Horgus Gwerm

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There are two balconies, one to the northeast and one to the southwest. Which do you approach?


The fifth level of the citadel is a domed cupola that sits squarely atop the palace’s central doe, above the dramatic dwarfs recent abode, but a little to the northeast. It looks like you could enter it from the air if you would like as it has balconies.


Did you mean to post that in gameplay?


you could go outside and take a good look at where it should be based on the rest of the architecture. You should be able to get a dood idea where on the 4th level there should be a way. Unless, of course, the access is teleportational in nature.


There's a bunch of stuff on the second level, and a few locations on the third and 4th level. You know there are higher levels in a domed area from the views some of you have had from the outside.


The fortress is still out of synch with the rest of the world. The curse is still in place.


Amaimon Emberheart determines that all creatures within the pavilion are granted immunity to cold and SR 25.


In the larger fire pit to the rear, which is 20 feet deep and has very smooth walls, there is an opening in the southeast corner. Other than that there are no treasure troves awaiting you, no secret compartments in the chairs, though you do detect magic coming from the pavilion over the chairs.


I was waiting for Amaimon, but I think I can hand wave this battle with that death ward in place.

The disappearing dwarf takes the killing blow with a mixture of alarm and relief. A whispered sigh seems to carry towards you on a slight breeze.


Dhearic wrote:
Death Ward stops any negative energy effects, which is what he did. I think his attack would just bounce. It's in the second sentence of the first paragraph.

That's right. I thought it was just energy drain.

The desperate dwarf tries it's best to do SOME damage, but even though all three attacks land, it soon realizes that there is some potent magic making that impossible. It looks like it is readying itself to flee!

to hit touch: 1d20 + 21 ⇒ (10) + 21 = 31
negative energy damage: 1d8 + 2 ⇒ (2) + 2 = 4
to hit touch: 1d20 + 21 - 5 ⇒ (8) + 21 - 5 = 24
negative energy damage: 1d8 + 2 ⇒ (7) + 2 = 9
to hit touch: 1d20 + 21 - 10 ⇒ (8) + 21 - 10 = 19
negative energy damage: 1d8 + 2 ⇒ (4) + 2 = 6

❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor
Bold may go.

Dhearic (-0/185 HP)
Amaimon (-0/147 HP; Curse of the Grave -8; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Undead Bane, Ghost Touch, +1; Mind Barrier: 13 temp HP; Death Ward)
Malgrim (-0/103 HP after burn; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes; frightened for 12 rounds)

The doomed dwarf (-163 HP)
❖❖❖ Round 4 ❖❖❖


@Amaimon
I'm assuming you move 30' into the room. Remember that you could get fancy and actually fly there, but you did say strode :)

Malgrim lands a blow on the dwarf. He is actually pretty easy to hit and counts on his ghostly form to protect him.

Since Amaimon entered the room, he attacks instead of hides and waits. As before his charge instills fear.
Make those saves! Well, unless you are immune to fear in which case cite the reason.

to hit touch: 1d20 + 21 ⇒ (5) + 21 = 26
negative energy damage: 1d8 + 2 ⇒ (6) + 2 = 8, Curse of the Grave
It ghostly hand passes right through Amaimon's armor but his psychic protections negate the chilling touch.

❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor
Bold may go.

Dhearic (-0/185 HP; DC 27 will save or be frightened for 4d6 ⇒ (1, 1, 1, 4) = 7 rounds)
Amaimon (-0/147 HP; Curse of the Grave -8; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Undead Bane, Ghost Touch, +1; Mind Barrier: 4 temp HP; Death Ward; DC 27 will save or be frightened for 4d6 ⇒ (6, 5, 4, 4) = 19 rounds)
Malgrim (-0/103 HP after burn; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes; DC 27 will save or be frightened for 4d6 ⇒ (1, 6, 3, 3) = 13 rounds)

The doomed dwarf (-39 HP)
❖❖❖ Round 2 ❖❖❖


It looks enraged by your actions. You get the first round of actions.

❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor
Bold may go.

Dhearic (-0/185 HP)
Amaimon (-0/147 HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours)
Malgrim (-0/103 HP after burn; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)

The doomed dwarf (-0 HP)
❖❖❖ Round 2 ❖❖❖


The suspicious dwarf moves forward to view the deed and a look of rage overcomes him and he slams the door in your faces.

