GM WhtKnt's Into the Borderlands, Table 1

Game Master WhtKnt

The Borderlands… an untamed wild region far flung from the comforts and protection of civilization. A lone fortified keep is the only bastion of good desperately striving to maintain the forces of chaos at bay. But evil is everywhere, lurking in dark caves, fetid swamps, and forlorn forests. Bands of cutthroat brigands and ruthless tribes of humanoids eager to clash with the forces of good rove the region. The Borderlands hold many secret wondrous locations, and the opportunities for fame, prestige, and fortune are plentiful. But equally abundant are the perils, risks, and challenges to those brave enough to explore the wilds.

Sharpen your swords and axes. Purchase your iron rations and tinderboxes... and don’t forget to bring at least one 10-foot pole. Adventure awaits those with the mettle to confront chaos in the Borderlands!

Theo Sylvanblood: HP 14/13, AC 16, Init +0, Per 17 (+7) Darkvision
Ore Thornstock: HP 5/15, AC 16, Init +4, Per 14 (+4)
Aterro Dominatus: HP 22/17, AC 17, Init +0, Per 15 (+5)
Morgan McWright: HP 24/24, AC 18, Init -2, Per 10 (+0) Darkvision
Neil Ogea: HP 10/14, AC 18, Init +2, Per 16 (+6)
Ya'Bo Bright toes: HP 9/9, AC 12 (15 w/mage armor), Init +2, Per 12 (+2) Darkvision

XP Counter: 527 xp each


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Cleric 1, Wiz 1 | HP: 13/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Bow +2 [0+2], 1D6 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 0/3, 0/0, 0/0...

Sorry, guys. Been dealing with some IRL...stuff. I'll make sure to catch-up and post in the next 24hrs. Feel free to bot me at any point if I'm causing a back-up


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

Sorry; I assumed that since the GM posted some results, we moved on to round 2. My bad!


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Cleric 1, Wiz 1 | HP: 13/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Bow +2 [0+2], 1D6 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 0/3, 0/0, 0/0...

Ooohhh boy. I was legit gone for two weeks. That's...a thing. You guys are, like, 1/3 of my social interactions. So that probably wasn't ideal. Wisdom: 1d20 - 20 ⇒ (11) - 20 = -9

Anyway. Good to be back. Don't worry, Neil. I'll get on dissecting your Chaotic "Neutral" ethnic-genocide again right away. You know. Right after I super-hypocritically toast this Orc for standing his ground against armed intruders.

Yeah, I went there...I don't actually have a follow-up for this faux bravado.Charisma: 1d20 - 20 ⇒ (11) - 20 = -9


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Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

I think the condescending remark kind of works well. I'm playing Neil as someone who isn't the brightest bulb in the box, so having him forget or not pay attention to little details like this really highlights that.

It's also why I made it to the best idea he could come up with regarding that locked door was for Aterro to be a human battering ram. :)

Scarab Sages

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M Forest Gnome Wizard / 2 Temp HP 2/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13

Happy 4TH everyone.

Silver Crusade

Human WarCleric 2| AC: 16 | HP: 17/17 [DR:3]| 1st: 2/3 | Insp: 0/3 |Div: 1/1 | FX: melee: +5/2d6+3 |Init: +0 Perc: +5 |
Neil Ogea wrote:

This all sounds fine to me! Nail says, ready to follow the lead of his smarter companions.

Aterro, you still have more than half your resources remaining, plus full armor and full health. And don't forget that channel divinity resets on a short rest.

I'm not saying that we can't win a boss-fight. I'm saying that as our resources decline, the ability to overcome it without any deaths deceases.

I refer to the start point. When the party entered this cave, a lot of resources were used in a retreat. One party member was added, and then there was victory, but many more resources were used.

It just seems, mathematically, to me, that since we're now below the gross resource point at which a battle was lost, and below a resource point a battle was won, that we can not, as comfortably, win another very hard fight as easily as the major battle we won recently.

If we were 5th level, and had coin in purse to RD, I'd be less cautious, but a death at 1st lvl almost always means a re-roll.

IMHO. YMMV.


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

We're not 1st level.

And 15 minute adventuring days suck. If you can't handle a full day, then don't expend all (or half, in your case) your resources so quickly. We've got people with fewer available resources than you do, and they're not b##*#ing about it. Man up, War Cleric.

If you don't like it, don't play a class that's dependent on long rests. Warlocks and Monks get theirs back on a short rest; fighters and rogues can keep going all day long.

