DM Papa.DRB - Moru Country (Inactive)

Game Master Papa-DRB


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Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

PS I have monstrous physique 2 now...and can easily scribe scrolls...

That's a bit of an upgrade from alter self, Misha.

Also forgot about the lvl 8 Stat bump, so int to 20


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Yo, splitting headache last night. But I'll have my stuff upgraded tonight. Going next level as rogue. Taking ability bump in Int and garner up that +4d6 sneak damage.

Thanks for the assist on Positioning Attack Misha. I'll take you up on that as Kreig is going thru another possible style change. With his good AC he'll be getting into the mix a bit more melee-wise.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Rikar is leveled up, Latys will be soon.

Level changes:
+1 Str
+1 BAB
+1 Fort and Reflex saves
+12 hp
+7 skill ranks
Added Favored Terrain: Mountains (+2)
Bumped Favored Terrain bonus for Underground to +4
Power attack went up to -3/+6, so two-handed damage went up a bunch


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20
Josef Guardson wrote:

PS I have monstrous physique 2 now...and can easily scribe scrolls...

That's a bit of an upgrade from alter self, Misha.

Also forgot about the lvl 8 Stat bump, so int to 20

I wasn't aware we were in a polymorph/buff competition. ;)

But more options for folks gaining additional abilities like darkvision and such is good. Looks like you can get flight from that as well which I'm sure will come in handy for you as you continue toward EK.

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

Yeppers.

That's what I was getting at...Scrolls for Misha (and Therena if desired) to give you some extra options in the shape-shifting categories.

I also too dimension door, which will help in our entrance/escape plans in the near future.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Ah, I see. That would be awesome, though Misha will have to UMD to use it (it's not on the bard list)--but she's got that trained up.

Dimension Door is definitely a good thing!


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Yeah, if you could Dimension Door me back to Kaer Maga for a decent plate of ribs...


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker
Misha Keroun wrote:
*cough* Anyway, I think Rikar is one of few of us who doesn't have a tear yet and this seems to make sense for our main melee guy... but if y'all of course want to talk/trade/etc. by all means...

I might have some tears if Rikar doesn't get this one. I've been waiting for the Str tear for so long! ;)

Having said that, the +2 greatsword sure caught my eye as well. But if I could take the tear, it would actually benefit me more than the sword (obviously), in terms of damage done, other benefits of being strong like some skill checks, CMD, etc.


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Hells yeah. RIKAR SMASH!!!!

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

My sword is +2 all the time, magic weapons are pretty much wasted on me unless they have abilities (flaming, et,).

I'm good with you taking both actually


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker
Josef Guardson wrote:
I'm good with you taking both actually

Well, I wouldn't say no to that, but it hardly seems fair to all the monsters. ;)

Anyone else have an interest in the +2 greatsword or the Strength dragon tear? If I take the +2 sword, I'll have a +1 greatsword available. Telman?


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker
Kreig Ironhand wrote:
Hells yeah. RIKAR SMASH!!!!

Most indubitably!


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

Makes way more sense for you to have them. Until I add adaptive to my bow it wouldn't do me much good anyway. I'm perfectly ok with the "best for the party" approach to distribution.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Telman - do you want the +1 greatsword I currently have?


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

If things get so bad that Telman is using melee weapons, we're all in trouble .....


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Ok, Kreig's all done.

Rogue lvl 7
4d6 sneak damage
+1 skill point
+1 Intelligence
72 HP
Other than skill additions, no other changes.


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

Not as bad as when Therena breaks out her greatsword.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Okay, I'll happily take the tear and the +2 sword, stats are updated to reflect this, I'm ready to roll.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

One of you may as well take the +1 for backup. :)


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Kreig could use it as a +1 pogo stick of sparking


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

I was thinking the same, Misha.


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

d'oh, of course that makes sense. He will certainly turn it in for sale when the time comes...


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

I tried to post earlier and the site went down: we also need to see who gets the wands and the bracers of armor.

Misha might keep the Shield Guardian Amulet as a novelty.

She can use the wands (well, she needs UMD to activate the Scorching Ray wand) but I'd reckon they'd more likely go to Therena and/or Josef.

I don't think anyone wants the scroll of animate dead...

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

Nope. Necromancy is a no-go.

And animate dead is especially distasteful to Josef.

Therena's a better bet for the scorching ray wand, my bow is better for the moment.

Bracers fit on kitty?


Adult Gold Dragon 18 | Init +0 | Perc +26 | AC 30 / T 8 / FF 30 | HP 324 | Saves: F +17 | R +11 | W +16 | DR 5/magic
Josef Guardson wrote:
Bracers fit on kitty?

That would be meowsome awesome!


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

dem some nice bracers, somebody's got to want 'em!


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

Therena would love the scorching ray wand.


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Can Therena where the bracers +4?


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

She can. They would save her a couple first level spells each day.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

My understanding on the kitty/bracers question is that animal companions are not considered to have the wrist slot, where the bracers go, so Latys cannot use them without a GM ruling to that effect.

Latys also has the highest AC in the group the moment, I believe, so it's fine if they go to someone else.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker
DM Papa.DRB wrote:
@Rikar, ok, how did you reposition it so it sticks. Google Drawings is nice but perhaps I am just too old to understand this new fangled stuff. Also, how does one change the "color" of the blocking background. In one of the PbP that I am a player the DM has it as black, and I can't figure out how to do that.

