DM Emissary's Ruby Phoenix Tournament (Inactive)

Game Master Misroi

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Then that put Poog at 76, plus his false life (12 today), so 88.

1d10 + 10 ⇒ (2) + 10 = 12


Female Human (Vudrani) monk of the four winds 4 / paladin 8

Work's got me pretty strapped for free time at the moment. Probably won't be around until Wednesday night.


Male Human Ninja 6 / Conjurer 6; Init. +6; Perception +11; AC 27/19 (+4 Dex., +1 Dodge feat, +2 natural armour, +2 Cat's Grace, +4 armour, +4 deflection); hp 71/94; Fort +9, Ref +12, Will +10

I hope someone has Dispel Magic prepared...


Human Fighter 9 / Horizon Walker 3 | init +12, per +16 | AC 28/18/22 | HP 90/109 | Fort +12, Reflex +12, Will +8 (+2) | CMB +14, CMD 32

I totally forgot to level up, commencing...


Male Goblin Witch 12 HP 88/76, AC 21, touch 18, flat-footed 18, Fort +10, Ref +11, Will +12,

Just FYI, I expect to be away Sunday and Monday.


Male Human Ninja 6 / Conjurer 6; Init. +6; Perception +11; AC 27/19 (+4 Dex., +1 Dodge feat, +2 natural armour, +2 Cat's Grace, +4 armour, +4 deflection); hp 71/94; Fort +9, Ref +12, Will +10

Continuing the prep conversation... I have Se invisibility, but no Glitterdust.


HP 134/134; AC 25/14/24 Init+1, Perc+12; F+14,R+7,W+13
Simon Greer wrote:
Continuing the prep conversation... I have Se invisibility, but no Glitterdust.

Lol, I just posted that in the game thread!


Male Human Ninja 6 / Conjurer 6; Init. +6; Perception +11; AC 27/19 (+4 Dex., +1 Dodge feat, +2 natural armour, +2 Cat's Grace, +4 armour, +4 deflection); hp 71/94; Fort +9, Ref +12, Will +10

We'd best keep the prep talk here, rather than clutter up the rp. ^^


Female Human (Vudrani) monk of the four winds 4 / paladin 8

All it will take is one glitterdust to negate the invisibility for all of us, so that 150 gp and the problem is solved. Other than some resist energy, then, do we need anything else? (Assuming I can actually get my potions of fly by now...)


Yep, you can get the potions.


HP 134/134; AC 25/14/24 Init+1, Perc+12; F+14,R+7,W+13

Alrighty. I've got five first levels spells and five second level spells to cast today, along with four third level spells.

I will need Mage Armor and Shield active, leaving three slots for buffs for others. For second level, I'll take See Invisibility and Resist Energy, leaving three spell slots. For third level, I'll need Fly and to cast Haste for the party, leaving 2 slots.

Anyone wants any buffs from the open slots listed in the last paragraph?


Female Human (Vudrani) monk of the four winds 4 / paladin 8

I'd take a resist energy, but otherwise I'm good.

How many potions did I get, Mr DM sir?


Your contact was able to get 1d4 + 1 ⇒ (4) + 1 = 5 for you to pick up.


HP 134/134; AC 25/14/24 Init+1, Perc+12; F+14,R+7,W+13

Asha--Resist Energy.

That leaves three 1st levels, two second levels, and 2 third levels. Any other takers for buffs?

My complete spell list is behind my alias under Spellcasting.


I'll take whatever you can spare.


Male Goblin Witch 12 HP 88/76, AC 21, touch 18, flat-footed 18, Fort +10, Ref +11, Will +12,

I'll take a resist energy if no one else wants, but might be better for those more likely to be in melee combat (though, I probably have fewer hit points if I do get hit).


HP 134/134; AC 25/14/24 Init+1, Perc+12; F+14,R+7,W+13

Resist Energy--Poog.


Male Goblin Witch 12 HP 88/76, AC 21, touch 18, flat-footed 18, Fort +10, Ref +11, Will +12,

No glitterdust scrolls. Any thoughts guys? We could maybe try faerie fire, but someone would have to make UMD checks to cast though, I think...


Female Human (Vudrani) monk of the four winds 4 / paladin 8

It would seem that only Zak has any ranks in UMD at all, and his total modifier is a +1, so I don't really think faerie fire is an option. (Although, seriously, why isn't it a witch spell? That seems like a serious genre miss-match...)

