DM Papa.DRB - Moru Country (Inactive)

Game Master Papa-DRB


351 to 400 of 1,913 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>

Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

im just a computer rat :-) check it 3-4 times a day


Female Human Cleric of Sarenrae 5 (HP 49/49, AC 19, T: 11, FF: 18, F+5, R +2, W+8, Init +3, Perc +7]
Spells Remaining:
1st: Command, CLW, Prot. from Evil; 2nd: CMW, Bull's Str, Lesser Restoration; 3rd:

I'm attempting to check it anytime it crosses my mind lately. Even if I'm a little busy at least it'll be on the screen when I return, right? hehe.

The funny thing is, I'll go check it a couple times for a couple of days, and no one posts, but its when i decide I'll give it awhile and don't worry about it, everyone goes into a posting frenzy! Luckly, keeping that in mind it shouldn't be so hard to keep up. Although I tend to get lost in combat, what with it being so different than what I'm used to, and with things prone to changing without warning between turns. ^_^ I'm trying though. And I like this group. Hopefully we don't lose anyone else. I liked Sezira.


Female Human Cleric of Sarenrae 5 (HP 49/49, AC 19, T: 11, FF: 18, F+5, R +2, W+8, Init +3, Perc +7]
Spells Remaining:
1st: Command, CLW, Prot. from Evil; 2nd: CMW, Bull's Str, Lesser Restoration; 3rd:

Side note: Since I do tend to get lost in combat, feel free to give Redona some suggestion for an action if you feel the need. I often glance at people's HP to make sure no one is dying, then decide if I should cast a spell (which... at level 2 I probably won't do often... I"m not used to casters and I feel the need to conserve 'ammo.') or just try and hit something.


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

You know what is cool if we all want to have the last word!

then it wil be postings like mad! :-)
as long as they are quality :-)
normaly my postings are pritty bad but for this gameplay forum I always run it trough word :p


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Seems like you're doing fine, Redona. If you're close to melee and don't want to cast a spell, if in doubt help someone flank, would be my suggestion. And as for getting lost in combat, I was doing pretty poorly there for awhile...

The dice were also not kind to you the last combat. Don't worry about it.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

On the loot distribution discussion - I like the idea of items going to the folks who they fit with best - like Rikar getting the +1 greatsword, as he's the only greatsword user in the party. As context for that, it makes sense to look at how much treasure, and particularly magic items, different party members have ended up with, which is why I built the treasure spreadsheet the way I did, so it's easy to see whose items are worth the most. That way, if multiple people want a magic doodad, we can discuss who it should most sensibly go to, and we can also look at the treasure sheet and see who's behind in the treasure distribution count.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker
Redona wrote:
... I often glance at people's HP to make sure no one is dying...

Whatever else you opt to do in a round, this is much appreciated. ;)


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

testing new Short Keys Lite

Initiative:

Borris: 1d20 + 4 ⇒ (2) + 4 = 6
Josef: 1d20 + 1 ⇒ (16) + 1 = 17
Kreig: 1d20 + 2 ⇒ (12) + 2 = 14
Misha: 1d20 + 2 ⇒ (15) + 2 = 17
Redona: 1d20 + 3 ⇒ (4) + 3 = 7
Rikar: 1d20 + 4 ⇒ (9) + 4 = 13
Perception:

Borris: 1d20 + 0 ⇒ (3) + 0 = 3
Josef: 1d20 + 0 ⇒ (19) + 0 = 19
Kreig: 1d20 + 7 ⇒ (4) + 7 = 11
Misha: 1d20 + 4 ⇒ (7) + 4 = 11
Redona: 1d20 + 4 ⇒ (7) + 4 = 11
Rikar: 1d20 + 5 ⇒ (14) + 5 = 19
Survival:

Borris: 1d20 + 3 ⇒ (15) + 3 = 18
Josef: 1d20 + 5 ⇒ (7) + 5 = 12
Kreig: 1d20 + 2 ⇒ (2) + 2 = 4
Misha: 1d20 + 5 ⇒ (18) + 5 = 23
Redona: 1d20 + 4 ⇒ (4) + 4 = 8
Rikar: 1d20 + 5 ⇒ (4) + 5 = 9
DM:

?: 1d20 ⇒ 81d4 ⇒ 2
TACTICAL MAP
CURRENT LEVEL MAP

everybody please verify your numbers, thanks,

-- david


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Looks good for Kreig. The only monkey wrench being his bonuses under perception:

Trapfinding: +1 to locate traps

Stonecunning: +2 bonus to notice unusual stonework, such as traps and hidden doors in stone walls or floors

Goldsniffer: +2 Trait bonus on checks related to metals, jewels, and gemstones


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Perception:

Borris: 1d20 + 0 ⇒ (9) + 0 = 9
Josef: 1d20 + 0 ⇒ (19) + 0 = 19
Kreig: 1d20 + 7 ⇒ (17) + 7 = 24 +1 Trapfinding, +2 Unusual Stonework, +2 Checks related to metals, jewels, gemstones
Misha: 1d20 + 4 ⇒ (2) + 4 = 6
Redona: 1d20 + 4 ⇒ (8) + 4 = 12
Rikar: 1d20 + 5 ⇒ (3) + 5 = 8

more better....