Silver Crusade

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Human WarCleric 2| AC: 16 | HP: 17/17 [DR:3]| 1st: 2/3 | Insp: 0/3 |Div: 1/1 | FX: melee: +5/2d6+3 |Init: +0 Perc: +5 |

Pfffffft. Alright, if this were anyone else, I'd let it drop. But you're a friend, so, as a famous man once said, LET'S GET IT ON!

Neil you ignorant slut. We've all heard the saying that amateurs study tactics but professionals study logistics, but you wouldn't know about that because there's no saying about what washed-up has-beens study.

It's not called BATTLECleric. It's called WAR. As in Big Picture. As in An Army Moves On Its Stomach. As in Bullets and Beans. It's not about who walks IN to the meat grinder that matters. It's about who walks OUT.

This party was on its way OUT of the cave, swearing up and down that they'd need Fireball to get through the encounter that just beat them down. Then I showed up, and we F+##ING WON. Then we won another fight, and then another.

And now you wanna keep that money on the table and hope that double-or-nothing is gonna hit again.

Fighters can't keep going if they're out of hit dice, and rogues can't...okay, I've never seen a rogue do something useful, so I can't really comment on that. But Warlocks can do all of not much in the healing department, and monks...okay, yeah, again, I've not seen many monks. Probably a reason for that.

This -isn't- a 15 min. adventuring day. This was a day where GLORIOUS COMBAT brought VICTORY from the mouth of DEFEAT and we have NOTHING to be ashamed off to consolidate our position and make sure that this winning we're on keeps going.

You know why Operation Market Garden failed? Spoiler alert, it's in the title of the movie: A Bridge Too Far. They said "why should we take only a reasonable number of bridges when we can take ALL of the bridges? What can go wrong?" Well, quite a lot, when you're ignore the _Logistics_ of the situation.

But that's fine. Go ahead and mount up and you charge them orc leaders.

Just don't expect me to take point.


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal
Brother Aterro Dominatus wrote:
Neil you ignorant slut.

Can't.. stop.. laughing..

Man, that brought a tear to my eye.

Silver Crusade

Human WarCleric 2| AC: 16 | HP: 17/17 [DR:3]| 1st: 2/3 | Insp: 0/3 |Div: 1/1 | FX: melee: +5/2d6+3 |Init: +0 Perc: +5 |

I know right?!?

Man, the classic SNL is THE BEST!

They did not give a poopy. You got Jane giving it to Dan with both barrels, and he just gives it right back.

Try to do that exact same skit today. You'd get yanked for so many "trigger warnings" it wouldn't be funny. (I...I'm still not sure what a trigger warning is. Is that something sexual?)


Cleric 1, Wiz 1 | HP: 13/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Bow +2 [0+2], 1D6 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 0/3, 0/0, 0/0...

See. I knew wasting several minutes on that post would bait the Universe into bringing you back quicker, Ore. It can never resist a chance to waste my time. Just according to cake.

We'll just pretend that last post didn't happen


Halfling Monk 2| HP: 15/15 | AC 16 | Init: +4 | Handaxe (+6, 1d6+4) & UAS (+6, 1d4+4)| Saves: Str: +2; Dex: +6; Con: +1; Int: -1; Wis: +2; Cha: -1

No worries, I liked the pizza guys idea; I was thinking the same thing!


Cleric 1, Wiz 1 | HP: 13/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Bow +2 [0+2], 1D6 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 0/3, 0/0, 0/0...

Have we lost Morgan or are you lurking, big guy?


Cleric 1, Wiz 1 | HP: 13/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Bow +2 [0+2], 1D6 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 0/3, 0/0, 0/0...

You know, if I were more of a tinfoil hat kinda guy, I'd think GM modified this encounter specifically to c*ck my crazily brilliant idea to make boss-man strip out of his gear. ¬_¬

Eh, whatevs, casting Command in a foreign tongue is probably a gamble anyway. *shrug*

Guess I'll just Bless the brawlers again. D4s for everyone.

Neil Ogea wrote:

Yes! There you are! Neil proclaims loudly. It's time to end your existence, filth!

Cast Guiding Bolt on the Leader.

[Dice=Spell Attack]1d20+4
[Dice=Damage]4d6

The next attack against him has advantage.

Move in next to Ore.

Brutal.

Maybe the dice hate Orcs too. Jesus.