Other options:

* The see invisibility potions mentioned earlier. Looks like we'd need three of them.
* Some good ol' fashioned flour
* dust of appearance

Anything I missed?


Male Goblin Witch 12 HP 88/76, AC 21, touch 18, flat-footed 18, Fort +10, Ref +11, Will +12,

That sounds good. Poog also has true seeing, which he can use, thus saving money for a potion (and agreed on faerie fire deserving to be a witch spell).

GM, any chance we can get see invis. potions or dust of appearance?


Human Fighter 9 / Horizon Walker 3 | init +12, per +16 | AC 28/18/22 | HP 90/109 | Fort +12, Reflex +12, Will +8 (+2) | CMB +14, CMD 32

Can we use a rope trick spell with a 5' rope when the dragon goes invisible and just wait it out in the extra dimensional space, then if the dragon triggers the rope we drop right out on top of it completely aware and ready to slay it.


The dust is a bit too expensive, but as for the potions...

Availability (high is good): 1d100 ⇒ 38

...you are able to find 1d4 + 1 ⇒ (4) + 1 = 5 potions of see invisibilty available for purchase.


Male Goblin Witch 12 HP 88/76, AC 21, touch 18, flat-footed 18, Fort +10, Ref +11, Will +12,

Looks good to me. I say we buy all five and get going. I assume they're standard price: 300 gp apiece?


Yep!


Female Human (Vudrani) monk of the four winds 4 / paladin 8

Let's make it happen! Are we still "paying" for these out of our profits from the +2 mace?

EDIT: I'm thinking not, because the fly potions probably ran through the last of whatever credit we had, but I'm checking because Asha only has 160 gp to throw in the pot. She is perfectly willing to do so, however.


Male Goblin Witch 12 HP 88/76, AC 21, touch 18, flat-footed 18, Fort +10, Ref +11, Will +12,

Poog am happy to pay for you, as long as you pay him back from dragon hoard, with 100 percent interest. : )


Female Human (Vudrani) monk of the four winds 4 / paladin 8

HA! Oddly enough, the monk/paladin is completely comfortable with those terms.


Asha: This is my shocked face: :-|

OK, enough stalling, let's do this!


Female Human (Vudrani) monk of the four winds 4 / paladin 8

As a side note, I've just noticed I'm still down about 30 hit points from yesterday. I also note we have a tournament prize that I don't think got ID'd that might or might not prove useful in the coming fight.


Male Goblin Witch 12 HP 88/76, AC 21, touch 18, flat-footed 18, Fort +10, Ref +11, Will +12,

1d8 + 5 ⇒ (5) + 5 = 10
1d8 + 5 ⇒ (2) + 5 = 7
1d8 + 5 ⇒ (8) + 5 = 13

Three charges from the wand of cure light should solve the HP problem.

Spellcraft to ID whatever the prize is: 1d20 + 20 ⇒ (5) + 20 = 25


Female Human (Vudrani) monk of the four winds 4 / paladin 8

Thanks! Looks like it's a periapt of wound closure. I don't have a neck slot free - anybody else want to take it?


Male Goblin Witch 12 HP 88/76, AC 21, touch 18, flat-footed 18, Fort +10, Ref +11, Will +12,

I've got nothing in the slot, but I already got my rock, so if anyone else can take it, please feel free.


Human Fighter 9 / Horizon Walker 3 | init +12, per +16 | AC 28/18/22 | HP 90/109 | Fort +12, Reflex +12, Will +8 (+2) | CMB +14, CMD 32

as a last option, Zak will wear it


Male Goblin Witch 12 HP 88/76, AC 21, touch 18, flat-footed 18, Fort +10, Ref +11, Will +12,

Did we ever decide who got the periapt? Doesn't look like it.


Female Human (Vudrani) monk of the four winds 4 / paladin 8

I think Asha's carrying it but not wearing it, and she only has it because she took it from Marthysan.


Male Goblin Witch 12 HP 88/76, AC 21, touch 18, flat-footed 18, Fort +10, Ref +11, Will +12,

I love that a dragon took us two rounds to deal with, but we're stymied by 20 feet of water!

If need be, I suppose we could go back and get potions of water breathing...


