GM Ridge's "Throne of Night" (Inactive)

Game Master Ridge

It has been over two centuries since the dwarves had a proper kingdom of their own, but what was lost can be reclaimed, what was broken can be reforged.

If the sons and daughters of stone are brave, cunning, and strong enough, they may yet craft a new kingdom over the old. They may yet claim a Throne of Night.


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I think three is enough to count as yay to the idea


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

Ulfgar will make following suggestion: Himself and Hannarr accompany the skis'rail to their village/town.

As warden protecting the kingdom by preventing wars is his job.

As diplomat Hannarr job in this case is the same to broker the peace.

They have effectively been with the Kingdom which should satisfy Kingdom obligations.

The others have obligations in Fastervault and as Anka said we dwarves take care of our obligations.

Will put an in game post later when I have more time to compose.


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

I am sorry for the absence, folks. I'm getting caught up on posts right now and will get involved again ASAP.


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

So, assuming I don't die horribly on our Scooby-Doo excursion and we're still on good terms with the Xan, I was hoping to negotiate a chance to check out the Sage's spellbook. I thought better of asking now, with the whole 'war about to break out' thing.

To do so, I'd need to tap into our collected gold. It's been a while since I needed to worry about loot allocation, so how exactly are we handling the coinage?


Modnar, the Sage would allow you to peek, though copying would be another matter. If you offered to trade spells, he might agree.

Loot? Is somebody supposed to be keeping track of this?

;)


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

Oh, I was totally thinking of trading spells. I was just going to need gold for scribing, and that whopping three gold I had left at start wasn't going to cut it. :-)


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

Haven't been picking up a great deal of loot but I think the link on Ulfgar tab is updated. Will verify later when. Not at work. GM please look and see if anything was grossly overlooked......


A few things, Ulfgar, thanks for the work on the loot, I'll double check it but at first glance it looks to me like you got most. though I don't see the legband one of the skiss raal brigands wore. That maybe on me though.

@Modnar- "I GOT A 2!" made my day, thank you.

@ Anka, Dolgrin, Hannarr, and Ulfgar- You guys didn't get any wandering encounters so your first day or so was only eventful as you make it wit banter and such. Don't worry, I'll get the four of you in trouble...eerr encounters soon


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

I can't take credit for that, Ridge; thank Elan from Order of the Stick. ;-)


I know, but still it caught me off guard and made me smile. I'm a big OotS fan


Male Dwarf |Bard(Archaeologist) 3| HP 27 AC 17(T13/FF14) |CMB +4; CMD 17 | Saves Fort +3, Ref +6, Will +3 | Initiative +3, Perception +7, Sense motive +0, Bluff +3, Diplomacy+9

Exploration map updated.


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

Hello all, tomorrow morning I'll be having some minor surgery. Should be available again on Saturday but not sure how awake I'll be Friday from the after effects. Please bot to progress play as needed.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Good luck Ulfgar.


Good luck, Ulfgar.

Sorry about the delays guys


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

It's my 15 year class reunion this weekend so this might be the only update until maybe tomorrow afternoon.


Male Dwarf |Bard(Archaeologist) 3| HP 27 AC 17(T13/FF14) |CMB +4; CMD 17 | Saves Fort +3, Ref +6, Will +3 | Initiative +3, Perception +7, Sense motive +0, Bluff +3, Diplomacy+9

poke, poke . . .


Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]

shove, shove


Yeah, poke and...
oh snot, I'm the hold up.


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

I'm glad someone else did it. I'd have felt a little hypocritical given my extended absences. :-)


Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]

Dwarfcateer role call?!


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

here


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

Busy eating and drinking wine :)


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

I'm still here!

I should point out, though, that I'll be playing and GM'ing at a local convention this weekend, so botting may be necessary. Maybe. A little.


I'm kind of here too. But there's some RL stuff that's been hitting hard on and off so I'm afraid it has made me unpredictable, and not in a cool way


Male Dwarf |Bard(Archaeologist) 3| HP 27 AC 17(T13/FF14) |CMB +4; CMD 17 | Saves Fort +3, Ref +6, Will +3 | Initiative +3, Perception +7, Sense motive +0, Bluff +3, Diplomacy+9

still here


Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]
GM Ridge wrote:
I'm kind of here too. But there's some RL stuff that's been hitting hard on and off so I'm afraid it has made me unpredictable, and not in a cool way

Sorry to hear that. Glad you are still with us though.


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

Do what you need to do away from the game, Ridge. I'm a pretty patient person (yay alliteration!).

I'll have a gameplay post up before I hit the hay tonight.