Dark Archive

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Roll20 Maps: Borderlands 1 || Borderlands 2 || Carrion Crown || Forge of Heroes || Skull & Shackles || Mad Mage of Undermountain ||Weird War I

Nah, nothing so sinister. I'd never intentionally alter my plans just to screw up a decent idea by a player. In this case, you caught the orc with his pants down, literally, because he was engaged in intimacies (and now that I've ruined your after-dinner snack, I'll be off).


Cleric 1, Wiz 1 | HP: 13/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Bow +2 [0+2], 1D6 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 0/3, 0/0, 0/0...

A prayer for the soon to be fallen Chief:

three attack rolls fly / eighteen plus is always gold / bare flesh tastes cold steel

Max naked AC for basic humanoids is what, 14? Mega-RIP.

Seriously, somebody needs to get some water. These dice are on fire.


Cleric 1, Wiz 1 | HP: 13/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Bow +2 [0+2], 1D6 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 0/3, 0/0, 0/0...

PHB on rolling for initiative: "At the beginning of every combat, you roll initiative by making a Dexterity check."

This is probably old news to literally everyone who isn't me. But, my general ignorance of elementary game mechanics aside, it's actually extremely relevant. It should mean that I can use Guidance to boost the party's initiative.

Guidance "[...] the target can roll a d4 and add the number rolled to one ability check of its choice.

This would have been EXTREMELY helpful here. Probably could have saved Ore from losing 2/3 of his HP. We lost the initiative to the Chief by 1 freaking point.

@GM

So, yeah. This Guidance on initiative rolls is something I'd like to turn into a sort of passive by just looping the spell.

Either way that you want me to do it -- 1 casting for the party; in-line with you how you roll initiative, or 1 casting for each party member; in-line with the mechanics of the spell -- Theo should be able to maintain this as a team-wide buff. Starting after this fight, of course.

Silver Crusade

Human WarCleric 2| AC: 16 | HP: 17/17 [DR:3]| 1st: 2/3 | Insp: 0/3 |Div: 1/1 | FX: melee: +5/2d6+3 |Init: +0 Perc: +5 |

I can see that your heart is in the right place, but the mechanics and atmosphere of the thing seem to be against it.

For starts its a touch spell, which means we'd always have to be in phalanx for it to count. Ore was probably away from you for at least a minute, so don't beat yourself up over it.

Also, it's 1 action, for 1 creature. Idiosyncratically that means that we couldn't do anything or move anywhere until you had done the buff, and then we only have about 30 seconds until the first person termed out.

Oh, whoops, okay, I just saw the big thing, and I should've seen this first. Okay, yeah, it's a Concentration spell, and you can only maintain Conc on 1 spell at a time.

Hence, if you wanna pick one person who would like the init. more, go with that.

Honestly, it's probably easiest if you just say that, if nothing else is going on, you maintain it on yourself.

(Ballz, I think half the party are spellcasters that do/could have this spell, so we could all just say we maintain it.)


Cleric 1, Wiz 1 | HP: 13/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Bow +2 [0+2], 1D6 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 0/3, 0/0, 0/0...
Quote:
Oh, whoops, okay, I just saw the big thing, and I should've seen this first. Okay, yeah, it's a Concentration spell, and you can only maintain Conc on 1 spell at a time.

This is what I get for checking spell requirements online instead of going straight to the source.

Oof, F, and RIP

Oddly enough, despite not knowing basic things like how init checks work, I did have the foresight to see if Guidance was a concentration spell or not. Ya know, for all the good it did.

Quote:

Hence, if you wanna pick one person who would like the init. more, go with that.

Honestly, it's probably easiest if you just say that, if nothing else is going on, you maintain it on yourself.

(Ballz, I think half the party are spellcasters that do/could have this spell, so we could all just say we maintain it.)

The problem here is that GM hasn't been rolling individual init, just party init. I'm not trying to sextuple his workload just to get an extra 1d4 on init checks.

This does raise an interesting question, GM. And feel free to say I'm probing too deeply into the meta. Whose DEX is used for the party init rolls? Party average? The highest? Is the idea that if the fastest person in our group can move first, it allows the rest of us to follow on his heels?


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Cleric 1, Wiz 1 | HP: 13/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Bow +2 [0+2], 1D6 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 0/3, 0/0, 0/0...

Flash Poll: Would you be against taking a long weekend (2-3 days), in-game, when we get done clearing this cave?

