The Damned Reborn (Inactive)

Game Master Aiunder

The mere mention of your name brings fear to commoners and even nobles in their walled and guarded manors are nervous when your name is heard.
Well that was true until you died.


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AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

That's partly what the party fund is for. To compensate for those costs. If anyone needs expensive reagents we can delve into that for help paying for them.


M Human Undead Lord Cleric/Agent of the Grave

-I was going to ditch the breastplate for your mundane set of full plate and eat the nonproficiency penalty
-Yeah that onyx dust does get damn pricy; helps when we're fighting creatures rather than humans, just raise one and it's enough. Necromancy is really about quality over quantity....


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

Like I said, we can use the party fund to curb those costs for expensive reagents we need, to help free up individual funds for personal use.


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

Any undead I take over from you I'm definitely willing to help pay for.


HP: 10/10 | AC 15/10/14 | Fort +2, Ref +1, Will +2; +2 vs. illusions, death, and fear | Init -1 | Perception +1 (auto fail hearing)

I would like to arrange to meet a familiar with lip stitch and ear piercing scream because scroll destruction can fail (unlikely though it may be).

Other than that I just want a bed, and a dog bed for my familiar. Ezra is a simple woman with simple needs.


There is a bed in each room, a dog bed as little as 1 silver or as much as you wanna spend. Just purchase the scroll, for now I won't bother with success or failure.


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

Lemme know how much all those mundane items cost me ARC and I'll subtract them from my funds.


which mundane stuff?


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

Some paper, ink, a quill, sealing wax, and a writing desk and comfortable chair.

Also, how much he buys our non magical equipment that Ezra sold to him so we can divide those funds up as well.


Male Fetchling Fighter 1/Ninja 4/Red Mantis Assassin 1 | HP 59/66 | AC 20 T 16 FF 15 | CMD 21 |Fort +5, Ref +10, Will +3 | Init +5 | Perception +11 | Ki 6/6

ARC,

I'm going to draft an in game letter contact to a former colleague to set up for the leadership feat. It would probably be done in game before we leave for our next mission. Can I write that up later and just post here or send it to you in a private message?


just PM it, its easier that way.


Oh, Krovax, you can't remember having ever heard of any battle of war taking place in the Mwangi expanse. As far as your memory serves there are only minor squabbles and inter tribal battles at best.


Homo Sapien Current Arena Map; Current Monster Stats

Hi sorry for the slow posting RL have alot of work and my exams are coming up. I will be away for a week for vacation and will have limited access to internet. Just some heads up and will try to post once a day. Will try to get it moving along before I fly tomorrow.


thanks for warnings


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

Has anyone studied the black sword more closely? And how much cash do we get for selling the non magical weapons and armor that Ezra wanted to sell?


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

I've been waiting on the results of that sword.

Can we assume that someone identified it before we set out?


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

I would have assumed that happened.


Male Fetchling Fighter 1/Ninja 4/Red Mantis Assassin 1 | HP 59/66 | AC 20 T 16 FF 15 | CMD 21 |Fort +5, Ref +10, Will +3 | Init +5 | Perception +11 | Ki 6/6

I just wanted to let you guys know that I will be posting minimally next week. I'm going to be pretty tied up with work but I should be able to post at least once a day.


Nope, cuz the rolls to identify it weren't high enough more than the fact that it has a very strong necromantic aura


Does anyone know Thassilonian?


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

Then I would suggest someone using the identify spell, either by scroll or memorization, to identify it before departing.


One other thing, to save me constantly having to open everyone's profile can you all put HP/AC/saves/Perception in your banner like Leon


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

Done.


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

I never figured out what my languages are. If it furthers the story, Leon could speak it.


HP: 10/10 | AC 15/10/14 | Fort +2, Ref +1, Will +2; +2 vs. illusions, death, and fear | Init -1 | Perception +1 (auto fail hearing)

Linguistics:
Check: You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing. If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.)

Action: Varies. Deciphering a page of ordinary text takes 1 minute (10 consecutive rounds). Creating a forgery can take anywhere from 1 minute to 1d4 minutes per page. Detecting a forgery using Linguistics takes 1 round of examination per page.

Try Again: Yes.

Special: You must be trained to use this skill, but you can always attempt to read archaic and strange forms of your own racial bonus languages. In addition, you can also always attempt to detect a forgery.


as for how much the mundane gear is worth, its normal (50%) for whatever you ended up selling.


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

Ok, if we sell all the scimitars, war hammers, short bows, studded leather, chain shirts, and jewels, I'm getting 2,530 gp total, divided up as follows:

360 gp each
370 gp group fund

Objections?

