A storm over Tethyr (Inactive)

Game Master JohnLocke


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@ Belgrin - no problem on the absence, hope everything is okay!

@ Duvall - sorry to hear about work, but happy anniversary! That's whats really important :-)


2 people marked this as a favorite.

I'm going to break one of my own rules a little by displaying HP numbers on the monsters, just for my own ease of use. Everyone knows how many hp zombies and skeletons have anyway, right?

If any... unusual foes show up, those I'll keep track of privately.


Female Sun Elf Rogue 4

Sounds good. And I'm enjoying the game a lot too.


Thats great to hear! You folks are a great bunch of players, I'm happy to be gaming with you.


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

Yeah, lotsa fun.


Male Elf Ranger(Demon Slayer)3/Inquisitor(Cold Iron Warden)3

Yup, I am definitely enjoying this game quite a bit myself.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Roleplaying for the win. Wouldn't have it any other way.


Hey folks, I apologize for being so hands on in taking actions for you in this combat so far, but it's a big undertaking with many variables and I really want to keep the pace up. If you've any feedback, advice, or concerns, please let me know.


Male Mountain man Woodsman/6

I haven't read the game thread yet, but I can see it has had 15 posts since I last checked in. In combat (or to move the game forward) please feel free to NPC Duvall.


Hey folks,

I've noticed that participation is flagging a bit this week. I know that the website has been a bit flaky this week, but I'm also going to guess that the big combat you're in has started to wear you down a bit. I know it has for me: it's a big fight, over a dozen belligerents on each side, and I've got control of the majority of them.

If you want to be able to withdraw back into the chapel to level up and plan your next moves, let me know and I'll handwave an opportunity for you to withdraw. I don't want this game to die because of a combat that got too big and time consuming!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

I am fine with it. In general I am a fan of the botting of us if needed. I do think we got ourselves into something a bit bigger than we expected.

Also I am going to be taking two overnight flights in a row and may or may not be able to post for a couple of days so bot away!


Female Sun Elf Rogue 4

Falling back to the chapel to plan sounds good.


Male Human Inquisitor 2 / Paladin 1 | Init +3 | Per+7 | AC 23/21/12 | HP 33/33 | For +7 | Ref +1 | Will +7

I am good, its just been a rough week at work and the few times I've had the freedom to check I couldn't either due to my own internet being dumb or the forums being down.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Heh. you're talking about a fight. too big. for a fighter? Come on now. Don't want us to get flanked and picked off, but a fight doesn't scare off A dwarf of the Stoneshield clan!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

After seeing that Undead raise more skeletons Hezar will focus fire on it. If it looks skeletal he will use his blunt arrows, in case you bot me


Male Mountain man Woodsman/6

Week from heck at work and the fight is a little tough for a handful of 1st level characters. I'm all for regrouping in the chapel.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

We'll be doing good as long we don't get split and surrounded.


@ Landon: Happy anniversary! I wish you many more years of happiness!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

happy aniversary landon! my wife and i just celebrated our third (though we celebrated early due to knowing we have a business trip coming up)


@ Hezar - and happy belated anniversary to you and your wife! Many happy returns!

@ everyone: when rolling for HP's on your level-up, if you get less than the minimum (4 for d6 classes, 5 for d8 classes, 6 for d10's, and 7 for d12's) then you get to take the minimum instead. Also, don't forget to let me know how you are spending your favoured class point.

@ Duvall: you get to add three spells to expand your list of spells known (currently, your list is the spells presented in the core rulebook). You can choose from the spells listed in the APG, Ult Combat and Ult. Magic. If you've the 3rd edition spell compendium or spells from the SRD I will also approve of those on a case-by-case basis. Of course, all spells must be 1st level as that is all you can cast at this point.

@ Ariael: you can add two new spells (from the Magus list) to your spells known. Same restrictions as apply to Duvall, above, apply to you when choosing the source of your spells.

@ everyone else, any questions, please ask!


Female Sun Elf Rogue 4

Going to take the Combat Trick talent as my Rogue Talent, with which I'd take Two Weapon Fighting as my bonus combat feat.

The following skills too.
Acrobatics +1
Perception +1
Stealth +1
Disable Device +1
Slight of Hand +1
Escape Artist +1
Knowledge Local +7
UMD +1
Knowledge Dungeoneering +7
Bluff +1
Diplomacy +1
Climb +5

And my HP roll!

1d8 ⇒ 7


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

1d10 ⇒ 6 and going archery style. (also if Belina is laid up, I plan to use her bow)

He will take Rapid shot as his bonus feat. More details to follow!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Ranks to acro, perception, geography, nature, sense motive, stealth, heal x2, survival and craft bowyer.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hey all Congratulations on us making level 2. So many of these PbP games do not make it this far!


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Hp roll 1d10 + 4 ⇒ (8) + 4 = 12

woot on that roll.

Leveling up never felt so good.

Oh wait. scratch that. Leveling up ALWAYS feels good.

new ranks in all existing skills (prof miner, knowledge dungeons and engineering)

new feat: steel soul (additional +2 to racial save bonus vs. spells and spell-like abilities)


Male Elf Ranger(Demon Slayer)3/Inquisitor(Cold Iron Warden)3

Magi have spellbooks, so I already get two spells added, just via leveling. Thanks for the heads up on which sources I can choose from however.


