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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Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)

Crom opens the double doors and looks out. He then moves to the south and looks through the opening. He shrugs as he moves past the bricked wall. "We don't need no death magic, we got axes. Leave it."

He then leads the way down the stairs.


NORTH OF THE SOUTH FORK OF THE RIVER ESK - 12:32 pm, DAY 18

Crom opens the double doors and looks out. He sees blue skies and the Mindspin Mountains. Due to the angle, he cannot see the fort below the crenelated wall.

He then moves to the south and looks through the opening. He shrugs as he moves past the bricked wall. "We don't need no death magic, we got axes. Leave it." He then leads the way down the stairs.

Nox, Wulfrum & Nerak can go. You've an artifact hammer that can do more damage than a giant's fist, so getting through the brick wall is not a challenge. And with your Detect Magic (EMF meter), you can locate the object fairly easily if you want. Please track your buffs. I'm keeping track of time in each post. Thanks

AC & HP wrote:

Crom = AC 25 & 83/90

Lys = AC 21 & 66/66
Nerak = AC 14 & 48/48
* Nox = AC 27 with DR 2/- & 84/84
Gwenhyfar = AC 23 & 27/27
Wulfrum = AC 28 & 60/60
* Zekel = AC 19 & 51/59

* –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls


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

"The source of that curse is the object. If we don't get the object we can't break the curse. It didn't effect me, if everyone else is fine we can leave it. If not, unless you want to spend your life cursed best break down the wall."

Leave it to dwarves to be scared of a little magic they don't understand.


Status: None | Cleric 5 / Ranger 2 | 69/69 HP 21 AC | 13 Tch | 18 F | +8 F | +7 R | +8 W | 18 CMD | +5 CMB | +3 Ini |+8 Percp | +10 {+13 Gnt} Corrosive Longbow 1d8+1+1d6 {+2 G} X3 | +9 {+12 Gnt} Silver Spear 1d8-1 {+2 G} x2 | Status: None | 7/7 Channel (3d6) | 50/50 Silver Arrows | 40/40 Arrows | 7/7 Binding Ties | 7/7 Enlarge

"Hmmm, are they still eating the giants?"

Downstairs Zekal listens at the doors trying to hear what is going on beyond.

Perception: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26


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

Wulfrum blinked "Eh? Curse yah say." he says looking at the others and then back at the new patch of bricks. "Ah, that's why this here spot is new." he says before raising the big hammer and striking the wall in that spot.

Smack dah wall in case I needs to roll damage: 3d6 + 10 ⇒ (2, 3, 5) + 10 = 20


* Saltmarsh *

NORTH OF THE SOUTH FORK OF THE RIVER ESK - 12:32 pm, DAY 18

Wulfrum makes short work of the brick wall. And with Detect Magic, Nerak finds the cursed skull inside the bricked-up alcove to the northwest.

Nerak:
It belonged to fort’s former castellan, Tamand Varias. Moments before his death, a shred of humanity returned to the cannibal, and he was filled with crippling sadness at his deeds. This powerful emotion still clings to his skull, and along with Varias’s abhorrent acts of cannibalism, fuels the haunts that afflict the fort to this day. Until the skull is destroyed upon Iomedae’s altar in area K22, only a break enchantment, limited wish, miracle, remove curse, or wish spell can end the curse.

Zekel hears a melee in the barracks outside the closed double doors of the treasury. Lots of roaring and crashing furniture.

Next minute. Please track your buffs. I'm keeping track of time in each post. Thanks

AC & HP wrote:

Crom = AC 25 & 83/90

Lys = AC 21 & 66/66
Nerak = AC 14 & 48/48
* Nox = AC 27 with DR 2/- & 84/84
Gwenhyfar = AC 23 & 27/27
Wulfrum = AC 28 & 60/60
* Zekel = AC 19 & 51/59

* –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls


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

"Well once we smash that skull on the fort's alter of Iomedae. Everyone effected by the curse should be fine, it will also cleanse the fort. Which personally I think is needed badly all things considered. Do we know where the shrine is?"

The alternative being magic far beyond his ability. They certainly didn't have access to high priest or archmages for hundreds of miles.

Btw haste has long worn off.


