Beacons of Hope: Wrath of the Righteous!

Game Master GM the Fifth

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AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

are we leveling to lvl 4?


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12
GM R0B0GEISHA wrote:
In the meantime, I'm going to read through the gameplay threads of both games to try and get a good idea about them. It might take a few days, but I'll be around to ask and answer any questions you guys might have. :)

Thank you so much! In the meantime, I'll finish updating Arloric to a Filidh.


Telerin Quenya wrote:
are we leveling to lvl 4?

Is that what Azura was having you do before I joined?


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

IIRC, that was the plan after we finished the spot where we were at.


Human Druid; HP 42/42 | AC 15 | T 12 | FF 14 | CMD 16 | Fort +6 | Ref +2 | Will +8 | Init +2 | Perc +11 (Darkvision 60ft)

Both groups I think


Current map: Below the Library of Kaer Maga

Here's a brief rundown of where this group is at.

* They've handled most of the cult hotspots around the city.
* After an initial stab at the old Iomedae crusader fort, they were repelled by some of the demons in there and decided to retreat and try to get better weapons.
* A foray to the crusader camp outside turned up some oddities (the area is in pretty bad shape and now under the thumb of an inquisitrix of dubious motivations) but they stuck to fighting off some demons that threatened the camp, in exchange for getting a few cold iron weapons.
* Once the crusader camp is stabilized the party should go to level 4 and be ready for their renewed assault on the crusader fort.

DM Robo:
Note that the fort gets enemy reinforcements, per the AP, when the players assault and then retreat, so it will have more tiefling and demon guards on their return.

I'll remove Iomenna from the campaign characters.


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

4th level wizard does not really gain that much in terms of power :(


Male Human (Taldan) Cleric 5 | Loot
Status:
AC: 16/10/16, HP 31/40; Init 0

Thank you, GM Robo! I am looking forward to continuing on.


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

As am I! You are our beacon of hope! :'-D

By the way, how did you want us to calculate HP? I'm in the process of converting Arloric to his new class as per discussions Azura and me have been having for a few month, and I basically need to recalculate his HP from the beginning, and the original thread Asmodina used to recruit us has kind of vanished into the mists of time, since the Recruitment thread for this campaign was a bit of free-form roleplay that gave us a chance to display our characters for Asmodina to pick from...Thank you again!


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

What ever became of Asmondina?


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12
Telerin Quenya wrote:
What ever became of Asmondina?

No one knows. Just plain up and vanished!


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

:(


Current map: Below the Library of Kaer Maga

A sadly common fate of DMs on these boards. :(


Hero Points: 0|Myth Power: 3/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 42/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

Hoo boy... :(


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

I was in a king running Dragonlance game here in the boards and one of the players communicated that they had been in another group on line where the dm ended up dying and no one knew for a few months.


Arloric Dziergas-Highbough wrote:

As am I! You are our beacon of hope! :'-D

By the way, how did you want us to calculate HP? I'm in the process of converting Arloric to his new class as per discussions Azura and me have been having for a few month, and I basically need to recalculate his HP from the beginning, and the original thread Asmodina used to recruit us has kind of vanished into the mists of time, since the Recruitment thread for this campaign was a bit of free-form roleplay that gave us a chance to display our characters for Asmodina to pick from...Thank you again!

I believe this is the thread.

As far as HP goes, I think you should use whatever rules Azure set down for leveling up to 4. After that, my preference is usually rolling with a minimum possible roll being the average rounded up, ie. a 4 on a d6, a 5 on a d8, etc.


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

Aye, that's the one. Thank you! Should I alter Arloric's gear any, considering with his class change his proficiencies have changed as well. For instance, the only reason he has spears is because Druids don't have proficiency with javelins, but Bards DO. On the other hand, He's currently wearing hide armor, which Druids are proficient with, but Bards AREN'T. What do?

