Giants of Autumn Twilight (Inactive)

Game Master Jubal Breakbottle

* NORTH OF THE SOUTH FORK OF THE RIVER ESK - 10:15, DAY 16
* Roll20 map


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stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

Ready


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

Ready.


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Ready.

As a reminder Nerak has both a enhancement spell and wizard ability so if your with in touch range when combat is about to happen he can give you a boast.


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

Will post soon but feel free to bot me if I'm taking too long. In the last hurdle of PhD submission now, so my mind is on the droning path of correcting/references.


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

I forgot to post this earlier but so long as Wulfrum isn't having to double time to keep up he is gonna pop himself once with the wand when he can.

CLW: 1d8 + 1 ⇒ (6) + 1 = 7


* Saltmarsh *

@Nerak & Mohs

Your Stone Call spells have lasting effects to terrain in a 40-ft radius burst. Neither of you have Line of Sight to the targets. Nerak can't see to center the target. Mohs could, if he moved up.

If you cast blind based on Wulfrum's instructions, I'll use the splash targeting rules as a proxy to target the center. You have enough area of effect to ensure that they are damaged. However, the remaining difficult terrain may be inconvenient for the next 3 rounds.

If you don't roll anything in the next little while, I'll roll it in my Round summary.

cheers


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

I move forward to gain line of sight, and am aware and accepting of the additional difficult terrain. It will give our archers time to pepper the beast.


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

And here I was hoping we got an 11 foot giant into a 10 foot pit... Thanks.


* Saltmarsh *

Heh heh. Even if, they all stoop.

Maybe next time.


* Saltmarsh *
Nerak Sersver wrote:
Does the giant get effected by area spells even with total cover?

It depends. Burning hands, no, because it's a flat sheet of flame. Lightning bolt, no. Fireball, yes, because it's an burst radius.

You can target the squares above him.

Nerak, I'm on Roll20 if you want to discuss


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

I have got to remember to pick up some alchemist's acid or ice when this is all over. I intended to do so after the tavern scene waaaayyyy back at the beginning, but we haven't had a breath since then. I want to lob things into the pit. If anyone was more forward thinking than I, start tossing before the big guy finds his way out.


* Saltmarsh *

@Mohs

I think this round summary 71 is the third and last round for the Stone Call difficult terrain and Created Pit. Create Pit lasts rounds per level. The giant fell into the pit in round 69, so the third and last round is 71.

Now, I think that you believe that Create Pit is affected by your Stonesinger ability (Some dwarves' affinity for the earth grants them greater powers. Dwarves with this racial trait are treated as one level higher when casting spells with the earth descriptor or using granted powers of the Earth domain, the bloodline powers of the earth elemental bloodline, and revelations of the oracle's stone mystery. This ability does not give them early access to level-based powers; it only affects the powers they could use without this ability.) However, Mohs is a wizard, and Create Pit does not have the earth descriptor.

Right? Please advise if you (or anyone else) disagree with my reading of RAW or if I've missed something.

cheers


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

You are right. On a re-read I see my mistake. Thanks for the clarification.


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

Now that that's done, I must applaud GM Jubal for making the orcs play smart and drink the loot potions. It only makes sense for them to do so.


* Saltmarsh *

You killed the other ones too fast to drink their loot potions. But, you also missed some loot on corpses in the heat of the moment...

cheers


* Saltmarsh *

Who is going to light the Beacon?

Are we splitting the party?


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

Lys, can you put a flaming bolt into the bonfire from here? That way we don't need to split up again. I am fearful that Wulfrum is going to uncover something in the hopespring which will require all of us.


* Saltmarsh *

No one can see the Beacon to target at the moment.


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

Ahh . . .

I still support staying together, and since Wulfrum is waist deep in the hopespring, lets support him. If what ever we find can wait, then to the beacon.


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

The beacon should be close and it's not like lighting it is going to take time opposed to checking out every inch of a spring. So I say we just light the sucker then check the spring. Also don't forget it's orders, Nerak won't like breaking off to check out a theory in the middle of a battle for the town.


* Saltmarsh *

When I get posts from everyone saying what they are doing while the others do something else, I'll advance with potentially both groups.


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

Re: Silvermane, multiple reasons I want to find him. He's a family friend and protector of hopespring so he should be around here somewhere. If I found his body I would key in my flaw and try to bury him or give him some form of send off if anyone knew what elf druids tend to do.

The other reason is my characters suspicions on what Silvermane knows. He's a mysterious old elf who only communicates to my mother, and only in sign language, he's only ever seen guarding the spring. He currently isn't here, he would've likely fought to the death with his magic, why hasn't he? With the revelation that Hopespring is important and now there is some hold in the wall with presumably something behind it, Beltzer's guess is Silvermane always knew this was here. What is it in is anybody's guess but since Silvermane isn't out here it means he has to be in there somewhere and he knows why this place is important. Also likely why the orcs attack here quite so often and is likely why this city was founded in this particular spot.

That's mostly just my speculation though, I might be wrong on a few counts but I still think Silvermane is likely important somehow.


* Saltmarsh *

Ok. Maybe in the future put more of that explanation in your gameplay posts.

Fwiw. You missed his encounter in the inner quarter. You'll find out later.

