Giants of Autumn Twilight (Inactive)

Game Master Jubal Breakbottle

* NORTH OF THE SOUTH FORK OF THE RIVER ESK - 10:15, DAY 16
* Roll20 map


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Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

I'll post soon, my work hours are kind of wonky.


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

Sorry Arlen, I actually intended to hand the torch to you, just typed the wrong name in. Edited the correction in gameplay


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

No worries man, it's all good!


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

GM, don't worry about me missing something, I think I'm the only one in Europe in the party, and I'm working crazy hours. I'll post as often as I can, and don't worry about pushing the scene sooner, Lys is a bit absentminded at times, so it's alright.

I'll post when I get home!


* Saltmarsh *

Can we start a list of timezones for everyone?

I'm GMT-5 (Eastern North America)


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

Central time zone North America


Female Half-Orc Life Oracle 3 | HP 36/36 | 1st 5/6 | Channeling 4/5 | Hero Points 3/3
Stats:
AC 18, Touch 12, FlatFoot 16, CMD 15 | Fort +3, Ref +3, Will +2| Init +2 | Perception -1, Darkvision 60 ft

Eastern Standard Time


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Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

Varin and I are UK.


Human Male / Titan Fighter / Level 7 / HP [87/87] Hero Points [1]
Stats:
AC 20, AC+S (24), Touch 11, Flatfooted 19(23) / CMD 19 / Fort: +6, Ref: +2, Will: +1 (+2 Vrs Fear) / Init +5 / Perception +0, Survival +7

To be precise I am Ireland, so not technically UK, but thanks Bel! :)


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Eastern Time (US & Canada)


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

Central Time, Texas.


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

Central time, Missouri


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

UK as well here.


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

Islands nearby! I didn't check if you were ireland or N.ireland so took a guess!


* Saltmarsh *

OK folks.

I linked the map of Trunau from the Player's Guide above the link to Roll20 to act as your character's memory.

The Inner Quarter Beacon is almost exactly where the K is on the map. FWIW The Hopespring Beacon is where the M is.

Nerak is correct about the preparations for fire. Building walls are mostly made of stone and built far enough apart to limit fires from spreading. The floors above the first, ceilings, and roofs are made of flammable materials.

After your debate, please let me know what you need Halgra to clarify before she orders the portcullis up and you out. I ask, because after talking it out, maybe things are clearer.

FYI forgot to mention, Brinya listens to the briefing but has no intention of joining you. She will join the wall defenses. That'll be in the next Gameplay post.

At this point, I think I'm only missing a Gameplay post from Mohs, but there's no hurry.

cheers


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

Sorry guys, last thre hours have been devoted to rehearsal. I'll catch it up in gameplay.


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Nerak is ready to go.


* Saltmarsh *
Mohs Freidricson wrote:
Sorry guys, last thre hours have been devoted to rehearsal. I'll catch it up in gameplay.

No worries. We will all have RL delays that prevent us from posting several time a day. ;D


* Saltmarsh *
Varin al'Thine wrote:

Varin moves over the barricade and readies his weapon.

Varin moves up beside Mohs, leaving a 10ft gap between them, positioning himself in a more northerly direction than Mohs.

Varin will cover his corner and will charge when the enemy gets within 20ft range.

Varin, please check the map. There's a difference between the gate and barricade. Mohs has passed the gate and has yet to reach the barricade.

Remember AFTER you take a full round to climb the barricade, we start acting in rounds.

cheers


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

Ah! Well then, I will do the same actions (because Mohs doesn't know that) and wait to worry about mechanics till later.


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

Ah, Beltzer I believe that the beacon has already been lit, it was before the barricade itself. (Nerak and Arlan technically handled it) However, if we come across another...Wulfrum will likely light it as he runs by with his spark spell.


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Don't forget Lorn is still a living light so no need to worry about that. Unless your more then 30 ft. from Nerak, as Lorn is hovering above him currently.


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

And Varin has a sunrod on his belt. Yeah, we should be good for light at least. Now we just have to worry about orcs and giants :-)


Female Half-Orc Life Oracle 3 | HP 36/36 | 1st 5/6 | Channeling 4/5 | Hero Points 3/3
Stats:
AC 18, Touch 12, FlatFoot 16, CMD 15 | Fort +3, Ref +3, Will +2| Init +2 | Perception -1, Darkvision 60 ft

I'll be back a bit later. I have to go witness a few arraignments for a school assignment.


Human Male / Titan Fighter / Level 7 / HP [87/87] Hero Points [1]
Stats:
AC 20, AC+S (24), Touch 11, Flatfooted 19(23) / CMD 19 / Fort: +6, Ref: +2, Will: +1 (+2 Vrs Fear) / Init +5 / Perception +0, Survival +7

Worry about Orcs and Giants? Varin is practically drooling at the thoughts of finally being able to swing that hammer of his!


* Saltmarsh *
Beltzer wrote:
Just a question are NPCs either snubbing me or avoiding questions? As neither one has answered any questions I asked.

Brinya snubbed everyone, because she was traumatized by the near-lynching experience.

I thought the majority of your question to Halgra was about the fires, which Nerak answered and I clarified above that fires are not the priority. I couldn't find the appropriate words for your mother to answer that there are no soldiers to spare to fight fires. ;D

EDIT As for your comment "curiously as his mother sent them off with nary a plan of action," she told you what your objectives and priorities are. She is not a micromanager. Your companions' posts have many suggestions of specific plans of action.

cheers


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

Yea but I would as a roleplay reason want an answer from her not Nerak.

Though she didn't send of with a plan more that she didn't give us time for one, just sent us out.


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

Off to job #2. Wish us broken legs; it is the final weekend.


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

Break them legs good. What were you rehearsing for, by the way?


