Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5
With Karthas otherwise occupied Danua moves to the next set of doors off to the west. She motions her intentions to the others in the hallway before moving quietly to perform her tasks.
If you take the time (30 min.) to defeat the lockboxes in the barracks...:
You find among the personal clothing and grooming items, you find a total of 370 crowns worth of various coinage, as well as:
platinum mug with zircon inlays (200 gp)
kukri, masterwork
Magic Armor: +1 Small scale mail
Magic Weapon: +1 Small guisarme
Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point
Voren cautiously enters the room behind the others and takes a look around. If the team decides to open the lockboxes, he brings out his adamantine morningstar to make the breaking down of the locks easier. Otherwise, he stays at the ready, worried about something jumping out at them.
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5
"Nothing," Jokum grunts. "Let's head on."
I'll bow to others' wishes if people feel differently, but I think with such a pressing mission it'd be odd to sit here and break lockboxes open for s+@*s and giggles...
Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point
Pld7/Grd1 LG, Init +3; HP 95/108 AC 23, t 13, ff 21, Fort +9, Ref +7, Will +8 +2 on saves against insanity or confusion.hard to kill; Immune disease, fear, Senses +6, SM +8 Aura courage (10 ft.)
I could see us doing it if we detected magic because we need potions etc.
"There is treasure, but it is worthless to us without victory. Let us move on."
Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5
"Locked. Ah, Yes. There is an officer... on this level that has a key for this door." She looks towards the remaining three doors in the far western side of the main corridor. "Best I will scout ahead. They know me but I am unsure if I can deceive them..."
Waiting to see if there was any objections she moves down the hallway., focusing on being observant and quiet.
Pld7/Grd1 LG, Init +3; HP 95/108 AC 23, t 13, ff 21, Fort +9, Ref +7, Will +8 +2 on saves against insanity or confusion.hard to kill; Immune disease, fear, Senses +6, SM +8 Aura courage (10 ft.)
Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point
Voren follows as well, keeping far enough back for Danua to get in first and try to bluff the enemy.
Perception +9 Stealth +10 | Ini +4 | Darkvision 60ft AC 25, touch 20, flat-footed 15 | hp 53/64 | Fort +6, Ref +8, Will +6 Defensive Abilities canny defense; Resist cold 5, electricity 5, fire 5
Danua opens the first door she comes across. Keeping her blade out of sight, which should be a hint to her new allies of the type of deception she had planned...
Danua:
One day you will have to choose a more righteous path...
Stop talking on high! Success at any cost or have you forgotten what is at stake?
No, but more is at stake when you choose to be the darker path
When Danua opened the door, you see a long table engraved with a relief map of Mendev stands to the east in this long room.
A dozen bodies lie scattered about the room, each bearing a gaping empty hole in the chest.
You catch but a glimpse of these before a nightmare creature with a stags body, a hawks wings and talons and the head of a slavering wolf with a rack of sharpened antlers on its brow lunges out to attack Danua!
Knowledge:Nature DC20 or Knowledge:Arcana DC22:
This bizarre creature is a rare monster known as a Peryton.
It is known to be fond of tearing human hearts out of chests while they still beat.
Gore attack vs Danua:1d20 + 9 ⇒ (8) + 9 = 17 for a possible 1d6 + 3 ⇒ (6) + 3 = 9 damage.
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5
Knowledge (Nature):1d20 + 8 ⇒ (18) + 8 = 26+2 if it's an Evil Outsider.
"This is a peryton!" Jokum bellows. "A vicious killer--best to destroy it!" He looses an arrow at the beast and curses as it (presumably) goes wide. Then he drops his bow and draws the guisarme from his back.
Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point
Voren shrieks in surprise as the creature comes out at them. He stares at the peryton, his eyes glowing green. The creature feels drowsy.
Using my slumber hex. Peryton will be asleep for 4 rounds. Will save DC 15 to negate.
Male Dwarf Inquisitor 06 Guardian 01 HP 71/71 | AC 21 (23) T 12 FF 20 (22) | CMB +9 CMD 12 | F+10 R+5 W+10 | Init +4 | Perc +12
Karthak curses and marches near Danua slashing at the monstrosity as he advances, noticing the creature is not a demon h whields his magical mace instead of his waraxe.
ASF? - Pass:1d100 ⇒ 38 Cast Defensively - Arcane Mark - Fail: No spellstrike:1d20 ⇒ 6
FA: 5ft step out of the way.
