The Righteous Shall Rise...

Game Master verdigris

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The discussion thread is now...open!


Stay classy, Painlord.


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by the way, all the scales are CL19.


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

I am very glad to be a part of this PbP. Thanks to the Lady at the helm.


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:) ahhh, thank you! I've been so excited about getting this game started, I was worried I was going to burn you guys out before we got started.

The Exchange

Male Humanoidish Yahoo 4/Painlord 6/Punk 2/Cleric of Happiness & Sunshine 1
D30 wrote:
Stay classy, Painlord.

I'm totally classy.


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I'll be away for most of today. I may be able to get a post in this afternoon, but if not, I'll get something up before bed tonight.

Sovereign Court

1 person marked this as a favorite.
GM_Verdigris wrote:
Perhaps it is Eli's eyes, or Beagan's fickle attention, but neither of them sees any evidence of a squire in the antechamber.

Fickle? Who's fickle? Why, Beagan is totally focused on serving all the Big R stands for, advancing Cause of Liberation, Freedom and Justice for all types of....

(A Gnoman body stiffens and a petrified, outstretched arm points) "SQUIRREL!"


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Precisely! :)


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Warning. I am, alas, taking a vacation for Thanksgiving, and I've decided to take a vacation from computers as well. That means I will not be able to post much, if at all, starting Sunday night and ending next Sunday morning.

A full week without me. Sorry, but I'm sure you'll get over it. I'll try to contribute from phone a little, but I suck at the phone post so do not expect much of me.

I apologize, but there it is. It's my first actual PbP break I think. Hopefully I don't break out in hives...


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Enjoy your vacation! :)


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

I blame his Mendevian brother, Grasker!

This will not stand.


Male Gnome Fallen Paladin 7 / AC 22

Hmmm.... it will make it much harder for Beagan to step in front of an archer in mid-shot...


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Bellow when you get back.


Male Human [HP 29/29] AC 21 (Flat 21 / Touch 10/ CMD 14) [F +6, R +1, W+10] Perception +13

Maybe Finn can run Cole while you are gone?


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16
Grasker wrote:
In the interest of time Grasker will just look if the newly found ring is magical and if anyone is under enchantment (charm / compulsion), illusion (glamer/phantasm) or transmutation (polymorph). Especially Serra. He won't ogle items that glow.

You should probably also check for delusion (grandeur/competence) as well.

Also, Serra was hit with a Prot from Evil recently, if that matters.


Male Gnome Fallen Paladin 7 / AC 22

Beagan has a scale from the Dragon. If Grasker is examining him after the Gnome casts Prestidigitation (which lasts for an hour), that might show up, too (weak Universal school?). Otherwise, he has no other magic (that he knows of).


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Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

As a reminder, GM AA is evil.

Just when you think she's on your side (you know, because you are all in the same party trying to accomplish the same goals), she will allow the evil halfling child to completely fool and backstab certain other party members in the back...repeatedly.

That is all.


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Says Serra to his squire...


Male Gnome Fallen Paladin 7 / AC 22
Serra Iondri Phaer wrote:
As a reminder, GM AA is evil.

Absolutely. It's one of her sexiest qualities.

And Gnomes aren't evil! Oh, you said halflings, so... nevermind. This is not the little infiltrator you are looking for. You can go about your business.


1 person marked this as a favorite.
Male Human [HP 29/29] AC 21 (Flat 21 / Touch 10/ CMD 14) [F +6, R +1, W+10] Perception +13

In honor of Grasker's dream I present this drawing (safe for work):

Battle Bunny

(Found via a pathfinder summoner guide of all places)


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You'd think it would be, but deviantart is blocked at work for me. Luckily I looked from home. Awesome pic, Grasker!


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Nice find Grasker. Very, uh, cute?


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I've been using the following to run darkness for awhile now.

Darkness:
Any darkness spell requires a higher level light spell to both beat it and continue to shine light. So to shine through a darkness, you need a 3rd spell level or heightened higher light spell (such as clerical continual flame) while shining through deeper darkness requires a 4th spell level or heightened higher light spell (requires heighten in other words).

Daylight has a special escape clause that says that areas of overlapping daylight and deeper darkness return to prevailing condition, which means that technically heightening daylight is useless (continual flame is a better bet). Actually, I don't do this, heightened spell counteracts, period.

