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)
DM Jubal wrote:

Not to be a killjoy, but I haven't see a great boutique of magic items in the first two books. So maybe lower your expectation of awesome optimizations.

Cheers

Nothing too crazy here, just looking at two magic items. One it looks like Beltzer can make, the other is relatively cheap (and hopefully one of our casters can make using Craft Wondrous Item).

The other thing I was thinking of doing is gathering up some of the tusks of the dead orcs after the battle to have someone craft a masterwork intimidate tool (necklace or hanging on my belt or something), but I imagine that would require a scrimshander or the like.


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:

Won't be able to post till morn so bot me for now.


Female Half-Orc Life Oracle 3 | HP 36/36 | 1st 5/6 | Channeling 4/5 | Hero Points 3/3
Stats:
AC 18, Touch 12, FlatFoot 16, CMD 15 | Fort +3, Ref +3, Will +2| Init +2 | Perception -1, Darkvision 60 ft

Right, right. I am indeed within 30 feet. ^_^


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:

Oh next round hasn't rolled round yet.. okay haven't missed anything yet then!


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

DM is that another (Orange) Orc diagonal to Beltzer? Was it there last round? If not what direction did it come from?


* Saltmarsh *

Yes. No. It came out the door two squares away. I attempted to describe in the last paragraph of the summary.


* Saltmarsh *

To delete lines, use the arrow function and create a box around the area with the lines. The arrows should be contained within the smallest rectangle that an fit the lines. Then, delete them. If you can't grab them, because you grab something that you want to keep, right click and select To Back to move what you grabbed and want to keep further back on the layer.

When I do it, I grab everyone's token, too. Which is why I started accidentally deleting player's tokens and forgetting to give you control when I remembered to put them back on the map.

@Arlan, do you have 40 feet move? I've counted out your red arrow move, and it seems further than two 30 foot moves. I count the first diagonal as 5 ft and the second diagonal as 10 ft. When I use the ruler feature on your three red lines of movement, I get 25 ft + 20 ft + 25 ft = 70 ft.

Frankly, it doesn't really matter for this round, but I'm trying to practice our Roll20 techniques, for when movement could mean character life or death.

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)

Nope, only 30 ft. I moved too far because I couldn't tell how many squares were diagonal. I fixed it and deleted the old lines. Thanks for telling me how to do it!


* Saltmarsh *

@Arlan, cool.

@Varin, you have a 5 ft step after using only move actions that are not movement.

@Both, I'll move Varin.

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

Cheers, thanks Jubal.

And cheers for the assistance Arlan.


Female Half-Orc Life Oracle 3 | HP 36/36 | 1st 5/6 | Channeling 4/5 | Hero Points 3/3
Stats:
AC 18, Touch 12, FlatFoot 16, CMD 15 | Fort +3, Ref +3, Will +2| Init +2 | Perception -1, Darkvision 60 ft

Sorry. In the middle of final exams here. Can you NPC me please? Keltza will try to get close to an orc and cast murderous command on one of them if there are two or more standing. Failing that, demoralizing is still a great way to go.


* Saltmarsh *

Thanks for the heads up.

Good luck


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

Beltzer, Kel, Nerak, I hope someone is willing to help an overly enthusiastic wizard out. I thought 5 PCs surrounding one orc would be a quick pile of orc pudding. But with Arlan taking off north, and Varin switching out his weapons, Mohs is getting just a touch concerned. I can take this guy out, but if I'm alone, I think the orc will get two good swings on me.


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:

Was going to post but roll20 says "Not authorized" so I can't see what's happening on the map. I'll try again in the morning


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 don't know how much longer you're going to be online, but I can describe the map to you if it helps. You are adjacent to a very hurt orc who is also threatening Mohs.

Varin, Nerak, and Keltza are south of you. I'm NE of you, past the orc, and Wulf and Lys are North of you at another house with three more orcs in it.

With your current position, you could kill the orc next to you and move up next to the door of the infested house to get in between them and Lys. I think Wulf is up there too, but I don't see him on the map.


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

It says not authorised because you are not signed in to Roll20 probably BeL. That happened to me before.


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 be under/on top of a dead orc. I took a five into the spot the red orc is currently in.


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 was getting it for the whole site for some reason, even the frontpage. Fixed now so posting.


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 before I post I didn't realise the orc would die, wasn't paying attention to his hp, I had a move action left from last round can I take that now then take the rest of my turn?


* Saltmarsh *
Beltzer wrote:
Just before I post I didn't realise the orc would die, wasn't paying attention to his hp, I had a move action left from last round can I take that now then take the rest of my turn?

Yes. Consider all of this practice posting for the big fights to come...


* Saltmarsh *

@Beltzer I moved you over one square, so you enter the house through the doorway and not through the wall.

Need a couple more standard actions to break down the wall before going through it.


Female Half-Orc Life Oracle 3 | HP 36/36 | 1st 5/6 | Channeling 4/5 | Hero Points 3/3
Stats:
AC 18, Touch 12, FlatFoot 16, CMD 15 | Fort +3, Ref +3, Will +2| Init +2 | Perception -1, Darkvision 60 ft

I am sorry I have not been on. It has been a mix of final exams and my laptop charger decidin to die on me. On a phone now, but I haven't had a laptop since Monday afternoon.