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

To Kill a Mockingbird. I'm directing and it's our final weekend.


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

Where is everybody today? I can't take the suspense! ;-)


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

Bah, keep yer skirt on yah Whippersnapper. There be second breakfast to be had before we do battle


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

We're waiting on dem orcs!


Human Male / Titan Fighter / Level 7 / HP [87/87] Hero Points [1]
Stats:
AC 20, AC+S (24), Touch 11, Flatfooted 19(23) / CMD 19 / Fort: +6, Ref: +2, Will: +1 (+2 Vrs Fear) / Init +5 / Perception +0, Survival +7

All of the posts I have Focused on are quiet, it is a weird weekend. Haha I suppose it is the holiday that is in it for you guys and Paizo Con and all.


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

Bah, I am not near a computer so I can't bring up the board. So I won't be able to declare an action till I get home. Lest someone can take a look and tell me if someone is near enough for a charge even and give me their color. Otherwise it shall be a while.


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

Nah, they're well out of your charge range and, unfortunately, Lys by herself is the closest one to them. If you want to charge one your best bet is probably to delay and hope they double move up into your charge range.


* Saltmarsh *

No hurry. It's the weekend.

cheers


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

I'm wondering whether or not it'd be possible to roll a stealth check to remain unseen by the orcs.

Also, should I roll my readied attack which involves shooting orcs?


* Saltmarsh *
Elize 'Lys' Brokenshield wrote:

I'm wondering whether or not it'd be possible to roll a stealth check to remain unseen by the orcs.

Also, should I roll my readied attack which involves shooting orcs?

You need something to give you cover or concealment from the 3 orcs to hide, i.e. make a Stealth check.

Yes, go ahead and post your readied action.

cheers


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

Found my token on the map, moved him to the barrier for my round three action (I know I act last this round.) if I can get Agrit along with me. My intention is to get her to the acolytes on the other side(round 4), then return to support the crew(round 5). Will this be a full round action each time? If so, see everyone on round six!


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

DM Jubal, I recall you mentioning hero points. Do we have any currently?


* Saltmarsh *

Sure, you can have 3 hero points. Put them in your avatar line next to your HP. Feeling nervous already?

cheers


Female Half-Orc Life Oracle 3 | HP 36/36 | 1st 5/6 | Channeling 4/5 | Hero Points 3/3
Stats:
AC 18, Touch 12, FlatFoot 16, CMD 15 | Fort +3, Ref +3, Will +2| Init +2 | Perception -1, Darkvision 60 ft

I have no idea how the Hero Point system works... Guess I should do some reading.

DERP. I remember these. Only ever used them once.


Human Male / Titan Fighter / Level 7 / HP [87/87] Hero Points [1]
Stats:
AC 20, AC+S (24), Touch 11, Flatfooted 19(23) / CMD 19 / Fort: +6, Ref: +2, Will: +1 (+2 Vrs Fear) / Init +5 / Perception +0, Survival +7

Oooh Hero Points huh? Awesome stuff. I haven't used them in years!


* Saltmarsh *
Beltzer wrote:

I am confused why is my charge not legal? Can I not go for the orc one down from Elise? That's within 60 ft?

Edit: Oh wait scratch that allies block line of effect in this game (for some reason) I'll ask the others don't block charge lanes for the melees please so we can actually engage?

Beltzer moves up next to Elise poised to attack in the next round.

Beltzer, when I counted out the charge, you did not have enough move to get to the orcs. No one was in your way. You were more than 60 feet from them. Don't forget to count every other diagonal as 10 feet.

Therefore, I don't know how you closed to melee with the orcs around Lys. Please review where you were originally. This is why I asked for you to use the polyline feature on Roll20 and draw a line from where you originated to your new place.

thanks


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

I think I'm off by one square, when counting square by square since I don't have to move in a straight line when double moving. I'll move him back. Actually I'm in range for the other orc so I'll move him there instead if that's alright, Next to red.


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)
DM Jubal wrote:

Feeling nervous already?

Just want to know my options ;-)

Speaking of, a couple questions. How do you handle the spell Invigorate?

Some people rule that it doesn't allow you to rage. The point in question is that it doesn't take away your fatigue, it allows you to ignore the effects of fatigue. One group of people say that, since you still have the fatigue condition, one cannot rage even if using Invigorate.

I hold (and I may be in the minority) that the inability to rage when fatigued is "an effect of being fatigued", so Invigorate should allow someone to rage.

Just wanted to get your ruling before I choose my action.

Secondly, can anybody choose to enter a rage from Rage Song at any time? Like, if I can rage now but I missed out on the first round of the song, can I choose to rage now?

Thanks


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

You accept or decline the rage every round. As on allies it only lasta one round every time you accept it. At the start of each turn if you are in effect you choose to accept it or not.


* Saltmarsh *

OK, Invigorate: Since the spell does not remove the fatigue condition, I would rule that barbarian cannot normally rage. There's a rage power that let's you rage when fatigued.

OK, Rage Song: wrote:
If a raging song affects allies, when the skald begins a raging song and at the start of each ally's turn in which they can hear the raging song, the skald's allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first.

That means to me, that you can decide to join the Rage Song at the start of every round as a non-action.

I will let you accept Beltzer's Rage Song in Round 1 if you want. You can still drop your Rage in Round 1, but you will be fatigued and Raging. Interestingly, if you had Invigorate cast on Arlan, he would be raging from the Rage Song and not suffering from fatigue penalties due to Invigorate, but he would technically still be fatigued until he recovered from his own personal Rage.

OK? Cheers


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

Ok, just want to be clear. So when I'm fatigued I can't enter my own rage, but I can accept the reduced rage from Beltzer's rage song. Is that what you're saying? And then when my fatigue is done I can get my stronger version of rage, whether on my own or from the song.

That all right?

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