AS the creature tried to gore her she raised her blade, which was previously hidden and laid her hand against the flat side as its horns impacted the blackblade. Her clawed toes dug in and she gave a guttural growl as she tore her blade free of its horns, jerking its head to the right before she focused her innate magic to enhance the blade.
Surprise evident on her face as she slashed with the blade in the following moment across the Peryton's body...
She raised her hand trying to cast a spell to allow her to mark the creature but its head came back across and she lost her concentration. Cursing it before stepping back and making an opening for Arthas...
Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point
Jokum of the Breakbones_____
"This is a peryton!" Jokum bellows. "A vicious killer--best to destroy it!" He looses an arrow at the beast and curses as it (presumably) goes wide.
He missed.
Then he drops his bow and draws the guisarme from his back.
Voren the Outsider_____
Voren shrieks in surprise as the creature comes out at them. He stares at the peryton, his eyes glowing green. The creature feels drowsy.
Using my slumber hex. Peryton will be asleep for 4 rounds. Will save DC 15 to negate.
Peryton Will save:1d20 + 3 ⇒ (17) + 3 = 20 Shaking his head, the Peryton threw off Voren's influence.
Karthak Ironbreaker_____
Karthak curses and marches near Danua slashing at the monstrosity as he advances, noticing the creature is not a demon h whields his magical mace instead of his waraxe.
He hit it solidly.
Danua_____
AS the creature tried to gore her she raised her blade, which was previously hidden and laid her hand against the flat side as its horns impacted the blackblade. Her clawed toes dug in and she gave a guttural growl as she tore her blade free of its horns, jerking its head to the right before she focused her innate magic to enhance the blade.
Surprise evident on her face as she slashed with the blade in the following moment across the Peryton's body...
Fending off the creatures attack, Danua’s riposte caught the creature solidly, drawing blood.
She raised her hand trying to cast a spell to allow her to mark the creature but its head came back across and she lost her concentration. Cursing it before stepping back and making an opening for Arthas...
Voren the Outsider_____
Knowledge (arcana) for peryton's weaknesses: 1d20 + 10 ⇒ (20) + 10 = 30
Voren:
You know the creature is somewhat resistant to nonmagical weapons, and is fond of tearing out the hearts of its victims with its gore attack. They are average intelligence and can understand speech, but are savage animals by and large.
(npc)Arthas_____
Arthas stepped up and lashed out with Radiance, tearing through the antlers and skull with equal ease (Critical hit).
The Peryton collapsed, thoroughly dead. This battle is over.
Investigating the creature reveals no equipment or cash, and while a Peryton body might have been valuable to a taxidermist, Arthas destroyed the value of the corpus.
Investigating this room, you realize it is a Conference room.
A long table engraved with a relief map of Mendev stands to the east in this long room. There used to be colored pins and little plaques representing military units and forces, but bloodspatters and violence has scattered them.
A half dozen Tiefling bodies in the same uniform as the guards downstairs lie scattered about the room, each bearing a gaping empty hole in the chest.
Amongst them are:
6 short swords,
2 daggers, Masterwork, alchemical silver
6 sets of studded leather armor
2 sets of silver officers insignia
and 260 gp worth of gold and silver coins.
She barely peers into the room before stalking off towards the next, leaving the fallen and their gear as she sought out their real object with a near fanatical determination. She reaches the next door, trying to be quiet as her claws clicked on the stone of the buildings upper florr. She kept her balde at the ready and her ears peeled for anything amiss on the other side of the door.
Open unexplored door on tactical overview and look inside.
Pld7/Grd1 LG, Init +3; HP 95/108 AC 23, t 13, ff 21, Fort +9, Ref +7, Will +8 +2 on saves against insanity or confusion.hard to kill; Immune disease, fear, Senses +6, SM +8 Aura courage (10 ft.)
Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point
Bookshelves line the walls of this small library.
Many of the tomes have been torn to shreds, and smoldering piles of ashes
fill the room with an acrid stench.
One small stack of books on a circular table seem to have escaped destruction.
Munching on a wad of yellowed pages is a seven foot tall, muscular fiend with a goatlike head, patches of filthy fur, and hoofed feet.
You lock eyes with it, and it snarls in preparation to charge you...
Knowledge:Planes DC16 or Knowledge:Religion DC15:
It is a Schir demon—also known as a Spite Demon.