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 know them feels...


* Saltmarsh *

OK folks

With one orc left on the map and Mr. Impatient continuing toward the gate, I would like to provide some helpful reminders:

1. You have not checked the tower near you.

2. You have not checked building 15 (Killin' Ground)

3. Lys found some stuff in this post back here

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

If I am mister impatient, I thought that was another house. Map isn't clear on my phone.


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 thought we checked the killing ground a long time ago...


* Saltmarsh *
Arlan Ward wrote:
I thought we checked the killing ground a long time ago...

Nope. Wulfrum checked the unnumbered house next to it.

@Varin, you are correct. It is another house, but you are moving further away from the three halpful reminders.

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

15 is the Killin' Ground? Why didn't we light this beacon first, since it was so close? I say we check out the tower ( if only because my move is so slow and I'm already kinda close by)


* Saltmarsh *

"Light this beacon"? Mohs, do mean that figuratively? You lit the beacon when you first passed the gate and before reaching the barricade.


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 think Mohs meant at the start, right before we lit the other beacon.


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

Yeah, looking at the map, the most recent beacon was closest, while the beacon with the mob was further away. In fact, we would have had to pass the most recent beacon on the way to the mob beacon - if I'm reading the gates correctly.


* Saltmarsh *

"Mob beacon?"
On this map:
J = Your first beacon
K = Your second beacon passed the gate before the barricade
L = The well
M = Unlit beacon near the Hopespring beyond the next gate that is within the wall with the tower E

clearer?


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

It doesn't really matter, just curious. But isn't K closer to 15 than J? And the gate to the south is the only way to get to J from 15, which takes us past K.

Again, it doesn't really matter, I just wonder why we didn't light K on the way to J when we passed the gate the first time.


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)

So Mohs, we lit the first beacon, then spoke with Halgra. She opened the gate and let us into the area we are in currently. Here is where we lit the second beacon.

When we are done clearing out this entire area, we go to the western gate. Halgra reinforces our position. We go through the western gate and light the hopespring beacon (which we can access right now because there is a locked gate in between us and it). So we've lit all the beacons we could so far.


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

No... Mohs point is that we lit J first when we walked past K. We could have lit K first, then J, then came back. It is just the point that we walked past K when we could have lit it before.

Story wise I get the intention is probably that someone else is sent to light K, but they get ambushed and killed, so we have to light it instead.


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

Yeah, that's right.


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, ok, that makes sense. Yeah they probably sent certain individuals to all beacons but, I agree, if they're that easy to light we probably should've tagged both.

Dah well.

I'm going to go check out the tower, maybe with Nerak? Eyes in the sky would be helpful.

Beltzer, Lys, and Keltza can go look into the Killing Ground (faster move speeds).

Mohs could go help out Varin and Wulfrum (slower move speeds, closer target).

Then Nerak and I can go join whichever group needs help. If needed, I can run through the debris between the flaming buildings unimpeded.

What do you guys think?


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 think I'll assist with the tower; I'm only three squares away.


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)

True. Ok, sounds good.


* Saltmarsh *

The truth is that the battle has the PCs start somewhere else. It's the best that I could do, which in hindsight didn't make some sense. Please just nod and smile and don't think too hard about the beginning.

thanks


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:

Bot me for tomorrow, I'll let Arlan do that. Go light a beacon for me, probably drop me from rage too. I am going to the end of year party tomorrow and will be in no state to post coherently!


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

Smile, nod.

thinking too hard


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)

Ok, so I think you just dropped the Orc, and it looks like that building is tiny and there's no one else in there, so I'm going to put an arrow for you to move SW towards the Killing Ground (still have a move action).

If Mohs is coming with me, I think Keltza should go with Varin and Wulfrum for support/healing (Wulf is still hurt and keeps getting hit, hehe).

That means Nerak, Lys, and Beltzer can all go to the Killing Ground.

Good?


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

Saddest thing, I think the grumpy old man has the highest AC at a whopping 21 right now (Thanks to his metal beard at present) and them orcs are still laying into him and not the rest of you lot.

Though I will admit, I'm probably getting swung at a few more times then you guys as well ^^


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)

Tied for first--my mutagen gives me +2 natural armor :-)


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

Bah, so rude. Though I can bolster others defenses so if we ever get to the point of some kind of proper tactics I can lend a +2 to whoever is near to me as an immediate action.


* Saltmarsh *
Mohs Freidricson wrote:

Smile, nod.

thinking too hard

Thanks. ;D


* Saltmarsh *
Beltzer wrote:
...Not to mention that it works with courageous weapon to...

@Beltzer, the courageous weapon property just got nerfed by the design team.

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

DM, does my earth supremacy bonus to damage get tripled on a crit? Or do I add the bonus after I roll the damage three times? If it does get tripled, add two to the damage the green orc takes.

Thanks in advance.


* Saltmarsh *
Mohs Freidricson wrote:
DM, does my earth supremacy bonus to damage get tripled on a crit? Or do I add the bonus after I roll the damage three times?

Sure. Go ahead. It's an insight bonus that doesn't scale with level. Can't see why not.

Cheers

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