Also, buying 5x Antitoxin and 5x Anti-plague doses, assuming anti-plague is same as antitoxin, so at the Keeper's deal is 400 gp total. Listing them in our Party Fund section of my profile until we decide how to split them up, or if we want to designate one person to carry them, or whatever.


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

For the record, I am fine with taking extra precautions and using the ruse as before, which Leon described. I do, however, suggest we spend the slotted time to identify that sword, if only to know exactly what resources we have at our disposal.


HP: 10/10 | AC 15/10/14 | Fort +2, Ref +1, Will +2; +2 vs. illusions, death, and fear | Init -1 | Perception +1 (auto fail hearing)

It will take 20 minutes to take 20 for one page, (1 minute for a check, 20 times as long as normal) and the scroll being available so I can teach the spell to my familiar in the morning. Otherwise, if the party wants to buy the Identify Scroll, I can use it now. I would splurge on it, but I am close to certain that I am not the one who will be using a sword (what with being a caster, not a melee type and all).


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

I would ok that purchase as its really a party function spell.


Male Fetchling Fighter 1/Ninja 4/Red Mantis Assassin 1 | HP 59/66 | AC 20 T 16 FF 15 | CMD 21 |Fort +5, Ref +10, Will +3 | Init +5 | Perception +11 | Ki 6/6

Buying out of party fund to have Ezra learn the scroll sounds like a good party investment.

As I mentioned, I'm pretty tied up with work this week. If everyone else has agreed on a plan and you don't hear from me then assume my character is in agreement.


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

I agree. That's definitely a party investment.

Krovax, please deduct the cost of the scroll from the party fund.


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

Purchase deducted. Scroll given to Ezra.


HP: 10/10 | AC 15/10/14 | Fort +2, Ref +1, Will +2; +2 vs. illusions, death, and fear | Init -1 | Perception +1 (auto fail hearing)

done and done. Assuming the scroll is available and that we spend 24 hours, the thing should be identified.


Sorry forum would jot let me on last night.


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

If Mordecai were to get ahold of a scroll of Magic Jar and possess some poor shmuck, and then pick up the sword, we could pretty accurately gauge how nasty it's effects are.

We can pick one up for 1225 gp. I'm willing to pay for it even if no one else wants to pitch in.


HP: 10/10 | AC 15/10/14 | Fort +2, Ref +1, Will +2; +2 vs. illusions, death, and fear | Init -1 | Perception +1 (auto fail hearing)

Ability Damage and Drain (Ex or Su) Some attacks or special abilities cause ability damage or drain, reducing the designated ability score by the listed amount. Ability damage can be healed naturally. Ability drain is permanent and can only be restored through magic.

Format: 1d4 Str drain; Location: Special Attacks or individual attacks.

====================
RESTORATION
School conjuration (healing); Level cleric 4, paladin 4
Casting Time 1 minute
Components V, S, M (diamond dust worth 100 gp or 1,000 gp, see text)
Range touch
Target creature touched
Duration instantaneous
Saving Throw Will negates (harmless); Spell Resistance yes (harmless)
This spell functions like lesser restoration, except that it also dispels temporary negative levels or one permanent negative level. If this spell is used to dispel a permanent negative level, it has a material component of diamond dust worth 1,000 gp. This spell cannot be used to dispel more than one permanent negative level possessed by a target in a 1-week period.

Restoration cures all temporary ability damage, and it restores all points permanently drained from a single ability score (your choice if more than one is drained). It also eliminates any fatigue or exhaustion suffered by the target.

If I had 1225, I would spend it on this spell before any others. Sadly, I need 2 of these spells.

Since I am 2 negative levels, I will try to speak to the prisoner, and see what/who it is, and how to get my strength back from it.

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Sorry still limited internet access.


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

Posting at work ATM, things have been hectic past couple days. Work tomorrow night too, will try to post when I get a chance.


AC 20 (22) FF 19 T 11| HP 30| F +6 To R +2 W +6| Init +2| Percep +6

To be honest, I had forgotten about the ruse. Been a while since we made that call and totally slipped my mind. Lol


Male Fetchling Fighter 1/Ninja 4/Red Mantis Assassin 1 | HP 59/66 | AC 20 T 16 FF 15 | CMD 21 |Fort +5, Ref +10, Will +3 | Init +5 | Perception +11 | Ki 6/6

I was wondering if I missed something somewhere. Good to know I didn't.


HP: 10/10 | AC 15/10/14 | Fort +2, Ref +1, Will +2; +2 vs. illusions, death, and fear | Init -1 | Perception +1 (auto fail hearing)

I am a busy busy person the coming week. Luckilly, Ezra just tries to avoid these large scale interactions in general, so she wont have much to do in this setting.