@ All - don't forget to announce your leveling changes here and to update your character profiles. Spellcasters, that includes new spells and their source, please.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

DM is Belina's bow a regular long bow or a composite long bow? Hezar intends to use it until she is better.

Also in addition to what I posted above Hezar gains the spell All undead within 100 feet die and turn into gold It is a little known spell from Hezar's Imagination. Pretty sure that is an approved source right?

Since I know where are getting there eventually I have no objection to Janiries having the dagger. Not sure anyone else is a dagger type fighter-Araiel perhaps?


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Next time we go out to fight we should hit the group with that scroll of fireball


Belina's bow is just a regular longbow, so it would be a bit of a downgrade for you - you are using a composite longbow, right? If I know Belina at all, she'd want you to have the best weapon possible and be safe. But, I'm just guessing :-)

Also, that spell sounds great. Alas! As a skirmisher, Hezar has forsaken magic in favour of "tricks". As Homer Simpson would say: Doh!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Nope Hezar is using a regular longbow. He has plans to make his own composite later on. The composite that is available is a +2 and he cannot. Then he and Lafali had their blow out and he never approached him to use the other :)


Male Elf Ranger(Demon Slayer)3/Inquisitor(Cold Iron Warden)3

Heh, I was hoping to copy the Fireball into my spellbook, but I just realized that erases the spell from the scroll.

Maybe I can find a decent spellbook at some point as treasure.


It's the forgotten realms! Spellbooks are sort of like the paperbacks at the drug store, however: ubiquitous, but sometimes of dubious content :-)


Female Sun Elf Rogue 4

It's alright. We can rob Elminster. Or Alustriel.

Maybe the Simbul could be persuaded to share?


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]
Ariael Lafali wrote:


Maybe I can find a decent spellbook at some point as treasure.

Hint hint DMJL!


Hezar wrote:
Ariael Lafali wrote:


Maybe I can find a decent spellbook at some point as treasure.

Hint hint DMJL!

It was quite subtle! I'm glad you pointed it out for me :-)


The party should consider giving it's #1 archer the best bow. Also, you've a masterwork mace (+1 to hit, remember) that's just sitting around, gettin' rusty. Wonder who could use that?

Probably a class that can't use martial weapons, but still gets into a fair number of melees?


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Araiel's player offered it to me, but I was not clever enough to figure out how to get Hezar to get it, without having to lose face :)


Male Elf Ranger(Demon Slayer)3/Inquisitor(Cold Iron Warden)3

It was more like a reminder that I use a spellbook, then anything else and that I can't learn fireball without loosing it from the scroll.


You could proably have a go at fashioning your own composite longbow - a DC 20 skill check, and a day's uninterrupted work, should be enough. Alternatively, you could see if the townsfolk have a comp bow with a +1 str rating just laying about?


Male Elf Ranger(Demon Slayer)3/Inquisitor(Cold Iron Warden)3

1d8 + 1 ⇒ (4) + 1 = 5 HP roll, just the minimum.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

I would love to fashion one. I believe a +1 Comp bow is 200 gp so crafting is usually a third so, I will pay (once we get paid)67 gp

Also would you allow me to upgrade it to Masterwork by working on it later? That is outside of the rules as written. Otherwise I will prob just MW transform it.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

Heh, I need to make a dual maulaxe wielding dwarf sometime. slashing and bludgeoning at will means not much can DR my blows. I like the weapon so far, reduced damage notwithstanding. It's like two weapons in one.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

I keep saying I am going to make a gnome fighter that uses that wacky piercing/bludgeoning gnomish weapon, yet i never do.


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

You know what? Next chance I get, I'll make him for you, hezar. Oddball characters with gimmicks and quirks are my favorite.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Sweet. I will play him if Hezar bites the big one!


Male Elf Ranger(Demon Slayer)3/Inquisitor(Cold Iron Warden)3

Any chance we have a character that, oh I don't know, might be willing to mix it up in melee, perhaps one who is a member of a race known for being akin to mountains, and wields a smashy slashy weapon?

If we happen to have such a character in our party, I might have just learned a spell that could make him more awesome in combat...


Male Dwarf Fighter/4, HP 48/48 perc +2, init +1, fort +9 ref +3 will +4

He might be around here somewhere. Looking out for his cousins. Or chopping zombies. We'll keep an eye out for him.


It seems our two resident Helmites are MIA! Shouldn't everyone get in on the leveling up fun?

@ Belgrin - a quick question - you've got the quick draw feat. Why don't you carry a slashing weapon (like an axe) and a smashing weapon (like a warhammer, for example)? You've spent a feat so I'd never give you grief about switching between them. Your 1d6 base damage is a little lacklustre, and I've just spent the last little bit plotting out the enemies you guys may be facing.....

@ Ariael - I can't tell from your notation if you gave yourself the minimum hp (5, plus 1 from you con score) or only 4+1.

@ everyone - asking you to show me what your leveling up changes are is a courtesy that I would greatly appreciate. I do check the math on your sheets, and I don't think I should be left wondering how you spent your favoured class bonus, for example. Please and thank you.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Favored Class Bonus-Skill Point

Feats-Ranger Bonus Rapid Shot
Skills 10 total (6+2INT+1 Human Bonus+1 Favored Class):1 rank in each Acro, Stealth, Survival, Perception, Nature, Geo, Heal, Climb, Sense Motive, Craft: Bowyer

HP +6

Re written for your ease.

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