The Wolftooth Tribe

Game Master Jazzai Moonbreaker


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Giant Male Orc HP 72/72, AC 19 T18 FF14, Saves Fort+9 Ref+8(evasion) Will+9 (+2 all enchant spell/effects), Init +4, Acro+17, Percep+10, Climb+10, SenseMotive +8, Heal+3, Ki 5/5 Monk/8

It's ok Tigerwolf. It's easy to overlook a big grey orc monk. Since after all.... silent giant..... when not being playful.


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

Hello to all,

i am back unfortunatly hurt with torn knee ligaments (and moral down the drain for the moment. MRI is scheduled in 10 days to get a better picture of the permanent damage).

Ready to resume gaming after catching up the thread

----
DM since Mogwag was chosen to leave at a later time just tell me when/where :)


Female Ogre HP: 92(108) / AC 17(15{17}) / F:+8 R:+7 W:+2(+4) Evasion / NatDR 3/- ArmDR 6 ResCold 1 / DrkVis 60'Ft Perc +10 SMotive +10 / Init +2 /Speed 40'ft

huh.... i appear to have neglected to add in any sort of rations for Wolfrager herself... well at least the mammoth has food

Edit: ah i found where it all went, the Rogues kit!


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

Sorry to hear about your injuries Mogwag, at least you're alive!

As for your return, you can place yourself as arriving near where the group is currently camped, about an hour after everyone settles down.


GM

Monday has arrived and that means the game continues! While I'm not going to make a push with Master Hand to get you moving from the camp I will advise that make a move as soon as you're 'rested'.

Keeping posting, I am tracking post count and content which will count in the post-game!


Hobgoblin HP: 68| Initiative +5 | Perception +7 | Ref: 6 Fort: 6 Will: 5 (7) | AC: 13 | CMD: 22 | Ki: 2 points

Posting in all my campaigns...I'm sick as a dog with the flu today and yesterday, which is why I didn't post anything. It's a really bad flu so I'm trying to rest and recuperate as much as I can but I will try to get everything up to speed this afternoon if possible. Thanks for being patient with me :(


GM

That's alright Turgrim, sorry to hear about your Flu. My dad had it recently and even now he's over it he's still a bit low. As far as participating is concerned your scores are looking way better than most of us, don't worry about it.

> DRAXIA's ABSENCE <
• Unfortunately, it seems the PM I sent her regarding the campaign has gone without a reply so long that I have to deem her character as Absent from the game. That doesn't mean she can't return to us when she does finally get back, but to alert the rest of you that our Orc Sorceress will be stuck in the powder room until further notice.

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

Well that sucks.

Are we leaving now or at sunset?


Female Half-Orc [HP 43/43 | AC 12 ACR 14 | T 11 | FF 14 | Fort 3 | Ref 6 | Will 3 | Init 2 | Per +8/+10(hidden items) Skulking Slayer Rogue/4

Sorry Turgrim and 4 pm is the time the group is leaving.

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

The Doctor voted to go around, sorry for the confusion


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

Apologies for the delay, I often try to progress the game daily but I had a busy work day today. Hoping to get a decent post out tomorrow (7th)

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

Nice roll on the diplo, Mogwag


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

having a nice bonus on the skill does the job :)


Female Ogre HP: 92(108) / AC 17(15{17}) / F:+8 R:+7 W:+2(+4) Evasion / NatDR 3/- ArmDR 6 ResCold 1 / DrkVis 60'Ft Perc +10 SMotive +10 / Init +2 /Speed 40'ft

I took a look at Rager's skills again just to make sure... ezactly +0 to basically all social skills... except Intimidate. SO yeah I'll just stand behind Moggy looking menacing. In hindsight some Bluff would have been appropriate for her background


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

Well Mogwag has a decent diplomacy and sense motive :)


Female Half-Orc [HP 43/43 | AC 12 ACR 14 | T 11 | FF 14 | Fort 3 | Ref 6 | Will 3 | Init 2 | Per +8/+10(hidden items) Skulking Slayer Rogue/4

Yeah. But remember role play is just as important as your rolls. That can influence an outcome even more.