This sunday, one of my aunts passed away. As they plan on having visitation on one day and the funeral on the other, with travel included there's going to be little chance of me posting so it looks like another week long delay roughly


Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

Sorry for you loss, take care of the family. The game will move on when you return.


Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]
GM Ridge wrote:
This sunday, one of my aunts passed away. As they plan on having visitation on one day and the funeral on the other, with travel included there's going to be little chance of me posting so it looks like another week long delay roughly

You guys gave me time when my mother died last year, I can certainly be patient for you this year.


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

I concur. You are a member of your family before you are my GM. You and your family will be in my prayers.


Thank you for your patience and your kind words.


Kragg, not ignoring you and Modnar, but I figured I best see if anyone at the Skis'raal village had a comment to made in response to the White Spider.

I don't want to ignore one part of a split party in favor of another if I can help it.


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

No problems from me.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Not a problem but at the same time if we are ready to move on no sense in delaying matters. We might need more time to fulfill our job and then they would have to wait for us later.

Basically giving you license for whatever you deem appropriate.


Male Dwarf |Bard(Archaeologist) 3| HP 27 AC 17(T13/FF14) |CMB +4; CMD 17 | Saves Fort +3, Ref +6, Will +3 | Initiative +3, Perception +7, Sense motive +0, Bluff +3, Diplomacy+9

oops, sorry for holding things up


I've got to say, you guys have some very nice posting here, very good RP. I know at least one of you hates rolls for diplomacy, and while I will still use that, I want you to know I've been giving some bonuses to those rolls for that RP, or in some cases even just assuming it would give a bump period.

At this point, having achieved two alliances (Albeit it it's a shaky peace between the Xan and Skis'raal right now, more of a cease fire), and prevented an evil cult from arising among the deep gnomes (for now)
you guys are third level!

Anka, I forget if you decided to drop the bladebound archetype or wanted to keep it after all. Either way is fine by me, and I'll adjust the story as needed to make sure you get things how you like.


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

3rd level!

Will get the update done shortly and an IC post with the interrogation as well once work slows down.


Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]

Given that I am now at two PbP Campaigns, I think I can handle the additional rp load of the Black Blade. Let's go ahead and keep me Bladebound.
I'll update tonight.


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

I'm playing in face-to-face games tonight and tomorrow; I'll hopefully get Modnar's stuff updated by tomorrow night.


Male AC 19, Fort +9, Ref +5, Will +7 HP 40

New HP: 1d10 ⇒ 4 +2= +6 New HP 28/28
BaB +1
Reflex +1
Aura of Courage (Su): At 3rd level, a paladin is immune to fear (magical or otherwise). Each ally within 10 feet of her gains a +4 morale bonus on saving throws against fear effects. This ability functions only while the paladin is conscious, not if she is unconscious or dead.

Divine Health (Ex): At 3rd level, a paladin is immune to all diseases, including supernatural and magical diseases, including mummy rot.

Mercy (Su): At 3rd level, and every three levels thereafter, a paladin can select one mercy. Each mercy adds an effect to the paladin's lay on hands ability. Whenever the paladin uses lay on hands to heal damage to one target, the target also receives the additional effects from all of the mercies possessed by the paladin. A mercy can remove a condition caused by a curse, disease, or poison without curing the affliction. Such conditions return after 1 hour unless the mercy actually removes the affliction that causes the condition.

At 3rd level, the paladin can select from the following initial mercies.

• Fatigued: The target is no longer fatigued.

Skills 2+Int(1)+1(fcb)=4
Diplomacy
Religion
Armorsmith
Sense Motive

Feats: TBD (I'm really boring and was gonna take Power Attack or Weapon Focus. I'm receptive to any ideas.)


Female Dwarf (Deep Delver) Magus (Bladebound) 3 [ HP: 25/25 | AC: 14/18 T: 11 FF: 13/17 | F: +4 R: +2 W: +3 | Init: +1 Perc: +2/Darkvision 90' | Effects: none]

3rd level: Magus (favored class)

Third level HP: 1d8 + 1 ⇒ (8) + 1 = 9...
Yes, that will do nicely.

+1 BAB

+1 Ref

Skill Points:...

Okay, now that I think about it, skill point & Feat allocation is at something of a turning point for me. When I initially was plotting Anka out, I was planning to 'exploit' a couple of new Feats out of the Advanced Class Guide that made it possible to use Linguistics for a lot of other skill checks, namely most uses of Bluff, Diplomacy, and Intimidation; as well as being able to use Linguistics instead of Use Magic Device to activate Scrolls.
I still like the idea, but it is a noticeable feat investiture & Anka seems to be turning more into one of the 'bruisers' of the team; and that seems likely to require directing my feats more toward a martial focus, which then begs the question 'if I'm not going for using Linguistics for all those other purposes, do I want to keep putting skill points into it?'.
Before anyone asks, I'm going to enjoy myself either way, I'm having fun with this campaign & this character; and as Dolgrin can tell you I have a lot of fun pulling whammies like my last gameplay post out when not expected, but totally appropriate for what is going on.


