Mangroves of the Desert (Inactive)

Game Master Herkymr the Silly

The lands are barren of their once luscious greenery and varied other ecosystems. The culprits are chaos storms--large random magic surges ravaging the lands like tornadoes. The deserts have spread as the storms continue to force the land to change. Purveyors of the magic arts have drawn together in hopes of discovering the cause of the storms.

Civilization has shrunk to the edges of the desert for the most part. Mangrove trees have been cultivated to stop the advent of the desert into the remaining waters. Druidic magic strengthens the trees and purifies the water so that life can be maintained. They also provide refuge for many of the creatures that have survived the changes.

The dragons have all but disappeared and the giants are ranging out once more leaving destruction and terror in their wake. Rumors of a cabal of wizards controlling the ravaging bands have begun to circulate among the rabble in the cities.

Sages and others of ancient lore whisper of a group tasked with keeping the ancients in line with nature and magic. Absence of these guardians could correspond with the giants raiding and the notable absence of the dragons.


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Miloș Blackwolf wrote:
I like it - as long as Milos can be polite.

To paraphrase one of my favorite sayings "polite my a** I'm gonna kill something."


Damphir cleric

Ok so after a long delay of not thinking about it at all I have decided on my songs.

In combat: siegreicher marsch by Amon Amarth
Out of combat: Wherever I may roam by Metallica

Oh, and you remember that rock rounding machine you told me about?? Is it like one of these?
https://www.youtube.com/watch?v=83C2tUxxN3g


I like Wherever I May Roam.

It's possible Jerras told Quinten more than the teacher's last post revealed. In the interest of keeping the game moving, I've assumed he didn't and offered plausible explanations for the Yellow Scorpions' interest in the dragon eggs.


--Kharn-- wrote:

Ok so after a long delay of not thinking about it at all I have decided on my songs.

In combat: siegreicher marsch by Amon Amarth
Out of combat: Wherever I may roam by Metallica

Oh, and you remember that rock rounding machine you told me about?? Is it like one of these?
https://www.youtube.com/watch?v=83C2tUxxN3g

yes the lathe is exactly like that.


So I have been just a wee bit lax on my end for story. This has been due to getting final touches cleaned up on our new house. Funding should go in tomorrow finally. Thus I should have more time for getting things rolling again but probably not til next week will we be rolling again good. Take this time to roleplay out character connections.

quinten:
Yellow Scorpions are responsible for the storms through a fellow named Karif. He opposes the return of the dragons. Play with this any way you like. I'll improvise from where you lead and tie it in with what i already have. :) Nows your chance to Story shine :)


REREMINDER OR New Notice:::

I asked for all to find two songs for their characters to better help me as DM and other players to better understand how your character feels to you.

1 song is for Combat
1 song is for Most other situations

I also offered the incentive of a "bonus" of something in game.

So... :) :)
Please find a moment and post the link to your songs here so we may feel your character better.


|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||
Herkymr the Silly wrote:

REREMINDER OR New Notice:::

I asked for all to find two songs for their characters to better help me as DM and other players to better understand how your character feels to you.

1 song is for Combat
1 song is for Most other situations

I also offered the incentive of a "bonus" of something in game.

So... :) :)
Please find a moment and post the link to your songs here so we may feel your character better.

I am still thinking about this when I have time to think. I will try to get something to you soon


Main Map of world area

Heres the main map of the general world.
Feel free to use it during story background creation.

Iron Killer: I am still compiling the information based of inquiries will get tit to you shortly


YEAH YEAH YEAH. we sign on the house tomorrow. that means we move in this weekend which should be fun because we have comicon tickets to use this weekend as well. Lots of busy and lots of fun.

However, this means I WILL not guarantee I will post until monday or tuesday of next week when we get net access at new house.

Feel free to keep discussing plans and such and roleplaying.


Herkymr the Silly wrote:

YEAH YEAH YEAH. we sign on the house tomorrow. that means we move in this weekend which should be fun because we have comicon tickets to use this weekend as well. Lots of busy and lots of fun.

However, this means I WILL not guarantee I will post until monday or tuesday of next week when we get net access at new house.

Feel free to keep discussing plans and such and roleplaying.

I forgot I will be sending Queinten some information on the burrows. That might help with planning or discussion etc.


"elf" boy- noncombat
combat

Fire Jinx (jerram) both situations

Marry fits personality


Hopefully, my last post isn't too dark. Let me know if I'm ever crossing the line.


Thaliak wrote:
Hopefully, my last post isn't too dark. Let me know if I'm ever crossing the line.

This is my comment on your last post.....

NICE

Nice use of information and presentation. I am already enjoying having you in the group.

I dont think you can really get to dark with me but...there are always exceptions.I just hope we dont get excessively graphic with anything.

I think all the other players will let anyone invluding me know if we get or are getting to dark.

Thaliak: I am going to try to send you a copy of the fifth port map I have in my realmworks program. Once it works well enough for you to see...Please give me a general area from which your toon resides and the school.
The Barrows are in the lawful neutral area and the warrens are in the lawful good area.


Herkymr the Silly wrote:
Thaliak wrote:
Hopefully, my last post isn't too dark. Let me know if I'm ever crossing the line.

This is my comment on your last post.....

NICE

Nice use of information and presentation. I am already enjoying having you in the group.

I dont think you can really get to dark with me but...there are always exceptions.I just hope we dont get excessively graphic with anything.

I think all the other players will let anyone invluding me know if we get or are getting to dark.