DC 20 religion:
Something changed. Though he did not vanish, you suspect that he will no longer be able to reform.


You head for the godsforsaken ghost and open the door. It glares at you from its throne, it's floating and ineffective symbol now gone.


The out of sight hound is gone but a decent survival roll could track it.

Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/until round 11; AC 35) AoO available
Dhearic (-52/185 HP; AC 32)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes; AC 39)


I think I missed the empowered part. In any case your math looks good.


No clue, but for what it is worth I have no problem with how you've been doing it. I can see how you would want to do it the RAW way what with it being PFS though.


Someone once told me that the allowed Core trains may be found here, though I don't think that includes faction traits.


In spite of Amaimon's best effort to miss, he connects on the fleeing hound. Not enough to put it down, but it does yelp as it flees.

Note: Both fled, but from what I can tell you only get on AoO. The second one just tried to bite you before it fled. I can see why you thought it was still there as I forgot to move it. This means you can only get one attack on it it and only after pursuing, so I've adjusted the map accordingly and you only did a 'measly' 98 damage. Which was enough to kill that one anyway :)

Question: It is booking out of there at a rate of 80'/round, more if it runsn at at the moment you have no idea where it ran off to. Do you pursue?

❖❖❖❖❖❖ Combat Card Round 7 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor,
Bold may go.

Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/until round 11; AC 35) AoO available
Dhearic (-81/185 HP; AC 32)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes; AC 39)

❖❖❖ Round 8 ❖❖❖
Warhounds (-146 HP)


Malgrim smacks the hound still in sight while the cleric heals himself.
Amaimon may take an AoO on the first hound to flee.

❖❖❖❖❖❖ Combat Card Round 6 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor,
Bold may go.

Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/until round 11; AC 35) AoO available
Dhearic (-81/185 HP; AC 32)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes; AC 39)

❖❖❖ Round 7 ❖❖❖
Warhounds (-62, -114 HP)


Amaimon regenerated his and some extras in this post and hasn't been hit since. You are right about Dhearic. I never did remove the note about temp HP and will correct.


With the giant bane, Amaimon is a giant slayer, dismantling the remaining giant. The injured warhound turns tail and flees (take any AoO). The other one nips at Amaimon before it tries to escape.

to hit bite: 1d20 + 26 ⇒ (8) + 26 = 34

❖❖❖❖❖❖ Combat Card Round 6 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor,
Bold may go.

Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/until round 11; AC 35)
Dhearic (-106/185 HP; 13 temp HP; AC 32)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes; AC 39)

❖❖❖ Round 7 ❖❖❖
Warhounds (-0, -114 HP)


Dhearic tends to his own wounds, probably wondering what the heck he has gotten himself into. Malgrim pummels the hound and hears a satisfactory crunch.

Amaimon?

❖❖❖❖❖❖ Combat Card Round 5 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor,
Bold may go.

Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/10 rounds; AC 35)

❖❖❖ Round 6 ❖❖❖
Gaints (-0 HP)
Warhounds (-0, -114 HP)

Dhearic (-106/185 HP; 13 temp HP; AC 32)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes; AC 39)


❖❖❖❖❖❖ Combat Card Round 5 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor,
Bold may go.

Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/10 rounds; AC 35)
Dhearic (-146/185 HP; 13 temp HP; AC 32)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes; AC 39)

❖❖❖ Round 6 ❖❖❖
Gaints (-0 HP)
Warhounds (-0, -41 HP)


Yellow is overwhelmed by the rain of blows, every one of which hits. The Warhounds both attack Dhearic while the giant takes on the heavy hitter.

On the cleric
to hit bite: 1d20 + 26 ⇒ (9) + 26 = 35
to hit claw: 1d20 + 24 ⇒ (16) + 24 = 40
to hit claw: 1d20 + 24 ⇒ (6) + 24 = 30

to hit bite: 1d20 + 26 ⇒ (13) + 26 = 39
to hit claw: 1d20 + 24 ⇒ (11) + 24 = 35
to hit claw: 1d20 + 24 ⇒ (14) + 24 = 38

damage: 2d8 + 11 + 2d8 + 11 + 2d6 + 11 + 2d6 + 11 + 2d6 + 11 + 2d6 + 11 + 2d6 + 11 ⇒ (8, 8) + 11 + (1, 4) + 11 + (1, 2) + 11 + (1, 3) + 11 + (3, 3) + 11 + (1, 6) + 11 + (6, 6) + 11 = 130

On Malgrim

to hit greatsword, power attack: 1d20 + 23 - 3 ⇒ (13) + 23 - 3 = 33
to hit greatsword, power attack: 1d20 + 23 - 3 - 5 ⇒ (1) + 23 - 3 - 5 = 16
to hit greatsword: 1d20 + 23 - 3 - 10 ⇒ (14) + 23 - 3 - 10 = 24

And he finds that he is savaged, while Malgrim's armor protects him completely.


