GM Giuseppe's Price of Immortality (Inactive)

Game Master Giuseppe Capriati

Link to the Campaign's Gallery: [+]

Link to the Loot Tracking Sheet: [+]

Link to Legal Sources Document: [+]

Link to Isle of Terror Map: [+]

Link to Xin-Grafar Map: [+]

XP tracking: 18,435/23,000


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Council of Thieves Maps

Provided you can leave the room without any further consequences, there's something you would like to do before you move to the next chamber? Furthermore, would you like to head north and try to open a door or would you rather go south through the corridor?


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

I think some healing might be in order. It depends what resources we want to use: wand, potion, or Merephel's spells/channels. I'm thinking we use the wand first, and save the potion for if we need to heal someone who can use the wand or spells.

Edit: North sounds like a bunch of frogs, south is unknown. No idea where we would look for something to open a gate. Why don't we check...

N/S: 1d2 ⇒ 1

The frogs! After we're satisfactorily healed up. I don't need to be at full, but over half would be nice.


Male LG Human (Nirmathi) Monk 6

I'd say we down the southern corridor, so we at least see where we're heading. We're in no shape to kick open another door.

Calden's first priority would be to get out of the water, though. Otherwise they could be zapped again without being able to defend themselves.


Council of Thieves Maps

Ok, I've just realized that Calden can see the southern chamber due to his position. Working on another post now to include the chamber's description.


Male LG Human (Nirmathi) Monk 6

I'm off to the movies, might not make the 12.00pm post...


Council of Thieves Maps
Calden Tigg wrote:
I'm off to the movies, might not make the 12.00pm post...

Thank you for letting us know Calden, it's no problem as long as I know how Calden would act ;)


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

3 Hp to Calden and Merephel, 10 to Korech, and 12 to Shirzon.

On second thought, I will use the wand on Calden too.

Cure Light Wounds: 1d8 + 1 ⇒ (5) + 1 = 6

I believe that leaves 4 charges on the wand.


Male LG Human (Nirmathi) Monk 6

@Merephel He acts like a tough guy, he'll be fine. :)

Calden would push to explore this room. From what I read in haste, this might open the gate we're after. If we're done here and have t double back, Calden would suggest the roo with the frogs, if only to avoid the electricity a second time.

-Posted with Wayfinder


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

Yeah, it seems like the big wheel with chains is going to be some kind of switch we need to deal with, if not the gate switch proper. Let's avoid the frogs until we go back. Better to have an obstacle we can fight, instead of just running through and hoping not to take too much damage.


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

I'd kill for a mace, lemme tell you!


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

Does your armor come with gauntlets of any kind? I don't know if that would help with having you considered "armed," though. Clubs and quarterstaves are technically free: presumably any good, solid length of wood would work as one. Maybe a femur? :P


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

You jest, yet I may just do that!


Male LG Human (Nirmathi) Monk 6

If you asked nicely, Calden might lend you his quarterstaff. ;)


Council of Thieves Maps

Guys, I've got two doubts regarding your PCs.

  • What was your final decision about your favored enemy type Korech? Undead or orcs? I thought undead, but I see you're not applying the bonus in these fights, so I was wondering if something happened that changed your mind.

  • Shirzon, I believe that you wouldn't have been able to take your full attack last turn. You needed to draw your maces, unless you had them already extracted. I think it wasn't the case, as you would have had both your hands occupied, and I believe that no one would explore without at least one free hand.


Male LG Human (Nirmathi) Monk 6

Giuseppe, I think I'm going to hold off on posting before 8 pm, since the skeletons move before Calden anyway. After your next update I will post my round 2 action while the others make their round 3 update. Ok?

-Posted with Wayfinder


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

Hmm. I thought I had explicitly stated that I would be going around with both weapons drawn, but I guess it was just in my head. Sorry about that!

I thought it would be pretty reasonable to go around with both weapons drawn, considering that there are hostile skeletons all over the place. Why would someone keep a hand free while exploring?


Council of Thieves Maps
Calden Tigg wrote:

Giuseppe, I think I'm going to hold off on posting before 8 pm, since the skeletons move before Calden anyway. After your next update I will post my round 2 action while the others make their round 3 update. Ok?

-Posted with Wayfinder

It's fine Calden ;)


Council of Thieves Maps
Shirzon the Quarter wrote:

Hmm. I thought I had explicitly stated that I would be going around with both weapons drawn, but I guess it was just in my head. Sorry about that!