Status: None | Cleric 5 / Ranger 2 | 69/69 HP 21 AC | 13 Tch | 18 F | +8 F | +7 R | +8 W | 18 CMD | +5 CMB | +3 Ini |+8 Percp | +10 {+13 Gnt} Corrosive Longbow 1d8+1+1d6 {+2 G} X3 | +9 {+12 Gnt} Silver Spear 1d8-1 {+2 G} x2 | Status: None | 7/7 Channel (3d6) | 50/50 Silver Arrows | 40/40 Arrows | 7/7 Binding Ties | 7/7 Enlarge

"I fear my days in the wild hunting has limited my abilities as a pries to date. I doubt it is something I could remove. I would imagine the alter s behind all these giants that are quite annoyed with us."

Three hours and about forty minutes on 'shield other' so its there for the foreseeable future.


Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)

Before going downstairs Crom yells over his shoulder, "Take the skull. We'll find the temple later. We need to get movin' before this whole place crashes down on us!"


Male Tiefling Alchemist (Gun Chemist) 2 | HP 15/15| AC 19 T 13 FF 16 | CMB +4, CMD 14 | F: +4, R: +6, W: +0 | Init: +3 | low-light vision, darkvision 60, Perc: +5 | Speed 30ft

Nox follows Crom, squeezing back the way they came. His (rather sizable) kitty cat follows at his heels.


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

Wulfrum follows the others into the next area.


* Saltmarsh *

NORTH OF THE SOUTH FORK OF THE RIVER ESK - 12:33 pm, DAY 18

everyone returns to the treasury room. Zekel confirms that there is a melee in the barracks outside the closed double doors of the treasury. Lots of roaring and crashing furniture seems to be winding down.

Next minute. Please track your buffs. I'm keeping track of time in each post. Thanks

AC & HP wrote:

Crom = AC 25 & 83/90

Lys = AC 21 & 66/66
Nerak = AC 14 & 48/48
* Nox = AC 27 with DR 2/- & 84/84
Gwenhyfar = AC 23 & 27/27
Wulfrum = AC 28 & 60/60
* Zekel = AC 19 & 51/59

* –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls


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

17/20 Minutes left for Heightened Enlarge Person

Wulfrum raises a brow as the sounds outside start to die down. "Welp, I guess we should open the door and see what we got? Either beastie or brute yea?" he asked standing beside the door with one hand on it ready to open it if no complaints are offered.


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

"After you."

He would not be walking into a fight between manticores and giants.


Status: None | Cleric 5 / Ranger 2 | 69/69 HP 21 AC | 13 Tch | 18 F | +8 F | +7 R | +8 W | 18 CMD | +5 CMB | +3 Ini |+8 Percp | +10 {+13 Gnt} Corrosive Longbow 1d8+1+1d6 {+2 G} X3 | +9 {+12 Gnt} Silver Spear 1d8-1 {+2 G} x2 | Status: None | 7/7 Channel (3d6) | 50/50 Silver Arrows | 40/40 Arrows | 7/7 Binding Ties | 7/7 Enlarge

"Right behind you, well a good bit behind." Zekal says with a smile.

GM how do you want to handle arrow retrieval? I should have asked before now because clearly I want to retrieve what I can.


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

Wulfrum shook his head and just shoved the doors open, curious to see how things have evolved.


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

Following Nerak down the stairs, Lys stares at the skull. "So, do you know how this necromancy works? Like, not necessarily this one, but necromancy in general?", a question escapes her lips, only for her to jerk up as she hears the sounds herself. "Well, the enemy of my enemy is an enemy nonetheless, as mom used to say.", she shrugs, aiming the crossbow at whatever lies behind the doors.


Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)

Crom helps Wulfrum open the doors and then steps into the room with his axe ready.


* Saltmarsh *

NORTH OF THE SOUTH FORK OF THE RIVER ESK - 12:34 pm, DAY 18

Reopening the double doors, you find an abattoir. Four dead ogres; two half eaten giants; and one dead manticore.

Next minute.

AC & HP wrote:

Crom = AC 25 & 83/90

Lys = AC 21 & 66/66
Nerak = AC 14 & 48/48
* Nox = AC 27 with DR 2/- & 84/84
Gwenhyfar = AC 23 & 27/27
Wulfrum = AC 28 & 60/60
* Zekel = AC 19 & 51/59

* –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls


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

"Yes, it's a school of magic. Not one I am overly fond of personally but any wizard worth the name knows about necromancy."

He replies to Lys before they come upon the carnage.

"That's four less giants for us to deal with. The surviving manticore has ether fled or running amok I'd guess. Both options aren't bad for us."


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

Wulfrum steps into the room and looks around "Aye, setting them free was quite the boon. Really should've had the Orcs give us a headcount...provided they could count." he said smirking a bit.

He looked around and checked the ground real quick for tracks.

