DM Delmoth's Strange Aeons (Inactive)

Game Master Delmoth

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M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

There is an immense gap between "doesn't like or trust the NPCs" and "tries to kill them." Actions have consequences.


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Perhaps it would be beneficial if Ellery added some of the characters thoughts, in italics, to his post so we as players know his intentions, be that actually killing him or going for an assist on an intimate. Also stating what your plans in discussion helps so everyone at least knows what they're in for.

That said I do know that failing to get thrushmoor on the PCs side won't kill the campaign. Making an enemy of the Sleepless agenct might but not this book. It will make things significantly more difficult however.

Squabbling between players certainly would but I'm thinking we just have a misunderstanding at this point.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

The player seemed to strongly imply that Ellery was actually going to stab Elgrior, unprovoked, because Ellery doesn't like the town or the people. And if moving into flanking with a knife drawn was just for intimidation, that would be a great way to sabotage Theo's Diplomacy attempt. Either way, it's a problem.

Dervak would react in character to murderhobo behavior and I think the reaction would be neither surprising nor unreasonable.

It's not clear to me what Ellery's motivations are. The player chose to make the character mute, and even in his notes he's fairly guarded. Dervak wears his heart on his sleeve. Having the player explain the motivations OOC when the character is so hard to read rather defeats immersion and RP. But maybe it's necessary in this case.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Full disclosure: my intention is to play Mara as a good character.

She doesn't know Ellery well at this point, having just met him the day before. She would not approve of an unprovoked attack on townsfolk, and would actively oppose someone who did that.

I'm really not a fan of PvP, so I'm trying to work things out before it gets to that point.


Male Human Rogue (7) | HP: 39/39 | AC:24 T:17 F:16 | Init: +7 | Per:+ 13 (+1/2 level vs traps) | CMB: 6 | CMD: 23 | Fort: 4 Ref: 12 Will: 5 | Active Spells:

So first and foremost, I need to apologize. The only posts I saw this morning prior to my post was Rowan and Mara's where she went outside. I don't know why I didn't see the other posts. Not sure if they didn't load or if I skimmed over them and assumed I had already read them. Either way, I will do better and make sure to always refresh after loading the page. As well as, to try and refrain from making posts shortly after getting up. Had I seen/read those my post would have been slightly different.

Secondly, I don't like to resolve things like that out of character because I have seen it just degrade down to meta-gaming and that kind of ruins the fun for me. I will do my best to make my intentions more clear. As such, let me also make clear I did not go back and read everything you have done. Because Ellery wouldn't know any of that. From Ellery's perspective he woke up, was press-ganged into a cult, and almost turned into a mist spewing monstrosity! Then he assisted (loosely) in killing that big bad and gets back to the city that he has no memory of or of being in, to be told by some random person that he was a bad person and sent away for doing something. Which he has no reason to believe. To be clear, feel free to chastise me in-character because I, as a player, fully know Ellery needs it. And while I am not all about PvP, sometimes it actually fits the story and can benefit character growth. But yeah, more often then not, it is pointless and happens because players get their feelings hurt.

Third, I as a player, and Ellery as a character are both smart enough to know not to actually stab/assault characters in broad daylight. Yes I realize what I posted earlier, but that was me being glib about it. I had assumed, wrongly, that the party was going to go for an intimidation play.

Fourth, his campaign trait Twitchy clearly states:

Twitchy from the Strange Aeon's Players Guide wrote:
Your first thought upon awaking in the asylum isn’t confusion over why you can’t remember anything clearly—it’s a sudden urge to find safety. You feel like everything around you, aside from your companions, might threaten you and you’re always ready to react. You have a hard time staying still, and you’re constantly surveying your surroundings. Maybe you are paranoid, or maybe it’s just an overactive imagination, but whatever it is, you know that keeping these feelings honed will help you stay alive.