Male Dwarf |Bard(Archaeologist) 3| HP 27 AC 17(T13/FF14) |CMB +4; CMD 17 | Saves Fort +3, Ref +6, Will +3 | Initiative +3, Perception +7, Sense motive +0, Bluff +3, Diplomacy+9

It was a pretty awesome whammy.


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Coat of Arms Ranger 3 | HP 33/33 | AC 17 (13t 14ff)| CMB +6 CMD 19 | +6 fort +6 ref +2 will | +5 init +7 perc +9 stealth |Loot Tracker

Agreed that was a very nice play Anka....

Ulfgar lvl 3: Ranger

hp 6(rolled-PCGEN)+3(con)=9hp+ new total 33hp
BAB +1
Will +1
Class Granted:
*
Endurance
*1st Favored Terrain - Underground (that's the obvious choice since everything in the adventure is underground, Ridge please advise how you plan to consider the environs we are moving through. Believe you made the comment that the mushroom forest was the size of Rhode Island or some other small state.

Lvl 3 Feat:

Furious Focus:
(APG pg161)Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

Skills: 6+0(int)+2(bonus/lvl from GM)+1(FCB)=9
craft(bow), perception, stealth, survival, ride, kn:Dungeoneering, kn:nature, kn:Geography, Handle Animal

Dolgrin believe you forgot to add the 2 bonus skill points Ridge is giving us per level


Thanksgiving week is here for many of us, I'll be crossing the state starting Tuesday and will be at a locale with dubious internet access until Saturday. I suspect some of you maybe doing something similar


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Hp: using PFS system of 1/2 hd +1 for 5 and 2 con = 7
+1 bab
+1 reflex save
3 2nd level spells: produce flame (D), lesser restoration, shield other typically
6 skills: craft armor, craft weapons, know religion, know religion, sense motive, sense motive

Feat: tbd and will welcome suggestions


Just a repost from the last time we leveled

Quote:

For hitpoints: Take either what you roll, or half hit die rounded up, which ever is higher. This is to reflect you are dwarven legends in the making.

Skills: Don't forget the ToN rule that gives you an extra two skill points per level. A suggestion for 2nd level, if you don't speak undercommon or gnomish, now might be the time to pick one of them.

If you'd put out a sum up on what has changed with your character for this level, that would help me a lot. No third party sources for spells, feats, or the like


Male dwarf Cleric 7 Holy Vindicator 1 hp 61. saves 10/4/13 AC 23/11/23 Current:28

Thanks ridge for the reminder on hp. Her is teh roll just in case 1d8 ⇒ 6

Looks like I got one more because of that. Thanks!


Male Dwarf |Bard(Archaeologist) 3| HP 27 AC 17(T13/FF14) |CMB +4; CMD 17 | Saves Fort +3, Ref +6, Will +3 | Initiative +3, Perception +7, Sense motive +0, Bluff +3, Diplomacy+9

Favoured class bonus: +1 HP
HP: 1d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5
Edit: OK, taking half+1 for (5+2+1) 8HP

+1 BAB, +1 Fort
+1 1st lvl spell per day
+1 1st and 0lv spell known ( prestidigitation, ear piercing scream)

Feat: Arcane Strike

Skills: 9pts ( acrobatics, perception, disable device, stealth, diplomacy, spellcraft, know: religion, dungeoneering, local)

Trap Sense (Ex): At 3rd level, an archaeologist gains trap sense +1, as the rogue class feature of the same name. This bonus improves by +1 for every three levels gained after 3rd, to a maximum of +6 at 18th level.


Male Dwarf Wizard (Conjurer) 3 | HP: 21/21 | Init. +2 | AC 12/T12/F10 | CMD 12 | Fort +2/Ref +3/Will +6 | Perception +6 | Sense Motive +5

Level 3: Wizard
Favored Class Bonus: +1 HP
HP: 1d6 + 1 + 1 ⇒ (5) + 1 + 1 = 7 Oh look -- a high roll on one of these!
+1 Fortitude, +1 Reflex

Feat: Augment Summoning

Skills (8 ranks): Acrobatics, Craft (jewelry), Knowledge (arcana), Knowledge (planes), Linguistics, Perception, Sense Motive, Spellcraft

+3 Second-Level Spells (1 from class, 1 from Int bonus, 1 from Conjuration school)
New Spells: summon monster II, create pit

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