The Secrets of the Sunderlands

Game Master GM Netherfire


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Male Hobgoblin (Shielded) Fighter 4

No intention of carrying heavies. Just teh upgroods.


Male Human Sorcerer 5

Just to be sure, I grabbed the +1 longspear, so it's +3 (1d8x3)...? I won't carry anything else since Aladdin's a weakling.

Sczarni

Male Human

1d8+1 is the damage


Male Dwarf Cleric of Irori 5

Bolgrith will be carrying;

1 Suit of +1 Steel Lamallar: 35lb
1 +1 Breastplate: 30lb
1 +1 Chainmail: 40lb
1 +1 Longsword: 4lb
1 +1 Scimitar: 4lb
1 +1 Greataxe: 12lb

125lb

Current weight carried: 43lb

New total weight: 168lb, just pushing the limit of his max heavy load.

Geeze.


Dungeon Master

While carrying a Heavy Load, Bolgrith takes a -6 penalty to all Strength and Dexterity-based skills. Do not add the Encumbrance Check Penalty to Bolgrith's ACP; take the worse of the two (remember that ACP comes from both armor and shield). Thankfully, his move speed is not penalized.


Male Dwarf Cleric of Irori 5

Bolgrith cowers behind his shield and cries. OR you can autopilot him a little longer if you'd like. Thanks Nether.


Dungeon Master

I'll be out of town for the next day or two. If I can post, I will, but otherwise I am sorry for the lapse in regular posting (or approximation thereof).


Dungeon Master

In answer to your question, Rolg, the goblins are in a lemming mentality at the moment. About a hundred or more actually saw you, and the rest are following because they think they are being led to the human lands. In short answer, they are going south anyways, so yes you will be facing all of them if you stop.


Male Hobgoblin (Shielded) Fighter 4

Well, Hell!

If we get on that rock, there's only room for a few at a time at us (not counting giants)?
___________

What are everyone's thoughts here?

If we get up on the rock, I can increase everyone's AC by 1 (flat bonus). I can aid to increase AC by 2 for one person and throw my shield in front of one person per round as a swift action to increase AC by 2.

Aladdin and Bolgrith are short on offensive spells, so it'll be a melee slog, and we probably won't win.

If we keep running, we'll get out paced and surround, then picked off one and a time, and we probably won't win.

:)


Dungeon Master

The odds are impossible, I'll give you that. But for the direction this story takes, I didn't see a way around this encounter (maybe that makes me a bad GM, I don't know). I don't want to give too much away just yet, but I also don't want to risk you guys throwing in the towel yet either. Suffice to say, rest assured as players that this won't be end of your characters.


Male Hobgoblin (Shielded) Fighter 4

Since (to the characters) it seems so hopeless, Rolg you choose to fight. He fuggin hates gobos. :)


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

Logan will fight because he is a free agent for Pharasma, half of the time.


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

I could pull a boondock saints maneuver and jump off of the rock next to Rolg and kill things?


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

Pull a Sephiroth and falling sword stab that goblin right next to Rolg?


Dungeon Master

It was a good idea destroying the armory, otherwise you would be dealing with a lot more hobgoblin archers. If you had gone left in that tunnel, that is where you would have found these guys.


Male Hobgoblin (Shielded) Fighter 4

I thought we were doing well, and maybe could have held out.Then, the hobgoblins showed up...

Their militaristic b!&#$*!$ is bad news bears.


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

Could Aladdin cast pit under the archers to buy us some time?


Male Hobgoblin (Shielded) Fighter 4

Too far.


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

Run, then?


Male Hobgoblin (Shielded) Fighter 4

Run.


Male Dwarf Cleric of Irori 5

FLY


Male Dwarf Cleric of Irori 5

Bolgrith would suggest they keep moving, he could take point and everyone could tie themselves to a rope. Alternatively he can still cast Light, like before.


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

Logan would push on, especially with Stonebit being in danger.


Dungeon Master

So, I'm gonna start calculating travel times and the effects of pressing on. I have a question I need you to agree on: are the 4 of you doing a Forced March, or a Hustle?

Forced March: A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by pushing himself too hard.