Malgrim is unable to aim well but Dhearic puts himself in jeopardy to heal Amaimon back to full health.

@Amaimon
Which giant are you targeting?

❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor,
Bold may go.

Amaimon (need target for recent attacks)

❖❖❖ Round 5 ❖❖❖
Gaints (-0, -0 HP)
Warhounds (-0, -41 HP)

Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/10 rounds; AC 35)
Dhearic (-0/185 HP; 13 temp HP; AC 32)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes; AC 39)


@Amaimon
Which giant are you targeting,

❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor,
Bold may go.

Amaimon (need target for recent attacks)
Dhearic (-0/185 HP; 13 temp HP)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)

❖❖❖ Round 5 ❖❖❖
Gaints (-0, -0 HP)
Warhounds (-0, -41 HP)

Amaimon (-121/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/10 rounds)


I will be camping Sunday afternoon-Wednesday afternoon. I will be TRYING to use Starlink to get an internet connection, but I have found it to be somewhat unrealiable, so I may not be able to respond quickly.

Hope for the best, expect the worst :)


❖❖❖❖❖❖ Combat Card Round 4 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor,
Bold may go.

Dhearic (-0/185 HP; 13 temp HP)
Amaimon (-147/147 HP; 0 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/10 rounds)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)

❖❖❖ Round 5 ❖❖❖
Gaints (-0, -0 HP)
Warhounds (-0, -41 HP)


The hound gets punished for skirting the front line but then attacks it's recent molester. Amaimon finds himself surrounded and is attacked by an impressive number of swings and such.

to hit bite: 1d20 + 26 ⇒ (1) + 26 = 27
to hit claw: 1d20 + 24 ⇒ (20) + 24 = 44
confirm: 1d20 + 24 ⇒ (9) + 24 = 33
slashing/piercing damage: 2d6 + 11 ⇒ (5, 1) + 11 = 17
to hit claw: 1d20 + 24 ⇒ (19) + 24 = 43
slashing/piercing damage: 2d6 + 11 ⇒ (6, 5) + 11 = 22

to hit bite: 1d20 + 26 ⇒ (5) + 26 = 31
to hit claw: 1d20 + 24 ⇒ (18) + 24 = 42
slashing/piercing damage: 2d6 + 11 ⇒ (5, 3) + 11 = 19
to hit claw: 1d20 + 24 ⇒ (6) + 24 = 30

to hit greatsword, power attack: 1d20 + 23 - 3 ⇒ (14) + 23 - 3 = 34
to hit greatsword, power attack: 1d20 + 23 - 3 - 5 ⇒ (19) + 23 - 3 - 5 = 34
to hit greatsword: 1d20 + 23 - 3 - 10 ⇒ (5) + 23 - 3 - 10 = 15

to hit greatsword, power attack: 1d20 + 23 - 3 ⇒ (18) + 23 - 3 = 38
slashing damage, power attack: 3d6 + 23 ⇒ (6, 1, 2) + 23 = 32
to hit greatsword, power attack: 1d20 + 23 - 3 - 5 ⇒ (9) + 23 - 3 - 5 = 24
to hit greatsword: 1d20 + 23 - 3 - 10 ⇒ (15) + 23 - 3 - 10 = 25

90 damage! That puts him at the threshold of unconsciousness!


Amaimon strikes the wounded giant three times and rearranges his vital parts.

@Amaimon
You still have that AoO.

❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor,
Bold may go.

Amaimon (AoO on Warhound)

❖❖❖ Round 4 ❖❖❖
Gaints (-0, -0 HP)
Warhounds (-0 HP)

Dhearic (-0/185 HP; 13 temp HP)
Amaimon (-57/147 HP; 0 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/10 rounds)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)


❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor,
Bold may go.