Also, what Perform skill would you, as a GM, say covers using sign language to interpret songs or speeches? My gut instinct is Perform (Act), since that covers miming, which follows the same basic principle, but on the other hand, it's interpreting something covered by an audible Performance (oratory or sing, in this case). It kind of boils down to how you interpret versatile performance, I think: is it using the perform skill to provide an accompaniment to the skill you're actually attempting (playing a hurdy-gurdy along with a Diplomacy/Intimidate check, or quoting famous plays when making a Bluff/Disguise check) or more applying your understanding of an art to what you're attempting to do (treating a conversation like a piece of music and knowing where to change tempo or volume to get the most effect, using your knowledge of body language and communicating a role to more easily trick people). I'm kind of torn between picking the skills that most accurately reflect Arloric's inspiration as a Celtic druid/poet (oratory, sing, possibly string instruments for a harp) which are kind of redundant, and the most useful versatile performances (act, dance, oratory and percussion), since ancient Celtic poet-priests didn't really do things like plays...am I making sense here?


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5
Quote:


As far as HP goes, I think you should use whatever rules Azure set down for leveling up to 4. After that, my preference is usually rolling with a minimum possible roll being the average rounded up, ie. a 4 on a d6, a 5 on a d8, etc.

Thank you


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

And now I'm struggling with the possibility of changing my mind again.

I like the druid class, it's been an opportunity to play a character class I normally don't, and there's a bunch of archetypes that fit Arloric's concept well...I jumped at Filidh because it was new and exciting but now I'm not sure I want to make the switch after all, but I worry that I'm already asking too much of our new GM, especially since some of the archetypes might require retcons to Arloric's backstory that got mentioned earlier in the thread.

What do you guys think?


Female Aasimar Paladin (Holy Light) 7/Marshal 2. HP 68/75 ; AC 20/10/20 (24/14/24 during SMITE); F+14 R+7 W+12; Init +3; Smite evil 3/day (1); LOH/Holy Light 9/day(3);Mythic 7/day (1) Acid 5, Electricity 5, Cold 5:Daylight (0/3)

I think now is probably the best time to retool as long as you can settle on something. Druid has a lot going for it. Full casting isn't to be underestimated. Most archetypes have a decent melee presence too.

I'm considering Warrior of Holy Light which gives up spellcasting


Hero Points: 0|Myth Power: 3/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 42/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

I'll admit I was considering retooling Alexa into a vigilante at one point. I don't think it'd be that good of a switch, though...


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

That would be an interesting opportunity, to see a vigilante in this AP.


Human Druid; HP 42/42 | AC 15 | T 12 | FF 14 | CMD 16 | Fort +6 | Ref +2 | Will +8 | Init +2 | Perc +11 (Darkvision 60ft)

The Vigilante is an interesting class but his AP doesn't pull any punches, it wants to kill you from the get go and will do so if you don't play smart.

Plus really it doesn't totally make sense with the AP.


F Halfling Barb 6/Champ 1 | HP 57/74| AC19 (T15 FF15) CMD19 | F+10 R+7 W+4(+2 vs Fear) | Init +6 | Perception +12 | Rage 13/16 | Mythic Power 3/5 | Hero Points 3/3

Could I rebuild from regular barbarian to unchained? I'll keep everything else, like feats and powers, the same


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

The catch is that it would alter some fundamentals of Arloric's concept: namely I was interested in the Nature Priest archetype, but that may necessitate switching my Campaign Trait to Touched by Divinity, which Uriel already has, and the Campaign guide strongly suggests that if there are multiple characters with that trait, they should all worship the same deity. Uriel worships Ragathiel, and I was looking more towards worshiping Iomedae. And it may necessitate giving up Red-Branch and taking a Domain instead, which again, means retconning stuff that's already happened, and though if there were ever an opportunity to do that it's now, but it feels kinda wrong...and reflective of my constant indecisiveness.


Hey, guys. I'm still here, still working through the threads in my spare time.

Feel free to change up your characters mechanically in any way you want. I'm open to any books being used.


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

I like my Galadriel based elf :)


Hey, everybody.

Look for my post some time this weekend. Thanks for your patience. :)


Male Human (Taldan) Cleric 5 | Loot
Status:
AC: 16/10/16, HP 31/40; Init 0

You're welcome! And thank you for adopting us. :)


Current map: Below the Library of Kaer Maga

Thanks R0B0. It's very kind of you!


