Horgus Gwerm

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Organized Play Member. 6,178 posts (32,261 including aliases). No reviews. No lists. 1 wishlist. 28 Organized Play characters. 25 aliases.


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Malgrim Gryh wrote:
I search around each pillar, along all the walls for secret doors, the top of the stairs and the doors to E9.

Actually, those rounds things are murder holes, not pillars. Let's say that takes 60 minutes instead of 100 since you are not looking for loose stones or such in the floor. Or someone else can do that while you check what you're checking. I'll give Marcus 40 minutes back on his heroism.

So where to from here?


Actually it would be in fourth due to the nature of squares, but I think a round per 5x5 makes sense if you are really searching and not just glancing around. It's tough because searching a flat floor is much different than a furnished area. Then again, you guys are looking for anomalies like trap doors, secret doors, and doing more than just looking like thumping the floor.

If you want to do a cursory search which would not notice such things but just check the obvious, I could rule a faster search. To be honest that kind of search would catch most things, but you would miss unexpected oddities. This room would have been well served by a cursory search, for example.


Now, are you searching room E8, or more than that? E8 takes 100 minutes to search eliminating all of your enchantments. Bu the hole he was lurking by you find a huge crate with something inside of it that is moving. Actually a number of somethings speaking in Ingnan in very pissed off sounding voices. Oh, and the metal crate is HOT. Through the kill holes you see some stairs going down from D1 to C23.


Combat over. The giant collapses and you are free to explore the room. After facing two giants and two of those nasty hounds at the same time, this was a piece of cake.

Do you want to explore. Considering the size of these rooms it will take a serious bite out of the heroism spell and run out the mind over matter to do so.

Note: searching an area takes 1 round per 5x5 square unless you take 20 or something. If you divide up it will speed things up, but not every character will get a roll for every find, but you could do something like just search the most obvious areas, like those with furniture or walls if you are pressed for time. I added this to the house rules so I will remember. I based my rule on this post because it 'felt' right.

On the bright side, you have all the time in the world to do stuff in this place. On the dark side, it surely plays havoc with keeping buffs going. My thoughts are that exploring and then backtracking to search before you camp out to recover abilities and such would work well.


No problem. With outpost coming up, I'll have no trouble finding a game, or two, or three.


Amaimon Emberheart slips in one hit, in spite of the wild swing. After he buffs AGAIN. The fire giant basks in the flames but all the normal damage is wearing him thin. Are you adding both the inspire and the heroic splendor bonuses to your to-hit? Remember that it is very helpful if you include the temporary bonuses in your roll text, which should look something like
Hit, inspire, heroic splendor: 1d20 + 24 + 2 +2

❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Inspire courage +2
Bold may go.

Marcus (-19/96 HP; heroism 100 minutes)
Malgrim (-35/103 HP after burn; Curse of the Grave-35; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)

Fire Giant (-179 HP)

❖❖❖ Round 4 ❖❖❖

Amaimon (-39/137 HP; Note: Curse of the Grave-39; mind over gravity/fly; quickness/AC 37; Heroic Splendor/+4 insight to strength)


Amaimon ups the acceleration and crosses over to the fire giant in a jiffy. The fire giant takes the time to draw his blade and smash at him for the audacity.

"Outa my way, little fellow. Gotta smash the mud guy." And to reinforce that he tries to smash Amaimon. Unfortunately (for him), Amaimon is so fast he misses (AC should be 37 now if I am right)

to hit greatsword, power attack: 1d20 + 23 - 3 ⇒ (15) + 23 - 3 = 35
slashing damage, power attack: 3d6 + 23 ⇒ (2, 6, 6) + 23 = 37

❖❖❖❖❖❖ Combat Card Round 3 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Inspire courage +2
Bold may go.

Amaimon (-39/137 HP; Note: Curse of the Grave-39; mind over gravity; quickness/AC 37)
Marcus (-19/96 HP; heroism 100 minutes)
Malgrim (-35/103 HP after burn; Curse of the Grave-35; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)

Fire Giant (-148 HP)

❖❖❖ Round 4 ❖❖❖


@Amaimon
What are you attacking with? Right now you are 95' away.