Thaliak: I am going to try to send you a copy of the fifth port map I have in my realmworks program. Once it works well enough for you to see...Please give me a general area from which your toon resides and the school.
The Barrows are in the lawful neutral area and the warrens are in the lawful good area.

OOPS the last comment should have been to Iron killer and not thaliak


So I am starting to dm more consistently starting friday. We should be in and unpacked and have internet and all that set up b then;

Thanks for your Patience as I finished this move.
That being said...

let's go back to the once a day posting
I will expect everyone even me to be back to doing this by October 5th that gives everyone a chance to catch up if they need on whats going on or refresh. It also doesnt spring it on anyone the "literal" next day.

BTW due to some scheduling complications with school and work and the public transportation network in the area...we may being losing the monk for a little while til things calm a bit for them. They then would look at joining back in. This isn't definite yet but we did discuss the possibility of it in RL this weekend.


I'm sorry to hear that we may lose the monk for a while. I like his character.

I don't know if I'll always be able to post once a day, but I should come close.


Thaliak wrote:

I'm sorry to hear that we may lose the monk for a while. I like his character.

I don't know if I'll always be able to post once a day, but I should come close.

communication is the key. If you know you wont be able to post for a day or so give us all a heads up. For the most part as long as you are making an honest effort to post as close to once a day as you can then we as a group should be fine with it.


This is the last post until we get internet at the house. I am guessing it will be sometime wednesday. See yaall soon


Congratulations on getting the house.

Earlier, you asked for two songs that represent the character. For out of combat, I'll go with Pretty Maids All in a Row by The Eagles. The slow pace and emphasis on past experiences should fit Quenten well, as his magic comes from connections to the past.

I have no idea what song to pick for combat, but I'm looking forward to seeing how it works in a play-by-post game. I get the impression we'll have the freedom to be much more descriptive than is possible in a real life game.


Harakani, I've been meaning to ask how obvious Milos' race is. From some of his earlier posts, I get the impression he makes an effort to hide what he is to avoid frightening the common folk. However, he is also described as pale, which might be a giveaway. Is he pale enough that someone who knows of vampires but has avoided spending time around them would recognize that he is one?


Internet services will b up supposedly 2mrrw. Thus the phone to night.
Thanks for keeping things going.


rolls

@Thaliak: I think it's a perception/knowledge thing. He's certainly able to blend in well enough to fool normal folk, but that is something heroes seldom are.


Herkmyr, no problem. It's been fun. Good luck getting the Internet online.

Milos, thanks for the reply. I think I'll have Quenten accept the disguise for now. It doesn't seem like a good time to introduce the interactions him realizing you're a vampire would create, and it would be more fun for him to realize it based on what you do.

All, am I doing a decent job of putting enough material in my posts for you to jump off of? I've been trying to find the balance between putting in enough to be interesting and putting in so much they're a hassle to read.


We r supposed to have internet on more than my phone so i can do some real posting starting 2morrow. Thanks for patience

@thaliak.....i have enjoyed your contributions to game already. Personally i feel that you have had awesome balance on your info and interest


|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||

Hey Quinten, Loving the posts that you have. My character will probably be a bit irritating or annoying to yours. Think of her as a teenager used to not having to work at getting anything and for the first time has had that world turned on its ear.

I really like the way that your character is handling the current situation and think that you are an excellent addition to the game.


So internet service got screwed. Wont have it til monday. J4p3 3 Ill try using phone


I'm glad my posts have been enjoyable. Shadara, that makes sense given her background and should lead to more interesting posts than if she were perfect. How old does she look? If she's young enough, Quinten might be inclined to lecture her more (which I'm sure won't endear him to her, but that's what teachers do).

Herkymr, I'd say "bah," but to be honest, I've occasionally enjoyed losing internet access. It forces me to remember other activities I enjoy (and get more done around the house).

By the way, is Iron Killer still joining us? I figured he would be the second guide Jerras mentioned.


|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||

Due to the fact that she is elven and only 118 years old she would equate to like an 18 year old human girl. The lecture would be the normal human thing to do because of the look of my character


Havent heard from ironkiller yet but hopeful.


Yes accirding to raw it is personal only. However it also gives a loop hole for uses like this in the description of how sorcerors obtain spells and acquire new ones. ^^


So I am out of town for the weekend with it being a family birthday tomorrow. When we get back monday we should have internet again. srry for the delay. I do have a fairly lengthy post set up but wont try to post it via phone so it will haveto wait for internet.


|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||

Hey everyone. I will not be able to post until Monday evening. Several things going on and will be out of wireless and cell range. Have a good weekend


Sent a message to ironkiller no response yet.

Posting from phone once more. Internet still screwy but tec is to have it fix3d by 12 noon tomorroww

****quentin***** awesome post.

*****shadara**** feathers??? Lets see it

*******Milos***** how did u want to handle getting ur horse? Feel free to
Interject and adjust time line if u need to


So Internet is finally up. Expect me to be posting atleast once a day.
I will have a pretty good post up l8r today or atleast by this evening.

Thanks for all the patience and GAME ON.

We have lost our monk


Drat. I liked his character and would have enjoyed seeing an unchained monk in play.

I may not be able to post tonight, Thursday or Friday.


Thaliak wrote:

Drat. I liked his character and would have enjoyed seeing an unchained monk in play.

I may not be able to post tonight, Thursday or Friday.

We as a group as you have noticed are fairly easy going with posting as long as we know it ahead of time.

I almost have the rest of the inn area written out so it will only be a short post tonight.

BTW - loved the description with the Red claw group


Thanks.