-- david

edit: dang, that was a wasted roll for you Kreig... heheh


Female Human Cleric of Sarenrae 5 (HP 49/49, AC 19, T: 11, FF: 18, F+5, R +2, W+8, Init +3, Perc +7]
Spells Remaining:
1st: Command, CLW, Prot. from Evil; 2nd: CMW, Bull's Str, Lesser Restoration; 3rd:

Everything looks right to me!


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Rikar's perception bonus is +6, not +5.

His survival bonus is +6, +7 to tracking.

And if you want to add them, Goma's bonuses are:

Perception: +8
Survival: +1 (+5 tracking by scent)


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

And Misha's Perception is +6 too. I think you've got your data from 1st level (Misha's went up from 4 to 6 because she spent a skill rank and gained a class ability which boosts perception).


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

Oh and Welcome Krieg! :-)

nice first post more of that pleas! :-)


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Thanks much! I'm glad to be on the team and amongst such active players! Your associated writings have really been a treat to read!


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Hey gang - I'll be camping Sunday-Wednesday, back for a day, and then I leave Friday for PaizoCon with my son. I may have a chance to post when I'm home on the 4th of July, but I may be otherwise engaged then. Bot me as needed to keep things moving.


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

just wanted to give you guys a heads up i havnt had the time i normaly have because my father comited suicide friday night.

and im stil in the procces of coping with it all in my own way. some people tell me im not grieving but i like to do things my own way


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

I'm so sorry for your loss. It's not an easy time, no matter how you cope. Best thing that can be said, don't go it alone. Reach out to family, friends, your church...just make sure you're surrounded by folks that can be there when you're ready to talk.

I know you don't know me, but I'm truly sorry and will be praying for you and yours.


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

my wife and 2 year old is all i need :-) i have been with friends and family the last 2 days tho :-)


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

My sincerest condolences. Take the time you need, Darkflame; we'll be here. As you say, do whatever you feel in your own way... but do take the time to do it.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Wow, Borris, I am so sorry to hear it. I lost a very close friend to suicide a couple of years ago, and it is painful and difficult to understand. Best of luck sorting through it all, glad you've got your family to help you focus on the good things in life.

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

Sorry to hear it.

My condolences.


Female Human Cleric of Sarenrae 5 (HP 49/49, AC 19, T: 11, FF: 18, F+5, R +2, W+8, Init +3, Perc +7]
Spells Remaining:
1st: Command, CLW, Prot. from Evil; 2nd: CMW, Bull's Str, Lesser Restoration; 3rd:

What everyone else has said. There's not much point in me repeating it so, basically... sorry to hear it and do whatever helps you cope, y'know?


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

as long as the game keeps moving along as it doese ill be happy (mwhahaha blackmail with my dead father hahaha :-)) i know im evil!

and yes my father is realy dead its not a joke. im just the kid of person who celebrates life more than morne the dead even with my father.

ill treasure whatever joyfull moment he gave me for as long as i may live as i hope others around wil do for me aswell! the more happy moments i have been able to give them the better my life was.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Sorry for your loss. And I agree with the others, do what you need to do to cope with the loss of your father.

-- david


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

I'd just like to point out that we hit 1000 posts not too long ago. Seemed a worthy milestone to mention. And while I'm at it, I'll say thanks for a great game, DM Papa, and thanks to all our players for being such regular posters and fun folks! Even when my other PbPs slow down, there's always something going on in this game.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

Thanks! It is easy to run a good game when there are good players who are involved.

re: 1000 post. Yea, I did #999. I almost made it a double to get the 1000th post for myself, but didn't..... heheh...

-- david


Yeah second that! :-)


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

On an unrelated note: anyone interested in some teamwork feats? Once I get an animal companion (I may have to promote Goma, we'll see), I intend to bump his Int and have him pick up teamwork feats. So I'll likely have them to do with my companion either way - but picking up Precise Strike, or Outflank in a few levels, could be pretty fun.

