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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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]

Anka & her Cadre are where I indicated previously, just inside of short range of Kragg's crossbowgnomes ahead of the Mushroom bridge it looks like. The Gnomes have orders to begin an ordered withdrawal to the bridge as soon as the Drow are in sight, so they should be doing so. Anka is going to wait until the Drow are closer & then light them up as I indicated, followed by taunting them into doing something stupid & self-destructive. At least that is what she hopes to accomplish...


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

Good luck mill bridge defenders


Anka Stoneminder wrote:
Anka & her Cadre are where I indicated previously, just inside of short range of Kragg's crossbowgnomes ahead of the Mushroom bridge it looks like. The Gnomes have orders to begin an ordered withdrawal to the bridge as soon as the Drow are in sight, so they should be doing so. Anka is going to wait until the Drow are closer & then light them up as I indicated, followed by taunting them into doing something stupid & self-destructive. At least that is what she hopes to accomplish...

I have to remind you, that if Kragg was lucky, the Mushroom Bridge he worked on will collapse when forces go on it. So it could kill gnomes as well as drow if they back up on it

Unless I got the wrong bridge?


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]

...

Oh.

In that case, Anka would have made certain all for her Cadre could swim & had them make for the bridge, but not cross en mass. Since there don't seem to be more than five Gnomes with any of us, that shouldn't comprise a weight sufficient to set it off? If they were essentially crossing it single file?

edit: Now I'm really wishing I had memorized Featherfall today...


Not to kill your fun further further, but the river isn't great for swimming. I may not have stressed that, but that's why the drow will need to use the bridges because anyone hitting the water at that point is 90% likely to be swept away and drowned.

BUT... you can find five willing to risk the Bridge and hope that five isn't too much. It's a gamble


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

Very bad idea to be anywhere outside of the red line I drew on the map...


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]

Eh, that doesn't really kill her fun. As her words of 'reassurance' might have indicated, she is fairly certain most, if not all of them are going to die in this...
One of the other advantages of a True Neutral alignment is that you can be...
accepting, of the reality that you may be leading others to their deaths.

She will be thrilled if they survive, don't get me wrong. But she will have specifically chosen ones who could handle the idea that they were not going to survive this & still be okay with it, if it meant taking down more Drow & saving their families.

Anka plays chess. Anka knows she & her Cadre are pawns. Pawns get sacrificed for the greater good.

edit: Why yes she does have a little bit of a deathwish since her fiance died, why do you ask?..


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

Hopefully Kragg designed it well enough that it would take 10-15 drow to collapse the bridge. 5 gnomes and 1 dwarf should make it across. Although it wouldn't be a bad idea to stagger them like you suggest. Once the furthest away starts to withdraw all of them do so to limit the number on the bridge.

-------------------------------------------------

By my esteemed calculation of having a +4 to knowledge engineering (with guidance) there is a 50% chance it will work as planned, 25% chance it will collapse too early and a 25% chance it won't collapse at all.

Anyone want to play 'press your luck' on Kragg's +4 modifier life or death game?


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 Whammy . . . no Whammy . . .


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

Since Anka has moved to the Mushroom bridge, Hannarr will shift over to the Mill bridge to keep 50% of their strength there as originally planned.


A beloved family dog passed away this morning after a difficult weekend. So posting maybe delayed.


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]

That is entirely understandable GM Ridge.

On a completely unrelated note, it's late days of course, but I just realized how we could have made the river safer to swim across. If we had anchored a rope from one end of the bridge to the other, just under the waterline...

Oh well, file for later use.


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

Take whatever time you need.


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

Work for local Electric in NC, buried right now will be a few days before regular posting can resume. Please, bot as necessary. Sorry for my absence and sorry for the loss Ridge.


Thank you guys.

Anka- Consider it done. It is clear that I may not have stressed the river problems, so it can be assumed that if Anka knew of it she would have taken precautions. It's still not ultra safe but gives a better chance.

Ulfgar- Gotcha. I know you guys are swamped with the crazy weather.


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]

Kragg, Anka would have lit & passed the torch before she started taunting the drow, so you & yours should be able to see what is going on just fine.


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]

Minor kibitz, wouldn't that be Oryn-moss-never-grows-beneath?..
Considering these have never even seen grass?


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

lol too true GM please make note.


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

In case the drow decide attacking the bird is a better tactical choice than dealing with the angry humanoids in front of them, its AC is 14, and it has 5 hit points.


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

Forgive me if I'm missing something, but Anka, are you making a defiant last stand on the drow controlled side of the mushroom bridge? Against a foe that the GM has warned us repeatedly that we can't outrun, and too far away that none of use can come to your aid?

And all this before we've triggered the (hopefully)collapsing trap? So, basically selling your life and the lives of your troops to kill off a few drow that in all likelihood would have tumbled to their deaths when the bridge collapsed anyway.

I'm not trying to be critical - I honestly haven't had much time to read the posts this last week in much depth, and feel like I must have missed an important piece of the tactical puzzle here. Please enlighten.


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

I made that point at least three times earlier....


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]

Well...

My original plan was to have my cadre break for the bridge as soon as we caught sight of the drow & I passed off the torch to my Unseen Servant.

You guys do know how the first casualty in any engagement is the battle plan, right?


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

Yep. Lets hope the second casualty isn't Anka.


I'm going to be honest and admit I was a bit worried for Anka as well.

Sorry for the many delays folks


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

Kragg understands the plan of luring the drow tot he bridge but he is not going to let Anka be alone out there without providing as much assisntace as he can give. Besdies it seems like they are 60ft away from the bridge still so Kragg has time to pull back to the third bridge if need be.