Milos, I enjoyed your last post, particularly the reference to flies. Your horse sounds creepy.


|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||

I was just curious to see if I needed a dice roll to get group size and formation.


Damphir cleric

Hey T were you planning on picking up the unchained add on soon?


|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||
--Kharn-- wrote:
Hey T were you planning on picking up the unchained add on soon?

Did not know about it. Not really at a point where I can spend on it either.

Sovereign Court

Male Human Occultist 8/Expert 1 (VMC Bard) || HP: 43/58 || Init: +0 || AC/Touch/FF: 14/10/14 (mage armor active) || Fort: +6; Ref: +2; Will: +11 || Perception +15; Sense Motive +14

Thaliak here. I'm going to follow everyone's example and start using Quinten's alias for out-of-character posts.

Herkymr, I accepted your invitation to the game on Realm Works. Unfortunately, when I try to synchronize with the cloud, my attempt fails with a null reference exception. I'll try again tomorrow. If I'm still having trouble, I may need to post on the support forum for Realm Works.

In one of your messages, you suggested I roll Knowledge checks as appropriate. Here are a few I've been meaning to roll:
Who is Covenant, the man Jerras said we would not want to displease?: 1d20 + 10 ⇒ (8) + 10 = 18
Who is Jana, the woman to whom we are to deliver the eggs?: 1d20 + 12 ⇒ (11) + 12 = 23
Do I recognize anyone in the group of beggers?: 1d20 + 12 ⇒ (11) + 12 = 23

I haven't specified a knowledge on these checks because my modifier on all of my trained knowledges–History, Local, Nobility, Planes, Religion, Arcana, and Geography–is 10. The +12 on the rolls for Jana and the beggars assumes they get the +2 bonus for dealing with Fifth Port.

I'll be taking 10 on one more: the route we're taking to the warehouse (assuming nothing comes up and the beggars don't suggest a better alternative), which would give me a roll of 22 with the +2 modifier for local checks.

Also, I may not be able to post Tuesday and will be scare or absent Friday, Saturday, and Sunday. I'll be demoing board games at a local board game convention (and hoping people actually show up to play them).


|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||
Shadara Windless wrote:
DM ROLL Request

Here is the updated Combat rolls that now reflect correctly and the attacks have been generalized so they should work anywhere.

DM ROLL Request

Initiative Roles:

Initiative1: 1d20 + 2 ⇒ (19) + 2 = 21
Initiative2: 1d20 + 2 ⇒ (10) + 2 = 12
Initiative3: 1d20 + 2 ⇒ (1) + 2 = 3
Initiative4: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative5: 1d20 + 2 ⇒ (13) + 2 = 15
Initiative6: 1d20 + 2 ⇒ (9) + 2 = 11
Initiative7: 1d20 + 2 ⇒ (3) + 2 = 5
Initiative8: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative9: 1d20 + 2 ⇒ (13) + 2 = 15
Initiative10: 1d20 + 2 ⇒ (9) + 2 = 11
Initiative1nobonus: 1d20 ⇒ 14
Initiative2no bonus: 1d20 ⇒ 8

first round:
As a swift action I will use Vanishing Trick on myself to become invisible. Then I will move off to the side of the group finding somewhere that will conceal me but give me a vantage point to be able to sneak attack and ready my bow and notch an arrow. If there is no place to conceal myself will stop moving once outside the direct fighting space but still in sneak attack range of the two groups and ready my bow and arrow.
Stealth Movement checks: Dice roll is 1d20 + 25 (+5 Stealth Bonus, +20 Vanishing Trick Bonus if moving, +40 Vanishing Trick Bonus if standing still)
1d20 + 25 ⇒ (6) + 25 = 31
1d20 + 25 ⇒ (7) + 25 = 32
1d20 + 25 ⇒ (8) + 25 = 33
1d20 + 25 ⇒ (19) + 25 = 44
1d20 + 25 ⇒ (17) + 25 = 42
1d20 + 25 ⇒ (16) + 25 = 41
1d20 + 25 ⇒ (5) + 25 = 30
1d20 + 25 ⇒ (10) + 25 = 35
1d20 + 25 ⇒ (7) + 25 = 32
1d20 + 25 ⇒ (8) + 25 = 33

lightly wounded:
Hurriedly I will backflip away from the attacker, given there is room, and retreat about 20 feet. Then try to find an obstruction of some kind to put between me and the attacker. If I am concealed behind the obstruction I will put away my bow and ready my nunchaku for attack. If there is nothing to hide behind at this point turn and draw another arrow if need be and aim at the attacker

moderately wounded:
Grab a thunder stone and throw it at the attacker and run the opposite direction about 30 feet and try to find something to hide behind. Whether or not I find an obstruction to conceal myself, I will ready my bow and arrows

severely wounded:
grab a thunderstone and throw it straight up in the air about ten feet and run away from the attacker. Then as soon as the thunderstone goes off pull out the flask of shard gel and throw it in the direction of the attacker. If it is available I will us Vanishing Trick to turn invisible, then I will continue to run weaving back and forth to make myself a harder target until I have cleared the attack area by a block.

