Cult of Unraveling
(Inactive)
Game Master
Matt Adams 259
| HP: 31/31| AC: 19 | CMB: 2 CMD: 16 | F: +7, R: +8, W: +7 | Init: +5 [7]| Active conditions:
Kurt Iron wrote: I was just wondering in case I'm posting too much. Get post happy sitting here trying to drink off sore muscles from swinging a hammer all weekend. Interesting way of making your muscles better!
HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Figured they needed relaxing, Jacuzzi probably helped more.
-Posted with Wayfinder
Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)
I'm back guys I apologize for the absence I didn't have a way to log on.
HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Sorry you had a rough week, I hope things are looking up now
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Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)
Not yet. But at least I'm connected to the internet again lol
Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)
It would seem we are stuck between a rock and a hard place. 75 ft. Is a pretty huge distance to cover. Especially since we have no idea how many others there are besides the archers.
However, we could use the bomb to blow a hole in the back wall of the shop And escape that way. Since there is no way to throw it that far. Or one of the side walls if we think they're coming at an angle and not directly in front of us.
@GM- Could you describe what's on the back side of the shop? Or was the shop located on the map from Roll20?
The shop is on the roll 20 map. It has the forest directly behind it and the teees could provide adequate cover from projectiles and pursuit.
HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Which one is the shop? I only see the old battle map on roll20
Also, 75 feet is one turn of double moves, and if we all hold hands that'd be in concealment. Could get us to cover at least. If I enspell a dagger and toss it, we'd have a 40' los blocker for a minute.
-Posted with Wayfinder
HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Since y'all likely have lots more pathfinder experience than I, I'll go with whatever plan you all decide.
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Male Dwarf Monk of the Sacred Mountain 2 Init +0 | Per +7 | AC 15, T 14, F 14 | CMD 16 | HP 18/23 | Fort +7, Ref +3, Will +6
If we use a turn running, then even Ulfred's dwarf legs could get him 80 feet- enough to get into the forest. Plus, if we do go with the Dagger of DarknessTM then they wouldn't be able to shoot at us. Also, I only see the battle map on Roll20.
HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
True, I worried about the logistics of trying to run in a sphere of darkness, at least for the human.
Heck, Kurt can make the charge himself. With shield and darkness up, he'd be very hard to hit. Could be the distraction needed for the rest of you to set up.
Then again, if the GM decides to roll piles of nat 20s he may die regardless. No matter if y'all get away, got a couple other characters I'd also love to play :)
-Posted with Wayfinder
Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3
Into the forest it is then. I'm in the process of getting moved into my new house, but assume Jasper complies with the plan. I will not be able to post on Saturday.
HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Reminds me of my old Shadowrun groups. When in doubt, use high explosives.
If that didn't work... use more.
-Posted with Wayfinder
HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Seems we are a bit directionless at the moment. Guess we can take this night in the woods to stop, regroup and get a plan of action.
Attacking the badguys while they slept would have been a good plan, but I think we are already far enough away they'll be up before we reach them.
Not sure for everyone else, but I wouldn't be mad if the GM showed us a couple railroad tracks to get us going in the right direction, this cult needs to be smashed!
-Posted with Wayfinder
Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3
Jasper's suggestion would be to flee unless the terrain is very favorable for us; if they pursue us to/near the treeline, that would count.
Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3
Paging party member buy-in!
HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Im around, was waiting for further discourse from the others.
-Posted with Wayfinder
HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
And at this point I realize we have zero healing currently.
-Posted with Wayfinder
Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3
HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Shh! You're sleeping! ;P
-Posted with Wayfinder
Waiting for Cyrene and Ulfred before I bot Keve's actions.
Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3
Kurt Iron wrote: Shh! You're sleeping! ;P
-Posted with Wayfinder
To be fair, I'm still conscious and can take weak actions.
Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3
Just to clarify what the disabled condition means:
"A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can he take full-round actions, but he can still take swift, immediate, and free actions). He moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action (or any other action the GM deems strenuous, including some free actions such as casting a Quicken Spell spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character’s hit points, he is now in negative hit points and dying."
Jasper is not on the ground nor is he unconscious. He is in very bad shape though.
HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Well, thats lucky since this group has zero healing as far as I can tell.
-Posted with Wayfinder
HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Though a scoll of infernal healing and some unholy water and I can get some stuff going.
