GM Arkwright's DOOOOOOOOOM comes to Duskpawn (Inactive)

Game Master Arkwright

Battle Map


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Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

I don't mind carrying the sword. Zerisi is pretty thematically opposed to doing much besides throwing cards, but he's smart enough to know sometimes that's not always the best idea.

I'll mark down a CMW for myself too. Otherwise, I'm good.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3
Hector The Imp wrote:
Heckor heads in, invis and high

Anyone else imagine the crow with bloodshot eyes and flying up and down like he's on a rollercoaster?

Both water breathing for me then and one CMW for all but Rosa. Sword will be sold at some point.


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12
Will Erland wrote:
We are pretty awesome but not completely immune to mundane situations. I prefer to maintain a higher level of realism even to acquire loot that has already been described to us. Moving rivers are dangerous to those not ready for it. It doesn't even have to be moving fast or have rapids. A few s+*$ty rolls can have you wallowing underwater down stream.

I'm on board with realism; it's all about how fast the river is. There are plenty of calm-water rivers out there that are totally DC 10 swim checks. This one was described as marshy and swampy, so it seemed more like 'calm' water than 'rough' to me. Open to retconning as needed though.

And yes, 100% same thought about the poor little high imp.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

His bobing along the roof, Stealth +8 Size +20 Inivis +3Dex +31


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

I have put Rosa where you want be waiting on her Actions over the next few days, Her Imp will help, GM can Bot that no problem, it will not do any more then scout, as its a coward at heart.


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

Is there a way I can guess how strong this enemy is? Since Will has gone for non-lethal. I can't do much to help except blind/entangle but those come with lethal damage, if she looks like she can take it I can throw one set of bombs to hopefully debuff her a lot.


Rosa, I'm not sure I understand. Book? Do you mean are they still emitting that aura? If so, yes.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Book ? Arr fecking auto spell correcter on this phone, changed cook to book


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

Since I don't think there's been a loot list so far, this is what we have found. We got stuff from the adventurers at the bottom of the river and the only thing we found in the cave was a sphere that models the planet Aballon. There's also the trapped supplies that we can probably go get as well, as long as it isn't magical I have +15 to disarm it.

+2 shortsword
two potions of water breathing
three potions of CMW
125gp each
Sphere of planet Aballon

I'll keep a link in my character stat line.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

Rosa burned those.

I know I took a potion of water breathing and CMW and already added them to my sheet.


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

oh that's what the spark was for? Probably not a good idea to do that too often might lose out some important stuff. Was hoping we'd find out more from what Leeara stashed in her supplies, moot point now, though.


Why has the game stopped?


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

Weekend I guess.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

well dos anyone want to come outside and walk back?


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

I'm just waiting on the answer to the knowledge check. Otherwise, we go back to town? I'm guessing we're all waiting for the plot to advance at this point.


Guess we're sticking with my time mistake. Don't worry, I won't let it penalize you in any way.


Whoever's putting shapes over the map; thanks, but it's unnecessary. The map doesn't reveal anything other than boring cave tunnels, no big pentacles in the ground or sudden whirlpools. And I'm confident in everyones' ability to avoid metagaming.

So, for this map at least, no need to worry about spoilers.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

That was me, sorry GM, old habit will not do it again.


Zerisi hows it going


Do the centipedes get the +2 to hit and DMG from a nuce sing song or is thire int to low?


Pretty sure there's wording about mindless creatures not being able to benefit from morale effects or similar. I'll check.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Thanks GM

Having rosa consentrait for effect


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

If we're talking about Bardic Performance (inspire courage) it's a competence bonus to attack/damage of weapon attacks, not morale. I had to check that myself earlier to see if it stacked with heroism. Though the creature has to be able to perceive the performance.. so that might be a sticking point for a mindless creature idk?


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

I would say no, its seems off the things would start a sing along to a happy tune.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

By my estimation. It should be your turn but you don't know of the danger yet cause the imp hasn't made it there. So it should be their turn now. After that is Rosa and Will. That will be the end of round 2 and by then the imp should have made it. We'll try to leave some scraps for you :)


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

I've had my turn in round 1, yes I don't know the danger IC, but the enemies still haven't done something for round 1 which happens after my actions before yours. (Regardless of me knowing or not). The only post of round 1 for npcs has that the charm person failed on the bat.

I don't want the turns to go out of synch again like last time where we all had 2 turns in a row without the enemies actually doing anything.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Round 1 to me seems to be the Watch runs to the main cave and calls the alarm.


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

That would be their surprise round wouldn't it? Since it happened before initiative. Just by gameplay posts this is what has happened so far.