Perception: 1d20 + 12 ⇒ (10) + 12 = 22 -1 if it's survival instead. I figure there might be a few tracks at least with how much blood has been spilt to give us a clue which way to come up behind em from.


Male Tiefling Alchemist (Gun Chemist) 2 | HP 15/15| AC 19 T 13 FF 16 | CMB +4, CMD 14 | F: +4, R: +6, W: +0 | Init: +3 | low-light vision, darkvision 60, Perc: +5 | Speed 30ft

Survival: 1d20 + 10 + 6 ⇒ (1) + 10 + 6 = 17 (+2 more if we're technically in mountain terrain here. Drop the +6 if we're tracking the Manticores, not giants.)

Nox looks around, but does no better than Wulfrum. The scene's a bit of a mess.


Status: None | Cleric 5 / Ranger 2 | 69/69 HP 21 AC | 13 Tch | 18 F | +8 F | +7 R | +8 W | 18 CMD | +5 CMB | +3 Ini |+8 Percp | +10 {+13 Gnt} Corrosive Longbow 1d8+1+1d6 {+2 G} X3 | +9 {+12 Gnt} Silver Spear 1d8-1 {+2 G} x2 | Status: None | 7/7 Channel (3d6) | 50/50 Silver Arrows | 40/40 Arrows | 7/7 Binding Ties | 7/7 Enlarge

"I admit, I thought it would be better to kill the beasts in their cage but this has worked out well so far. Regardless of the count there are certinally more."

Zerkal moves up to the opening to look at the activity out there suggesting attacking from range if there are giants out there.

Perception: 1d20 + 8 ⇒ (2) + 8 = 10 (12 if giants lol)


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

Lys waves her hand in front of her with a frown. "That's one battle I didn't wish I hadn't missed.", she comments, before moving towards the door next to Zekal. "What do you think, left or right?", she asks, seeing the bloodspattered corridor. "I'm thinking left.", she quickly comments, poking her head out, then quickly taking a couple of steps, hugging the wall. I hope there isn't a pack of ballistas around here., she says, nodding at the others.

Perception: 1d20 + 12 ⇒ (18) + 12 = 30
Stealth: 1d20 + 15 ⇒ (18) + 15 = 33

As soon as she sees any obvious dangers, or lack thereof, she waves towards the room, fingers pointing the direction. "Let's hoof it before the locals get more restless!", she hisses.


Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)

Crom scans the room and then carefully opens both sets of doors to recon the areas beyond. "Best we know what's back here."

Perception: 1d20 + 3 ⇒ (17) + 3 = 20


* Saltmarsh *

NORTH OF THE SOUTH FORK OF THE RIVER ESK - 12:34 pm, DAY 18

The other double doors have stayed open. If you want to continue, you open the first door.

Crom sees a walkway from the keep along an open crenelated battlement to another single door in another building.

That didn't take a minute. Next minute.

AC & HP wrote:

Crom = AC 25 & 83/90

Lys = AC 21 & 66/66
Nerak = AC 14 & 48/48
* Nox = AC 27 with DR 2/- & 84/84
Gwenhyfar = AC 23 & 27/27
Wulfrum = AC 28 & 60/60
* Zekel = AC 19 & 51/59

* –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls


Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)

Crom moves back into the room and quickly tells the others what he's seen. Assuming the doors by Wulfrum lead to a similar walkway, he moves down to the courtyard with Lys. "Let's keep moving."


Status: None | Cleric 5 / Ranger 2 | 69/69 HP 21 AC | 13 Tch | 18 F | +8 F | +7 R | +8 W | 18 CMD | +5 CMB | +3 Ini |+8 Percp | +10 {+13 Gnt} Corrosive Longbow 1d8+1+1d6 {+2 G} X3 | +9 {+12 Gnt} Silver Spear 1d8-1 {+2 G} x2 | Status: None | 7/7 Channel (3d6) | 50/50 Silver Arrows | 40/40 Arrows | 7/7 Binding Ties | 7/7 Enlarge

"Agreed."

Zekal hangs back to let the larger dwarfs go first and to take advantage of a potential high ground if attacked in the courtyard.

Current map position is based on moving after so as to not be in the way.


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

Lys throws a glance at Crom. "Damn dwarves with their long legs, always in a hurry somewhere.", she teases the now-significantly taller dwarf, taking care to stay close. "So, what do you think's our reward going to be when we get back to Trunau? Praise? Songs?", she suggests with a jovial smile. "A couple of night watch shifts off?"


