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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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

Whoops.

Lys is currently wearing Quilted CLoth with the profile of +1 AC, +8 Dex and special of DR 3/- versus small, piercing attacks.

The Masterwork Studded armor has the profile of +3 AC, +5 Dex and no specials.

I was simply wondering whether keeping the quilted cloth was worth it, since I'm imagining a lot more boulders as ranged weapons, rather than arrows/bolts/thrown daggers.


* Saltmarsh *

Then, how do you get a +4 AC from armor using a MW buckler?


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

Uh, the actual stat sheet was the one in the spoiler. I think the original one was with a chain shirt, but it put her over light load and it was going to be redundant after lvl 4. The actual calculation is done with Lys having Quilted Cloth (5 Dex, 1 dodge from Gunslinger, 1 from armor and 1 from buckler for a total of 18.)

I'll re-edit it.


* Saltmarsh *

STATUS

Varin - restock consumables for free
Arlan - ready
Lys - ready with a re-edit

WAITING: Wulfrum, Beltzer, Nerak

If I get time tomorrow, I'll start the Book 2 post. We've got some text block, questions and answers to get through before leaving town.

cheers


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

Oh I meant like the CLW Potions I used and the Alchemist Fire, but I'll restock on arrows, thanks.


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

Wulfrum is ready to continue


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

Yeah rough week so I don't think I will get around to the shopping post and I am sure everyone is tired of the snippy stressed mage. ;)

Shopping List:

Claiming the follow if no one objects.

-3 Adamantine Crossbow Bolts
-Scroll of Phantasmal Killer (?)
-Scroll of Tongues (?)
-Portable Alchemist's Lab
-Potion of Cure Moderate Wounds
-Scroll of Cause Fear (?)
-Scroll of Charm Person (?)
-Scroll of Grease (?)
-Scroll of Remove Fear (?)
-2 Scroll of Summon Monster I (?)
-2 Alchemist's Fire
-Acid

Freebies

-2 Spring Loaded Wrist Sheath
-3 Scroll Box's
-40 Bolts
-5 Doses of Brimstone
-5 Doses of Darkwood
-10 Doses of Ginger Extract
-5 Doses of Magnesium
-5 Doses of Saltpeter
-Dose of Silver
-5 Doses of Urea

Gold Eaters

-Scroll of Fireball (187 gp, 5 sp)
-Copy Snowball Spell (10 gp)
-Copy Ray of Enfeeblement Spell (10 gp)
-Copy Burning Disarm Spell (10 gp)
-Copy Stone Discus Spell (40 gp)
-2 Scroll of Magic Missile (CL 2nd, 50 gp)
Total: 307 gp, 5 sp

That was longer then expected. Blame the monsters for making Nerak paranoid, or rather more so. Will wait on approval before doing anything. :)

DM:

Are you allowing spell research? Like creating your own spells? Mostly interested in giving Nerak access to the rune related magic that wizards don't get. Like the Geometer from 3.5 dnd if your familiar with it.


* Saltmarsh *

@Varin You can restock your alchemical stuff at cost.

@Nerak New spells sounds complicated. I'm leaning to no, but if you can convince me that it's simple and game-balanced, I could say yes.


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

Off the top of my head I would like to create a arcane version of Glyph of Warding and Greater Glyph of Warding at their respective levels. Basically I am not looking to make anything "unique" just maybe custom or with a minor tweak, I could submit them on a case by case basis for you to approve or not.


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:

I knew I was forgetting to update something when getting a new phone, actually logging in! Updating quickly, shouldn't be much as I got no new gear. Numbers just go up.

Edit: Done, haven't done spells/wandering spirit yet as I don't know what the next part of the adventure will need so will do the preparation once we know.


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

Hey guys! Traveling for a bit. I'll post in a couple of hours! Going great so far.


* Saltmarsh *

OK Arlan is ready to go.

We need to finalize characters and confirm you are ready to board the Adventure Path train.

cheers


* Saltmarsh *

OK I'm going to post leaving Trunau tonight or tomorrow morning. Please wrap up your character development and purchases in that post, so we can get going.

cheers


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

Just going to grab bolts. Don't really know if I need to get the bolts, or I can make shafts with survival or something? Just as a more realistic way to carry the ungodly amounts of ammunition that gets fired.

Getting
50 Cold Iron Bolts: 10g
3 Silver Alchemical Weapon Blanches 60g
1 Ghost Salt Alchemical Blanch 20g

Can't really think of anything else at the moment, and therefore neither can Lys.

We're starting again, woo!


* Saltmarsh *

Bolts are free

Weapon Blanche are half price (cost) for heroes of Trunau.


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

I think we should get some camping gear for once we leave the ship. Also I suggest getting a bison, they can carry tons and honestly what messes with a bison in the wild besides monsters. ;)


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:

Any spells people want me to prepare or should I just prepare for a potential fight?


* Saltmarsh *

Players

Should I shut this game down? What's going on?

cheers


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

I thought we were waiting on a boat post from you. I'll get one straight away.


* Saltmarsh *

I was a hoping for traveling posts from the players to finalize their purchases and leveling.

Further boat posts start encounters.

cheers


* Saltmarsh *
DM Jubal wrote:
OK I'm going to post leaving Trunau tonight or tomorrow morning. Please wrap up your character development and purchases in that post, so we can get going.

I was a hoping for traveling posts from the players to finalize their purchases and leveling.

Further boat posts start encounters in short order.

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

Sorry busy couple of days, will have something up in a bit. Also did not want to dig into party gold for camping supplies if no one was good with it.


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

Wulfrum had all his bit finalized. He isn't too keen on camping supplies as a good tree to lean against or a cave to sleep in is fine with him. Maybe a few bed rolls would be fine.