The second mud ball also hits.

❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Inspire courage +2
Bold may go.

Amaimon (-39/137 HP; Note: Curse of the Grave-39)

Fire Giant (-148 HP)

❖❖❖ Round 2 ❖❖❖

Marcus (-19/96 HP; heroism 100 minutes)
Malgrim (-35/103 HP after burn; Curse of the Grave-35; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)


@Malgrim
Right. You should have been at the bottom of the card.

Amaimon spends a moment doing his magic movement thing and then zips forward. The giant reacts violently. Surprise, surprise.

to hit rock: 1d20 + 14 ⇒ (13) + 14 = 27

But it bounces. Seems they are nearly as dangerous with rocks as they are with their big honkin' swords.

Marcus does his thing and casts heroism on himself. He slips into the room and hugs the wall to keep safe. He's not nearly as well armored as the others. Since Amaimon rushed in, I figured you would follow.

❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Inspire courage +2
Bold may go.

Amaimon (-39/137 HP; Note: Curse of the Grave-39)
Malgrim (-35/103 HP after burn; Curse of the Grave-35; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)

Fire Giant (-0 HP)

❖❖❖ Round 2 ❖❖❖

Marcus (-19/96 HP; heroism 100 minutes)


❖❖❖❖❖❖ Combat Card Round 1 ❖❖❖❖❖❖
Ongoing effects not mentioned below: Inspire courage +2
Bold may go.

Amaimon (-39/137 HP; Note: Curse of the Grave-39)
Malgrim (-35/103 HP after burn; Curse of the Grave-35; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)

Fire Giant (-0 HP)

❖❖❖ Round 2 ❖❖❖

Marcus (-19/96 HP)


@Spazmodeus
You ready to jump in yet? You have a background so I can figure out how you enter the 'stage'? Please update your profile with character information and add your rolls to the slides pointed to by the Party Info link above.


That does, indeed wallop the flat footed giant. Naturally he howls with rage and indignation, nearly dropping his rock.

@Marcus
You will need to do a move action to be able to see the giant.
@Amaimon
You could get away with a step action, but I'm betting you charge in there.


Please review your status lines to make sure I have it right.
Initiative(Malgrim): 1d20 + 6 ⇒ (19) + 6 = 25
Initiative(Marcus): 1d20 + 7 ⇒ (13) + 7 = 20
Initiative(Amaimon): 1d20 + 2 ⇒ (5) + 2 = 7

init(giant): 1d20 + 3 ⇒ (1) + 3 = 4

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

Amaimon (-39/137 HP; Note: Curse of the Grave-39)
Malgrim (-35/103 HP after burn; Curse of the Grave-35; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire; 30%[5% * Burn] chance of ignoring critical strikes)
Marcus (-19/96 HP)

Fire Giant (-0 HP)
❖❖❖ Round 2 ❖❖❖


Cut from a url line on a browser that pointed to the same location, and it pasted with a blank. No clue why it did that.


I'm DMing In Your Closet wrote:
EbonFist wrote:
I have opened up the Outpost IX Event Listing sheet so that GMs can start adding their game details in, such as start dates and server/channel info. This is especially useful for GMs running GM Choice recruitment so you can advertise your recruitment channels now.
Call me a dunce, but...where is it?

https://docs.google.com/spreadsheets/d/1WaWP8ETIGxG2kx873o6m6qF264iYuY2jMLg 8yiOMuGo/edit?gid=2118244324#gid=2118244324


sense motive: 1d20 + 2 ⇒ (6) + 2 = 8

"Well, uh, da only way down is some stairs in here. You could jus' jump off da roof. Say, how did yous get up here anyways? Something 'bout all dat don' make no sense... GUARDS!", he yells. Which is an impressive amount of noise from a giant.


"But who are yous guys? I don' think you beliog here? Where are the blokes as was guarding the area?"