Human Fighter 9 / Horizon Walker 3 | init +12, per +16 | AC 28/18/22 | HP 90/109 | Fort +12, Reflex +12, Will +8 (+2) | CMB +14, CMD 32

ooohhh, Poog with a natural 20 on the dragon horde, that's the time for a good roll!


Male Goblin Witch 12 HP 88/76, AC 21, touch 18, flat-footed 18, Fort +10, Ref +11, Will +12,

Yeah, hopefully good enough to find the Arkenstone.


Sorry for the delay, folks!

The horde includes:
50,000 cp
3,000 sp
800 gp
200 pp

And a bunch of stuff that radiates as magical:
a heavy steel shield (moderate evocation)
2 vials of a chartreuse liquid (faint divination)
a ashen-colored sack (faint conjuration)
a cerulean sphere the size of a marble that sparkles from within (strong transmutation)
a slender ebony rod (strong universal)


Male Goblin Witch 12 HP 88/76, AC 21, touch 18, flat-footed 18, Fort +10, Ref +11, Will +12,

Spellcraft shield: 1d20 + 20 ⇒ (11) + 20 = 31
Spellcraft liquid: 1d20 + 20 ⇒ (2) + 20 = 22
Spellcraft sack: 1d20 + 20 ⇒ (19) + 20 = 39
Spellcraft sphere: 1d20 + 20 ⇒ (5) + 20 = 25
Spellcraft rod: 1d20 + 20 ⇒ (6) + 20 = 26


Poog, you identify the shield as a +1 blinding heavy steel shield, the vials as elixirs of vision, and the sack as a grey bag of tricks. The other two items elude easy identification.


HP 134/134; AC 25/14/24 Init+1, Perc+12; F+14,R+7,W+13

Zarina's spellcraft isn't good enough to beat Poog's rolls for those items.


Male Human Ninja 6 / Conjurer 6; Init. +6; Perception +11; AC 27/19 (+4 Dex., +1 Dodge feat, +2 natural armour, +2 Cat's Grace, +4 armour, +4 deflection); hp 71/94; Fort +9, Ref +12, Will +10

Bring 'em to Simon for Spellcraft
1d20 + 12 ⇒ (14) + 12 = 26
and
1d20 + 12 ⇒ (13) + 12 = 25
... and get nothing. *le sigh*


Male Goblin Witch 12 HP 88/76, AC 21, touch 18, flat-footed 18, Fort +10, Ref +11, Will +12,

Looks like the elixirs give a +10 to Perception, so not sure who should get those to start. Anyone want the shield or bag?

Honestly, unless we have some way to carry it, I think we can just leave the copper and silver for the moment -- that'd give us each 160 gold and 40 platinum pieces.


Male Human Ninja 6 / Conjurer 6; Init. +6; Perception +11; AC 27/19 (+4 Dex., +1 Dodge feat, +2 natural armour, +2 Cat's Grace, +4 armour, +4 deflection); hp 71/94; Fort +9, Ref +12, Will +10

I have to say, I like the bag. I'm jolly curious about the wand and the orb, though...


Male Goblin Witch 12 HP 88/76, AC 21, touch 18, flat-footed 18, Fort +10, Ref +11, Will +12,

We could see if we can get a scroll of identify back in town.


Female Human (Vudrani) monk of the four winds 4 / paladin 8

Wand's probably a metamagic rod. Not sure what the sphere might be...


Sounds like the general consensus is to take the big coinage and all of the magic stuff, and leave the pocket change behind for now. As for the possibility of scrolls...

Scrolls? (low=bad): 1d100 ⇒ 35

...you can easily find someone selling identify scrolls. There are 1d4 + 1 ⇒ (4) + 1 = 5 available. (Seriously, I've rolled a 4 for that every single time I've done this. I'm going to stop doing that now. There's apparently always five consumables available if you can find them from here on out!)


Human Fighter 9 / Horizon Walker 3 | init +12, per +16 | AC 28/18/22 | HP 90/109 | Fort +12, Reflex +12, Will +8 (+2) | CMB +14, CMD 32

Zak will shell out his share of the coinage for all 5 of the identify scrolls, then pass them to Poog and Simon.


Human Fighter 9 / Horizon Walker 3 | init +12, per +16 | AC 28/18/22 | HP 90/109 | Fort +12, Reflex +12, Will +8 (+2) | CMB +14, CMD 32

can we assume that we use two of the scrolls to identify the items, then we announce our victory at the tavern?

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