Amaimon (AoO on Warhound)
Dhearic (-0/185 HP; 13 temp HP)
Amaimon (-57/147 HP; 0 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/10 rounds)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)

❖❖❖ Round 4 ❖❖❖
Gaints (-0, -0, -80 HP)
Warhounds (-0 HP)


Malgrim is unable to finish off the giant, but Amaimon finishes it off, following up with more pounding on the green giant (ho, ho, ho). The cleric hides.

A hound moves in to attack Malgrim, followed by the expected flurry of blows on Amaimon.

to hit bite on Malgrim: 1d20 + 26 ⇒ (4) + 26 = 30

to hit greatsword, power attack, flank: 1d20 + 23 + 2 - 3 ⇒ (4) + 23 + 2 - 3 = 26
to hit greatsword, power attack, flank: 1d20 + 23 + 2 - 3 - 5 ⇒ (9) + 23 + 2 - 3 - 5 = 26
to hit greatsword, power attack, flank: 1d20 + 23 + 2 - 3 - 10 ⇒ (18) + 23 + 2 - 3 - 10 = 30
to hit greatsword, power attack: 1d20 + 23 - 3 ⇒ (1) + 23 - 3 = 21
to hit greatsword, power attack: 1d20 + 23 - 3 - 5 ⇒ (12) + 23 - 3 - 5 = 27
to hit greatsword, power attack: 1d20 + 23 - 3 - 10 ⇒ (2) + 23 - 3 - 10 = 12
to hit greatsword, power attack, flank: 1d20 + 23 + 2 - 3 ⇒ (19) + 23 + 2 - 3 = 41
confirm: 1d20 + 2 + 23 - 3 ⇒ (19) + 2 + 23 - 3 = 41
slashing damage, power attack: 3d6 + 23 ⇒ (5, 3, 4) + 23 = 35; doubled to 70; less 13 temp HP for 57 damage
to hit greatsword, power attack, flank: 1d20 + 23 + 2 - 3 - 5 ⇒ (10) + 23 + 2 - 3 - 5 = 27
to hit greatsword: 1d20 + 23 + 2 - 3 - 10 ⇒ (9) + 23 + 2 - 3 - 10 = 21

Malgrim remains untouched but a giant gets in a luck blow to Amaimon and rings his bell loudly.


@Malgrim
So does that put your AC at 39?

@Amaimon
Is your AC at 35 as you are taking the haste option?


❖❖❖❖❖❖ Combat Card Round 2 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Blessing of Fervor,
Bold may go.

Dhearic (-0/185 HP; 13 temp HP)
Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours; legacy weapon: Giant Bane and +2 Enchantment/10 rounds)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)

❖❖❖ Round 3 ❖❖❖
Gaints (-0,-0.-0.-77 HP)
Warhounds (-0 HP)


Malgrim barely lands his strike, while the others set up defensive spells.

It's a bit crowded so the hounds wait in the background. They do breathe out s spray of fire at Amaimon, but it only serves as his afternoon shower as he is Immune.

Three of the giants take swing after swing at him but all miss. They find it very depressing

to hit greatsword, power attack: 1d20 + 23 - 3 ⇒ (8) + 23 - 3 = 28
to hit greatsword, power attack: 1d20 + 23 - 3 - 5 ⇒ (1) + 23 - 3 - 5 = 16
to hit greatsword: 1d20 + 23 - 3 - 10 ⇒ (14) + 23 - 3 - 10 = 24

to hit greatsword, power attack: 1d20 + 23 - 3 ⇒ (1) + 23 - 3 = 21
to hit greatsword, power attack: 1d20 + 23 - 3 - 5 ⇒ (7) + 23 - 3 - 5 = 22
to hit greatsword: 1d20 + 23 - 3 - 10 ⇒ (6) + 23 - 3 - 10 = 16

to hit greatsword, power attack: 1d20 + 23 - 3 ⇒ (7) + 23 - 3 = 27
to hit greatsword, power attack: 1d20 + 23 - 3 - 5 ⇒ (12) + 23 - 3 - 5 = 27
to hit greatsword: 1d20 + 23 - 3 - 10 ⇒ (3) + 23 - 3 - 10 = 13

One of them attacks Malgrim.After all, Malgrim sis just clobber the poor fellow.
to hit greatsword, power attack: 1d20 + 23 - 3 ⇒ (6) + 23 - 3 = 26
to hit greatsword, power attack: 1d20 + 23 - 3 - 5 ⇒ (1) + 23 - 3 - 5 = 16
to hit greatsword: 1d20 + 23 - 3 - 10 ⇒ (11) + 23 - 3 - 10 = 21

The miss too and at this point they start to understand the trail of bodies they came to avenge.


❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below:
Bold may go.

Dhearic (-0/185 HP; 13 temp HP)
Amaimon (-0/147 HP; 13 temp HP; Freedom of Movement/13 hours; Overland Flight/13 hours; Certain Grip/13 hours)
Malgrim (-0/103 HP after burn; 13 temp HP; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)

❖❖❖ Round 2 ❖❖❖
Gaints (-0 HP)
Warhounds (-0 HP)


I would agree that with that many cubic feet produced you have enough wine to provide drinks to an entire bar.

You guys spend hours upon hours doing a deep search of the rooms you passed over and lo and behold! In room D17a you find (after beating a DC 30 search roll), you find a secret niche in the south wall can be revealed—inside is a small brass chest. Within it are three diamonds worth 500 gp each, a flask labeled as “haste,” and a scroll of beaten brass upon which is inscribed the deed to the Bayt al-Bazan citadel and holdings within the City of Brass.

1d6 ⇒ 5

But after claiming your prize you find yourself cornered by a squad of pissed giants who find your murder spree offensive.
Initiative (Malgrim): 1d20 + 6 ⇒ (7) + 6 = 13
Initiative (Dhearic): 1d20 + 2 ⇒ (9) + 2 = 11
Initiative (Amaimon): 1d20 + 2 ⇒ (11) + 2 = 13

Initiative (enemies): 1d20 + 5 ⇒ (18) + 5 = 23

You are so focussed on the find that you are a little surprised and they are able to rush in and fall upon you while you are distracted.


What does "MTS, T1-2 T5-6 T7-8 T10-11 Standard, T1-2 Core" mean?


Definitely. Amaimon can carry almost 500 pounds (medium load) with his strength of 24. Probably one ally at a time though at the medium load, taking into account the equipment on all three of you. But all three at a heavy load which is a 700 pound limit.


Do you also need to register before you see the venue? I see the filters but under Virtual Tabletop there is no PbP venue, nor is there a venue section. I like to check the if there are offerings I'd want before I register.


You can climb down easily enough, but when you walk outside the boundaries of the estate you pop back inside within a few seconds. The boundaries of this effect extend along the very outer edge of the citadel itself and across its main gate to a point 50 feet above the citadel’s highest dome and into the ground 50 feet below its sublevel. You have not experimented with this yet, so let's say you give climbing a try, then find yourself back on the balcony.

You can look out upon the city and even observe folks coming and going from your vantage point, but they look a little out of phase to you.


You going to take the trip to the ground floor?


Yes, you could easily get down without using the stairs, particularly since Amaimon can fly.


E11: You unbar the door and go outside. This battlement looks out over the city. Two statues depicting efreeti warriors with scimitars rendered in red-veined marble flank the doors into the gatehouse. The plaza of the City of Brass is 150 feet below this rooftop

A search provides nothing more than a good view.


Some of those buffs are short term, like quickness, right? Not sure if you would be activating it yet. I just need the ones you prep with at the beginning of the day. Some of those items are important to mention, but they won't go in your summary info (I figure you will do the tracking and math for them) like the GMW and charges off of the Rods.

Amaimon (-39/147 HP; Note: Curse of the Grave-39; Freedom of Movement/130 minutes; Overland Flight/13 hours; Certain Grip/130 minutes)

Which spell(s) are you extending? Do you know if Occultist powers be extended?


You rest (with no interruptions in spite of the mess you left behind) and Dhearic is given a second chance at breaking the curse.

Everyone look over your summary info below and verify against your level changes and what your new daily preps are.

Dhearic (172/172 HP)
Amaimon (-39/147 HP; Note: Curse of the Grave-39; Overland Flight)
Malgrim (-0/111 HP after burn; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)


There is nothing of note (other than the magical hand waving that constitutes Dhearic gear).

There is a room off of the bronze giant's bedroom, a bunch of windows to the courtyard, a room off of E5, and a couple of stairs (In E8 and E1). You came up the stairs in E1 when fleeing the currently quiet dwarf.


@Spazmodeus
No problem. See you in a different game some day :)


@Dhearic
Amaimon is still cursed. He can only regain 1 more HP. You sure you want to heal him?

The giant has a nice (and rather large) +1 keen longsword, 3 diamonds worth 500 gp each, and 589 pp

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