So here's the Venn Diagram:

Prevailing Bright Light--Darkness puts you to normal light unless there is a 3rd level or higher light spell present, in which case bright light. Deeper Darkness puts you to dim light unless there is a daylight or any 4th level or higher light spell present, in which case bright light.

Prevailing Normal Light--Darkness puts you to dim light unless there is a 3rd level or higher light spell present, in which case normal light or whatever the light spell gives, whichever is better. Deeper Darkness puts you to darkness unless there is a daylight, in which case it goes back to normal light, or any 4th level or higher light spell present, in which case it goes to normal light or the light spell, whichever is better.

Prevailing Dim Light--Darkness puts you to darkness unless there is a 3rd level or higher light spell present, in which case dim light or whatever the light spell gives, whichever is better. Deeper Darkness puts you to supernatural darkness unless there is a daylight, in which case it goes back to dim light, or any 4th level or higher light spell present, in which case it goes to dim light or the light spell, whichever is better.

Prevailing Darkness--Darkness doesn't change the light level, but it does prevent nonmagical light sources from helping unless there is a 3rd level or higher light spell present, in which case whatever the light spell gives. Deeper Darkness puts you to supernatural darkness unless there is a daylight, in which case it goes back to regular darkness, or any 4th level or higher light spell present, in which case it goes to the light spell.

Other fun facts--light spells and darkness spells can be used to counterspell or dispel others of the same or lower level if you can target the object that is the target of the other spell (usually by touching it).

darkness info stolen fair and square from Rogue Eidolon.

The question on the table is, since you have a continual flame item, which dampens the darkness, does a sunrod drawn now produce light. Discuss, please, as this will likely come up again and I'd like to have a consensus on how it is run for the rest of the campaign rather than individual discussions along the way.


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

I think the two spells cancel each other - so no light from them.

Then there's a question. Does the darkness spell still effect the sunrod - taking it's light from normal to dim (as per the spell) or does it light the room normally because the darkness is canceled by the continual flame?

I've always run it as the latter - the sunrod is fully bright, but I can totally see the argument that the sunrod is dampened by the darkness spell (in addition to the spell canceling out the continual flame).


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ok, I've placed some aura's on the map. If this works for everyone, this is what we'll go with. In which case, the darkmantle is dead/dying due to Jurin's attack, A certain someone never became a dwarf, and the other dwarf wouldn't have knowingly stepped into the light. The area where all three intersect is light. The area where only the dark purple is,is dark regardless of sunrods or lamps, etc.


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I'll be away most of tomorrow, but back the next day. Sorry for the delay.


Total Loki-face on that one. Don't trust him.


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Here's hoping you're surrounded by angelic company and you're enjoying more than travel rations at the dinner table :)


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Tonight, we are all blind.


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I don't see them letting anyone else sit out, unless you hand Errit over as a criminal. Even then, I don't think they'd just leave him out out of hand, you'd likely have to convince them that he needs to be locked up or something.


What if that bluff (secret message) check had succeeded?

Would we be testing if the Adventure could accommodate an attack on the chieftain's hall?


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It's like the number of licks to the center of the tootsie pop; this world may never know. ;)


Painlord, I miss playing Petrel, he really excelled at these first contact / diplomatic scenarios.


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

We all miss Petrel. His kind of 'help' would definitely be appreciated here.


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Ok, I've got the walking stick and the 2013 sign. Who's going to put on the diapers and take this 2014 sign?


Male Gnome Fallen Paladin 7 / AC 22

Speaking for the oldest (and therefore no-doubt the wisest) character in the group, I was thinking Cole had the best demeanor for it, as he's so boisterous and bubbly! (Hmmm, or maybe it was it because Cole might look the best wearing nothing but a loincloth? Beagan's 'old-age' must have made me forget.)

And I won't repeat why GM_AA thought Cole would be appropriate.


Male Gnome Fallen Paladin 7 / AC 22

After prompting from the GM, I did some quick searches to see if I could identify valuables retrieved by the party. I think everything I've found has been disposed of or claimed except for 129 gp and 2 Glaives. Did I miss anything that would be held in common by the group?