Human Druid; HP 42/42 | AC 15 | T 12 | FF 14 | CMD 16 | Fort +6 | Ref +2 | Will +8 | Init +2 | Perc +11 (Darkvision 60ft)

DM Azura can you please make the other game inactive?


Male Angelkin Aasimar Paladin 6 Crimson Templar 1 Init +5; darkvision 60 ft.; Perception +9; HP: 87/87; AC 23, touch 12, flat-footed 24 (+7 armor, +2 Dex, +3 Shield, +1 Natural); F +15, R +10, W +10; +2 vs. evil, +2 vs Insanity or Confusion

After some discussion with Arloric, I have a question for the GM on Campaign Traits: do we need the trait that matches our intended mythic path? Because I'm definitely not planning on going Hierophant, which is the one that my trait is linked to.


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12
Uriel Aurelius wrote:
After some discussion with Arloric, I have a question for the GM on Campaign Traits: do we need the trait that matches our intended mythic path? Because I'm definitely not planning on going Hierophant, which is the one that my trait is linked to.

Right. My understanding is that you get an extra bonus if you take the path your trait is linked to, like Hierophant and Touched by Divinity, which Uriel mentioned, or Exposed to Awfulness and Guardian, which is what Arloric has at the moment but may change as I make the final tweaks to him. These traits then tie directly into events in later WotR books.

Along with the issue Uriel mentioned, most of the traits carry an implication that if more than one PC has said trait, that they should be connected somehow, most often as siblings or relatives of some sort. Given Arloric and Uriel's...unique...heritages that would necessitate awkward retcons all around, and we're trying to avoid that.


Female Aasimar Paladin (Holy Light) 7/Marshal 2. HP 68/75 ; AC 20/10/20 (24/14/24 during SMITE); F+14 R+7 W+12; Init +3; Smite evil 3/day (1); LOH/Holy Light 9/day(3);Mythic 7/day (1) Acid 5, Electricity 5, Cold 5:Daylight (0/3)

In quite a few cases, the tie in can simply be an even that both PC's were present for or caught up in.


Uriel Aurelius wrote:
After some discussion with Arloric, I have a question for the GM on Campaign Traits: do we need the trait that matches our intended mythic path? Because I'm definitely not planning on going Hierophant, which is the one that my trait is linked to.

It seems like I missed this question the first time Arloric made it. I posted my reply about character changes almost the exact same time he asked.

The easy fix is letting everybody choose the benefit that suits them best, regardless of the actual trait.

I believe that the long term plot stuff is pretty far off, which should give me enough time to plan for something to explain characters having the same traits.


Hero Points: 0|Myth Power: 3/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 42/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

I'm fine with Alexa having the same trait as she was created with.

So, how would the two halves of the party rejoin?


Alexa Dorne wrote:
So, how would the two halves of the party rejoin?

Not 100% sure yet.

Something came up that impacted my ability to do the prep to get this game back running. I'm still aiming for tonight, but it might have to be tomorrow.

Sorry!


2 people marked this as a favorite.
Current map: Below the Library of Kaer Maga

The obvious way to rejoin is to hand wave group 1 finishing getting some cold iron weapons from the crusaders, group 2 securing the quarry, and both meet back at Defender’s Heart to figure out what’s next.


AC 16 Mage Amor, touch 12, flat-footed 10 (+2 Dex) hp 48 (7d6) Fort +3, Ref +5, Will +8(+1 Trait bonus to disbelieve illusions); +2 vs. enchantments Defensive Abilities resistance; Immune sleep; Resist fire 5

I had to teach W-F evening after a full schedule at school and then I was teaching all day yesterday. Trying to fight off a sinus something, so trying to catch up :)


As Azura suggested, I'll be hand-waving the end of both parties' encounters and shifting the scene back to the Defender's Heart to plan a new, combined assault on the Gray Garrison.

I'll have the post up in Gameplay soon. Again, thanks for everyone's patience.


