The Bonds of Hope (Inactive)

Game Master DireMerc

A group of young heroes are precipitated into an adventure that reveals their true heritage and their destiny.

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Fumble: If you roll a natural 1 on your attack roll, make a dexterity check. If you get less than 10 you fumble. If you get more than 10 your attack simply misses very badly. If you roll a natural 20 you get your attack back, roll another attack roll!

Super crits: If you roll a natural 20 on a critical and when you roll another 20 to confirm this is a super crit, increase your weapons modifier by 1. (ex: X2 becomes X3)

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."


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Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Always. ^^ I just didn't think I was needed right at the moment - was that wrong?


Well like flare stated at this point you need to decide what you do next.

Do you go after the weakened baron, continue exploring this dungeon or go back to town. If you have more questions for the ghost lady now is the time to ask them as well but she has little more to add.

The best choice would likely going back to town as that would allow the replacement Tormod to join in as well.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

And allow us to figure out what's wrong with Thalion :p


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

LEVELUP

Level: Shaman 4

HP: 1d8 ⇒ 2 + 1 CON *Winces*

FCB: +1 Skill Point
Attribute Bonus: +1 WIS
Hex: Slumber
Revelation: Temporal Celerity

Various spells and skills.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

1d10 ⇒ 9
Leveling as a Paladin. I'll get a breakdown once I actually do it :p Just bear in mind... lots of saving throw!


Male Human Follower Alias

Leveled up

Level: Alchemist 4
HP: Roll: 1d8 + 1 ⇒ (2) + 1 = 3
FCB: Skill Point
Attribute Bonus: +1 INT
Extracts: Invisibility, Barkskin,
Discovery: Smoke Bomb


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

I'll try to level and get a post up today when I have more time, what is the dc for riven's negative level and what kind of save would it be? and is the shaken effect now removed?


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

+1 Charisma.
Divine Grace (+3 all saves), Lay on Hands (1d6, 4/day).
+12 HP (See above for roll), BAB +1 (CMD), Fort and Will +1.
+1 Craft(Stoneworking), K(Engineering), Perception, Perform(Dance), Perform(Oratory-Diplomacy/Sense Motive)
Caster Level of Bard increases by 1 due to Magical Knack.


Male Human Follower Alias

Just realised that I now have points in every knowledge skill in the game =]

If we want to know something, Victor's our man!


dc 16 for save to remove the negative level after 24 hours.

If you fail it becomes permanent until you get a restoration spell cast on you. Which will cost 1150 gold at the local church.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Two Resistances + Aid.

Aid:Fortitude: 1d20 + 10 ⇒ (5) + 10 = 15
Looks like she should get a +3 to her attempt, when she does.


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Leveled up

Level: Arcanist 4
HP: Roll:: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5
FCB: HP
Attribute Bonus: +1 INT
BAB +1/Will save +1
Spells Gained: Bears endurance, Limp Lash

If i cast bears endurance with flares +3 I still fall short unless someone else can aid or cast guidance.

Save: 1d20 + 5 + 3 ⇒ (6) + 5 + 3 = 14


Male Perfect Human Invulnerable rager 5 l HP [DR 2/-]: 67/67 (97) l AC: 21 (19) l T: 12 (10) l FF: 16 (14) l Fort: +7 (+9) l Ref: +3 l Will: +2 (+4) l CMD: 21 (23) l Rage: 13/13 l Init: +4 l Perception: +9 l Sense Motive: +1

Rage + Aid
Aid Fortitude: 1d20 + 9 ⇒ (7) + 9 = 16


Unfortunately you cannot aid another on this save.


Male Perfect Human Invulnerable rager 5 l HP [DR 2/-]: 67/67 (97) l AC: 21 (19) l T: 12 (10) l FF: 16 (14) l Fort: +7 (+9) l Ref: +3 l Will: +2 (+4) l CMD: 21 (23) l Rage: 13/13 l Init: +4 l Perception: +9 l Sense Motive: +1

Oh dear.


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Then i have a permanent negative level, until I can come up with 1k.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

*Shakes fist*

I only have Lesser Restoration right now. DX But I could donate 90 GP to you to help pay for the spell.


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

When/will you ever be able to get rid of it? depending on our income it may just be better to wait and deal with it for now since 1k is more gold than all of us combine have atm I believe.


Well selling oathkeeper or the +1 flaming arrows would give you more than enough gold.

I realize now I haven't thrown much treasure you way so far. Will look into revising that in the future.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

I guess we can just sell the sword to pay for it. Not many other options, unless we just don't care about you dying. And I kind of do.

Otherwise, I have 64 gold to put into the pool.


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

We could also try to just do a quest for the church as payment


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Or maybe the sword is significant in some way to one of the churches, and returning it... yada. Not many options, really.


The sword is worth 4900 gold and the arrows are worth 2000.

Didn't you also finds some wands and such?


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

We did.
All prices are 'if sold'
CL 3 17 charge Magic Missile (so basically the same as a full CL1) sells for 375ish. (382.5 if specific)

Silverware with no set price.

2 potions of CLW 25 gp each
2 scrolls of CMW 75 gp each
1 scroll of dispel magic 187.5
1 wand of spiritual weapon 36 charges. 1620.

If we sell everything, we get up to 9290 + silverware. If we sell for exactly half. I doubt everyone will want to sell 'everything'.

If we pay for Riven's restoration out of it before splitting it, each of the people who went (excluding thalion) gets 2035 (1628 if we include him). Which can be spent towards 'buying' the things you want to keep, I guess?


Is thalion gone for good? Haven't heard from him in a while.