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

The Doctor believes he is being diplomatic, when in fact he is intimidating.


GM

* Little Nutcracker: Meant to be a belittling comment regarding armoured non-giants.


Hobgoblin HP: 68| Initiative +5 | Perception +7 | Ref: 6 Fort: 6 Will: 5 (7) | AC: 13 | CMD: 22 | Ki: 2 points

My apartment flooded at 2 AM this morning...I'm beyond overwhelmed right now :'( Please don't expect anything of me today and possibly tomorrow. I will get back up to speed ASAP.

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

Holy sheet, that sucks man. I hope everything works out


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

Yikes, sorry to hear about the flooding Turgrim. I'll give you plenty of time to sort yourself out, don't worry!


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

Apologies for the delayed post again, I actually wrote one last night but it didn't save. Had to retry again today.


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

I wish to express some concern for Karol, I haven't heard from him in a while, he's sort of dropped off contact in a manner disturbingly similar to Draxia.

There's only Mogwag, Turgrim and Tigerwolf left out of the non-giants, Wolfrager if you want to count her as a half-giant/mini-ogre. I'm concerned things are getting a bit lopsided with so many potential drop-aways.

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

Did you send him a PM?


Female Ogre HP: 92(108) / AC 17(15{17}) / F:+8 R:+7 W:+2(+4) Evasion / NatDR 3/- ArmDR 6 ResCold 1 / DrkVis 60'Ft Perc +10 SMotive +10 / Init +2 /Speed 40'ft

>.< Im totally a giant!

On a more serious note hopefullyy everything is alright with Karol(and Draxia)

And on a less serious but super awesome note I have my Pathfinder Unchained PDF and it's super awesome.


Race Half Orc Skald 8(Spell Warrior) | HP 51/51 DR 5 /AC 20 | T 13| FF 19| CMB+8 | CMD 21 | FORT +8 | REF +5 | WILL +8 | INIT +2 | Perception +11| Conc +14 | Stealth +2 | Bluff +10| Sense Motive +16 | Diplomacy +18 | Spellcraft +12/ intimidate +20 Spell points 18/36
spells active:
prestidigitation, haste, good hope, reduce person

Many apologies to all. My campaign lists didn't show any new messages and I didn't check more closely. Sorry for missing posts, I'll check every day now whether it shows up or not.


GM

> HEADS UP: COMBAT TURN ORDER <
As a reminder to everyone, in order to speed up and steamline the way combat works for the time ahead, we'll be using a round-robin turn order. What this basically means is, whichever faction (Team vs. Enemies) goes first, when that player/unit has made their turn, the other faction gets to take an action afterward, this goes back and fourth until everybody has had a turn. It might look like:
> MAJUBA > ENEMY 1 > TURGRIM > ENEMY 2 > TIGERWOLF > ENEMY 3

• You do not have to wait until I make an enemy turn post to take your turn, it can be staggered so long as you're prepared to take the other factions having as many units act in response:
> MAJUBA & TURGRIM > ENEMY 1 & ENEMY 2 > TIGERWOLF > ENEMY 3

• If one faction has less members than the other, the lesser team gains an extra turn for every two turns the greater team gets, but only after the faction's member(s) have had their regular turns:
> MAJUBA > ENEMY 1 > TURGRIM > ENEMY 2 > TIGERWOLF & GREEZ > ENEMY (1 or 2)
> MAJUBA > ENEMY 1 > TURGRIM & TIGERWOLF > ENEMY 1

• The maximum length of a round is less than ONE DAY, or when everybody has a turn. You cannot act again until everybody had a chance to play their turn within the time limit. At the end of the second day you're considered to have passed your turn or put into total defense (+4 AC) as a mercy; thus beginning a new round.