One of the lowest ranks of demons, it has a strong attack with a halberd or gore, a moderate spell resistance and elemental resistances, DR5/cold iron or good, can summon others of its kind. But cannot teleport.
Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point
Knowledge (the planes):1d20 + 10 ⇒ (16) + 10 = 26
Voren easily identifies the demon after Danua calls it out. "Spite Demon! Powerful attacks with it's halberd or gore! Moderate spell and elemental resistant! Vulnerable to cold iron or good spells and effects! Be careful! It can also summon more schir demons, but can't teleport!" His eyes slowly begin to darken.
Round Actions 1
Free Action: 5 foot step to the north
Standard Action: Readied action to use Evil Eye hex on demon when it moves closer. Targeting AC. -2 penalty for 6 rounds. Will Save DC 15 reduces this to 1 round.
You know, I have just the thing for Voren to say when he sees the demon, running at them while munching on pages from books.
Pld7/Grd1 LG, Init +3; HP 95/108 AC 23, t 13, ff 21, Fort +9, Ref +7, Will +8 +2 on saves against insanity or confusion.hard to kill; Immune disease, fear, Senses +6, SM +8 Aura courage (10 ft.)
Arthas moves in and strikes with Radiance in a mighty two handed blow.
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5
Radiance FTW. :P
Jokum steps forward quickly as he sees Arthas advance, bringing his bow to bear on the creature and snapping off a shot from the entrance to the room. Using a durable cold iron arrow! Sadly with Arthas's body blocking most of his target, the snap shot goes wide...
Danua_____
"Schir Demon!"
She steps to the side, using the wall as an impromptu block and readies her blade to strike if it comes through the doorway.
MA: 5ft step to right.
SA: Readied Action to attack with Blackblade if it steps through doorway.
Karthak Ironbreaker_____
"Fun times..." mutters Karthak moving near Danua and preparing to strike
Readied attack as well when the creature moves near us
Voren the Outsider______
Voren easily identifies the demon after Danua calls it out.
"Spite Demon! Powerful attacks with it's halberd or gore! Moderate spell and elemental resistant! Vulnerable to cold iron or good spells and effects! Be careful! It can also summon more schir demons, but can't teleport!" His eyes slowly begin to darken.
Round Actions 1
Free Action: 5 foot step to the north
Standard Action: Readied action to use Evil Eye hex on demon when it moves closer. Targeting AC. -2 penalty for 6 rounds. Will Save DC 15 reduces this to 1 round.
Arthas Sword of Ragathiel_____
Arthas moves in and strikes with Radiance in a mighty two handed blow.
Arthas’ charging slash connects! Radiance flashed brightly as it cut halfway through the demon’s left leg; It shrieked as blackish blood fountained into the air.
Jokum of the Breakbones_____
Jokum steps forward quickly as he sees Arthas advance, bringing his bow to bear on the creature and snapping off a shot from the entrance to the room. Using a durable cold iron arrow! Sadly with Arthas's body blocking most of his target, the snap shot goes wide...
Enemies__________
The Schir demon, unable to jump, is only able to stagger back 5’ as it desperately counterattacked against Arthas! It swung its disease ridden halberd in a vicious arc.
mwk halberd attack:1d20 + 10 ⇒ (6) + 10 = 16 for a possible 1d10 + 4 ⇒ (10) + 4 = 14 slashing damage.
Pld7/Grd1 LG, Init +3; HP 95/108 AC 23, t 13, ff 21, Fort +9, Ref +7, Will +8 +2 on saves against insanity or confusion.hard to kill; Immune disease, fear, Senses +6, SM +8 Aura courage (10 ft.)
"Let me preach his name!"
Athas closes the gap and swings again.
To hit:1d20 + 8 ⇒ (4) + 8 = 12Doh even with the -2 AC that's going to probably miss To damage:1d10 + 6 ⇒ (6) + 6 = 12
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5
Jokum growls in frustration as any chance of him shooting the beast is eliminated, but follows Karthak in, greatsword sliding from its sheath as he goes.
Male Tiefling Hedge Witch 6/Archmage 1 | AC 15/12/13 | hp: 40/51 | F +5, R +6, W +8 (+2 vs death/insanity/confusion) | CMD 15 (17 with m.o.v) | Init +6 | Perc +1 | darkvision 60ft | SM +1 | receiving healing: +2 hit points/die rolled | giving healing: +1 point
Arthas, I had the Evil Eye hex set for when the demon got closer. So, it's not in effect yet.