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

whatever we do end up selling, if anything, riven will pay for the restore out of her cut not the parties


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

A quick stalk reveals that Thalion basically stopped posting anywhere at all in March.


hmm darn


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Tis the season to be busy.

My job picks up when school is out. I'm going to be a bit more busy for a while. This won't really affect whether or not I -do- post in threads, just the speed at which I do. Some days, I won't be able to really get posts in at work, other days it won't be very bad. Today is likely to be one of those days where I'll either post around noon, or not at all until I'm home.

I should still be highly responsive, just not nearly as responsive as you may be used to. :)


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Names escape me at the moment, and posting from Kindle means limited willingness to go searching. Combine with hour-old dogbite and 'pass'. :p


Hmm was it not clear that you went to Riddleport after leaving Hermea?


Male Human Follower Alias

I'm sure it was and I just forgot and assumed that it was somewhere else. Strike my previous comment from the record, and I'll make a new post with a better plan of attack.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

It's just been a very long time and slow-going. It can be pretty hard to keep up with a lot of information, especially over several months. :)


lol no problem.

So it all started in Hermea on the day of your trial to become full-fledged citizens. You took the trial and were attacked by an assassin from the red Manthis and learned that another group of assassins had attacked your masters and that at least one of them had died. At the direction of Andrianna you boarded a ship bound for Riddleport to both escape the assassins and to find another master and his student to warn them of the danger.

One you arrived you asked around for Sloanne and his student and were told to speak to the master of the local mages guild who told you Sloanne and his student were last seen going to a nearby haunted castle.

You also learned a group called the bloodhands had been causing trouble for the local pirates. The same group also sent a group of men to find you and bring you back to their leader.

Once at the castle you fought your way to the basement were you found Sloanne's body and learned from the ghost of flora that Sloanne had been killed by his student Malcolm. The reason why is unclear but Malcolm took from Sloanne a ring that has the power to put an end to a powerful curse of undeath that has been in the area for decades.

Flora told you a certain bar were Sloanne and Malcolm often went.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Flare desires a masterwork Fauchard (preferably her own, upgraded via spell, if we can dodge the spellcasting charge), masterwork (agile?) Breastplate, and masterwork Backpack. If we can get all of those and have time to do so, awesome.


Getting it done via spell would cost 360 gold (including spellcasting fee) finding someone capable of casting it wouldn't be a major issue.

Masterwork packback is no problem.

Masterwork agile breastplate is also no problem if you have the coin.

There are few things you cant buy in riddleport.


Male Human Follower Alias

I don't think Victor has the loot/cash to buy anything, so I don't imagine I would be shopping much.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

See above for how we'd get money. Basically, we're liquedating the loot, and people can 'buy back' what they want, or buy other things. Unless anyone has a problem with the idea of doing so. It felt fair to me.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Nor does Cynthia, really. XD It's been a pretty low money campaign thus far.

(Kind of like my WotR game, actually - though in that case, it's because the levels went by so quickly that nobody had TIME to get money. XD I don't actually mind how much wealth we do/don't get, I'd just like to know what the plan is so I can take that into account when planning Cynthia's future.)


Well you didn't get much cash yes mostly just magic items here and there from looting bodies. Loot will vary depending what your doing.

If you count it I think your not that far below the average were you should be assuming you sell everything.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

With Riven saying 'no' to sharing the cost of her restoration, everyone gets 2322.5 gp before that, if we sell everything.


Male Human Follower Alias

I still think that I'll save, just because there isn't much I think that Victor could get for just over 2K, (his weapons are un-upgradable) and his AC should still be kinda ok with Barkskin.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

I think I'll just take the money for now. XD I still need to figure out items would be good for Cynthia.


Did anyone want to save any of items?


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Flare needs the AC boost and I feel dirty not having the to-hit... but I think I really want for her to masterwork her own weapon. She sees it as a personal connection to her former teachers and Shelyn... so she'd honor that over something with slightly better balance.

As for saving them: Yes. But we can't really afford it.

If no one else is going to pay for the magic missile wand, I think I'll have Flare buy it out. It's just going to be way too useful to sell off.

I'll also grab the healing stuff out with my portion if need be.


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

any of the items are fine to sell by me, would riven have time to buy her restore or would that take longer than them shopping?


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

I'll follow the other's leads and just not buy anything, yet. So shopping would just be for the restoration. No need to sell, I suppose, since I'm better off waiting until I can get what I really want. :)

We can still sell the wand of spiritual weapon to get riven's restoration, as I doubt anyone wants it specifically.


sounds good


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

What items are you wanting to save?


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Basically, all of them have some form of use to us except the Spiritual Weapon (unless we want to try to UMD it). So it's better to just keep them and adjust for now. Flare won't be killed by using the sword (even as a Paladin of Shelyn), and it's actually more fitting.

Actually, on that front... I'll pick up a heavy shield so I can pretend to be Thalion with it! :)

So, we gain 1620 GP from Spiritual Weapon being sold, and that goes into 'party loot'

Once we get around to divvying things up, if we wish to keep it 'fair', then Riven owes party pool 1150 gp, and Flare owes it 170. That leaves 300gp left in party pool, with all of the other items still there, for whoever wants them! I'd say it might be wise to leave the healing scrolls with either Flare or Cynthia (probably Cynthia fits better!), Riven is the only one that will get good use out of the wand if we need blasting. I suggest a healing potion go to Riven and one go to Tormod, as everyone will then have some way to heal on the fly.

Then we just have the silverware and flaming arrows.

Any preferences to change this? Does anyone specifically want 'party pool' and 'debt' and such to be a factor?

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