If no one objects, we could see what Oopli the healer will trade for the 129 gp and Glaives? (Began would also throw in the Darkmantle hide, if that's worth anything.) We could procure Cure potions for the party. Anything else we should ask about?

Gear on "Iomedaen Crusaders" with Baphomet Symbol
- 129 gp
- 2 Glaives
- 2 MW Chain Shirts (Grasker and Serra)
- Baphomet symbol (destroyed)
- scroll (Serra)
- potion (Serra)

Pieces of Darkmantle Hide (Beagan)

Gear on Huecuva
- 2 CLW potions (1 used, 1 held by Grasker)
- Small Gold Ring (Grasker)

Gear retrieved by Cole, including:
- backpack (Eli)
- arrows (Cole)

Gear retrieved by Grasker, including:
- Bat on a Mushroom medallion (given to Chief Sull)


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

Beagan, thanks for taking the time to look all this up!

I also agree with what you want to do.


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Serra has offered his scale mail. Not sure it has any value to them, but it's worth 25gp on street.


Thanks for digging up that and linkifying everything. I forgot about the ring. Did it detect as magic when Grasker was scanning things?


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It didn't detect as magic, but it's a nice ring, well worth trading. Serra's scale mail will trade at the usual street value; they have people that can use it, or melt it down to make something else out of. One of the places I really fall down on the GM job is tracking treasure and stuff. I have the document made up, but haven't done a good job of filling it in. I'll take some time today to figure out approximately how much you guys have, but please help me out by stating anything you've kept out of what Beagan listed off. I think the 2 Masterwork armors are being kept, right?


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

Yes, both armors are claimed.

So, what does Opoli have to trade?


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By my figures the group has approximately 400 gp to spend, not counting their own personal money. I'm not going to worry too much what you trade for what, it works out somehow.


Male Gnome Fallen Paladin 7 / AC 22

Preferences for spending any of the 400gp?

If 4 CLW potions purchased (200gp), than each PC non-healer (Jurin, Cole, Serra, Beagan) could carry one.

Do we need anything else from Opoli's list. Perhaps an Antitoxin (50gp)?

We might also replenish Alchemist's Fire and Sunrods (some of which have been used), and pick up a couple of picks (4 gp) and shovels (2gp) just in case we need to dig through something?

200 gp - CLW x 4 (1 for each non-healer - Jurin, Cole, Serra, Beagan)
60 gp - Alchemist's Fire x 3 (1 each for Cole, Jurin, Serra)
40 gp - Acid x 4 (1 each for Cole, Jurin, Serra, Beagan)
50 gp - Antitoxin
20 gp - Sunrod x 10 (1 for each traveler)
12 gp - 2 picks and 2 shovels
-------
382 gp

I think the Chief was giving the party rations. Or should party gold be spent on different items and/or saved for the future?


Male Human: AC 22 (t10, ff17)/ CMD 19/ HP:68/ Perc +13 / +3 F +2 R +10 W

Yes, Beagan. Eli would contribute 20gp to supplement purchasing Opoli's antitoxin. All for it. And applejack. They're bound to have applejack.


Male Gnome Fallen Paladin 7 / AC 22

It looks like the Chief already gave the party 3 Alchemist's Fire and 20 Cold Iron arrows. So we could remove the 3 Alchemist's Fire from the purchase list above, or we say the more the merrier (so we'd have a total 6 new ones - 3 from the Chief and 3 purchased).


Knight:
AC 18/12T/16FF;HP 85/85;F8/R8/W8;Appr9/Blff15/Fly5/KnArc16/Dun12/His10/Loc12/Plns16/Rel17/Per c12/Sold6/Spllcrft16

I approve the above list and suggested alterations, however, I believe the Angry Ankheg suggested we could get a 20% discount if we sweet talked the dealers with talk of righteous smiting. Let's do that.


Male Human AC: 19 (f14/t15) Fort:+5, Ref: +12, Will: +6

This list is excellent - and you cannot have too many Alchemy Fires. 3 is... woefully inadequate for a party this size. That might not even see us through one combat with another swarm - especially if we miss a few.

According to Cole of course.


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I'm so sorry, Eli. There's no applejack. They do have a rather strong fermented moss concoction that can do the job, but it tastes nothing like applejack.

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