Thought I'd move this over here...

To reposition it, I just used the Select cursor (the little arrow) and dragged it to draw a box around everything - the map, the tokens, the blue boxes - and then I was able to click on the whole thing and move it into its new position.

On your other question, I think what you want to do is change the color of the blocks you drew to cover unexplored areas - I've changed one of them to grey to illustrate what I mean. To do that, just click on the box you'd like to change, then click on Fill Color (the icon looks like a paint bucket) and it'll allow you to pick a color to fill in the shape. You can also hold down Ctrl and select a bunch of shapes, then select Fill Color, which will fill all of the selected ones in at once.

While we're at it, one other thing I've found helpful is using text boxes (the button has a square with a T in it) to provide additional info on a map - like if someone is flying, I can note in the text box how high up they are. You can also change the outline color of a token (using the Line Color tood) to identify enemies. If we're fighting a bunch of zombies for instance, and you've given one of them a red outline, I can can say "I'm attacking Red" and it makes things very clear.

Sorry to geek out, but I do find this a useful way to run maps.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Ah, Ok. Thanks!


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Wait, since when were there dragons in the floor? I thought we killed the one on the floor and the others are on the dais?

If you mean the dragons on the dais (which I guess is technically part of the floor, but I'm thinking of the floor as the flat part of the ground a step below the dais), I would think they would have touched them when trying to rotate it, as those are the only "handles" they could grab on to.

Kreig also tried to see if the diamond dragon would rotate, which would probably involve touching it.

Also, while you retconned that Kreig did not pick up the dragons, it would be fair to presume he attempted to pick one up and found that was not possible.

ETA: This is the real problem with dungeon puzzles: it is a particular challenge to ensure what the players are picturing and the GM is picturing is the same thing. This is not a comment on you, DRB, but on the module's design.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Floor was a bad word. Let me retract that.

There is a 15 foot semicircle dais, about six inches high along the southern wall. So it is 30 foot wide at its widest point up against the wall and extends out 15 feet at it's "longest" north-south point.

There are three 10 inch diameter flat gems (not a "ring" gem, but perhaps like a cameo necklace gem) that have a dragon in bas relief (extending a half inch above the flat portion of the gem). These are embedded in the dais so the flat portion of the gem is level with the "top" of the stone dais, and the bas relief portion extends perhaps half an inch above that dais.

There is no "picking up" the gems, they are embedded in the dais.

I did not catch that Kreig tried to rotate the diamond, I thought that he was trying to either pick up a statue or rotate the dais.

Shall I figure that Kreig tried to see if he could either remove the diamond gem from the stone dais or "rotate" it? That would perhaps be the easiest way to continue at this point.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker
DM Papa.DRB wrote:
Shall I figure that Kreig tried to see if he could either remove the diamond gem from the stone dais or "rotate" it? That would perhaps be the easiest way to continue at this point.

That sounds like a great approach, let's do it.


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Yup. Works fer this lug.


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

Sounds good, and thanks for the added clarity. I was definitely picturing it wrong: I thought of the 'dais' as more of pedestal a la Indiana and the golden idol (hence trying to rotate it).


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Surprise, Surprise, the campground WiFi is installed and works well! Hopefully it will be just as good as now when the campground fills up.

-- david


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

posting this in all my games......heading to the airport tonight to take the family to Disney World for a week. Please feel free to bot me as needed since I will probably be checking infrequently and only have my phone for posting. Thanks!


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Hey gang. Busy weekend that wasn't planned and a Tuesday to match. I'm get caught up and posted by tomorrow.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Some idiot subcontractor with the cable company keeps disconnecting the wire going into my apartment, thinking it's someone else's (yes, I've paid my bill :) ). So I keep losing my Internet till someone can come reconnect it (I tried reconnecting it myself but they took the doohickey that hooks the two wires together). Apologies for any ensuing slowness.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Where is everybody of late? Are people running out of steam? Should we check in even if we've nothing to say? Really like this game, but really getting concerned about the slowing of its pace.


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Sorry guys. I miss fired a post from the weekend. Straight into the ether...

Getting back into it and opening up another conspiracy theory from the resident conman.


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

im back from my trip also, should return to normal posting pace.

and next time we head out to re-equip, we should probably buy a dwarf-sized tin foil hat!


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

@Telman: I can dig it.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

I am still checking the forums every day, except some Sundays.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Oh also, any other loot distribution? Armor and Con tear to Josef?

Anyone want the mace?


Max HP: 142; Current HP: 45; AC: 17 (T 16, FF 17); CMD: 30; F/R/W: +14/+12/+23|
Buffs:
freedom of movement, resist energy 30, greater heroism, true seeing, improved invisibility
Dire Wolves:
HP: 47/47/47/47; AC: 15/9/14; F/R/W: +9/+5/+2

Therena uses a Morningstar normally, which isn't that different from a mace, so if nobody else wants it...

We should definitely keep it handy should we encounter constructs or doors that won't open.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Rikar would take the mace to smash through things, and to have a backup magic/bludgeoning weapon - but if Therena wants it, that's fine too. Your call, Therena.


M M Human Weapon Master (F)8 / Boreal Sorcerer 1 / Arcane Archer 8 | Init +6 | Perc +20 | AC 24 / T 17 / FF 18 | HP 180/180 | Saves F +12/R +13/W +7; +2 vs Illusions, Evasion

Im really hoping to never use a melee weapon..... :)

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