Voren is surprised as Arthas runs in. "Arthas, wait!" He runs into the room after him. "I thought we were goi-" He stops when he sees the demon. He sees it chewing the pages. He then looks around the room and sees the books destroyed and the pages chewed. He looks back and forth between the two. He then screams. "It's eating the books! It's destroying the books! Stop it!" His eyes begin to darken.
Round 2 Actions
Move Action: Move to J14.
Standard Action: Use Evil Eye hex on the demon. Targeting AC. -2 penalty for 6 rounds. Will Save DC 15 reduces this to 1 round.
Pld7/Grd1 LG, Init +3; HP 95/108 AC 23, t 13, ff 21, Fort +9, Ref +7, Will +8 +2 on saves against insanity or confusion.hard to kill; Immune disease, fear, Senses +6, SM +8 Aura courage (10 ft.)
[00c]Hopefully you guys can get a +2 flank to hit bonus with me standing there.[/ooc]
"I was trying to end it before he was done chewing and calls for more of his kind from the Abyss! Strike him down battle brothers and sisters!"
Arthas missed, but Karthak and Jokum's attacks struck home, and the demon fell in a welter of its own blackish blood before he could threaten you all with his vile power.
Checking this room, you confirm that most of the tomes have been torn to shreds. Smoldering piles of ashes on the floor are testament to what happened to the books that were not eaten by the schir demon.
One small stack of books on a circular table seem to have escaped destruction.
Looking closer, you see that the surviving six books are history texts,
tomes on geography, and tactical manuals. Each is worth 50 gp.
The seventh tome is a manual of war.
Studying the Manual of War...:
Bound in bloodstained leather, this heavy tome is scarred like the flesh of a seasoned warrior and contains many generations of martial knowledge.
Once per day, after studying the manual for 1 hour, a fighter may exchange one of her fighter bonus feats for another combat feat. She must meet the prerequisites for this new feat and she cannot alter a feat she is using as a prerequisite for another feat, prestige class, or other ability.
This change persists for 24 hours, after which time the fighter's feats return to normal.
The fighter may spend 10 minutes studying the manual to end its effects early.
(Found in Ultimate Equipment)
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5
"We may as well take any books that seem useful to the Crusade...if we assume we're coming back, that is," Jokum says grimly. "But we don't have time to be reading now. Let's move on...I suppose we know now which door has the staircase behind it."
He retrieves his arrows and will keep a watch on the hall if anyone wants to spend longer in this room, then takes up a position ready to fire into the last room on the hall.
Male Halfling Rogue (Cutpurse) [1] | HP 7 | AC 17 T 15 FF 13 | CMB -2 CMD 12 | F +0 R +7 W +3 (+2 more vs fear) | Init +6 | Perc +8 | SM +7 | Stealth +12 | DD/EA/SoH +8 | Acro +10 (+6 for jump) | Diplo/Intim/Know Local +6
Male Dwarf Inquisitor 06 Guardian 01 HP 71/71 | AC 21 (23) T 12 FF 20 (22) | CMB +9 CMD 12 | F+10 R+5 W+10 | Init +4 | Perc +12
I wanted to warn you I decided to change Karthak's equipment a bit: I don't trust reach enough so I would like to change his dwarven longhammer into a Dwarven waraxe if that's ok with you, as for general equipment I'm going to add a inquisitor kit
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5
Not if you're planning on falling into a pit opened up by the demonic forces of the underworld, anyway. :P
As a total sidebar before we encounter each other in gameplay: Jokum has no idea about his heritage, and its only physical marker is his golden eyes, so he'll be introduced as a human with weird eyes.
HP 17/17, NL 0 | AC 12, T 12, FF 10 | CMB +2, CMD 14 | F +2, R +5, W +4 | Init +6, SPD 30 | Perc +3, SM +3 | Light Crossbow+3/1d8/19-20/x2/80ft; Dkwood Qtrstaff +2/+2 (1d6+1/x2)
For the record, I keep my list of spells prepared in the spells section of my profile.
I keep basic utility lists: for example, when Tess prepped today, she didn't expect to have an adventure: consequently, she is using the "Not-Killing-People Day" list today.
I'll keep the lists updated when I level, and I'll make sure to mention in game which list is prepared at the start of each day.