You can roll a bluff skill if you can come up with something that might fool him. Note that fire giants are not dumb. In fact they have a better wisdom (which is what sense motive is based off of) than most humans.

Question for Malgrim. Are you trying to disguise the fact that you are with others, or do you turn to listen when they talk?


"Who dat?! You don' look line none of us!"

The giant narrows his eyes suspiciously and hefts a sizable chunk of rock. Your field of vision is quite limited. if either of you move even a step off of your current alignment, you would not be visible to each other. In fact only Malgrim as a direct line of sight to the giant. There is also the matter that you are over 100 feet from each other and have to use your 'outdoor voices'. Not a problem for a Fire Giant of course. They always use their outdoor voices.


E8: The floor of the western half of this guard chamber is lined with well over a dozen murder holes. Piled near the murder holes are a number of rocks and a Fire Giant is near by just waiting for the opportunity to use them.


He finds a window, not a door, that is positioned to look out over the level below. You also notice that the wall you are near offers a view to the big bull below, but no view to the interior of the room (as is true with all of these windows).

Note: the bluish colored door-like symbols above the opening to the bull area are windows.


Malgrim leads the way towards a large room near the temple.

The stuffy building stores hundreds of shattered amphorae, and the floor is a stinking, sticky morass of dried fire wine. Once the palace’s wine stores, the building’s contents have long since been ruined. You search the area and the search provides nothing of interest other than another place to rest in if you bother to clean it up.

Note there area areas on the lower level that have not been explored as well.


You are in a temple. That is where you found the orb. Or are you talking about a different place?


Well, I'm interested in a core class I have not played yet (which is most of them :). So a Druid, Sorcerer, Wizard, Rogue, Champion or Fighter. As you can see, wide open. I enjoy spell slinging, but I also enjoy the simplicity of a bare bones melee character. From the choices others are playing, I'm leaning towards a Fighter. Probably play just a simple human, but I'm not picky and might take Orc if a Fighter. I am an extremely reliable player, block initiative is fine, and I really like playing with a consistent group.

If selected, please PM me. Recruitment threads do not show new posts.


I noticed that too. A pain in the butt when you have to remember some info drop from weeks ago.


Malgrim Gryh wrote:
Did Malgrim see any traps on it? If not he will pick it up.

No traps. Marcus already picked it up. In order to do spellcraft on it he needs to hold it.

Amaimon Emberheart wrote:
miteke wrote:
“Seek the Impossible Eye between city and sea, where portals of brass guard respite prized. Look above the gilded cataracts.”
Amaimon sat in quiet contemplation, seeing what information he could think of this "impossible eye and the "gilded cataracts."

The hint is not explained and I have no idea what a cataract is in regard to a fortress. My web search only turns up biological definitions. So no help here!


No idea. Probably something abstract.


Marcus can tell that it is some sort of key. He knows that there was a big kerfluffle that caused the curs on this place around something called the impossible Eye, a reputed artifact, but the aura on this orb is not that intense. While he is examining it, the image reappears and hands out another clue.

“Seek the Impossible Eye between city and sea, where portals of brass guard respite prized. Look above the gilded cataracts.”


Marcus is delivered from the curse! Huzzah!ps

The other two eye you jealously (or so I suspect).

I'll get to the results of the knowledge rolls when I get back to my PC. So you try a detect magic/identify and spellcraft?


Well, that could have gone better. The wounds are not cooperating.

Marcus opens the trap door. When opened, the secret door sinks into the floor, creating a spiral stair that descends 50 feet into a small chamber at the pyramid’s heart. A pedestal here holds a head-sized crystal orb of nearly indestructible glass within which appears to burn a raging inferno. This sphere of fire is slightly warm to the touch and contains a sample of Ymeri’s breath, a valuable relic that has lain here forgotten ever since the efreet of Bayt al-Bazan turned away from the Queen of the Inferno’s service. Looks like important stuff. This is echoed buy the announcement of the guy in the reflection off the orb.