* Saltmarsh *

NORTH OF THE SOUTH FORK OF THE RIVER ESK - 12:35 pm, DAY 18

Now, it’s complicated, because you’re in the inner bailey and effectively on three floors. I’ve revealed both maps of the floors in Roll20. I’ve put the people in the courtyard on the first floor and left Nox, Wulfrum and Nerak on the 2nd where the Entrance Hall is (where the dead giants, ogres and manticore are).

Heading down into the courtyard, you hear another melee occurring on the battlements separating the inner and outer baileys. The second manticore is getting beaten to death by an enraged hill giant.

In two separate guard towers overlooking the inner bailey (3 stories up), you see two deformed ogres behind battlement cover turning their attention from the giant melee to you raising their longbows.

From Lys’s far left and going clockwise around the courtyard, you see a (1) set of double doors, a (2) door in the base of the guard tower where a deformed ogre is at the top, another (3) set of double doors, a (4) portcullis separating the inner and outer baileys under the giant melee, a (5) door in the base of the other guard tower where a deformed ogre is at the top, (6) stairs to the battlements where the giant melee is, and another (7) set of double doors in a round tower. Lots of places to run toward.

First round of combat

AC & HP wrote:

Crom = AC 25 & 83/90

Lys = AC 21 & 66/66
Nerak = AC 14 & 48/48
* Nox = AC 27 with DR 2/- & 84/84
Gwenhyfar = AC 23 & 27/27
Wulfrum = AC 28 & 60/60
* Zekel = AC 19 & 51/59

* –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls


Status: None | Cleric 5 / Ranger 2 | 69/69 HP 21 AC | 13 Tch | 18 F | +8 F | +7 R | +8 W | 18 CMD | +5 CMB | +3 Ini |+8 Percp | +10 {+13 Gnt} Corrosive Longbow 1d8+1+1d6 {+2 G} X3 | +9 {+12 Gnt} Silver Spear 1d8-1 {+2 G} x2 | Status: None | 7/7 Channel (3d6) | 50/50 Silver Arrows | 40/40 Arrows | 7/7 Binding Ties | 7/7 Enlarge

Looking around the courtyard Zekal spots the Ogres-things raising bows, with arrows much bigger then his.

"Snipers up top folks."

He raises is bow and fires off two arrows at one of the ogres.

Longbow 1: 1d20 + 12 - 2 ⇒ (6) + 12 - 2 = 16
Damage: 1d8 + 1 + 1d6 ⇒ (5) + 1 + (2) = 8

Longbow 1: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11
Damage: 1d8 + 1 + 1d6 ⇒ (5) + 1 + (3) = 9

"Best we move folks."


Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)

Crom runs to the double doors across the courtyard with his axe ready. He yells over his shoulder to Zekal as he moves, "Don't give them targets ! Stay together!"


Male Tiefling Alchemist (Gun Chemist) 2 | HP 15/15| AC 19 T 13 FF 16 | CMB +4, CMD 14 | F: +4, R: +6, W: +0 | Init: +3 | low-light vision, darkvision 60, Perc: +5 | Speed 30ft

"We'd better move, cousin." Nox says to Wulfrum, before ducking as low as he can and dashing out past Lys. His mountain lion follows him out, but continues past, coming up next to the wall. Double move for Nox.


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

Wulfrum nods and follows along, pacing himself out a bit from the others to try and get as much of the area covered by others perception as possible. It was hard to see where the Giants went.


* Saltmarsh *

Lys maybe Nerak


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

Seeing Zekal fire off a barrage, Lys turns her heel and follows suit. "We gotta take them out!", she shouts, as three bolts fly towards the ogre, jabbing themselves into pieces of the battlement. "Torag, if this is because I don't scowl hard enough...", she hisses, before taking a step towards Wulfrum.

Rolls:

Attack: 1d20 + 11 ⇒ (5) + 11 = 16
Damage: 1d10 + 12 ⇒ (2) + 12 = 14
Attack 2: 1d20 + 11 ⇒ (2) + 11 = 13
Attack 3: 1d20 + 6 ⇒ (3) + 6 = 9
That's... disappointing.


* Saltmarsh *

NORTH OF THE SOUTH FORK OF THE RIVER ESK - 12:35 pm, DAY 18

Round 1

You scatter among a couple of bow shots from the ogres in the towers. No one hits nothing.
longbow: 1d20 + 6 ⇒ (16) + 6 = 22
longbow: 1d20 + 6 ⇒ (3) + 6 = 9
1 Nerak or 2 Zekel: 1d7 ⇒ 3

Beyond the double doors, Crom sees piles of cracked bones, discarded hides, rotten meat, and other refuse are heaped along the walls, filling the air with an overwhelming stench. To the southeast, a narrow staircase ascends to an open rooftop overlooking the inner ward.