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]

Hallooo!
Mousketeer roll call!
I realize it is somewhat hypocritical of me to enquire what happened to the rest of you when I haven't posted in nearly a week myself, but I just want to be sure we haven't dropped into pbp limbo.


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

The GM has been conspicuously absent...


Yes he has, and this is on me. I have excuses, LOTS of excuses... regional internet outage, cat turning off computer in mid post (I #### you not) and more...
but they don't excuse a near week without posting from your GM. Sorry about that folks. I understand any frustration you feel about it.
The good news is, after much calculations, and a lot of rolls, and a mix of clever players and blind luck, your characters just won ;)


Folks, it is finally time to LEVEL UP!.

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

Hit hoping s roll 1d8 ⇒ 2 bah, looks like it is 5+con.

I will have the update shortly for you.


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

hp: +7
sp: +6: +1 spellcraft, +1 kubguistics (gnome), +1 diplomacy, +1 know religion, +1 craft weapons, +1 craft armor
+1 bab
+1 fort
+1 will
+1 0-level spell
+1 1-level spell


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]

Second level HP: 1d8 + 1 ⇒ (2) + 1 = 3...
Yep, right there in the club with you Kragg...

Second Level: + 1 level Magus (Favored Class)

HP: +7 (1/2 D8 + 1 + 1 (Con) + 1 (Favored Class)

+1 BAB

+1 Fort
+1 Will

Skill points: +7; +1 Craft (Masonry), +1 Knowledge (Arcana), +1 Knowledge (Dungeoneering), +2 Knowledge (Planes), +1 Linguistics (Aklo), +1 Spellcraft

Spellstrike (Su): At 2nd level, whenever Anka casts a spell with a range of “touch” from the magus spell list, she can deliver the spell through any weapon she is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, Anka can make one free melee attack with her weapon (at her highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If Ankas makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon's critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.

Add Enlarge Person & Expeditious Retreat to her spellbook.
Add one more Cantrip & 1st level spell cast per day.


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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

Used PCGen for the update and rolled a 1, the low number aren't just in Paizo's roll generators.

Second Level notes:

HP +9 (1/2 d10 + 3 Con + 1 FC)

+1 BAB, +1 Fort, +1 Reflex

Combat Style:Two-handed weapon(Feat:Cleave) Advanced Players Guide

Skills:8 (6+2)
Handle Animal +1, Heal +1(+ class bonus), Linguistics +2(Gnome, Undercommon), Perception +1, Spellcraft +1, Stealth +1, Survival +1

Wild Empathy +1


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]

Ulfgar, unless I misinterpreted our illustrious leader's post, you get an additional HP, putting you at +10.


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

Well one more hp will certainly not hurt my feelings any and just might keep him on his toes in the long run.


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 Whammy . . . no Whammy . . . STOP!

HP Gain: 1d6 ⇒ 1 Well, shucks. Another low roll means +6 HP for Modnar.

I'll do the full level-up before I hit the hay tonight.


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

HP: 1d10 ⇒ 1 Yuck.

6HP it is...

4 Skill points
1 Linguistics (Undercommon!)
1 Craft:Armorsmith
1 Diplomacy
1 Sense Motive

Gain Lay on Hands 4/day
Gain Divine Grace

+1 BaB
+1 Fort and Will save


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

5 PC's and we rolled a total of 7 hp on 5 d20's - thank you GM for the higher of the two options comment. It was definitely needed.


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

Ok, lets see if we can make a clean sweep...

HP: 1d8 ⇒ 4

...and that's 6 for six for option two.

HP =+8 (5 + 2 Con +1 favoured class)
BAB+1, Ref+1, Will+1
spells per day +1 1st
Spells known +1 0th, +1 1st (thinking it over)
Clever Explorer ( instead of versatile performance)
Uncanny dodge ( instead of well versed)
+9 skill pts

I'll fill in the blanks tomorrow


Ulfgar Baldeark wrote:
5 PC's and we rolled a total of 7 hp on 5 d20's - thank you GM for the higher of the two options comment. It was definitely needed.

You're welcome. Seeing those rolls, I'm glad I went with it too.


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

Given the option I usually follow the PFS rules for hp. It keeps things from getting too unbalanced if you have a bad set of rolls.


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

For Modnar, we should have the following:
- +6 HP (4 for crap roll + 1 Con + 1 FCB)
- +1 BAB, +1 Will
- 8 Skill points: Acrobatics, Craft (Jewelry), Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Planes), Linguistics (Elven), Perception, Spellcraft
- New Spells: Break (from Advanced Player's Guide) and Thunderstomp (from Advanced Class Guide)


Looks like we have some reluctant sovereigns among the group. I am amused.


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

Some had plans of something much larger, others didn't plan to be King/Queen to begin with. :-)


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

Picking up dancing lights and vanish for spells gained at 2nd level


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]
Hannarr Diamondheart wrote:
Picking up dancing lights and vanish for spells gained at 2nd level

Given that Anka already has Vanish, and Wizards & Magi can freely transcribe spells from each other's spellbooks (assuming the spell in question is available to both), you might want to pick something else...

edit: For that matter, Anka also has Dancing Lights...


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

Right, except that as a bard Hannarr doesn't have a spellbook and is limited to only the spells he knows.

I am unsure on spell selection though and could use some advice - never used the bard list before. I picked vanish because I was looking for something he could buff other characters with, but was also considering touch of gracelessness ( close in debuff) or chord of shards (short range cone of direct damage)


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

Honestly, I'd focus more on noncombat spells as a bard...we have combat pretty covered.

Things like Legend Lore, Identify...

Illusions...

But that's just my 2C


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]

D'oh!

I forgot who was posting...

Sorry.


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 you already have silent image? That and ghost sound can work pretty well together.

Identify is also a good choice, since it doesn't cost a truckload to cast any more.

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