"A fiery orb from days of old lies suspended betwixt brass and sky, yet hidden from mortal eye. It is the key to your quest. In ancient adoration did this fiery heart lie, and only by heart’s blood of the true believer can the way be opened."


Where is the lever to switch things up? I'm thinking Illa could flip it after going through, or Mrs. Book can if it is near her. Please mark the lever on the map. Or is it in the red circle and I just forgot? Also, Illadora and Blitz do not seem to have moved. Are they really where they are shown on the map?


So this will be your new status line?

Malgrim (-35 HP/103 HP after burn; Curse of the Grave-35; DR 6/Adamantine; Heat Adaptation: 12[2*current burn] ER Fire)

@Marcus
Will you be casting break enchantment?

E7. Ymeri’s Pyramid
This huge roof walk extends from the gatehouse to the palace, its eastern face a crenellated battlement overlooking the Sea of Fire far below. To the west, the rooftop looks out over the palace courtyard, while a number of guard shacks, turrets, and garderobes top the walk.
Yet the most impressive sight here is the one-hundred-foot-tall pyramid of ancient tarnished bronze that stands in the northern half of the rooftop. A wide stair rises to the pyramid’s apex, where a mall temple with a double-peaked roof stands. Statues of draconic, four-armed female centaurs stand at each corner of this top platform, keeping an eternal watch over the surrounding area.

The inside of the temple is decorated with pictographs and writings in ancient Ignan that relate numerous prayers to Ymeri.

DC 25 Perception:
There is a large secret door in the floor.

DC 25 knowledge (religion) check if anyone sees the door

Spoiler:
It can only be opened with an offering of blood spilled upon its surface (or via magic like knock).


Well, that takes me out of the running as that is one that Hancock did.


I have a 8th level barbarian character that has not had a chance to play in a while a few months. I'd like to dust him off. I have already played these:

06-10 Once in Whispers 5-8
06-11 The Godsrain and the Dragon 7-10

The rest (in his level range) look good if you will have me.


I do love nice surprises :)


Sure you can.

Amaimon (-39/137 HP, 12 NL damage; Note: Curse of the Grave-39)
Malgrim (-35 HP/91 HP after burn; Curse of the Grave-35)
Marcus (-19/96 HP; Note: Curse of the Grave-19)

So, where do you head after your rest?


Spazmodeus wrote:
miteke wrote:

Scrolls work like normal. The advantage is that with WBL house rules, you basically get back your expendables.

If you take the craft scrolls feat, which a wiz gets by default, it does, indeed, mean you get up to 8200 of scrolls for half cost at 11th level. Basically your pay the craft cost for the items.

But you may make a 12th level character, so you have more than that to spend.

ok thanks.

Remember, my wizard is half-efreeti, so has the CR -1 .

I don't think that should affect your WBL.


Marcus Nocturnus wrote:
The concussive rod would require me to rework my gear to a major degree and I want to move away from direct spells and do more buff spells and then arrows.

Understandable


Scrolls work like normal. The advantage is that with WBL house rules, you basically get back your expendables.

If you take the craft scrolls feat, which a wiz gets by default, it does, indeed, mean you get up to 8200 of scrolls for half cost at 11th level. Basically your pay the craft cost for the items.

But you may make a 12th level character, so you have more than that to spend.


wm: 1d10 ⇒ 6

You are undisturbed during your rest period. Marcus you heal a bit more (12 HP due to the rest as you are nearly as cursed as the others.

Amaimon (-39/137 HP, 12 NL damage; Note: Curse of the Grave-39)
Malgrim (-35 HP/91 HP after burn; Curse of the Grave-35)
Marcus (-32/96 HP; Note: Curse of the Grave-19)


Great choices.

Suggestions:

Some of the finale spells are great for when an ally misses a save that are a really bad idea to miss. I would take saving finale instead of grease. I also recommend the spell sonic scream (which is pretty low level) and a metamagic rod of Concussive. The combo is pretty awesome. the damage is pathetic, but the metamagic Consussive feat will kick in all three times the spell is discharged and with no save, giving the targets a —2 penalty on attack rolls, saving throws, skill checks, and ability checks for two rounds. -2 isn't much, but the fact that it is an area affect spell and there is no save on the penalties makes it a great go to when you do not want to waste more valuable resources.