You're up!

AC & HP wrote:

Crom = AC 25 & 83/90

Lys = AC 21 & 66/66
Nerak = AC 14 & 48/48
* Nox = AC 27 with DR 2/- & 84/84
Gwenhyfar = AC 23 & 27/27
Wulfrum = AC 28 & 60/60
* Zekel = AC 19 & 51/59

* –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls


Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)

Crom scans the hall and then moves in and opens the double doors to the right.

Perception: 1d20 + 3 ⇒ (11) + 3 = 14


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

Wulfrum charges forwards towards the nearest Giant tower.


* Saltmarsh *

All but Wulfrum and Crom


Status: None | Cleric 5 / Ranger 2 | 69/69 HP 21 AC | 13 Tch | 18 F | +8 F | +7 R | +8 W | 18 CMD | +5 CMB | +3 Ini |+8 Percp | +10 {+13 Gnt} Corrosive Longbow 1d8+1+1d6 {+2 G} X3 | +9 {+12 Gnt} Silver Spear 1d8-1 {+2 G} x2 | Status: None | 7/7 Channel (3d6) | 50/50 Silver Arrows | 40/40 Arrows | 7/7 Binding Ties | 7/7 Enlarge

Sorry I was waiting on others as it looked like they went in opposite directions.

"Best to not split up I would think."

Zekal fires off one more arrow at the ogres before moving to follow Crom.

Longbow: 1d20 + 12 ⇒ (1) + 12 = 13 naturally
Damage: 1d8 + 1 + 1d6 ⇒ (6) + 1 + (6) = 13


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'd be embarrassed right now, if I knew the meaning of the word.", Lys mutters to herself after seeing all of her shots manage to miss the metaphorical side of a barn, before shrugging and running forward to catch up with the others. "They're a lot easier to shoot when they're dead, though, so lead the way!", she comments as she follows the rest towards the battlements.

That's a double move from me!


* Saltmarsh *

NORTH OF THE SOUTH FORK OF THE RIVER ESK - 12:35 pm, DAY 18

Round 2

You scatter among a couple of bow shots from the ogres in the towers. No one hits nothing.
longbow: 1d20 + 6 ⇒ (6) + 6 = 12
longbow: 1d20 + 6 ⇒ (15) + 6 = 21
1 Nerak or 2 Zekel: 1d7 ⇒ 6

Beyond the next set of double doors, Crom sees carcasses of various humanoids and animals lie in haphazard piles in this kitchen.

Then, he sees the fort’s resident cook — a fat hill giant. His hands are wrapped in filthy, bloodied bandages, as he constantly gnaws on his own plump fingers, chewing them to the bone. He pulls his ragged fingers from his slobber-filled mouth and excitedly shouts, “More hands for my horse!” before attacking with his giant cleaver.
cleaver: 1d20 + 12 ⇒ (14) + 12 = 26
if hit, damage: 1d8 + 7 ⇒ (2) + 7 = 9

You're up!

AC & HP wrote:

Crom = AC 25 & 83/90

Lys = AC 21 & 66/66
Nerak = AC 14 & 48/48
* Nox = AC 27 with DR 2/- & 84/84
Gwenhyfar = AC 23 & 27/27
Wulfrum = AC 28 & 60/60
* Zekel = AC 19 & 51/59

* –2 penalty on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls


Status: None | Cleric 5 / Ranger 2 | 69/69 HP 21 AC | 13 Tch | 18 F | +8 F | +7 R | +8 W | 18 CMD | +5 CMB | +3 Ini |+8 Percp | +10 {+13 Gnt} Corrosive Longbow 1d8+1+1d6 {+2 G} X3 | +9 {+12 Gnt} Silver Spear 1d8-1 {+2 G} x2 | Status: None | 7/7 Channel (3d6) | 50/50 Silver Arrows | 40/40 Arrows | 7/7 Binding Ties | 7/7 Enlarge

Zekal quickly ducks into the room behind Crom but is brought up short when he sees the giant.

"Gods preserve us, you cannot be allowed in the world."

He snaps off a quick arrow as he stops moving.

Longbow: 1d20 + 12 + 1 ⇒ (15) + 12 + 1 = 28
Damage: 1d8 + 1 + 1d6 + 1 ⇒ (3) + 1 + (1) + 1 = 6


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

Wulfrum ear twitches and he turns his head as he hears the Giant shouting. "Eh...looks like I went the wrong route." he said annoyed and stomped back towards the others.