I'm still considering feat options, but wanted to explore the idea.


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

I'm just thankful to get in the game at this point. It's an extreme amount of fun writing with this group! The regularity, the inventiveness, it all works so well! And we feed off each other to really make it come alive.

As far as the teamwork feats, I could be talked into something considering our two pcs are the scouts. I've got to see where I want to take him when I boost him to 3rd tonight.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Oh, yes, this is a great game, and especially nice that it updates well. Really especially enjoying the RP banter we've been developing... the party FEELS like a party. Some PBPs it's hard to feel that connection as well.

I might be talked into some teamwork feats eventually but not this level. After a few tries with the whip, I think Misha's onto something here, so I need to start building toward a combat maneuver feat or two. This isn't what I had necessarily in mind for her advancement, but my characters get their own ideas about how they want to grow.

Misha leveling up notes: Gained trap sense. Feat taken: Combat Expertise (Misha has decided she likes tripping and disarming things, so must pay her feat tax). 9 skill ranks in Acrobatics (2), Appraise, Disable Device (I know we’ve got Krieg, but if I don’t train it, I don’t get use out of some of my class abilities, and it’s the kind of thing she’d pick up as a tomb raider), Knowledge (dungeoneering), Knowledge (religion), Perception, Spellcraft, Survival. New 0 level spell – read magic. 1st level spell new spell known: comprehend languages. Boring utility stuff but appropriate to the character, and moreover nice to have now that we’ve lost Sezira who IIRC had those as SLAs. Used favored class to learn another 0 level spell, mending, also utilitarian but suitable.

Also corrected a couple little math errors (forgot to update CMD at 2nd level for one thing, had Dexterity bonus wrong on Acrobatics).

Let me know if you have any concerns, questions, suggestions, or corrections.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Sounds good, Kreig.

Levelling up is fun - as in Infiltrator Ranger, Rikar gets to pick an Adaptation, which he'll be able to use in 3 10-minute increments per day. With goblin as my favored enemy, the choices I'm considering are Darkvision and +2 Natural Armor. I'm inclined toward the Natural Armor, since I have had plenty of call for a decent AC in this game. Darkvision would come in handy, especially in scouting with Krieg, but it's a bit more situational.

Thoughts, anyone? Feat ideas are also welcome!


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

I'm just getting powerattack I want to be able to do more damage as more durable foes come into play at lvl 4 that would be up to 8 damage a turn bonus :-)

I am saving up for masterwork transformation so I can get my Earthbreaker and klar transformed to MWK weapons/shield :-)

gonna cost me 750g to do it tho lolz!


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Y'all - do we want to take all the equipment we found? The banded mail has a sale value of 125 gp, which is pretty good, and we could get 25 for the heavy crossbow. Aside from those things, I'd say we leave it. It seems a little odd to be carrying a bunch of suits of leather armor around to sell one day - maybe we can park them in one of the barracks and pick them up on our way out if we remember to.

Edit: treasure sheet is updated, waiting to find out what our potions are.

Kreig: at the end of Rikar's stat line is a link to the treasure tracking spreadsheet I put together. Lets us know how much we've found and looted, and tracks who has gotten what in terms of valuable items.


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Nice!

My vote wild be to stow away what we can, come back for it later.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

I agree with stowing away the stuff we don't want to use.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Rikar, I'd go with darkvision -- also keeps things from being concealed from you in dim light, and we could really use it in our scouting.

The +2 AC bonus is awesome but I think I'd go with darkvision for now.

OTOH, higher AC is never ever bad.


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Here are my upgrades:

Skill Bumps:

3rd Level Skills Breakdown (11pts = 8+IntMod (2) +1 Favored Class):
Appraise 1 (1/11)
Bluff 1 (2/11)
Climb 1 (3/11)
Disable Device 1(4/11) Favored Class
Escape Artist 1 (5/11)
Knowledge (Dungeoneering) 1 (6/11)
Knowledge (Local - Moru Country) 1 (7/11)
Perception 1 (8/11)
Sense Motive 1 (9/11)
Sleight of Hand 1 (10/11)
Stealth 1 (11/11)

Added Skill Focus Feat (Stealth)

Gained Trap Sense +1 and bumped to +2d6 Sneak Attack for 3rd level Rogue

Not sure, but I'd not called out the Trap Finder Rogue talent I'd selected at 1st level. Gives a free perception check (GM discretion) if I'm within 10' of a trap, it's a secret roll.