You may get lucky and I end up missing a day myself, giving you more time to post for particular rounds. Rounds that roll into a weekend will be considered for extension because of the low posting frequency on those days. The object is to keep combat moving quickly since it can be one of the most time-consuming aspects of the roleplaying game.

• In the eventuality that either of us post very close between each other and the outcome or targets of our posts end up invalidating themselves (ex. Enemy attacks an ally who is no longer in range because they posted themselves moving a few seconds before), the one unlucky enough to have posted after the other must edit/delete their post to retain continuity. This should be very unlikely but thought you should know this clarification.

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

Time skip


GM

> ON STEALTH <
• As a way of simplifying some routine tasks and avoiding unnecessary rolling. I will state that you do not need to precede every stealth action with a roll, you can simply take-10 so long as you can clearly define an action or stance that shows your character is taking a 'sneaking' approach to movement. Your speed will be reduced by half as per normal stealth movement rules.

Instead, the only stealth checks you need are the ones I request, in the case if you are performing sneaking actions or getting too close to an enemy for your take-10 Stealth mod. Tips are to stay as far away from an enemy's facing as you can and avoid getting too close to an enemy.


GM

Another round of Character Sheet integrity checks people:

• Make sure that your HP is set to 'Half HD' standard, meaning that except for your first level, you automatically gain half your HD on levels afterward. Add your perma-CON and misc bonuses after.

ex. d8 should have 8+4+4+4+4+4+4+4=36 base HP.

• Make sure that you have adjusted your AC and ADR (Armour Damage Reduction) properly. Basically if it's an Armour or Natural-Armour bonus, it provides -/ADR that stacks with other DR, everything else like Shield/Deflect/Luck/Dodge...etc still grants AC as normal. ADR is also ignored by magic attacks similarly to AC as well, but then again, magic ignores DR anyway.

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

FYI: I will be on a trip from this thursday until tuesday am(PST) please feel free to bot me if necessary.

Combat actions:
1. Find the biggest threat
2. Either hit it with bestow curse through spectral hand or move up and take an Aoo triggering my spite spell. Which in turn triggers bestow curse.(-4 to all checks)

Spellcasters will be targeted with blindness.

3. Hang out behind Greez and target foes with misfortune and cackle.


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

Thanks for the heads up and combat paradigm Majuba, see you around!


GM

I do appreciate your patience if you are on the Gate-Crashing team, while you're free to talk amongst each other, the infiltration team must remove the bars before you can get inside.

I'm making effort to keep things moving smoothly and quickly, skimming over unnecessary steps where appropriate.


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

Tigerwolf is close to creating a distraction so that the battle may begin. The aim is to start everything off on Monday 27th so people are most able to respond. Majuba won't be back until tuesday but it's not likely the outside team will be let in within the space of one round.


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

No worries :)


GM

In reply to Greez's comment about 'something to do outside', I do apologise for the wait.

But do remember, I did give you all the choice to follow the infiltration team inside (doing actual sneaking things). But it was a choice you refused from the outset, I can't make you do things but when I warn you that refusing would lead you to having to wait, I mean it!

Thankfully this didn't take more than a week to get to the good part, when Tigerwolf sets off her distraction, the combat mode will begin.


Giant Male Orc HP 72/72, AC 19 T18 FF14, Saves Fort+9 Ref+8(evasion) Will+9 (+2 all enchant spell/effects), Init +4, Acro+17, Percep+10, Climb+10, SenseMotive +8, Heal+3, Ki 5/5 Monk/8

The post is also a way to show 'I am still here' also.


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

That's fine, and I do appreciate it mate.

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

The Doctor has returned!


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22

Welcome back Majuba! Just in time, the surprise round has started!


GM

Because I am controlling Odak, Mak and Jared, I am counting them as one person at the start of these rounds, you know; so the Bandits don't get to attack you three times before you've had a chance to act yourselves.