HP 17/17, NL 0 | AC 12, T 12, FF 10 | CMB +2, CMD 14 | F +2, R +5, W +4 | Init +6, SPD 30 | Perc +3, SM +3 | Light Crossbow+3/1d8/19-20/x2/80ft; Dkwood Qtrstaff +2/+2 (1d6+1/x2)
It's a tough world out there, and I'd rather have a mace than a can of Mace :p
HP 17/17, NL 0 | AC 12, T 12, FF 10 | CMB +2, CMD 14 | F +2, R +5, W +4 | Init +6, SPD 30 | Perc +3, SM +3 | Light Crossbow+3/1d8/19-20/x2/80ft; Dkwood Qtrstaff +2/+2 (1d6+1/x2)
Isn't it a heal check to set a broken bone? I bet you could do it, Jokum.
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5
It is, and I'll go for it if no one else does. But I have a low Wis score, so if Karthak or Pollux are trained they'd probably be better. Besides, Jokum doesn't want to let his guard (or weapons) down just yet... ;)
HP 17/17, NL 0 | AC 12, T 12, FF 10 | CMB +2, CMD 14 | F +2, R +5, W +4 | Init +6, SPD 30 | Perc +3, SM +3 | Light Crossbow+3/1d8/19-20/x2/80ft; Dkwood Qtrstaff +2/+2 (1d6+1/x2)
HP 17/17, NL 0 | AC 12, T 12, FF 10 | CMB +2, CMD 14 | F +2, R +5, W +4 | Init +6, SPD 30 | Perc +3, SM +3 | Light Crossbow+3/1d8/19-20/x2/80ft; Dkwood Qtrstaff +2/+2 (1d6+1/x2)
HP 17/17, NL 0 | AC 12, T 12, FF 10 | CMB +2, CMD 14 | F +2, R +5, W +4 | Init +6, SPD 30 | Perc +3, SM +3 | Light Crossbow+3/1d8/19-20/x2/80ft; Dkwood Qtrstaff +2/+2 (1d6+1/x2)
I'd like the Cloudwalking scale! Posted in my other post too; I hadn't checked these yet.
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5
Hmmmmm. As far as the scales go, I would say that Jokum is probably best suited to use the Sacred Weaponry scale. I could also take Sparking (but Ce-Eshna is actually a better archer), or maybe Resistance, since it seems like I'll probably be on the front line a lot. I'm happy with any of these.
GM Striker, a couple of questions for you, when you get a sec! One: what are your thoughts on characters retrieving arrows/ammunition they've shot? I've seen various houserules on this, and I'm good with any, I just want to know what to track. Two: I have a mapmaking kit, which seems like it could be useful as we wander into these caverns ahead. But I'm guessing Jokum will want to have a weapon out while marching. So I'm wondering if we could have someone else keeping a map, and still apply the +2 bonus to Survival checks (if we need to make them)?
GM Striker, a couple of questions for you, when you get a sec! One: what are your thoughts on characters retrieving arrows/ammunition they've shot? I've seen various houserules on this, and I'm good with any, I just want to know what to track. Two: I have a mapmaking kit, which seems like it could be useful as we wander into these caverns ahead. But I'm guessing Jokum will want to have a weapon out while marching. So I'm wondering if we could have someone else keeping a map, and still apply the +2 bonus to Survival checks (if we need to make them)?
Hope this helps.
1. Any arrows that hit successfully are destroyed. Any that miss my be recover 50% of the time if you have time to grab them under normal circumstances. Arrows that go over castle walls, cliffs, into acid, lava ect. are always destroyed.
2. Feel free to share any items as needed. Hard to make a map while walking, especially an accurate one. I would rule you need to stop to actually be making it but since Anevia's leg will slow you down it shouldn't effect your overall speed as a group. Maybe taking the time to befriend the NPCs might help as well ;)
HP 17/17, NL 0 | AC 12, T 12, FF 10 | CMB +2, CMD 14 | F +2, R +5, W +4 | Init +6, SPD 30 | Perc +3, SM +3 | Light Crossbow+3/1d8/19-20/x2/80ft; Dkwood Qtrstaff +2/+2 (1d6+1/x2)
How much more do I need to do for the elf to help him be ambulatory? I think he's standing with a cane (my quarterstaff).