All my totals s/b updated in the profile.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

Rikar is bumped to level 3. Added ranks to: Handle Animal, Stealth, Perception, Survival, Swim, Knowledge (Dungeoneering), Intimidate

Feat: Dodge

Adaptation: Darkvision, 60'

@Misha - took your advice on AC and Darkvision, but went for both!


Female Human Cleric of Sarenrae 5 (HP 49/49, AC 19, T: 11, FF: 18, F+5, R +2, W+8, Init +3, Perc +7]
Spells Remaining:
1st: Command, CLW, Prot. from Evil; 2nd: CMW, Bull's Str, Lesser Restoration; 3rd:

Sorry, I'm real busy since yesterday so I haven't had time to post or level Redona up. I'll try and get her leveled up tomorrow before we leave for the weekend, but otherwise feel free to bot her as needed. We all know only the DM can give her good rolls anyway, lol.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20

Made one change... Misha fiddling with potions made me remember I hadn't trained Use Magic Device yet, so took the pip out of Knowledge (dungeoneering) and into UMD. I think it's requisite for the archeologist to be able to mess with unknown arcane devices enough that they will blow up in her face at the correct time.

Yes, Misha will start specializing in more skills soon, but as the party's resident jack of all trades she's got some stuff spread around right now.

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

Feat: Arcane Armor Training
Skills: Appraise, Knowledge (dungeoneering), Knowledge (nature), Linguistics, Spellcraft
Spells Learned: Ant Haul, Magic Missile

Will have Message and Magic Missile prepared, once we hit our resting point. Can ignore spell failure for light armor, as well.


Male Human (part Shoanti) Fighter 2/Paladin3 | Init +4 | Perc +4 | AC 20 / T 12 / FF 18 | HP 54/54 | Saves F +11/R +7/W +6

oh I took powerattack as my 3rd lvl feat

and my favorite class bonus into skillpoint

killing humans in their sleep is this lawfullGood I dont realy think so... if it was orcs or goblins yes but humans? they might just be coorced by this go i have to be aposed to this!

let me know what you think ooc

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

Killing bandits in cold blood: not necessarily "good", per se.

Waking them up at magical greatsword point, though..., not much different from an early morning "no-knock" warrant for a dangerous felon...

Grand Lodge

Transmuter 9 / Ftr 1 / EK 7 [ HP: 190/190 | 11 temp HP | AC:18 T:11 FF:17 | F: +14 R: +9 W:+13| initiative +1, perception +17] Human Male +2 Greatsword +21/16/11 (2d6+11) Power Attack +21/12/7 (2d6+26) ; Longbow +17/12/7 (1d8+12 20/x3)

Fyi: Josef is LN, not good.

He's a cop at heart, and letting the bad guys have a fair fight is a good way to get himself or his team hurt.


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

I'm a little lost on this one guys. Didn't we let the first guy go? Also, we're looking at rooms with humans and orcs. Not sure the later week surrender w/o a fight, not would quartet normally be given to them. In the case of the one we let (or will let go), Kreig mentioned in his discussion that he suggested the team come to a decision and let the guy go,, or he'd make the decision himself. He had no love for someone who willingly fell in with goblins. I'd thought that was why w cut him loose...so kreig wouldn't kill him.

Last thing, for Kreig, he's a dwarf with an absolute hatred for all things goblin & orc...that includes those who willingly consort with them. It's thousands of years of war engraved in his bones. So in this case, for him, these suspects are guilty, otherwise they wouldn't he suspects. ("SW Troops" reference for free!)

Do you guys want to rp it out? Kreig's an affable character for the most part, his sense of urgency dwells in getting his boss and team of dwarves out of the mountain.


Narrator [Maps, handouts, pictures: Links in top of page spoiler]

I have been keeping up with the discussion, and from the DM's perspective, the man is still sitting on the floor waiting to be either let go or killed.

The last thing said to him directly was Misha's comment, {"And sometimes the greatest punishment is having to live with the things you've done and seen."}, at which he looked dejectedly at the floor.

So, you have some things to decide:

1) Are you letting him go, and if yes, with what equipment?
2) Where are you going next? (it seems that you want to clear the B2/10/11 areas first)
3) If you are going to B2/10/11 area and you run into sleeping human/orc/goblin, how are you going to handle it?

-- david


Rogue 13 (poisoner) [HP 111/111 | AC:23 (shadow) F:18 T:16 | CMD 26 | Save F:+5 R:+12, W:7 (+2 Poison, Spells, Spell-Like) ER (Fire) +10 | Init +4 Perc+22] [Trap Spotter] Evasion, Fast Stealth, Improved Uncanny Dodge, Sneak 7d6, Improved 2-Weapon

Here are my votes, taking into account Kreig's pov:

1) Let the guy go, give him his armor and a dagger. A sword could be argued in Kreig's mind - dangers on the frontier - or a bow, but a dagger is what he'd go to first.