Male Fetchling Fighter 1/Ninja 4/Red Mantis Assassin 1 | HP 59/66 | AC 20 T 16 FF 15 | CMD 21 |Fort +5, Ref +10, Will +3 | Init +5 | Perception +11 | Ki 6/6

I will have minimal (likely no) posts from December 13 through December 20th.

ARC, let me know how you want to handle that.

Thanks.


Insert malevolent muah ha ha-ing and finger steepling
I sure the I'll be able to figure something out.


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

He's an assassin. We can just assume he's keeping quiet, hiding, and if things go down he can appear just long enough to stab people in appropriately dramatic fashion.


HP: 10/10 | AC 15/10/14 | Fort +2, Ref +1, Will +2; +2 vs. illusions, death, and fear | Init -1 | Perception +1 (auto fail hearing)

Agreed. You are now doing the same thing as me. Sitting on a barstool, away from Lady Nightengale and companions, enjoying a lovely mead, waiting for something to happen.

Edit:

Anyone else feel the need to memorize:

Spoiler:

Vomit Swarm
School conjuration (summoning); Level alchemist 2, witch 2
Casting Time 1 standard action
Components S
Range personal
Effect one swarm of spiders
Duration 1 round/level
You vomit forth a swarm of spiders that attacks all other creatures within its area. The swarm begins adjacent to you, but if no living creatures are within its area, it moves in one direction of your choosing at its normal speed. You can move the swarm or change the swarm's direction by spending a standard action to concentrate on the swarm, otherwise it continues moving in its current direction. If your caster level is at least 7th, you can vomit forth a swarm of wasps instead. Finally, if your caster level is at least 13th, you can vomit forth a swarm of army ants.

eight times, and hang out upstairs, literally puking swarms onto the gathered masses just to test who would in fact be the best guide?

Spoiler:

XP 400
N Diminutive vermin (swarm)
Init +3; Senses darkvision 60 ft., tremorsense 30 ft.;
Perception +4
Defense
AC 17, touch 17, flat-footed 14 (+3 Dex, +4 size)
hp 9 (2d8)
Fort +3, Ref +3, Will +0
Defensive Abilities swarm traits; Immune
mind-affecting effects, weapon damage
Weaknesses swarm traits
Offense
Speed 20 ft., climb 20 ft.
Melee swarm (1d6 plus poison
and distraction)
Space 10 ft.; Reach 0 ft.
Special Attacks
distraction (DC 11)
Statistics
Str 1, Dex 17, Con 10, Int
—, Wis 10, Cha 2
Base Atk +1; CMB —;
CMD —
Skills Climb +11,
Perception +4; Racial
Modifiers +4 Perception; uses
Dexterity for Climb checks
Ecolo gy
Environment any
Organization solitary, pair, tangle (3–6
swarms) or colony (11–20 swarms)
Treasure none
Special Abilities
Poison (Ex) Swarm—injury; save Fort DC 11; frequency 1/
round for 2 rounds; effect 1d2 Str; cure 1 save. The save DC
is Constitution-based.
The sight of a carpet of swarming spiders is unsettling
indeed—particularly when the swarm is made up of
spiders each the size of a gold coin and possessing bladelike
mandibles capable of lacerating f lesh with sickening
ease. A swarm of spiders is a colonial mass of arachnids
that relies on overwhelming much larger prey with sheer
numbers rather than catching smaller snacks. While
spider swarms spin webs, these webs are incapable of
catching larger prey and typically serve the swarm as a
lair rather than a method of capturing dinner.


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

I like it.

Fun fact: Leon can effect Vermin with Intimidate.

Everyone else slaps bugs away. Leon glares at them and they run away screaming :)

Shadow Lodge

Female Half Elf
Spoiler:
AC 23, FF 20, touch 13; HP 54/54; Init +3; Fort +3, Ref +8, Will +5; CMB +9 CMD +22, Perception +10, (+2 sight-based, +2 sound-based)

Lady aluria would run...she hates vermin.


HP 33/72, AC 23, Fort +11, Ref +7, Will +8, Corruption 4/6, Smite 2/2 Scabbard 1/1, Pearl 1/1 +16 Intimidate, +13 Diplomacy, +13 Bluff

Quick Ezra, do it!


HP: 10/10 | AC 15/10/14 | Fort +2, Ref +1, Will +2; +2 vs. illusions, death, and fear | Init -1 | Perception +1 (auto fail hearing)

Ezra dashes up the stairs, almost upsetting her barstool!

Wait for it....

Wait for it....

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