Hustle: A character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued.

With 4 of the 6 of you at a 20ft move speed, your Forced March speed is 2mph, whereas your Hustle speed is 4mph. You have 24 miles til you reach the part of the map labeled "Grik Pass", and another 24 miles until you are within sight of the Oldkeep.

If I don't hear from all of you, I will go with the majority decision.


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

If we're only going to the pass, I'm thinking forced march. For every 8 hours, you get up to 6 non lethal. That's potentially 6 non lethal to get to grik pass (2 mph, 8 hours to travel is 16 miles traveled means at most, 6 non lethal damage to get to the pass (it would take 12 hours to get to the pass, therefore only one con check would be needed)). To hustle to grik pass is a guaranteed 6 non-lethal. If, however, we are going to old keep, it may be better to hustle, since that would be a guaranteed 12 non lethal, as opposed to a potential 18 non lethal. Thoughts?


Male Hobgoblin (Shielded) Fighter 4

I say we hustle then Bolgrith channels to cancel out the fatigue and get much of our hp back.


Male Dwarf Cleric of Irori 5

I think Bolgrith might be out of channels for the day. Does he need to meditate to get them back? Or is it automatic?


Male Hobgoblin (Shielded) Fighter 4

Channels come back automatically.


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

Savvy


Dungeon Master

I went back and counted, and it looks like Bolgrith has 1 channel left to use today, from his total of 4 per day. Even if the channels come back automatically, and if they reset no sooner than midnight, you guys are 6 hours from when they reset for the next day.

So if I understand correctly, you'll hustle until Bolgrith needs to channel, and then force-march the rest of the way? Or is it hustle the whole way?


Male Hobgoblin (Shielded) Fighter 4

I say hustle because the fatigue is healed when the hitpoints are healed and doesnt slow our speed.


Dungeon Master

Very well. Post inbound.


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

Blimp


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

How would you guys feel about Logan suggesting a quick impromptu tournament between Montague and Rolg? If Monty wins, we're hosed (more than likely), if Rolg wins, Simon decides our fate or something like that? The two seem bent on fighting.


Dungeon Master

I like the effort. Go for it I say.


Male Hobgoblin (Shielded) Fighter 4

I'll fight him. What if he has three rounds to try and hit me :)


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

That's great, actually!


Male Hobgoblin (Shielded) Fighter 4

I'm out of town with limited internet this weekend. FYI.


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

Are any of the Borderguard that we came in with in the tent, besides the captain?


Dungeon Master

No. And you're all in a stone keep, not a tent. The rest ofthe Borderguard are outside readying defenses. And readying a charge.


Dungeon Master

Dont post when in a hurry, kids. Or the double negatives will get you.


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

It's ok, he recently got tagged in the head with a flail.


Dungeon Master

In answer to your question, Rolg, you'd basically be looking around camp for anyone who wants to trade. Tell me what you're looking for and I'll let you know if you can find it.


Male Hobgoblin (Shielded) Fighter 4

Looking for cloak of resistance or ring of protection.


Dungeon Master

1d100 ⇒ 91d100 ⇒ 81

Rolg should already have a Cloak of Resistance +1 thanks to this encounter, under the "Loots" spoiler. Everyone should already have one, in fact.


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

Logan doesn't have one. He mostly just swords.


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

Since I know finding stuff is based on perception, among other things, is it possible to aid to perception to help find things (e.g. "Hey Aladdin, a minstrel just walked through here with a fancy headband, I think Porkrind wants you to have it.")?


Dungeon Master

If you want to. Most of the things available at the camp are geared for martial use. More mage-y things can be found in town, though. Still, AC boosters help everyone, if thats what you wanna spend gold on.


Defense:
AC 23, touch 14, flat-footed 21, hp 49
Other:
Fort +8 , Ref +8 , Will +3, Perception +5
Male Human Two-Handed Fighter, Level 5

Fair. So, Aladdin, would you like to try to find something here or take a look when we get to Stonebit?


Male Human Sorcerer 5

Take a look in Stonebit. Apparently there aren't many arcane stuffs here, and I uh.. forgot to add a CHA tiara to aladdin so many days ago.

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