Male Human Cleric 1 (14/14 Con) | HP 11/17 | AC 16 | T 12 | FF 14 | CMD 16 | Fort +5 | Ref + 2 | Will + 5 | Init + 2| Perc + 4 | Channel 3/3 | Bullets 8/10
Spells:
Lvl0 3/3 | Lvl1 2/2 + 1/1
I have an idea for future battles. How about we average initiatives for the party and the enemies in future fights. This way we can be a bit better about coordinating in a timely manner and not have to worry about initiative order as much. Another fun thing would be for each round we re-roll initiative so that one side doesn't always have the advantage.
So in a battle I'd see it being something like.
Party average:1d20 ⇒ 20 Enemy average:1d20 ⇒ 19
So the party goes on the offensive this round and the enemy's movements are going to be reactionary. We end this round, everyone is still alive so we go to round two.
Party average:1d20 ⇒ 9 Enemy average:1d20 ⇒ 10
The enemy goes on the offensive this round and now they have a chance to get out of the bind the PCs have put them in, and maybe even surround and flank one of the PCs before they react.
I feel like this simplifies things in a PbP because the party doesn't have to go in a specific order and make statements like (when my turn comes around...) and if there are any tactics that people want to use then characters can say things like "I flank with Ce-Eshna".
Male Dwarf Inquisitor 06 Guardian 01 HP 71/71 | AC 21 (23) T 12 FF 20 (22) | CMB +9 CMD 12 | F+10 R+5 W+10 | Init +4 | Perc +12
Initiative is not a problem as long as people post often (or the GM posts for them after a day they have not posted), imo, that said I see nothing wrong with what you suggest here besides changing a base rule of the game, but if the group wants to try this system out I've nothing against it.
HP 17/17, NL 0 | AC 12, T 12, FF 10 | CMB +2, CMD 14 | F +2, R +5, W +4 | Init +6, SPD 30 | Perc +3, SM +3 | Light Crossbow+3/1d8/19-20/x2/80ft; Dkwood Qtrstaff +2/+2 (1d6+1/x2)
I don't really like block initiative, but I don't really have a good reason other than that I think it doesn't really "solve" anything. Also I think it would be frustrating to be a player that doesn't check the thread as frequently (because of work, etc) and find out you never got to go first in a battle.
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5
I'm fine with either system; a third I'm trying out in a game I'm GMing is to average the enemies' initiatives (which has the handy bonus of consolidating the GM's work) and then grouping all the PCs who go before and after them. So initiative for the battle (almost) always goes
Fast PCs
Enemies
Slow PCs
...with the exceptions being when the enemies as a group roll so uniformly high or low that all the PCs beat/are beaten by them.
Again, I'm good with whatever.
((Also, sorry it's taken me so long to post today--traveling home from visiting the girlfriend so I haven't had much internet access.))
Male Halfling Rogue (Cutpurse) [1] | HP 7 | AC 17 T 15 FF 13 | CMB -2 CMD 12 | F +0 R +7 W +3 (+2 more vs fear) | Init +6 | Perc +8 | SM +7 | Stealth +12 | DD/EA/SoH +8 | Acro +10 (+6 for jump) | Diplo/Intim/Know Local +6
I'll be attending Space City Con/Winter in Galveston this weekend. The place has wi-fi so I might be able to post each day but I still wanted to give a heads-up while I thought of it.
HP 17/17, NL 0 | AC 12, T 12, FF 10 | CMB +2, CMD 14 | F +2, R +5, W +4 | Init +6, SPD 30 | Perc +3, SM +3 | Light Crossbow+3/1d8/19-20/x2/80ft; Dkwood Qtrstaff +2/+2 (1d6+1/x2)
I know Tess is intelligent, but she's not particularly wise; she's definitely inquisitive.
HP 21/63 | AC/T/FF: 18/13/15 | CMD 23 | F +7, R +8, W +3 (+2 vs. evil) | Init +3, Per +10 | Shifter's Blessing Left: 3/7 | MP: 3/5
Maybe we just decide who's carrying what when we find things and then that person adds to their inventory? Seems like less of a pain than usual since this is PbP...which isn't saying much, I suppose... :P
HP 17/17, NL 0 | AC 12, T 12, FF 10 | CMB +2, CMD 14 | F +2, R +5, W +4 | Init +6, SPD 30 | Perc +3, SM +3 | Light Crossbow+3/1d8/19-20/x2/80ft; Dkwood Qtrstaff +2/+2 (1d6+1/x2)
I wasn't trying to waste time, I intended for us to keep pushing forward and not shoot the possible person who might be around here if they accidentally jump in front of us.