The bandits will get their remaining two turns back at the end when everybody has had a turn OR the time runs out and the next round would begin anyway.

Things are looking good so far, let's hope TURGRIM and his team can open the doors for the rest of you in the coming round(s)! And watch out for that Thug who jumped the fire patch TIGERWOLF and KAROL!

I almost forgot to mention, KAROL, unfortunately your sound/bard based buffs are only working for JARED, yourself and TIGERWOLF at the moment. You're too far away and blocked off by crates and walls for it to reach the others. Even if it's magical sound, sound still obeys laws of acoustics. I'd wager that if you played near the side of the room filled with angry thieving giants you could echo it across the storehouse where your allies will be fighting, but again that sounds like a bad idea.


Race Half Orc Skald 8(Spell Warrior) | HP 51/51 DR 5 /AC 20 | T 13| FF 19| CMB+8 | CMD 21 | FORT +8 | REF +5 | WILL +8 | INIT +2 | Perception +11| Conc +14 | Stealth +2 | Bluff +10| Sense Motive +16 | Diplomacy +18 | Spellcraft +12/ intimidate +20 Spell points 18/36
spells active:
prestidigitation, haste, good hope, reduce person

Fair enough.


Female Ogre HP: 92(108) / AC 17(15{17}) / F:+8 R:+7 W:+2(+4) Evasion / NatDR 3/- ArmDR 6 ResCold 1 / DrkVis 60'Ft Perc +10 SMotive +10 / Init +2 /Speed 40'ft

I feel REALLY dumb for not asking this before but is there any sort of lock on the outside of the doors(where greez rager and maju are). or is it just the inner locks that keep us out?


GM

It's the inner locks, apparently they use them in real warehouses too. The challenge is for the inside people to let their friends in; it's not like the bandits /wanted/ people in to begin with.

Even if the doors had a lock, they're bolted shut from the inside. The only other way inside is through a hole only Mogwag can squeeze into.


Someone has contacted me wishing to join our group.

They are new to tabletop but by what I have seen so far a very good role player.

I told them they would need the groups permission to join since we are such a big group.

He would be playing a Kobold Cleric that focuses on buffing.

Would any be opposed to him playing?

Silver Crusade

Spells Active:
Orc Scarred Witch Doctor 6 | HP 10/10 | AC 13(17) | T 12(16) | FF 10(14) | Fort 10 I Ref 2 | Will 7(+2 Saves vs Spells with the pain descriptor) | Init 1 | Move 30
Skills:

I am all for encouraging new players.


Giant Male Protector, 15ft tall, 3,960lbs. ||| •HP: 84/84, •PP: 28/28, •AC: 14 (ADR 13), •Saves: +11/+1/+5, •ATK: +7, •DMG: 3d6+7, CMB/D: +13/22
GM Moshado wrote:
I told them they would need the groups permission to join since we are such a big group.

In more ways than one, haha!


Race Half Orc Skald 8(Spell Warrior) | HP 51/51 DR 5 /AC 20 | T 13| FF 19| CMB+8 | CMD 21 | FORT +8 | REF +5 | WILL +8 | INIT +2 | Perception +11| Conc +14 | Stealth +2 | Bluff +10| Sense Motive +16 | Diplomacy +18 | Spellcraft +12/ intimidate +20 Spell points 18/36
spells active:
prestidigitation, haste, good hope, reduce person

I'm ok with it


Female Ogre HP: 92(108) / AC 17(15{17}) / F:+8 R:+7 W:+2(+4) Evasion / NatDR 3/- ArmDR 6 ResCold 1 / DrkVis 60'Ft Perc +10 SMotive +10 / Init +2 /Speed 40'ft

I'm down with a new person! Also I'll be posting later tonight or early tomorrow


Hp 40/40 AC 19 / T 13 / FF 15 (+8 Perc, -1 Init, Fort +3 Ref +1, Will +5)

Not a problem for Mogwag

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