Attack and Damage Rolls
Sneak Attack:

Damage is 1d6
1d6 ⇒ 3
1d6 ⇒ 4
1d6 ⇒ 1
1d6 ⇒ 4
1d6 ⇒ 6
1d6 ⇒ 3

nunchaku:

Attack is 1d20 +1
1d20 + 1 ⇒ (5) + 1 = 6
1d20 + 1 ⇒ (1) + 1 = 2
1d20 + 1 ⇒ (7) + 1 = 8
1d20 + 1 ⇒ (16) + 1 = 17
1d20 + 1 ⇒ (13) + 1 = 14
1d20 + 1 ⇒ (1) + 1 = 2

Damage is 1d6+1 [Critical Damage Multiplier is X2]
1d6 + 1 ⇒ (5) + 1 = 6
1d6 + 1 ⇒ (1) + 1 = 2
1d6 + 1 ⇒ (4) + 1 = 5
1d6 + 1 ⇒ (6) + 1 = 7
1d6 + 1 ⇒ (3) + 1 = 4
1d6 + 1 ⇒ (1) + 1 = 2


Maldetrin’s legacy of Sound:

Attack is 1d20 + 5 (+1 attack bonus, +2 Dex mod, +1 Enchantment, +1 Point Blank [within 30 feet])
1d20 + 5 ⇒ (20) + 5 = 25
1d20 + 5 ⇒ (20) + 5 = 25
1d20 + 5 ⇒ (14) + 5 = 19
1d20 + 5 ⇒ (13) + 5 = 18
1d20 + 5 ⇒ (20) + 5 = 25
1d20 + 5 ⇒ (13) + 5 = 18
Damage
1d6 +1 (+1) –[Point Blank Shot Bonus if within 30 feet][Critical Damage Multiplier is X3]

1d6 + 2 ⇒ (3) + 2 = 5
1d6 + 2 ⇒ (6) + 2 = 8
1d6 + 2 ⇒ (4) + 2 = 6
1d6 + 2 ⇒ (3) + 2 = 5
1d6 + 2 ⇒ (3) + 2 = 5
1d6 + 2 ⇒ (2) + 2 = 4


Shard Gel:

Attack is 1d20 +2 (+1 base attack bonus, +1 Point Blank Shot[within 30 feet])
1d20 + 2 ⇒ (3) + 2 = 5
1d20 + 2 ⇒ (20) + 2 = 22
1d20 + 2 ⇒ (4) + 2 = 6
1d20 + 2 ⇒ (4) + 2 = 6
1d20 + 2 ⇒ (17) + 2 = 19
1d20 + 2 ⇒ (10) + 2 = 12

Damage is 1d4 +1 [Critical Damage Multiplier is Unknown]

1d4 + 1 ⇒ (1) + 1 = 2
1d4 + 1 ⇒ (1) + 1 = 2
1d4 + 1 ⇒ (3) + 1 = 4
1d4 + 1 ⇒ (1) + 1 = 2
1d4 + 1 ⇒ (1) + 1 = 2
1d4 + 1 ⇒ (4) + 1 = 5

Thunderstone:
It is a DC15 fortitude save or be deafened for 1 hour

Paper Candle Firework:
It is a DC15 fortitude save or be dazzled for 1d4 rounds

Shard gel:
1d4 piercing damage and acts as splash damage. The target square and all adjacent squares act as caltrops for 5 rounds.


|| WORLD MAP || Current Map || Female Elf Expert/Ninja 7 || HP: 61/61 || Init +3 || AC/Touch/FF 15/13/12 || Fort: +2 Ref: +9 Will +5 || Perception +14; Sense Motive +11 || Daily Ki: 5/5 || Combat Actions for GM Use ||

At this time as long as DM accepts the updated combat rolls my character is feigning idiocy If I need to make a roll here you go

bluff check: 1d20 + 6 + 5 ⇒ (15) + 6 + 5 = 26(+6 skill bonus, +5 Minor Changes -facial expressions, and stance)


Quentin and Milos:

I forgot that I asked the others to post this as a link with each post. These rolls allow us to aid in the flow of combat as needed if someone is unable to post in a reasonable amount of time in combat.

10 initiative rolls

typical first round action
with rolls as needed

common actions when
lightly wounded -- still have 3/4 or more HP
moderately wounded --still have at least 1/2 hp
severely wounded -- anything lower that 3/4 hp

10 attack rolls and damage for weapons you would use: start with preference of weapon

Any other action you would commonly take--- let me know why

Any dc's etc for other items you would use

See Shadara and Mang (combat rolls) link in above their pictures

-----------------------------------------------------------------------
This does not mean that you have to do these actions.
Just that these are common or typical actions taken by your toon
Sometimes I will need initiative before I ask for it or because I have something I dont want to give away to the players yet.
When this happens...I usually take a d10 and roll it using the number rolled as the number of Initiative from your rolls that is used.

DOES THIS MAKE SENSE?

let me know

------------------------------------------------------------------------

Also reminder for music related to your character.
combat and non combat song to express how you see your toon.
This will grant some sort of in-game benefit. It also helps others "see"
how you see your character and thus helps with role play\

--------------------------------------------------------------------
Mang I am working a benefit in for you do to taking the time to find music.

----------------------------------------------------------------------
Mang -- great use of the info from Strong talon
----------------------------------------------------------------------
Milos -- thanks for the quick ref on the horse.
----------------------------------------------------------------------
Shadara-- again nice work on adding to the story in character
-----------------------------------------------------------------------
Quentin--- I still love the additional flavor you are adding to the game. I am glad you decided to join us. ---- did you get the Realm invite?
-----------------------------------------------------------------------

I'm going to repost a recruitment opportunity to see if we cant get atleast 2-3 more players.

If YOU have peeps you know who might be interested in playing I will give higher preference to your recommendations than to "raw" joining.
----------------------------------------------------------------------

Srry my posts have been sporadic the last few days. I was placing insulation in a ceiling and got some in my nose and lungs and have been rather miserable due to it. I am feeling better now and PROMISE
to have a good post up today to move this along.