As I read and understand that, Ellery isn't going to trust people just because they say he did something wrong. In fact, for all he knows, they were the one(s) responsible for putting him there in the first place. Maybe he turned down a job they offered (like stabbing a puppy), and they couldn't risk him telling other people that it was offered to him. So to keep it silent they arranged his incarceration in a place with a crazy cult leader and ghouls assuming that would take care of the problem. Does that seem reasonable? Not really....but it does if you are paranoid and have no idea who or what is out to get you.

Finally, Ellery is not a good person. He does not see why anyone would do something because it is the "right" reason. If he does not see how he would benefit from an action, he probably won't consider that course of action. In this instance the benefit he would receive, or rather the negative he would avoid is having his companions possibly abandon him.

Hope that makes sense, and if one of these is a non-starter and you guys want me to bow out, no hard feelings. I did not mean to cause any problems, but I also don't want to not play the character I created.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Crazy meet Death...lol.
Theo being crazy. He actually is; his Patron is Insanity. He does have his moments...or will...lol.

Saying that, I believe that one plays ones character as that one views it.

We have all agreed to participate in this endeavor, knowing that with 7 different perspectives, personalities, and play-styles; ours individually may result in friction. I realize that Theophilus can be a bit unhelpful at times, but (I hope) when it matters, he is contributing to the group's goals.

We are role-playing. Having fun being weird is how we roll!


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Mara doesn't require others to do the "right" thing, although she will try to do so herself. As long as her associates aren't actively doing obviously evil things, she can get along with them.

I see Mara and Theo as "Good Cop, Crazy Cop".:)


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Dervak would like to become a good person, but he isn't there yet. He has issues with trust, anger, and self-loathing. He's getting better. He knows he will be the brute force applied to problems, but he hopes those directing him are doing it for a good cause.

He trusts Mara because she talks like the priest of Sarenrae who raised him. He trusts Theo for being nice to Dervak and calling him a friend. These two are nudging him towards NG.


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Sorry for the delay in posting, it's been a rough week for work and at home lately, which incidentally means I'm likely not going to get to an in game post today.

I appreciate everyone taking a step back and trying to work things out before it escalates and someone gets sore and it ruins the game. I would appreciate at least some OOC talk about what people are planning/doing/thinking so that not all of our interactions are through the extreme personalities of the characters. Also this is beneficial when our characters might know to do something but the player wouldn't. Theo for example is incredibly intelligent, insane as he might be, Theo's player very likely isn't as smart and Theo might think to do something that his player may not. Another player can suggest something for him to do OOC and it would actually improve the game.

That said I want people to have fun so please let me know too if there is something that I can do or not do to increase the potential for that. I know some of you have already made suggestions and I appreciate the input.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Mara and Theo have the potential to pull off some really nasty combinations at higher levels. For example:

Theo: Evil Eye (saves), Quickened Ill Omen. Roll saves twice at -4, take the worst result.
Mara: Baleful Polymorph to turn the nasty tentacle monster into a sheep.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

I'm going to have to metagame a bit for Dervak to accept Ellery as a teammate. That's okay, it's a game and we're all here to have fun, so to some degree you metagame and just accept that everyone's in the party together. That has its limits, of course.

In a setting of cosmic horror, how much can you trust the guy who is just in it for himself? With Ellery, Dervak doesn't even know what qualifies as "for himself" - money? Safety? Arcane power? Emotional satisfaction? Revenge? What does Ellery want? Naturally, Dervak is going to worry that this King in Yellow could offer things to Ellery to turn him against us. If he did, well, I have been in games where something like that happened, the paladin fell like a rock, and the bard took him down. The PvP was epic and memorable, everybody loved it, and the player brought in a new PC without any complaint. It can be done well if that's where the story leads; eldritch entities tempting selfish mortals with their hearts' desires is rather in-genre. But that's something for later in the story if ever.

If Ellery's player could explain what things would motivate Ellery, I can at least work with that and have Dervak sort of accept working with him.


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Mara bint al-Katheeri wrote:

Mara and Theo have the potential to pull off some really nasty combinations at higher levels. For example:

Theo: Evil Eye (saves), Quickened Ill Omen. Roll saves twice at -4, take the worst result.
Mara: Baleful Polymorph to turn the nasty tentacle monster into a sheep.