I have only done my move action. I can't see what is right beside where I have stalled my character and will need the information before finishing my concept.


Male Dwarf Fighter 7; Perception +4; Init +3; AC 21, HP 105/105, Fort +8, Ref +3, Will +3, Dwarven Double War Axe +15/+10 (1d10+12/x3)

Crom curses as the cleaver penetrates his armor. "If you giants weren't so stupid you'd be dangerous."

AC 25 vs giants.

Attack: 1d20 + 15 ⇒ (13) + 15 = 28
Damage: 1d10 + 12 + 4 ⇒ (5) + 12 + 4 = 21; power attack

Attack: 1d20 + 10 ⇒ (7) + 10 = 17
Damage: 1d10 + 12 + 4 ⇒ (8) + 12 + 4 = 24; power attack


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

"Uh, hands for a horse?", asks Lys quietly as she throws a look around the room, not really wanting to ask what's in the stew. Raising the crossbow towards the giant's fat, mishapen head, she pulls the trigger, sending a bolt directly in his forehead.

Rolls:

Attack, DA, Sharp Shoot: 1d20 + 13 ⇒ (20) + 13 = 33
Confirm: 1d20 + 13 ⇒ (20) + 13 = 33Cute.
Damage: 2d10 + 26 ⇒ (5, 9) + 26 = 40
I moved last turn, but I didn't do it on the map, so I'll add in a move action here to get to where I am right now.


* Saltmarsh *
Wulfrum Boulderhead wrote:
I have only done my move action. I can't see what is right beside where I have stalled my character and will need the information before finishing my concept.

Wulfrum is next to a wall in the inner bailey. Above him to screen right is a giant-manticore fight. To screen top and bottom are ogres with longbows taking pot shots. To screen top left is the double doors where most everyone else entered to battle the giant cook. To screen left, the stairs up go to a drawbridge and the entrance hall where are bunch of dead giants, ogres and a manticore.


Male Tiefling Alchemist (Gun Chemist) 2 | HP 15/15| AC 19 T 13 FF 16 | CMB +4, CMD 14 | F: +4, R: +6, W: +0 | Init: +3 | low-light vision, darkvision 60, Perc: +5 | Speed 30ft

Nox follows the others into the castle, then pulls up short of Crom. Double Move and I'm still not there. Darn stubby legs.


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

Then I will continue my action as a double move. Friggin large size and awkward diagonals.

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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

Cool, I've had DMs rule both ways. I still had time to edit the gameplay post to reflect your ruling.


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

Have we heard from Kel?


* Saltmarsh *

Yes, I can bot Beltzer toward the Killin' Ground. When will he return?

Please put the all OOC posts in Discussion.

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)

Sorry, I put it there because it was saying Beltzer's action.


* Saltmarsh *

No worries. It's just a reminder.

cheers


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

Which one is the killing ground?


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

The small building southwest labeled 15. Beltzer is near it.


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:

Back now, I'm fine with Arlan's suggestion of the double move. So we'll go with that.


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

Done, Nerak did as I said. Reload and moved.


* Saltmarsh *

I'm going to post a Gameplay summary in a few hours.

Keltza's a bit MIA. If you have RL challenges, please check in and give us time frames for your next update. I can DMPC just fine.

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)

Keltza's possibly still dealing with this:

Keltza Proditor wrote:
I am sorry I have not been on. It has been a mix of final exams and my laptop charger decidin to die on me. On a phone now, but I haven't had a laptop since Monday afternoon.

As for me, one more day of finals (administering, not taking them, lol) tomorrow and I'm done for the summer!


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

It feels good doesn't it. My kids left on Friday.

And, concerning the game itself . . . Aiieee! More orcs than I was expecting.

DM, how tall is the tower?


* Saltmarsh *

Towers are 30 feet tall with crenelated battlements, a ground floor, second floor, and the top.


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)
Mohs Freidricson wrote:

It feels good doesn't it. My kids left on Friday.

And, concerning the game itself . . . Aiieee! More orcs than I was expecting.

DM, how tall is the tower?

Sure does!

Mohs, I'll type up some of this IC in the gameplay thread, but figured we could hash out some tactics OOC first.

Do you have any acid clouds left? If you back up 5 ft, acid cloud the 4 bottom ones (2x2 square) and move action pickup the tower key (I can lift my foot and let you grab it).