------------------------------

Sovereign Court

Male Human Occultist 8/Expert 1 (VMC Bard) || HP: 43/58 || Init: +0 || AC/Touch/FF: 14/10/14 (mage armor active) || Fort: +6; Ref: +2; Will: +11 || Perception +15; Sense Motive +14
Herkymr the Silly wrote:

Quinten and Milos:

I forgot that I asked the others to post this as a link with each post. These rolls allow us to aid in the flow of combat as needed if someone is unable to post in a reasonable amount of time in combat. ...

I will try to get this done tonight.

Unfortunately, I won't be available this weekend. I'll be at a local gaming convention from 8:00 a.m. to 11:00 p.m. tomorrow and Saturday, and from 8:00 a.m. to 7:00 p.m. on Sunday.

Quote:

Also reminder for music related to your character.

combat and non combat song to express how you see your toon.
This will grant some sort of in-game benefit. It also helps others "see"
how you see your character and thus helps with role play.

This has been in the back of my mind, but I'm having trouble figuring out how Quinten will work in combat. I'm torn between taking away his already limited combat-oriented abilities to force myself to be creative or sticking with my original plan. Either way, I'm hoping I'll have a better idea of what combat music to use once we've made it through a battle.

Quote:
Quinten--- I still love the additional flavor you are adding to the game. I am glad you decided to join us. ---- did you get the Realm invite?

I'm glad to hear it. I've enjoyed the game as well.

I got and accepted the invite, but when I try to download the content for the game, Realm Works locks up. Eventually, I get a dialogue box saying that it has thrown a null reference exception and offering to send a report to the developers.

I tried to fix that last night to no avail. I will try again Monday or late next week.

I'll be traveling Tuesday and Wednesday of next week for work. I should have access to a computer with Internet, but if I'm able to post, it'll be late.


rolls

@Herkymr: Hope you feel better soon!
How's this?
---

Rolls:

10 init rolls
init: 1d20 + 2 ⇒ (6) + 2 = 8
init: 1d20 + 2 ⇒ (9) + 2 = 11
init: 1d20 + 2 ⇒ (2) + 2 = 4
init: 1d20 + 2 ⇒ (7) + 2 = 9
init: 1d20 + 2 ⇒ (3) + 2 = 5
init: 1d20 + 2 ⇒ (9) + 2 = 11
init: 1d20 + 2 ⇒ (12) + 2 = 14
init: 1d20 + 2 ⇒ (9) + 2 = 11
init: 1d20 + 2 ⇒ (2) + 2 = 4
init: 1d20 + 2 ⇒ (5) + 2 = 7
10 Mounted Combat hit negation rolls
ride: 1d20 + 7 ⇒ (1) + 7 = 8
ride: 1d20 + 7 ⇒ (13) + 7 = 20
ride: 1d20 + 7 ⇒ (10) + 7 = 17
ride: 1d20 + 7 ⇒ (19) + 7 = 26
ride: 1d20 + 7 ⇒ (13) + 7 = 20
ride: 1d20 + 7 ⇒ (17) + 7 = 24
ride: 1d20 + 7 ⇒ (10) + 7 = 17
ride: 1d20 + 7 ⇒ (2) + 7 = 9
ride: 1d20 + 7 ⇒ (9) + 7 = 16
ride: 1d20 + 7 ⇒ (5) + 7 = 12
10 attacks with Lance, 1 handed, charge
attack: 1d20 + 2 ⇒ (16) + 2 = 18 damage: 1d8 + 2 ⇒ (8) + 2 = 10 double on charge
attack: 1d20 + 2 ⇒ (17) + 2 = 19 damage: 1d8 + 2 ⇒ (5) + 2 = 7 double on charge
attack: 1d20 + 2 ⇒ (10) + 2 = 12 damage: 1d8 + 2 ⇒ (6) + 2 = 8 double on charge
attack: 1d20 + 2 ⇒ (2) + 2 = 4 damage: 1d8 + 2 ⇒ (8) + 2 = 10 double on charge
attack: 1d20 + 2 ⇒ (4) + 2 = 6 damage: 1d8 + 2 ⇒ (7) + 2 = 9 double on charge
attack: 1d20 + 2 ⇒ (15) + 2 = 17 damage: 1d8 + 2 ⇒ (2) + 2 = 4 double on charge
attack: 1d20 + 2 ⇒ (13) + 2 = 15 damage: 1d8 + 2 ⇒ (5) + 2 = 7 double on charge
attack: 1d20 + 2 ⇒ (7) + 2 = 9 damage: 1d8 + 2 ⇒ (1) + 2 = 3 double on charge
attack: 1d20 + 2 ⇒ (8) + 2 = 10 damage: 1d8 + 2 ⇒ (3) + 2 = 5 double on charge
attack: 1d20 + 2 ⇒ (11) + 2 = 13 damage: 1d8 + 2 ⇒ (4) + 2 = 6 double on charge
10 attacks with Longsword
attack: 1d20 + 2 ⇒ (9) + 2 = 11 damage: 1d8 + 2 ⇒ (5) + 2 = 7
attack: 1d20 + 2 ⇒ (19) + 2 = 21 damage: 1d8 + 2 ⇒ (8) + 2 = 10
attack: 1d20 + 2 ⇒ (4) + 2 = 6 damage: 1d8 + 2 ⇒ (2) + 2 = 4
attack: 1d20 + 2 ⇒ (9) + 2 = 11 damage: 1d8 + 2 ⇒ (8) + 2 = 10
attack: 1d20 + 2 ⇒ (13) + 2 = 15 damage: 1d8 + 2 ⇒ (2) + 2 = 4
attack: 1d20 + 2 ⇒ (12) + 2 = 14 damage: 1d8 + 2 ⇒ (1) + 2 = 3
attack: 1d20 + 2 ⇒ (19) + 2 = 21 damage: 1d8 + 2 ⇒ (7) + 2 = 9
attack: 1d20 + 2 ⇒ (4) + 2 = 6 damage: 1d8 + 2 ⇒ (6) + 2 = 8
attack: 1d20 + 2 ⇒ (9) + 2 = 11 damage: 1d8 + 2 ⇒ (1) + 2 = 3
attack: 1d20 + 2 ⇒ (20) + 2 = 22 damage: 1d8 + 2 ⇒ (8) + 2 = 10
10 attacks with longbow
attack: 1d20 + 2 ⇒ (12) + 2 = 14 damage: 1d8 ⇒ 3
attack: 1d20 + 2 ⇒ (10) + 2 = 12 damage: 1d8 ⇒ 4
attack: 1d20 + 2 ⇒ (4) + 2 = 6 damage: 1d8 ⇒ 5
attack: 1d20 + 2 ⇒ (5) + 2 = 7 damage: 1d8 ⇒ 6
attack: 1d20 + 2 ⇒ (3) + 2 = 5 damage: 1d8 ⇒ 3
attack: 1d20 + 2 ⇒ (17) + 2 = 19 damage: 1d8 ⇒ 7
attack: 1d20 + 2 ⇒ (1) + 2 = 3 damage: 1d8 ⇒ 4
attack: 1d20 + 2 ⇒ (15) + 2 = 17 damage: 1d8 ⇒ 7
attack: 1d20 + 2 ⇒ (8) + 2 = 10 damage: 1d8 ⇒ 1
attack: 1d20 + 2 ⇒ (8) + 2 = 10 damage: 1d8 ⇒ 5
10 confirmation rolls
crit: 1d20 ⇒ 14
crit: 1d20 ⇒ 18
crit: 1d20 ⇒ 19
crit: 1d20 ⇒ 3
crit: 1d20 ⇒ 3
crit: 1d20 ⇒ 4
crit: 1d20 ⇒ 15
crit: 1d20 ⇒ 4
crit: 1d20 ⇒ 12
crit: 1d20 ⇒ 10