I thought it would be pretty reasonable to go around with both weapons drawn, considering that there are hostile skeletons all over the place. Why would someone keep a hand free while exploring?

Hmm, it's not set in stone I think. It's just the way I imagine it. By the way if you want to walk with two weapons already drawn you just need to declare it :)


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil
GM Giuseppe wrote:
Shirzon the Quarter wrote:

Hmm. I thought I had explicitly stated that I would be going around with both weapons drawn, but I guess it was just in my head. Sorry about that!

I thought it would be pretty reasonable to go around with both weapons drawn, considering that there are hostile skeletons all over the place. Why would someone keep a hand free while exploring?

Hmm, it's not set in stone I think. It's just the way I imagine it. By the way if you want to walk with two weapons already drawn you just need to declare it :)

Makes sense! I thought I had declared it, but I guess that thought never made it from my brain into a post.


Male LG Human (Nirmathi) Monk 6

GM, I don't think it matters for this round, but I think the order of events should be reversed. Calden's attack was in the end of round two. I believe the skeleton #2 should be dead before it had the chance to attack in turn three?

-Posted with Wayfinder


Council of Thieves Maps

You're right Calden. Luckily, you didn't get hit so my mistake has had no bad consequences. Sorry for that :D


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

Sorry for not updating well, I've been running around all morning.

And Korech is applying his favoured enemy bonus, which is undead. That said I've bee inconsistent, blame it on me being in a game with a ranger whose bonus is +2.

His favoured enemy is undead, and the bonus is +1. I have been applying a bonus, but I've been inconsistent so I apologise for that.


Council of Thieves Maps
Korech wrote:

Sorry for not updating well, I've been running around all morning.

And Korech is applying his favoured enemy bonus, which is undead. That said I've bee inconsistent, blame it on me being in a game with a ranger whose bonus is +2.

His favoured enemy is undead, and the bonus is +1. I have been applying a bonus, but I've been inconsistent so I apologise for that.

Korech, according to how favored enemy class feature reads, I think your bonus should be +2.

Core Rulebook wrote:
At 1st level, a ranger selects a creature type from the ranger favored enemies table. He gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against creatures of his selected type. Likewise, he gets a +2 bonus on weapon attack and damage rolls against them. A ranger may make Knowledge skill checks untrained when attempting to identify these creatures.

Can I ask you to adjust your character's sheet according to that? (Your sheet still features orcs as favored enemies). Besides, if you could, it would be a great aid for me if you could also add your favored enemy bonus to skill checks in parentheses after your normal modifier on that skill.

Lastly, I owe you a dice roll.

GM Rolls:
Untrained Knowledge (religion) check about bloody skeletons: 1d20 + 2 ⇒ (6) + 2 = 8

Alright, my coscience is clean now :D Didn't realized favored enemy allowed to make untrained Knowledge checks!


Male CG Half-Orc Ranger 6 | HP: 51/51 | AC: 22 (15 Tch, 17 Fl) {SoF} | CMB: +9, CMD: 22 | F: +6, R: +8, W: +4 | Init: +3 | Perc: +11, SM: +9 | Speed 30ft | Orc Ferocity: 1/1 | CLW Wand 14/50 | Spells Remaining: 2/2 | Active conditions: Shield of Faith

I'VE TOTALLY PLAYED LOTS OF RANGERS.

>.>


Council of Thieves Maps
Korech wrote:

I'VE TOTALLY PLAYED LOTS OF RANGERS.

>.>

Don't worry Korech, it can happen to anyone :D I've made some mistakes myself in this game (ie. screwing with Calden's initiative)!


Male LG Human (Nirmathi) Monk 6

Wow, I can't complain about the dice roller. Three threats in three consecutive rounds of combat!

Also, I just noticed that I gained an extra use of Stunning Fist when I leveled up. I've adjusted my stat line accordingly.


Council of Thieves Maps
Calden Tigg wrote:

Wow, I can't complain about the dice roller. Three threats in three consecutive rounds of combat!

Also, I just noticed that I gained an extra use of Stunning Fist when I leveled up. I've adjusted my stat line accordingly.

Well done Calden!


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

That was the least satisfying crit I've ever had. Strength damage is the worst. D:


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

Did I get to use my held action to attack that frog? If so, you can roll for me, that's fine.


Male LG Human (Nirmathi) Monk 6

Shirzon, feel free to ask Calden for help in setting up a flank, possibly delaying until I get there. If I can move into a flank with just a 5 foot step, I'll gladly do so.


Council of Thieves Maps
Merephel Angorat wrote:
Did I get to use my held action to attack that frog? If so, you can roll for me, that's fine.