Message received ;P


Male Human Rogue (7) | HP: 39/39 | AC:24 T:17 F:16 | Init: +7 | Per:+ 13 (+1/2 level vs traps) | CMB: 6 | CMD: 23 | Fort: 4 Ref: 12 Will: 5 | Active Spells:

Ellery's current motivation, is simply safety at this point. He awoke in a strange prison, tried to fit in with the people he found there, as a means to survive...only to end up trying to be made into a fog machine. The party interrupted that and saved his life. So he has now found safety with the party. So for the foreseeable future he is looking for safety. If the party splinters off, he will likely go with the person he feels the most amount of trust for, or the least likely to stab him in the face. At some point when he feels safe enough, other motivations will likely come into play. Though without knowing the precise nature of that time, I feel it difficult to pinpoint what will motivate him. I mean if we all decide to split up and he is poor, chances are likely that money will then motivate him. If he is suddenly betrayed by the party, revenge would play a role. He is truly getting back on his feet. I do not know what has all happened to make him end up in the sanitarium, so once again without that knowledge it is hard to say what his motivation will be.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26
DM_Delmoth wrote:
Mara bint al-Katheeri wrote:

Mara and Theo have the potential to pull off some really nasty combinations at higher levels. For example:

Theo: Evil Eye (saves), Quickened Ill Omen. Roll saves twice at -4, take the worst result.
Mara: Baleful Polymorph to turn the nasty tentacle monster into a sheep.

Message received ;P

Not too sure of what you speak...lol.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Mara will likely heal Dervak next round.

Assuming the creature is undead, it will be immune to mind-affecting effects.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Maps are great, DM.

That's why I took Fortune Hex. Does your Heavens Leap allow for you to get Drevak out of grapple?


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Theophilus Carter wrote:
Maps are great, DM.

I clearly stole from the Internet. But I'll take the compliment anyway. Thanks!


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

I don't know whether Heaven's Leap would be able to get someone out of a grapple; I don't think the rules are very clear on that.


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Mara bint al-Katheeri wrote:
I don't know whether Heaven's Leap would be able to get someone out of a grapple; I don't think the rules are very clear on that.

You absolutely could do this, and feel free to change up your action to get Dervak out of trouble.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Mara cast Liberating Command before Dervak's turn, so his Immediate action refreshes in any case.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

If Dervak takes a 5ft step back, Mara could use Heaven's Leap to teleport to the square he just left. The creature wouldn't be able to 5ft step and full attack him.

Edit: It looks like Iron Will was a very good feat choice for Dervak!


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Considering fear effects are going to repeatedly show up it would be a solid feat to take for anyone.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

If Dervak survives this, he might dip a level of Arcane Duelist.
He could use Intimidate to counter fear effects by being even scarier.

It's not quite fear immunity. Spells like Fear would still leave everybody shaken. But an AOE DC 18 that sends you straight to cowering is nasty.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Mara is going to delay until Theo has finished his turn (he might decide to use Fortune on her). Dervak's life is on the line, and I want to make sure I'm maximizing my chance of hitting (she's going to use her Healing Hex on the monster). She may even try climbing up onto the table, if that would give her flanking.

Edit: I'm very nervous about the possibility that Dervak's life could depend on my dice rolls!

@DM_Delmoth: I don't think it made any difference this combat, but note that Mara rolls twice for initiative and takes the best result (Temporal Celerity Revelation).


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Mara bint al-Katheeri wrote:
@DM_Delmoth: I don't think it made any difference this combat, but note that Mara rolls twice for initiative and takes the best result (Temporal Celerity Revelation).

Got it in my notes now.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

This thing hits! I could Web it if the way is clear. Off to work. Hang in there Dervak!


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Not the greatest damage roll; I can only hope that it's enough.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

If Dervak dies, I've got a few ideas... kin from his father's Kellid tribe, hoping to track him down? A grandson of his foster father (the elderly priest of Sarenrae who raised him)? In any event they'd look to make amends for the harm he caused, and seek to bring the Count to justice for his role in sending Dervak down that path. That would give them enough of a hook to stay with the party.