Here is the LINK to my Roll20 campaign. There isn't a map there currently, but I'll get one up tonight or tomorrow in preparation for your new offensive. :)


Female Aasimar Paladin (Holy Light) 7/Marshal 2. HP 68/75 ; AC 20/10/20 (24/14/24 during SMITE); F+14 R+7 W+12; Init +3; Smite evil 3/day (1); LOH/Holy Light 9/day(3);Mythic 7/day (1) Acid 5, Electricity 5, Cold 5:Daylight (0/3)

Leveling to 4 (Warrior of Holy Light archetype)
+6hp
+1 BAB
+1 Cha
2 skill points (Intimidate/ Knowledge Religion)
Channel positive energy, smite evil 2/day

Power of Faith (Su)
At 4th level, a warrior of the holy light learns to use the power of her faith to bolster her defenses and aid her allies. This class feature replaces the paladin’s spells class feature. A warrior of the holy light does not gain any spells or spellcasting abilities, does not have a caster level, and cannot use spell trigger or spell completion magic items.
At 4th level, the warrior of the holy light gains one additional use of her lay on hands ability per day. She gains one additional use of lay on hands per day for every four levels she attains beyond 4th. She can spend a use of her lay on hands ability to call upon the power of her faith as a standard action. This causes a nimbus of light to emanate from the warrior of the holy light in a 30-foot radius. All allies in this area (including the warrior of the holy light) receive a +1 morale bonus to AC and on attack rolls, damage rolls, and saving throws against fear as long as they remain in the area of light. This power lasts for 1 minute.


I forgot to mention that everyone should level up to 4.


Male Tiefling (Pitborn) Bard (Filidh) 7|HP: 88/88|AC: 15/10/15|Saves: +3 Fort, +5 Ref, +5 Will|Init: +0|Perc: +12

Leveling up to 4 (Filidh archetype)

+7 HP
+1 BAB
+1 Cha
9 skill points (Knowledge (nature)/Perception/Spellcraft/Survival/Use Magic Device/Handle Animal/Linguistics (new language - Celestial)/Perform (sing)/Perform (wind instruments))

New Spells!
Allegro, Heroism


Hero Points: 0|Myth Power: 3/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 42/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

Level Up Summary

+1 Rogue Level

+1 DEX

+4 HP, +1 Favoured

New Class Features: Debilitating Injury (Bewildered), Uncanny Dodge

New Rogue Talent: Quick Disguise

11 Skill Ranks
+1 Acrobatics
+1 Bluff
+1 Diplomacy
+1 Disable Device
+1 Disguise
+1 Escape Artist
+4 Sleight of Hand
+1 Stealth

2 Background Skills
--1 Craft (Paintings)
--1 Linguistics (Hallit)

+1 BaB

+1 Reflex Saves


Hero Points: 0|Myth Power: 3/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 42/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

So, regarding cold iron weapons--do we get two per person, or two total?


Human Druid; HP 42/42 | AC 15 | T 12 | FF 14 | CMD 16 | Fort +6 | Ref +2 | Will +8 | Init +2 | Perc +11 (Darkvision 60ft)

is there the chance to buy regular stuff at Defender's heart? Sario has no gear on her other than her combat gear.


Two total. It's up to the party who gets them and what they are. These are in addition to the gladius that Kelly found in the Hall of Heroes.

Sario, you can assume that anything costing 100 gp or less is readily available for purchase at the Defender's Heart, and that anything beyond that up to a maximum of 2,500 gp has a 75% chance of being available for sale.


Hero Points: 0|Myth Power: 3/7|DR: 2/Evil|Female Aasimar (Emberkin) Rogue (Unchained) 7/Tier 2 Trickster|HP: 42/60|AC: 16/12/14|Saves: +4 Fort, +7 Ref, +5 Will (+7 vs. charm/compulsion)|Init: +5|Perc: +11

I don't think I have any money to buy better weapons...


There are things the party can sell.

I know that an extra two cold iron weapons seems light, but don't worry. I've got something in mind for that.

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