I was given a rather expensive item so I'm not leaning on the party gold supplies. I was waiting on the others to show that they were done as I mentioned earlier that I was ready for progression...I think, unless we had another queue of being ready for progression.


* Saltmarsh *

Gameplay posts would be appreciated.


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

Also, already have purchased a Pavilion tent by the way at character creation.


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:

I'm just missing spells currently but otherwise ready to go.


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

Sense Wulfrum has a pavilion and anyone that got a kit as a bedroll in it. We should be good for camping. Ready to move on and posted.


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

So who wants to spend the night before we shove off breaking into the armory to see this beastie? :)


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

Oooh! Me! Pick me, pick me!

You kind of need to, since you got no other lockpick and/or thief...

I could use some convincing from Field Marshal Nerak, though.


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

Current Spells: Lvl 1 Air bubble, Bless, Ironbeard, Prot from Chaos. Lvl 2 Bull's Strength, Water Walk (Communal).

Detect Magic, Guidance, Purify Food and Water, and as always Spark is my 0's


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

DM as I understand it we still have access to Trunau sense we have not left, right?


* Saltmarsh *
Nerak Sersver wrote:
DM as I understand it we still have access to Trunau sense we have not left, right?

Why? What do you want? I really wanted you to finalize your characters before I started the adventure, because you wouldn't realistically travel 18 miles back to Trunau to collect something. Bloodtusk wouldn't wait.

If you're going to do something on the first night, please let me know. Otherwise, I'll advance to the next morning after we hear from Beltzer.

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

If it's 18 miles away then forget it. Was going to copy a knock spell for my spellbook. Just noticed a locked door could be a real problem for us sense we are rogueless. No offense Lys.

Will post tonight about trying to get through that door with anyone willing. ;)


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

Heh, it's not that big of a problem. +8 to disable device (I'm getting +2 from the masterwork picks, IIRC), plus, she's stealthy enough to compete with any rogue. Less on the number of skills, buuut, what can you do.


* Saltmarsh *

@Beltzer, everyone needs to row. If you choose not to, there will be consequences, especially because you're a half-orc in a half-orc crew.

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:

Misread the rowing as an option as opposed to a mandatory thing. Updated the post.


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:

Ah sorry Arlan, was going off your stats earlier. Guess you didn't update it from before as it said 43 when I checked! Okay so ignore Arlan's heal but 12 to Varin since he was on 35 when I last checked.

So H.Hex targets have been Varin and Oorung thus far today.


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)

Yeah, that was my bad. I fixed it now.


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 just did a run through of all the Characters and was surprised to see that 4 out of 6 of us all have skill points in a Craft. In most of the games I play in that never happens.

So far we have:

Arlan and Nerak - Craft Alchemy.
Wulfrum - Craft Armour.
Varin - Craft Weapon.

Pretty cool. If we got some down time we could start up a pretty sweet little business, if we had the spare coinage. ;)


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

Wulfrum checking in, a dwarf on an orc ship is like oil and water. The two don't mix well so when it comes to talking to the crew or anything Wulfrum is very reluctant with Half Orcs and Orcs he doesn't personally know for years. Racist Dwarves are racist, he will work alongside and help them even show mercy to them but his pure unbridled hatred is with the giants.


* Saltmarsh *
Wulfrum Boulderhead wrote:
Wulfrum checking in, a dwarf on an orc ship is like oil and water. The two don't mix well so when it comes to talking to the crew or anything Wulfrum is very reluctant with Half Orcs and Orcs he doesn't personally know for years. Racist Dwarves are racist, he will work alongside and help them even show mercy to them but his pure unbridled hatred is with the giants.

No worries. Please RP with your companions and/or check in every once in a while to show interest. You'll be on the boat awhile.


* Saltmarsh *

Need to know who is standing guard and when. It's currently evening Day 1.

Need to know if you are searching the ship.

Need to know if you are involving the crew.

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

Nerak is not guarding the armory.

Yes searching with anyone that wants to come along.

Nope no crew need to know, don't trust them. :)


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)

Well, I think if we all start searching the ship now it will spook the saboteur and force them to hide. I think we should try the Arlan-bait plan since it's nighttime now anyway. If the saboteur doesn't take the bait then we can search the ship tomorrow.

Good?

As far as involving the crew--I'd like to just limit it to Oorung if he can keep his mouth shut, since he's the only one we can rule out.


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 think...Wulfrum apparently is being asked to guard it.


* Saltmarsh *

Can someone organize the watch schedule. Who and how long.

Who is searching the ship. Use this post and the Roll20 map to describe your search.

cheers


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

I suggest, since there is 6 of us, we take a four hour shift each. Day is taken by Lys, Arlan, Varin and Nerak, respectively, and the night shifts taken by Wulfy and Beltzer, due to darkvision. As long as Nerak's fine with it, Lorn is going to get a field promotion to Deputy and be on every watch.

I suggest, for the GM and our convenience, we start from A8 and work our way down from there. What skills would we need to roll to identify who the crewmembers are? Sense Motive or Perception if someone is pretending to be a crewman?


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

Nerak needs a time where he can get full rest due to spells. Otherwise whatever time is fine. Also Lorn watches over Nerak when he sleeps so any other time is fine. But expect the familiar to be cranky when not close to Nerak, not the normal ray of sunshine he normally is. ;)


* Saltmarsh *

OK
8pm - midnight = Wulfy
mid - 4am = Beltzer
4am - 8am = Lys
8am - noon = Arlan
noon - 4pm = Varin
4pm - 8pm = Nerak

I can work with this "we start from A8 and work our way down from there"

Now, last question before a post: who is going on the search tonight?

Who and what are you doing with the crew?

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)

That schedule looks good to me. I had intended to try to draw out the saboteur, but if the party is planning on searching tonight I will go with them.

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