standard first action:

If enemy is far away Draw long bow and shoot. Back away.
if there is not area, and enemy is closeDraw longsword and shield. Attack. Let horse attack.
If there is area, and if enemy is closedraw lance and shield, move out of range: Back up and prepare
If there is area, and If enemy is close, and ready Lance and Shield. Ride by attack. Charge, attack, keep moving: Harrying attacks

wounded:

Largely irrelevant how wounded.
His preferred style is harrying. He should be running around and attacking then moving on, so enemy cannot attack back.
if his horse is at less than 50% he’ll go further away and shoot, giving it time to heal. It’s a pain waiting for it to regenerate.
If there is a break in combat he’ll feed, if he can.

choice of targets:

Positive Channelers first, then ranged troops, then fast troops, then infantry.

Music: in combat Nine Inch Nails: the Perfect Drug
Music: out of combat Queen: Princes of the Universe

Sovereign Court

Male Human Occultist 8/Expert 1 (VMC Bard) || HP: 43/58 || Init: +0 || AC/Touch/FF: 14/10/14 (mage armor active) || Fort: +6; Ref: +2; Will: +11 || Perception +15; Sense Motive +14

Initiative Rolls:

1d20 + 0 ⇒ (3) + 0 = 3
1d20 + 0 ⇒ (11) + 0 = 11
1d20 + 0 ⇒ (16) + 0 = 16
1d20 + 0 ⇒ (20) + 0 = 20
1d20 + 0 ⇒ (5) + 0 = 5
1d20 + 0 ⇒ (15) + 0 = 15
1d20 + 0 ⇒ (4) + 0 = 4
1d20 + 0 ⇒ (2) + 0 = 2
1d20 + 0 ⇒ (19) + 0 = 19
1d20 + 0 ⇒ (13) + 0 = 13

First Round action if the opponent has an obvious wizard:

His heart pounding, Quinten reaches instinctively for the small wooden figurine that hangs around his neck and draws on its power. As he does so, he pictures his father moving pieces on a map of Fifth Port as his students watch. "The rebels knew they would have to take care of the noble evoker quickly..."

A dog appears 30 feet behind the wizard and rushes it, a growl in its throat. As its jaws close around the wizard's leg, Quinten's hands tighten on the figurine and he whispers, Go, Brown Beast! Go! For a moment, the dog seems larger, as if it were viewed through a child's eyes.

For his standard action, Quinten is spending one point from his conjuration implement to summon a dog. He has Augment Summoning, so the dog uses the stats in brackets. For his move action, Quinten is using Combat Advice to give the dog a +2 competence bonus on its attack.

The dog will use its round to charge and bite the wizard. The charge will give the dog a +2 bonus to its attack but reduce its AC by 2 (to 11).

The Dog's Bite: 1d20 + 8 ⇒ (19) + 8 = 27
The Bite's Damage: 1d4 + 3 ⇒ (1) + 3 = 4

First Round Action if the enemy has no obvious wizards:

As Quinten's hands tighten around the wooden figurine, he pictures his father stepping between him and a pair of thugs on their first trip to the Burrows. So many bruises. A tear wets his eye as he draws on the figurine's power. Creature, forgive me.