2) Let's head into the B2/10/11 rooms, then see the situation.

3) If we're dealing with a few guys, then we can attempt to force a surrender. But the dwarf is dubious on getting orcs to surrender vs. spilling their rotten guts. :) It'll make for interesting RP opportunities to convince the Dwarf that anyone consorting with goblins and orcs isn't scum. but then again, the guy who surrendered did appear dejected, something I missed in the original post thread. That may speak to the humans being "unwilling" allies. *shrugs*

I think a sneaky recon mission is in order to assess the situation first. If we can clear these rooms on this level, then we can attempt to use the secret passage (outlined on Lower Level map link under my PC pic) and hope we don't run into undead. At the least we can get the dwarves out, then regroup and rest.


M Human (Shoanti) Spell-Less Ranger 17 | Init +4 (+12 Underground) |Perc +22 (+30 underground) | AC 30 / T 19 / FF 27 | HP 209 | Saves F +15 / R +15 / W +13 Loot tracker

My thoughts on the various issues:

1) Let him go, as Kreig says. Four of us have already expressed this opinion, I don't think it merits further discussion or a change of plans.

2) Agree with DM and Kreig - let's clear those areas out, and see what the situation is.

3) I think we'll have to play this one as it comes, but Rikar is prepared to kill whoever we come across, particularly if they're orcs or goblins. In the past I've argued for letting folks go - as in the goblin earlier and the human now. But if we're faced with lots of bad guys, that's not a viable option. Rikar is chaotic good - so he values life, but is also going to proceed as he feels is appropriate in this situation, and this could be a very different situation than when they faced a decision involving one enemy.


Sickened (-2 to rolls) Human Bard-Archeologist 17 [HP 111/156 | AC:26/7 F:17 T:15 | CMD 30 | Save F:+8 R:+18 (imp ev) W:+13 (slippery mind) +2 Good Hope| Init:+7 underground Perc:+29 underground] [1st 5/6, 2nd 5/6, 3rd 4/6, 4th 2/4, 5th 3/4, 6th 0/2; A. Luck/day 10/13 |
Skills:
Acr+20; App+10; Blf+15; Dip+10; DDev+18; K-Arc+23; K-Dun+27; K-Eng+14; K-Geo+15(+17u); K-His+21; K-Loc+21; K-Nat-+14; K-Nob+10; K-Pla+19; K-Rel+18; Lin+7; Per+25(+27u); SMo+10; Spel+22; Stl+12/22 (+24u); Sur+8(+10u); UMD+20
Quote:
1) Are you letting him go, and if yes, with what equipment?

I agree with letting him go--he made good on his offer of information, and that buys him time. And his desire to just flee and face whatever rough justice the wilderness, dwarves, or town have to deal with him, which, in Misha's POV, will be ample punishment his crimes, as she'd said---especially since he reacted with guilt to Misha's comment, which suggests he might be redeemable.

But if we leave him behind, tied up, a scout could find him later, which could be problematic for him AND us, and in the worst case scenario, we leave him tied up in a room, we aren't able to come back to check on him, and he dies of dehydration or something, which seems fairly awful and unnecessary.

As for equipment. Armor and a dagger is fine with me (although Misha would also go with Krieg's original proposal of just armor).

Quote:
2) Where are you going next? (it seems that you want to clear the B2/10/11 areas first)

If that's where everyone wants to go, that's fine by me. I am concerned about taking it on immediately when we're all low on spells, although Misha still has 1 1st level spell left. I wouldn't mind a rest but can also push on. So far, my sense of the group is "push on" so fine.

Quote:


3) If you are going to B2/10/11 area and you run into sleeping human/orc/goblin, how are you going to handle it?

I agree with Krieg's suggestion to do recon first.

Misha will not cut anyone's throats in their sleep. What Misha would propose -- and I can post this to the IC thread when we've got this sorted -- is after Krieg and Rikar do recon:

- Option 1: find a way to seal their doors shut, so they are trapped in the barracks

- Option 2: Steal their weapons and armor, then wake them and force them to fight or surrender (without weapons and armor).

A crazier option 3 would be to find the crazy gnoll and see if we could turn him against them.

If they all surrender without a fight, then deciding what to do with them--lock them all up? Let them all go? Kill them anyway? That will be harder, but I'd rather cross that bridge when we come to it.

1 to 50 of 1,913 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / DM Papa.DRB - Moru Country Discussion All Messageboards

Want to post a reply? Sign in.