Then I can likely kill the lower left one (Blue), 5ft move up, and move action hold the door. Let them stew in the acid for a while, then fight them one at a time.

What do you think?


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

Acid will last only one turn.

I'll go one better. I will drop a grease spell toppling them over, giving you some aoo as the try to get up. Next round acid as they flail around and you can bat clean-up. Rest looks good. I'll grab the key in my free hand (assuming you don't mind a little butter on it from the material component)

Let me post first, so you can get the bonus from prone opponents.

Let me know, and I'll go for it. I've got the post ready to send.


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)

That sounds good and allows you to get clear first. Go for it!


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

Posted. Only one orc fell. . . In your post, tell Mohs to grab the key, and I'll use his last move to get it.


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

DM, recalling a spell with the pearl of power. What kind of action do you require? Is it a free action, and I can cast the newly prepared spell the same round, or is it a standard to recall, then cast the next round?

Thanks in advance.


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

I felt I had to add in a bit of drunken stumbling since I can't draw a straight line to save my ass using a trackpad >.<


* Saltmarsh *
Mohs Freidricson wrote:
DM, recalling a spell with the pearl of power. What kind of action do you require? Is it a free action, and I can cast the newly prepared spell the same round, or is it a standard to recall, then cast the next round?

A free action, so you can cast the newly prepared spell the same round


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

Alright. I am terribly sorry for the inconvenience here. I am currently on my friend's iPad. Here is a small update. My laptop is actually a lot worse off than I believed it to be. As in I need a new one. Like, completely. On the bright side, I keep all my files on a flash drive (yay!) but on the down side, I don't know when I will get a new one. That being said, it is totally understandable if you need to boot me. I will try my best to get one posthaste, but as of right now, a phone is the limit to what I have and I cannot check roll20 on it.

I hope to be able to return soon and do appreciate you DMPCing me for the moment, but also understand that is simply additional work for you.


* Saltmarsh *

I won't boot you for RL issues. On the other hand, I don't want the game to wait for you. I need to know when to bot you and when to wait. And if I bot you, it would be great if you would provide some guidance on future actions.

Varin has done a good job keeping us informed of his technical issues away from the map and traveling, so use that as an example.

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

Arlan, how do you want to handle this. We have a spell caster. I can potentially shut him down on a round by round basis, including turning the rage song off (Daze spell). Alternatively, I can ready an acid splash to damage him if he casts, forcing a concentration check. Can you handle the mundane orcs quickly, then we can hit the spell caster together?

What do you think?

I hope Kel wakes up soon, we could likely use the back-up, even if it's just a healbot.


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

Hey Wulfrun, how do you want to play this? I have a charge to the red doG. What are you thinking?


* Saltmarsh *
Mohs Freidricson wrote:
I hope Kel wakes up soon, we could likely use the back-up, even if it's just a healbot.

Kel is DMPC awake. The only thing useful she could have done, as per past actions, is to Intimidate one of the three stooges. I didn't think that it would matter so didn't go through the work. She will heal if you two ever get damaged. I'm keeping her with you two, because the other 5 PCs went toward the other encounter.

Feel free to coordinate on Roll20 if you can schedule it, too.

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)

DM Jubal, AoOs go off before the triggering action. So even though the grease prevented them from moving, when they declare a move action I believe I get to stab with my AoO before they move (or, in this case, attempt to move and fail).

Do you agree? I just need to know if I hit one before I take my turn.

Mohs, maybe you can occupy the caster with Daze while I try to kill one or more orcs. Then next turn I can try to go up and engage him while you deal with the last orc. Is that good? Either way I'm fighting some mooks this turn.


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

I'll wait until you get a response from the DM and post. Then, I'll move and daze.


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

DM, are you open to suggestions for Kel? A murderous command on the purple orc would be great.


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

I think the dogs should be handled by the long legged people, the orc has shown me interest and I think I should give him my focus.


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

Perfect. Sounds good to me.


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 just realised a mistake in my last post. It should say 2 rounds of fatigue remaining as I'm currently not raging.


* Saltmarsh *
Arlan Ward wrote:

DM Jubal, AoOs go off before the triggering action. So even though the grease prevented them from moving, when they declare a move action I believe I get to stab with my AoO before they move (or, in this case, attempt to move and fail).

Do you agree? I just need to know if I hit one before I take my turn.

Yes, you are correct. However, 5-ft steps don't trigger AOOs. Red orc was going to 5-ft step out of the Grease avoiding the AOO. You specifically said that you didn't want to AOO green orc. So there weren't any other AOOs.