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Hold onto those concepts, you may need them yet. The option the book suggests is someone take over Winter. Others off the top of my head. If Sara is ever released from her brothers mind someone could play her. An agent of the Sleepless Agency would be possible too.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Will post when I get home, but Mara has some healing for Derbal.


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Dervak wrote:
Okay. Do whatever you want with the shirts. I think this is the item they were based on, but run it how you like. The standard item cannot prevent the wearer from being killed. We are not normally yet in cases where a single hit will send Dervak from positive to -Con, although it could happen now on a crit and becomes a routine risk at higher levels.

Moving over here. Yes you are likely right. They seem less useful? I guess you could charge them up and then use healing to get back up to full. But otherwise a zero sum with hp. And unless you're healing 10 hp everyday then you slowly bleed your life into it if you want to keep it charged.

Honestly I think the item runs contrary to themes and tone of the AP, and I almost got rid of them when I took over. But if you want them to be the shawls instead of my custom rules that works for me too.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

If you think they run contrary to the themes and tone of the AP, then just get rid of them. Easy enough to location-lock them to the Asylum and say they don't work elsewhere (would prevent theft by the employees if nothing else). I don't want you to be saddled with prior GM decisions that you disagree with.


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Dervak wrote:
If you think they run contrary to the themes and tone of the AP, then just get rid of them. Easy enough to location-lock them to the Asylum and say they don't work elsewhere (would prevent theft by the employees if nothing else). I don't want you to be saddled with prior GM decisions that you disagree with.

Alright you convinced me.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Besides, we have a Shaman and a Witch.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

After regaining 4 hp from resting how many hp are people down? It can be hard for me to tell if everyone has updated their stat line.


Male Human Rogue (7) | HP: 39/39 | AC:24 T:17 F:16 | Init: +7 | Per:+ 13 (+1/2 level vs traps) | CMB: 6 | CMD: 23 | Fort: 4 Ref: 12 Will: 5 | Active Spells:

I have family in town this weekend, I'll try to keep up but no promises.


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Ellery Turner wrote:
I have family in town this weekend, I'll try to keep up but no promises.

I'll bot you in combat if it comes to it.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

2000 Gameplay posts!


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Wow, I can't believe I didn't notice.


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Almost dragged someone through a trap.


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FYI I'm visiting the in laws 12th - 14th. This also means I'll be driving for 10 hours on the 11th and 15th. I'll try to post during that time but it'll be sporadic.


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip

I didn’t mention this in my backstory, but Rowan has always wanted a flaming spear. Who has my back?

Only kidding. Rowan will abstain from making things worse.


1 person marked this as a favorite.
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Back in my Neverwinter Nights days there were books that you could equip in a weapons slot so your character could emote reading or whatever. But my kobold wizard would cast flaming weapon and beat people with her spellbook.


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DM_Delmoth wrote:
FYI I'm visiting the in laws 12th - 14th. This also means I'll be driving for 10 hours on the 11th and 15th. I'll try to post during that time but it'll be sporadic.

Nevermind the universe just doesn't want us to go. I stopped counting after 4 reasons to stay at home this week.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Can't ignore them. They just get bigger.


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Mostly its just my wifes mom has the flu and her dad just got out of the hospital and won't be up for shenanigans and we don't want to tempt him


Monk 7 | AC 23 T 23 FF 18 | HP 67/67 | F +8 R +11 W +8 | Init +5 | Perc +13 | CMB +13, +15 to trip, +17 to trip with kama | CMD 27, 29 vs trip

That makes sense. I will try to check things this weekend as I am able. single parenting tomorrow and we have a charity walk thing Sunday morning.


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Not gonna post for a bit, family emergency feel free to talk amongst yourselves. Lelwyn has told you everything he knows and just wants to finish his painting


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Hope all is well. Please take your time; we shall be here.
And, thank you again, for running us.


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Doing better now, thanks for understanding.

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