Should have grabbed one of those instead of shield ah well, c'est la vie
-Posted with Wayfinder
Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3
Jasper won't pick up CLW until level 2, sadly. It wasn't in-character for him to know it presently given his background.
HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Same for Kurt
-Posted with Wayfinder
Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3
As previously written, Jasper has no opposition to "Ulfred"'s plan.
Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3
This may just be me (input from other players appreciated), but could we get some more exposition of the setting? If this town isn't so far away, we should know a decent bit about it. It's hard to sandbox without seeing the sand.
Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3
Any word on Keve or Ulfred?
No word from either of them. I know Keve was having a rough time and Ulfred's always been the quiet one of the group. I'll shoot them both a pm, though Keve didn't respond to my last one.
HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Is Jasper still around?
-Posted with Wayfinder
Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3
Kurt Iron wrote: Is Jasper still around?
-Posted with Wayfinder
Jasper was waiting for a response to his previous question in gameplay.
However, I've pushed him into the fistfight with a bull rush. GM, I'm not sure exactly what's behind his target, but it's probably getting knocked back 5-10' and causing a bit of a traffic jam.
Hey guys. I'm looking to replace Keve with a friend of mine. Do you guys have any objections?
HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
None whatsoever, the more the merrier!
Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3
Kurt Iron wrote: None whatsoever, the more the merrier! +1
Female Hellspawn Tiefling (Native Outsider) Zen Archer 2 -- HP [16/16] -- AC [16, 16 T, 14 FF] -- [Fort 4] [Ref 5] [Will 7] -- Init [2] -- Perc [9] -- CMD [16] -- Fire Resist 5, Cold Resist 5, Lightning Resist 5
Let's roll some dice, just for fun
5d6 ⇒ (1, 2, 5, 6, 5) = 19
5d6 ⇒ (2, 2, 2, 6, 6) = 18
5d6 ⇒ (6, 2, 1, 3, 1) = 13
5d6 ⇒ (2, 1, 3, 4, 6) = 16
5d6 ⇒ (2, 3, 5, 5, 6) = 21
5d6 ⇒ (1, 6, 1, 4, 3) = 15
HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Female Hellspawn Tiefling (Native Outsider) Zen Archer 2 -- HP [16/16] -- AC [16, 16 T, 14 FF] -- [Fort 4] [Ref 5] [Will 7] -- Init [2] -- Perc [9] -- CMD [16] -- Fire Resist 5, Cold Resist 5, Lightning Resist 5
Vera Magda, friendly neighborhood Sister of the Golden Erinyes here. I trust you all are staying in your assigned party roles and not breaking any of Asmodeus' sacred laws.
| HP: 31/31| AC: 19 | CMB: 2 CMD: 16 | F: +7, R: +8, W: +7 | Init: +5 [7]| Active conditions:
Hi Everyone, I'm really sorry about this but I'm going to drop out of the game. I've had plenty of fun, but I've ended up doing more GM-ing online and my wife and I recently joined a game IRL which I am now running... Alongside this I'm having trouble with Cyrene as a character - I think I made her too 'alien' to the rest, which is entirely my fault and I don't want to make the game harder for you guys who seem to be gelling much better.
So thanks, and I hope you all keep enjoying the game!
HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Well, that's unfortunate. I hate tobsee you go.
Sorry to hear you're leaving, but good luck in your endeavors DMing
HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
So, we've got two unconscious dudes and one surrendered. According to the overheard conversation these guys were not only involved in the mess in the village but were part of torturing Keve to death.
Not entirely sure I'm gonna want to let them walk away, but don't want to start anything that'll make the rest of the group uncomfortable.
With Tabo being down, Kurt would just slit their throats, loot the corpses, and move on.
Male Dwarf Monk of the Sacred Mountain 2 Init +0 | Per +7 | AC 15, T 14, F 14 | CMD 16 | HP 18/23 | Fort +7, Ref +3, Will +6
I think Ulfred would be about as pro-killingTabo as they come.
It's actually three unconscious guys. The two sleeping guards plus Tabo. And then there is the guard that surrendered.
HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Tabo was never on the "gonna make it question".
Though questioning the surrenderes guy about the whole "this town is doomed too" comment might be prudent.
HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Vera gone? Hasn't posted in a month.
I had just gotten a new laptop and had admittedly forgotten to add this to my fave pages so I kept not looking. My bad, shouldn't be a problem anymore
HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
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