I play humonoid monsters with self-preservation and knowledge of game mechanics. He knows you have a spear and can AOO him. He chooses not to throw himself in front of that pointy train. On the other hand, an animal (e.g. a boar) would throw itself on your spear.

If you want, you can AOO the green orc who failed to stand up.

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)

That makes sense to me. I just thought that because the grease makes you move half speed, 5 ft steps aren't allowed. I won't AoO the green, because I said I wouldn't.

Is it ok if Keltza uses Murderous Command on the purple guy? Either way it wont affect my turn.


* Saltmarsh *
Arlan Ward wrote:

That makes sense to me. I just thought that because the grease makes you move half speed, 5 ft steps aren't allowed. I won't AoO the green, because I said I wouldn't.

Is it ok if Keltza uses Murderous Command on the purple guy? Either way it wont affect my turn.

It's only half speed inside Grease. Movement is defined by your next square not your current one. At least, that's how I've always played.

Sure, Keltza can Murderous Command next round unless Keltza posts her own action. Feel free to suggest here actions.

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)

I've used it in PFS without any complaints so far, but I understand your point.

I look at it as holding the spear but not wielding it (planting the butt in the ground but not wielding it as a weapon). I won't type it anymore (saves me time for my posts, hehe) but do you mind if i write it up occasionally IC solely for flavor purposes? Once in awhile I'd like to punch instead of kicking and headbutting, you know?

Mohs, what are you thinking for this round?


* Saltmarsh *

flavor to taste

EDIT There was a ruling post about releasing a two-handed weapon, casting a spell, then regripping the weapon. I've never played that way and am uncomfortable with it. However, after some research I find that that James Jacob says it's OK, so nevermind. Nothing to see here. Move along. Move along.

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

I say we repeat what worked. Try another daze to keep the spellcaster busy, and you clean up purple. I see your acrobatics has a +8 to jump. Do you think you can leap over the grease to get him? (you might get an aoo from red before he finally falls.)

I think Kel can hold back now and hold her spells for the next batch of orcs. (we know there will be more.)


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, but we can have her demoralize whichever one I don't attack.


* Saltmarsh *
Mohs Freidricson wrote:
I say we repeat what worked. Try another daze to keep the spellcaster busy, and you clean up purple. I see your acrobatics has a +8 to jump. Do you think you can leap over the grease to get him? (you might get an aoo from red before he finally falls.)

FYI After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.


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

I missed that! Sorry.

Damn, I've been doing that wrong for a while.

Back up plan then. I'll ready an action to acid splash him if he begins a spell.


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

Hello. Okay so, I got another chance with the iPad, though still no computer, though I AM looking for replacements. I suppose I should post some tactics for Kel.

Assuming her allies are injured (at least two or more with at least 25% health) she will use her channeling to heal them. She saves the CLW spell for emergencies.

During combat she attempts to stay within a 30 ft. Radius of as many of her allies as possible just in case she needs to channel, preferably behind her tankier allies to avoid getting hit.

Assuming there is one Enemy, she attempts to demoralize them.

If there are two or more, she will cast murderous command on the one who looks like they have the most HP.

If an enemy is in a position where a command spell ordering the enemy to approach will likely lead to pain (such as through a fire or off a building) then she will cast that instead.

I will try to keep you updated.


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

I've changed my mind, I'm going with the cloud. I want some guaranteed damage in case the spellcaster can turn our friendly Cuisinart against me.


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)

Gah, I thought I posted this question hours ago and my computer must've messed up.

Mohs, is your cloud still there until the Skald's turn?


* Saltmarsh *
Arlan Ward wrote:

Gah, I thought I posted this question hours ago and my computer must've messed up.

Mohs, is your cloud still there until the Skald's turn?

Effectively yes. If you want, you can delay to right after Mohs for the cloud to dissipate.


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)

If I do that, will the orcs get another turn before me?


* Saltmarsh *
Arlan Ward wrote:
If I do that, will the orcs get another turn before me?

No. With the initiative blocks, the bad guys are all going at the same time. Arlan is effectively delaying to the very end of the PC initiative block.

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, sounds good.

Hey Beltzer:

Saw this in another thread


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

Hey guys, We appreciate the help, but I think Arlan and I have about cleaned this one up. With a little help from Kel, we're good - unless you disagree Arlan.

You are leaving Wulfrum alone to enter a new building. Let us finish up here and we'll join you.


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)

I agree, we don't know what awaits us in the Killing Ground. There might be a swarm of orcs in there. Me and Mohs have the tower fine.

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