A fiendish dog appears in the middle of the enemy ranks, its eyes glowing red as it snaps at any exposed flesh it can find. Quinten watches, his expression grim. If I must sacrifice a creature, I will sacrifice one from Hell.

But one creature is enough. Mentally, Quinten reaches out to Mang's hammer, trying to bring memories of past combats and training to its surface. Finish him quickly. You know how.

Again, Quinten will use his standard action to summon a dog by spending a point from his conjuration implement. The dog will spend its first round attacking the nearest enemy, which Quinten hopes will convince the enemies to focus on it rather than us.

Quinten will use his move action on Combat Advice to give whoever is engaged with the most threatening enemy a +2 to competence bonus on his or her next attack. If you aren't sure who to pick, default to someone who missed on their last attack or Mang.

The Dog's Bite: 1d20 + 4 ⇒ (3) + 4 = 7
The Bite's Damage: 1d4 + 3 ⇒ (4) + 3 = 7

The second round:
Quinten scowls at the enemy engaged with Shadara. A young girl shouldn't have to fight.

The teacher reaches out to the ring on his left hand and recalls his grandfather grinning as he pulled a card from eight-year-old Quinten's sleeve. It took the boy months of careful observation to figure out how his grandfather got it there.

A ghost-like card falls from Quinten's sleeve and vanishes as mist appears around the enemy's head, blocking his vision. Finish him quickly and move back into the shadows, child.

Quinten is using his move action to center himself, which negates the +10 increase to concentration DCs for using a spell with thought components. Then he's using his standard action to cast Silent Image. In subsequent rounds, he'll use his standard action to concentrate and maintain the image and his move action to activate Combat Advice.

The enemy will get a Will save against a DC Of 15 to recognize that the mist is fake and see through it. If Quinten realizes that has happened, he'll move the mist to someone else when he concentrates to maintain the spell.

If Quinten takes damage while maintaining the spell, he'll need to make a concentration check (1d20+6) against a DC of 11 + the damage dealt.

If Quinten is severely wounded:
If he has less than a quarter of his hitpoints remaining, Quinten will flee and hide. He'll try to remain close enough to the group that he can rejoin it, but he doesn't have a strong enough bond with any of the party members to give his life for their benefit.

A note on Quinten's summons:
Quinten can only have one summoned monster active at a time, but each summon lasts a minute. After the first round, the summon will attack whatever enemy it previously engaged or the nearest enemy. Quinten cannot communicate with the summon well enough to give it more specific directions.

If Quinten is in melee:

Quinten shifts his pointer to his left hand and jabs at the man's chest, hoping to knock the air out of him. Then he steps back and twists his hand to put the pointer's shaft between his face and the man's club. The wood is thicker than you think, scoundrel.

Despite that, the teacher takes another step back as the man swings.

Dog bites:

Attack: 1d20 + 4 ⇒ (13) + 4 = 17; Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Attack: 1d20 + 4 ⇒ (2) + 4 = 6; Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Attack: 1d20 + 4 ⇒ (8) + 4 = 12; Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Attack: 1d20 + 4 ⇒ (18) + 4 = 22; Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Attack: 1d20 + 4 ⇒ (20) + 4 = 24; Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Attack: 1d20 + 4 ⇒ (18) + 4 = 22; Damage: 1d4 + 3 ⇒ (3) + 3 = 6
Attack: 1d20 + 4 ⇒ (3) + 4 = 7; Damage: 1d4 + 3 ⇒ (1) + 3 = 4
Attack: 1d20 + 4 ⇒ (17) + 4 = 21; Damage: 1d4 + 3 ⇒ (4) + 3 = 7
Attack: 1d20 + 4 ⇒ (12) + 4 = 16; Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Attack: 1d20 + 4 ⇒ (18) + 4 = 22; Damage: 1d4 + 3 ⇒ (1) + 3 = 4

Pointer strikes:

Attack: 1d20 + 1 ⇒ (15) + 1 = 16; Damage: 1d6 ⇒ 5
Attack: 1d20 + 1 ⇒ (17) + 1 = 18; Damage: 1d6 ⇒ 2
Attack: 1d20 + 1 ⇒ (8) + 1 = 9; Damage: 1d6 ⇒ 1
Attack: 1d20 + 1 ⇒ (18) + 1 = 19; Damage: 1d6 ⇒ 4
Attack: 1d20 + 1 ⇒ (10) + 1 = 11; Damage: 1d6 ⇒ 4
Attack: 1d20 + 1 ⇒ (15) + 1 = 16; Damage: 1d6 ⇒ 1
Attack: 1d20 + 1 ⇒ (3) + 1 = 4; Damage: 1d6 ⇒ 5
Attack: 1d20 + 1 ⇒ (11) + 1 = 12; Damage: 1d6 ⇒ 6
Attack: 1d20 + 1 ⇒ (16) + 1 = 17; Damage: 1d6 ⇒ 5
Attack: 1d20 + 1 ⇒ (16) + 1 = 17; Damage: 1d6 ⇒ 6


rolls

update rolls:

10 Mounted Combat hit negation rolls
ride: 1d20 + 8 ⇒ (5) + 8 = 13
ride: 1d20 + 8 ⇒ (16) + 8 = 24
ride: 1d20 + 8 ⇒ (17) + 8 = 25
ride: 1d20 + 8 ⇒ (11) + 8 = 19
ride: 1d20 + 8 ⇒ (16) + 8 = 24
ride: 1d20 + 8 ⇒ (6) + 8 = 14
ride: 1d20 + 8 ⇒ (9) + 8 = 17
ride: 1d20 + 8 ⇒ (16) + 8 = 24
ride: 1d20 + 8 ⇒ (13) + 8 = 21
ride: 1d20 + 8 ⇒ (16) + 8 = 24
10 attacks with Lance, 1 handed, charge
attack: 1d20 + 3 + 2 ⇒ (18) + 3 + 2 = 23 damage: 1d8 + 2 ⇒ (6) + 2 = 8 double on charge
attack: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25 damage: 1d8 + 2 ⇒ (7) + 2 = 9 double on charge
attack: 1d20 + 3 + 2 ⇒ (17) + 3 + 2 = 22 damage: 1d8 + 2 ⇒ (7) + 2 = 9 double on charge
attack: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14 damage: 1d8 + 2 ⇒ (6) + 2 = 8 double on charge
attack: 1d20 + 3 + 2 ⇒ (15) + 3 + 2 = 20 damage: 1d8 + 2 ⇒ (5) + 2 = 7 double on charge
attack: 1d20 + 3 + 2 ⇒ (20) + 3 + 2 = 25 damage: 1d8 + 2 ⇒ (3) + 2 = 5 double on charge
attack: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6 damage: 1d8 + 2 ⇒ (5) + 2 = 7 double on charge
attack: 1d20 + 3 + 2 ⇒ (6) + 3 + 2 = 11 damage: 1d8 + 2 ⇒ (3) + 2 = 5 double on charge
attack: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24 damage: 1d8 + 2 ⇒ (6) + 2 = 8 double on charge
attack: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15 damage: 1d8 + 2 ⇒ (7) + 2 = 9 double on charge
10 attacks with Longsword
attack: 1d20 + 3 ⇒ (1) + 3 = 4 damage: 1d8 + 2 ⇒ (7) + 2 = 9
attack: 1d20 + 3 ⇒ (5) + 3 = 8 damage: 1d8 + 2 ⇒ (7) + 2 = 9
attack: 1d20 + 3 ⇒ (19) + 3 = 22 damage: 1d8 + 2 ⇒ (4) + 2 = 6
attack: 1d20 + 3 ⇒ (2) + 3 = 5 damage: 1d8 + 2 ⇒ (4) + 2 = 6
attack: 1d20 + 3 ⇒ (9) + 3 = 12 damage: 1d8 + 2 ⇒ (2) + 2 = 4
attack: 1d20 + 3 ⇒ (16) + 3 = 19 damage: 1d8 + 2 ⇒ (6) + 2 = 8
attack: 1d20 + 3 ⇒ (20) + 3 = 23 damage: 1d8 + 2 ⇒ (3) + 2 = 5
attack: 1d20 + 3 ⇒ (5) + 3 = 8 damage: 1d8 + 2 ⇒ (8) + 2 = 10
attack: 1d20 + 3 ⇒ (4) + 3 = 7 damage: 1d8 + 2 ⇒ (8) + 2 = 10
attack: 1d20 + 3 ⇒ (12) + 3 = 15 damage: 1d8 + 2 ⇒ (5) + 2 = 7
10 attacks with longbow
attack: 1d20 + 3 ⇒ (20) + 3 = 23 damage: 1d8 ⇒ 6
attack: 1d20 + 3 ⇒ (3) + 3 = 6 damage: 1d8 ⇒ 1
attack: 1d20 + 3 ⇒ (15) + 3 = 18 damage: 1d8 ⇒ 6
attack: 1d20 + 3 ⇒ (10) + 3 = 13 damage: 1d8 ⇒ 5
attack: 1d20 + 3 ⇒ (16) + 3 = 19 damage: 1d8 ⇒ 2
attack: 1d20 + 3 ⇒ (8) + 3 = 11 damage: 1d8 ⇒ 4
attack: 1d20 + 3 ⇒ (1) + 3 = 4 damage: 1d8 ⇒ 2
attack: 1d20 + 3 ⇒ (13) + 3 = 16 damage: 1d8 ⇒ 4
attack: 1d20 + 3 ⇒ (15) + 3 = 18 damage: 1d8 ⇒ 7
attack: 1d20 + 3 ⇒ (20) + 3 = 23 damage: 1d8 ⇒ 3


rolls

Should I be using these update rolls on the first round, rerolling, or waiting? Currently I figure waiting - the kids might run.

Sovereign Court

Male Human Occultist 8/Expert 1 (VMC Bard) || HP: 43/58 || Init: +0 || AC/Touch/FF: 14/10/14 (mage armor active) || Fort: +6; Ref: +2; Will: +11 || Perception +15; Sense Motive +14

Quinten might try to keep the two groups from coming to blows by emphasizing that we are the Scorpions' enemies. He isn't fond of cannibals, but his hatred for the Scorpions and loyalty to Jerras takes precedence.

Does he know that Nella is the girlfriend of a high-ranking Yellow Scorpion?: 1d20 + 12 ⇒ (10) + 12 = 22
What does he know about Triv?: 1d20 + 12 ⇒ (16) + 12 = 28

Both rolls are Knowledge (local) rolls. I assumed the bonus for Fifth Port-related checks applies. If not, the results are 20 and 26.

Also, I'd like to make a Sense Motive check to see if the leader is being honest about not knowing anything about the archers Mang mentioned.

Sense Motive: 1d20 + 8 ⇒ (15) + 8 = 23

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