Also look into getting a few utilitarian scrolls or potions. You know, the kind that you need once in a blue moon, but when you do you really appreciate it. Like scrolls of restoration, reinvigorating wind, silence, tongues, comprehend languages, etc. Maybe even the greater invisibility or phantom steed spells you had to give up. If there was a spell you really liked, but passed it up because you figured you would almost never use it, get it in a scroll! Since your WBL resets each level, their opportunity cost is vastly reduced.

With confusion, the focused or persistent metamagic rod is nice (or any area effect spell that needs a save, frankly). And since you can cast confusion at level 3, you only need to pay for the lesser rod.


Great


@Amaimon
Curse of the Grave (Su) Any damage dealt by the incorporeal touch does not heal naturally and resists all magical healing. Before the damage can be healed, the curse must first be broken with a break enchantment or remove curse spell (requiring a DC 24 caster level check for either spell).

So it is not just a matter of casting a cure spell and beating the resistance. You are going to need one of the removal spells to get rid of the thing!

@Marcus
Missed that cure. Saw it but lost it when I did all the math. Current HP:

Amaimon (-39/137 HP, 12 NL damage; Note: Curse of the Grave-39)
Malgrim (-35 HP/91 HP after burn; Curse of the Grave-35)
Marcus (-44/96 HP; Note: Curse of the Grave-19)

Remember I am willing to have you make some adjustments to your character so you could take one of those spells if you have not already, or perhaps a scroll since it is on the Paladin spell list even if it is outside your spell range. Depends on what you do, if anything, with your rebuild.


HP:

Amaimon (-39/137 HP, 12 NL damage; Note: Curse of the Grave-39)
Malgrim (-35 HP/91 HP after burn; Curse of the Grave-35)
Marcus (-51/96 HP; Note: Curse of the Grave-19)

After experiencing the effect of the Curse of the Grave you may make a DC 22 knowledge religion roll to figure out how to break the curse. But until then, those wounds created by the dangerous dwarfs negative energy touch are just NOT healing no matter how hard you try.


Sure, if you can get a sheet up we can get you started.


@Marcus
Make caster level checks for the cures on Amaimon and Malgrim.


So, how does this work? You build a character but assign chronicles to existing characters in the level range (or lesser level)?

I have GMed an AP up to 12th level characters in Legacy of Fire and am comfortable with running that so I am not solidly in your target audience. Then again there is a big difference between GMing a character up to 12th level, and GMing an unknown character at 12rth level. I have GMed one high level stand-alone game, Wardens of Sulfur Gulch, in an on-line con and it was hard.

But mostly I have GMed lower level games like The Twisted Circle, Voice in the Void, two of the goblin scenarios in real life, Fangwood Keep, School of Spirits, Solstice Scar D, and The Shattered Shield. All PFS1 games. Not at all comfortable enough to GM PRS2.

I am good at committing to completing a game or series of games. In fact, I do not think I have EVER bailed on a game as a player or GM. Well, does it count when you submit a character for a game and realize after the initial narrative that you played that character in it already? That was embarrassing.


Your HP before resting are now:

Amaimon (-43/137 HP, 12 NL damage; Note: Curse of the Grave-39)
Malgrim (-36 HP/91 HP after burn; Curse of the Grave-35)
Marcus (-51/96 HP; Note: Curse of the Grave-19)


Make your rolls in gameplay. I will ignore the ones you made here. And, yes, you can use higher level slots to cast lower level spells. I assume the wand rolls are different.


Your HP before resting are (after Marcus healed):

Amaimon (-69/137 HP, 12 NL damage; Note: Curse of the Grave-39)
Malgrim (-47 HP/91 HP after burn; Curse of the Grave-35)
Marcus (-51/96 HP; Note: Curse of the Grave-19)

Please verify.

Any more healing you want to do before taking a rest?

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