gods/spirits/whatevers didn't want it so.
- The party makes some alliances among the leaders there and essentially arrange that if the current leadership is taken care of it is replaced with more favorable one to us. Party proceeds to sneak in and fight to achieve so.
- Party goes to Da'Sheth, large mercenary group is there. The partys sneaking and attack fail miserably and have to retreat. Once the party returns the mercenaries have left via airship. The party finds an obelisk of some kind with a dragon strapped into it. The party tries it's best to investigate what the hell it is, but doesn't get far. Soon enough there is an explosion followed by visions of supposedly silver flame.
- The party wakes back up in the friendly tribes village. The dragon turtle from before is causing issues so the party and the village set up an ambush. Victorious the party heads towards the beasts lair where they find some loot and another vision.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

I am heading to bed but do I recall correctly what are the main events before starting to think of how to summarize them.

1) Jungle adventure in Lizardmen lands and the mess with said inhabitants.
2) The whole messed up ritual.
3) Krezent and the current party split.
4) Whatever the group that Cole is in atm is up to

Does that sound about right for the main chapters of the campaign so far?


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Welcome aboard.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains

First the AoO

The skeleton surprised at the agressiveness of a non predator just manages to slash it's blade towards the beast as it is knocked aside. The mindless undead simply follow their orders and attack without concern for their existance.

Skelly Scimitar: 1d20 + 13 + 1 - 4 ⇒ (18) + 13 + 1 - 4 = 28 dmg: 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10
BS2 talon: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16 dmg: 1d8 + 2 ⇒ (4) + 2 = 6
BS3 talon: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17 dmg: 1d8 + 2 ⇒ (3) + 2 = 5
BS4 talon: 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5 dmg: 1d8 + 2 ⇒ (1) + 2 = 3
BS1 talon: 1d20 + 5 ⇒ (6) + 5 = 11 dmg: 1d8 + 2 ⇒ (7) + 2 = 9

Wultram taken back by the ferocity takes a few strides backwards starting his spell and soon locking eyes with the beast as he unleashes the curse.

5ft step to M-12 cast accursed glare, will save DC 21, fail and have to roll attack rolls and saves twice and take lowest. I am just gonna go ahead and assume trikes do not have spell resistance.

The necromancer follows by bellowing orders and the former predators jump into action charging in.

I am mentioning the whole groups movement first just to make things a bit easier. All provoke with their movement. BS1 to O-9, BS2 to R-10, BS3 to S-9, BS4 to S-8 and BS5 to S-7.

BS1 talon: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23 dmg: 1d8 + 2 ⇒ (2) + 2 = 4
BS2 talon: 1d20 + 5 ⇒ (6) + 5 = 11 dmg: 1d8 + 2 ⇒ (5) + 2 = 7
BS3 talon: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 dmg: 1d8 + 2 ⇒ (6) + 2 = 8
BS4 talon: 1d20 + 5 ⇒ (7) + 5 = 12 dmg: 1d8 + 2 ⇒ (3) + 2 = 5
BS5 talon: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8 dmg: 1d8 + 2 ⇒ (3) + 2 = 5

Skelly AoO critical confirmation: 1d20 + 13 + 1 - 4 ⇒ (12) + 13 + 1 - 4 = 22 dmg: 1d6 + 3 + 1 ⇒ (1) + 3 + 1 = 5
Wultram:
HP 48/48
CT: 9/day
MP: 5/day
Spells: 1st: 8/day 2nd: 7/day 3rd: 4/day
Skelly HP: 64/79
BS 1 hp: 30/30
BS 2 hp: 17/30
BS 3 hp: 17/30
BS 4 hp: 17/30
BS 5 hp: 30/30


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Plains

The skeleton moves forward behind the midless undead letting out a shriek as it bangs it's blade against a shield.

Demorilize DC 10+HD+wis mod: 1d20 + 13 - 4 ⇒ (6) + 13 - 4 = 15 I am pretty sure that does not succeed.

Move to T-15. And yeah at some point we discussed and decided for simplicitys sake have the minions act on Wultrams initiative.(unless the situation demands otherwise)


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Alright.

Stealth: 1d20 + 8 ⇒ (13) + 8 = 21
Stealth: 1d20 + 8 ⇒ (18) + 8 = 26
Stealth: 1d20 + 8 ⇒ (18) + 8 = 26
Stealth: 1d20 + 8 ⇒ (20) + 8 = 28
Stealth: 1d20 + 8 ⇒ (16) + 8 = 24


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Wultram Init: 1d20 + 1 ⇒ (10) + 1 = 11
Skelly Init: 1d20 + 5 ⇒ (15) + 5 = 20

@Rehil: I think you are allowed to charge with a standard action if you only have that as your action(though you don't get double movement in that case), but given the range we start at would it even matter?
@Aubrey: Given that all are gonna spend move actions, I am just gonna point out the locations they end up in.

Wultram and the undead charge forwards hoping to catch the beast off guard.

Skeleton P-11
Wultram N-11
Deinonychus bloody skeleton #1 P-16
Deinonychus bloody skeleton #2 R-16
Deinonychus bloody skeleton #3 T-16
Deinonychus bloody skeleton #4 U-15
Deinonychus bloody skeleton #5 W-14


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

It was more of wishlist than criteria(apart from the size). That being said I would not mind trying to take on a predator but trike is perfectly fine by me. First and foremost we are looking for transportation.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Something solitary preferably(be it herd/pack animal normally or not), huge sized minimum(so everyone can fit) and hopefully 40ft or more speed. Not sure if a trike works for that but seems good enough to me.

Wultram regonizing that he isn't really an expert here decides to go for the simplest solution and looks for tracks that would belong to something big enough.

Wultram Survival: 1d20 + 1 ⇒ (18) + 1 = 19

The skeleton scans the horizon with simple minded focus few living can match.

Skelly Perception: 1d20 + 11 ⇒ (9) + 11 = 20

I am not sure if I understood correctly. So only 1 of us needs to succeed at the second survival check then we get the bonus?

Wultram Survival approuch: 1d20 + 1 ⇒ (15) + 1 = 16
Skelly Survival approuch: 1d20 - 1 ⇒ (16) - 1 = 15

WOOO! dice gods are smiling at me. (Watch me pants the F out of the actual stealth roll.)

Somehow the skeleton and it's master are surprisingly competent at hunting, even if that surprising amounts to barely competent.

Wultram Stealth: 1d20 + 5 - 3 + 5 ⇒ (7) + 5 - 3 + 5 = 14
Skelly Stealth: 1d20 + 7 - 3 + 5 ⇒ (8) + 7 - 3 + 5 = 17

The pair manages to do decent enough job at not drawing attention to themselves.

So atm we are at +3 over the DC.(aka if Rehil[as if] or Tal don't fail the DC combined by more than 3 we are ok.)


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Wultram gives a polite nod of his head to the elves as they live and responds to the shout with a wave of his arm. "Better Valenar than I am accustomed to." The mage mutters mostly to himself in concession. "Keep a lookout for something to ride. The march is not an issue but I am more concerned about falling behind our companions."


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Yeah at the moment I am not looking into moving. But I think the discussion is worth coming if this sort of stuff comes even more common than in the past. Basicly whoever is responsible for paizos website sucks at their job or they aren't given enough resources to do it properly.

But yeah the discord is anything but ideal, just something that I am familiar with. Due to pretty much every roll20 group I have seen has migrated there, but that is for voice stuff.

Still pbp is sort of dying breed(well maybe waning is better word.) So not sure what the status is with dedicated sites.

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