Yes you did Merephel. Unfortunately I forgot to roll that for you, but I've fixed that in my last post.


Council of Thieves Maps

Shirzon, as you can see I had to change your course of action due to the frog #1 being killed by Korech's arrow. I did the same with Calden, assuming he would focus his flurry of blows on frog #3.

Also, Calden I fear you forgot to subtract the damage from the last turn. Am I wrong?


Male LG Human (Nirmathi) Monk 6
GM Giuseppe wrote:
Also, Calden I fear you forgot to subtract the damage from the last turn. Am I wrong?

I can't remember, so I think you must be right. With the extra damage, that means Calden is currently staggered at 0.

-Posted with Wayfinder


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

Could I ask for another screenshot of the current map? :)


Council of Thieves Maps

Here you go Shirzon: link.


Council of Thieves Maps

Ok guys, so you've defeated all the giant frogs. Where would you like to go next? Do you plan on healing Calden before moving on?


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

We've used up quite a lot of our consumable healing. As I said in recruitment, I've played this before, but we've officially hit the furthest I've ever gotten! Wasn't there something written on the floor about a room being a place to rest or something? We should check that out; hopefully it's not another trap.


Council of Thieves Maps

Yes Shirzon the place you mention was written on the floor. Do you wish to go there?


Male LG Human (Nirmathi) Monk 6

Rest and healing sounds good, both of it. :)


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

Yes, please! Looking back at that post, it looks like we go south from the first room on this floor.


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

Guys, I would really like to heal Calden, but I also think that me actually casting Hide From Undead may help us get to the safe zone, if it is such a thing, sooner. Not to be meta-gamey, but I would like some input. I thought it might just be faster to talk about it here. Either way, that is the last spell I have that can be used for healing.


Male LG Human (Nirmathi) Monk 6

You can keep me unconscious until getting to the rest site, in that case.

-Posted with Wayfinder


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

I also picked up a rank or two in stealth. I could try to snoop ahead to see how far it is before we reach the rest zone to see if you need to use your spell.


Council of Thieves Maps
Shirzon the Quarter wrote:
I also picked up a rank or two in stealth. I could try to snoop ahead to see how far it is before we reach the rest zone to see if you need to use your spell.

Sorry if it seems like I've ignored your post Shirzon, but it wasn't up yet when I posted :)


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

It's not a problem! Looks like there were no skeletons to worry about, anyway.


Female NG Human (Taldan) Cleric 6 | HP: 37/40| AC: 19 (11 Tch, 17 Fl)| CMB: +5, CMD: 16 | F: +6, R: +3, W: +9| Init: +1 | Perc:+4, SM:+13 | Speed 20ft | 3d6 Channel Energy 6/7 | Spells: 1st 1/6, 2nd 2/5 3rd 1/4| Active conditions: Bless, Invisibility Purge, Protection from Energy, Sanctuary, Shield of Faith.

I cheered aloud with that natural 20...and got some strange looks rom people in the office.

Totally worth it.


Council of Thieves Maps
Merephel Angorat wrote:

I cheered aloud with that natural 20...and got some strange looks rom people in the office.

Totally worth it.

Ahaha, great! :D


Council of Thieves Maps

Hey everyone, if you want to leave some of your camping gear in the chamber containing the fountain, please feel free to do so. To keep things clear, please move all of the items you're going to leave behind in an appropriate entry in your character's sheet's equipment section and inform me that changes have been made so I can check them :)


Male LG Human (Nirmathi) Monk 6

I was under the impression that I had left my tent (and Merephel's) at the entrance of the Crypt. I won't have to leave anything else behind.

Shirzon, could you protect Calden's back to prevent him getting flanked? My charge attack didn't do as well as I had hoped, leaving me quite vulnerable...


Female N Half-orc Rogue 6 | HP: 51/51 | AC: 23 19 (15 Tch, 19 Fl) (+2 vs traps and evil creatures) | CMB: +5, CMD: 20 (+2 vs evil)| F: +5, R: +10 (evasion, +2 vs traps), W: +5; +1 vs evil | Init: +4 | Perc: +11 (+3 traps), SM: +3 | Speed 30ft | Orc Ferocity: 1/1 | Resiliency (6 hp) 0/1 | Active conditions: 1 Con drain, shield, protection from evil

I can't see the map right now. Is there room for Shirzon to move 20 feet and stab an enemy? I would move in to prevent Calden's flank, but it looks like Korech beat me to it. :)

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