=>Worms come up out of pit, hidden enemy spots them.
=>Surprise round: The Sentry runs off and warns others (He only went 30ft i.e. one move action)
=>Intiative is rolled
=>Round 1
=>Dragash: Talks to Zerisi.
=>Enemies: Nothing has happened
=>Rosa: Teleports to the top, commands centipedes to C6.
=>Will: Jumps up and moves with a double move towards C5.
=>Zerisi: Replies to Dragash and casts Charm person.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3
Dragash Arliden wrote:

I've had my turn in round 1, yes I don't know the danger IC, but the enemies still haven't done something for round 1 which happens after my actions before yours. (Regardless of me knowing or not). The only post of round 1 for npcs has that the charm person failed on the bat.

I don't want the turns to go out of synch again like last time where we all had 2 turns in a row without the enemies actually doing anything.

Your're right. That was probably a surprise. Then again, he got really far through an area the DM said required squeezing. That means moving at half pace.

DM, would you mind posting turn recaps like this:

Dragash-does nothing
Enemies-something sinister
Rosa-double moves
Zerisi-casts charm person
Will-teleports and moves

Should make things easier for all of us.


If you like, I'll try.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

holy fireballs batman! That was a mean of them, poor Rosa's got blasted by six 5d6 fire balls all at once. Nice trap by the way

She just lied throw it and has now taken shelter to heal, so she will be out of action for a few rounds guys sorry. I think 2 rounds should do it.

Kind of put Will in it until the Imp and others come.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

And I just spotted her Ref save is +6 not the +4 I posted as that for the centipedes, so there is a little less DMG on her.

So 50 Fire DMG not 66


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Enemies GM


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

My turn is likely going to be to move in and bomb that entire group. Sadly not with my full complement of bombs but I'm hoping to blind the starry robbed girl. Don't worry about positioning since I can ignore squares if you get caught in the blast.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Did the Cultist next to Rosa cast? GM, if so Rosa gets a OoA on him/her.


He cast defensively; but he failed his concentration check so no spell.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Got you GM, So they have all gone, she can 5' step with out the need to cast defensively.


Yup. What did you just do? Summon? That'll take a round, no?


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

No D-Door with will to his mount, she has the range.
I thought about Summon but shes to low in hit points and the whole round thing is to risky, She needs to bring them out so the others can get them.

She could have healed but what then, she dos not know how long Hector will take to get the others so she is buying them time.


Gotcha.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

I know this may seem odd, but after player Rosa this time, I'm getting a real game of thrones feeling off her, and in fact the other PCs to think of it.

For Rosa, she feels like a Hound, Potty mouth, attitude to violence and death, the kind of Noble yet evil thing.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Roubd 4 gm waitibg on bad guys who have just been bombed


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Roubd 4 gm waiting on bad guys who have just been bombed


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Round 5 so lets see what the Cultists do,


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Well that worked out well. Could have been in trouble there, but what worked for them hitting us also made it good for us hitting them

Rosa would not mind some the gold, the Amulet and a few of the scrolls. Invis ones are always good.


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

Well the loot as it stands is 1050gp each (from this and the river cave.) and a bunch of other things.

I think the many duplicate items people wouldn't care about spreading liberally, like the Amulet of nat. AC since we have 6 currently.

Does anyone particularly want the headband of charisma? I'm using an Int one so I can't use it. I do know that most anyone who has a free belt slot could use the belt of con, I wouldn't mind it but I'm sure others have better use for it. It'll just give me 9hp and +1 fort atm.

We do have quite a lot to liquidate if are able to sell them, I doubt Duskpawn is a great place to sell all this but maybe down the road?


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

I have a plan for that, Rosa can Teleport us all 900miles
She can do that tonight, so the closes Hell Knight keep is well within that range. My Idea is to take us there, Pat lady as well, and the cultists. Spend the night , rest have the Order of the Rack have a chat with the cultists then come back again in the morning. We can sell out loot there and see what they have in stock. Picking up wills mount if needs be.


There's some failure/off-target chance with that spell.


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

I'm already good on the belt/headband front, but I wouldn't mind the Mirror Image wand. Everything else is sort of 'meh' for Zerisi. There's a bunch of utility in the scrolls and stuff, but nothing is so critical that it needs to be on any one person, I think. Keep it in the pile until we need it, I say.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

She'd have to hit a 98 or better for bad things to happen assuming she is very familiar with the location.

There are 7 cure mod potions. I have 2 so I'll take 1.

I figure the quiver would be better for Dragash since, besides bombs, that's his mean means of attack. Otherwise I'll take that too.

Need nothing else. Can't use any of it. Have a belt. Charisma is abysmal anyway.

How come they have human bane bolts but no crossbows?

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