Cheers


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

In chat on Roll20, the DM said we missed him. So guess we went pass where he was encounter able. If this means we missed finding his body or we missed meeting him for whatever reason he left the spring, I have no idea.

Like I said on the Roll20 as well, if this turns out to be some sort of dungeon rather then just a tunnel they dug to get behind our lines. I would vote to hold off on exploring it. Not only because we would effectively be abandoning the battle for the town in doing so. But also because we are increasingly running short on resources. Spellcasters most of all followed by ammo users.

Edit- Bloody hell I have another ninja DM, their freakin everywhere. xD


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

Eh, if he didn't end up showing up it wouldn't have been important. So I didn't feel it necessary to basically monologue until we found him.

Sad that we missed the encounter but I guess he'll show up later then.


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* Saltmarsh *

Monologues are what player posts are all about.


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

Indeed but I like to monologue when appropriate is all. Otherwise all my posts will by nothing but crazy theories constantly going through my character's head. Might as well save that for when we actually discuss clues/what's going on.


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

WOOOOOO *flump* Now with that thesis handed in back to a normal life.


* Saltmarsh *

Congrats! What area is your PhD? Are you on the job market?


In hospital, Pleasee bot.


* Saltmarsh *

Holy smokes! Thanks for the note. Good luck!


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

Hope all is well Mohs.

@DM: Short answer computational chemistry.

Long answer:
Quantum mechanical polarization in fragment based drug design; Docking and molecular dynamics.

I'm on the job market in the sense I'm looking for stuff but I have my viva to pass yet. So I can get a job but usually it's conditional of me passing that final test.


* Saltmarsh *

While we wait for Varin's post, please arrange your marching order on the new map. Please remind me of your light sources again. I would like to add auras at the distance that you can see without concealment.

thanks

PS Remember to zoom out the map to find the island of visible area for you.


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Correct me if I am wrong but isn't the group splitting between those going in and those staying outside to guard?


* Saltmarsh *

You can split. Just put your token at the mouth of the cave.

Just in case...

Cheers


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

Well I'm not about the others but I can't move my token, 60 ft darkvision is my light source.


* Saltmarsh *

The map is new. I forgot to give you access. Try again in several hours.

EDIT I gave everyone access to everyone's token, so you can help me bot people. Cheers


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

We are traveling south on that map, right? If so, I moved my token closer to the south to be one of the first people in. I know Varin has a sun rod. Does anyone else have light on them? I have another sunrod I can activate if needed.

GM, I have low-light vision so I should be able to see twice as far as the humans in the dim light.


* Saltmarsh *

Yes, South.


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

If Mohs and Varin swap places I should be good where I am. If we get a combat as much as Varin is bringing up the rear it'll be a bit of maneuvering for him to get close to the front. Or I can go to the back and if we get attacked I still can cover the back in concealment letting us re-position. Though up to Varin really.


Human Male / Titan Fighter / Level 7 / HP [87/87] Hero Points [1]
Stats:
AC 20, AC+S (24), Touch 11, Flatfooted 19(23) / CMD 19 / Fort: +6, Ref: +2, Will: +1 (+2 Vrs Fear) / Init +5 / Perception +0, Survival +7

Yeah I just fell in to line where Wulf suggested but with 20ft of speed it makes more sense for me to be to the front and Arlan to be in my spot.

I don't have d20 access till later, I'm on my way to work now. Sorry.

Hope you are doing okay Mohs. All the best


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

DM Jubal, about how much time has passed from the last round against the giant until now? I just want to knock my long-term buffs down accordingly.


* Saltmarsh *

10 minutes.

cheers


* Saltmarsh *

Did I lose you guys? You know this push is from the AP? I'd suggest resting if I could.


Human Male / Titan Fighter / Level 7 / HP [87/87] Hero Points [1]
Stats:
AC 20, AC+S (24), Touch 11, Flatfooted 19(23) / CMD 19 / Fort: +6, Ref: +2, Will: +1 (+2 Vrs Fear) / Init +5 / Perception +0, Survival +7

I've been working. I'll get up a post in the morning, sorry.


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

I'm excited to explore the cave, I just had a really busy weekend and I have a really busy week at work. I'll try to stay active this week if I can.


Female Human Gunslinger/Occultist 3 | HP:28/28 | Grit 2/2 |
Stats:
|AC 20, Touch 15, FlatFoot 15, CMD 18 | Fort +4, Ref +8, Will +6| Init +6 | Perception +10

Actually, swarms only take half from piercing and slashing. Bludgeoning does full damage.


Human Male / Titan Fighter / Level 7 / HP [87/87] Hero Points [1]
Stats:
AC 20, AC+S (24), Touch 11, Flatfooted 19(23) / CMD 19 / Fort: +6, Ref: +2, Will: +1 (+2 Vrs Fear) / Init +5 / Perception +0, Survival +7

Really? I didn't know that. Haha I've got one honking great rat mallet then! Thanks Lys!


* Saltmarsh *

@Arlan

I put you a new token on the map. I gave everyone control of the player tokens. Someone might have grabbed and deleted it by accident. I accidentally delete stuff all the time.

If this becomes an issue, I'll go back to limiting control to only your own token.

cheers


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

Just checking, I will be able to cure the damage but he'd still be afflicted by the disease right?

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