I'll be upfront. This request is wholly self-serving. I'm more than happy to help come up with suggestions for what the rest of you can do with the time, but this originates from a place of self-interest.

Back when we had a more consistent and more active posting pattern, GM set my limit for recalling arcane spells at 1 attempt per week. At the time, this was great: a reasonable restriction with a clear path to my goal.

That was 10 months ago IRL, while I'm reasonably sure that not even 48 hours has passed in-game. An extra-large bummer now that Sand won't be here to help make the checks when they do come. Without an extended break, I may die of old age before Theo is able to recall any of his arcane spells.

Obviously, we can't just linger around town for days at a time waiting for an imaginary +1 timer to go off. That said...I would appreciate it if, just this once, we could linger around town for a couple of days waiting for an imaginary +1 timer to, you know...tick down a bit.
¯\_(ツ)_/¯

Dark Archive

Roll20 Maps: Borderlands 1 || Borderlands 2 || Carrion Crown || Forge of Heroes || Skull & Shackles || Mad Mage of Undermountain ||Weird War I

I have no objection to that. Also, the initiative thing: one of the two groups preferred it, so I've been using it that way (using Ore's initiative modifier). If you folks prefer individual init, I can certainly do that.

Scarab Sages

M Forest Gnome Wizard / 2 Temp HP 2/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13

This spell caster is fine for a break. Then I will look up the rules for making scrolls and such, if the GM allows for such things. Just need gold....lots of gold ;o)

Silver Crusade

Human WarCleric 2| AC: 16 | HP: 17/17 [DR:3]| 1st: 2/3 | Insp: 0/3 |Div: 1/1 | FX: melee: +5/2d6+3 |Init: +0 Perc: +5 |

@Theo, I'm sorry, but I have no idea what you're talking about.

Are you referring to the Arcane Recovery skill? The one that lets you get back spells after a short rest? Or just, like, the normal long-rest that lets all the spellcasters get back all of our spells.

I realize this might just be me, but spent a LOT of my youth playing 1st Ed where the GM had this f@&@ed up in-house rule where it took 15 mins per spell level, per spell, to get it back.

We spent WEEKS waiting for our archmage to get spells back.

This is one of the reasons I am SO VERY GLAD 5E did away with all of that.

If this is one of GM WhtKnt's things, I am _absolutely_ going to argue against this. 5E is wonderful for a reason and we should preserve that reason.

Also, Neil got b#@$*y at me for wanting to take an _8-hour_ break, so you dam skippy Imma put up flak against a 48 hour one. ^_^


Cleric 1, Wiz 1 | HP: 13/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Bow +2 [0+2], 1D6 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 0/3, 0/0, 0/0...
Brother Aterro Dominatus wrote:

@Theo, I'm sorry, but I have no idea what you're talking about.

Are you referring to the Arcane Recovery skill? The one that lets you get back spells after a short rest? Or just, like, the normal long-rest that lets all the spellcasters get back all of our spells.

I realize this might just be me, but spent a LOT of my youth playing 1st Ed where the GM had this f*$@ed up in-house rule where it took 15 mins per spell level, per spell, to get it back.

We spent WEEKS waiting for our archmage to get spells back.

This is one of the reasons I am SO VERY GLAD 5E did away with all of that.

If this is one of GM WhtKnt's things, I am _absolutely_ going to argue against this. 5E is wonderful for a reason and we should preserve that reason.

Also, Neil got b$&++y at me for wanting to take an _8-hour_ break, so you dam skippy Imma put up flak against a 48 hour one. ^_^

Sorry, Attero. I meant to throw in a quick explanation for you. I knew you weren't here when we set this up. My bad.

This isn't about regaining spent spells, it's in regards to my character's background.

I started off as a LV1 Cleric who was originally a less-than talented Wizard [story in my profile]. When I leveled, I multiclassed into a 1|1 Wiz-Cler, in order to better reflect Theo's lore. Problem is, I don't have my spellbook. So, I needed a way to get access to my higher-level spells without having them just handed to me.

GM allowed me to attempt to recall info about an individual spell once per week. That was 10 months ago irl, and not even 48 hours in-game.

This break would, potentially, give me more spells than I have had to work with overall. Right now, I only have access to level 1 Cleric spells,


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Halfling Monk 2| HP: 15/15 | AC 16 | Init: +4 | Handaxe (+6, 1d6+4) & UAS (+6, 1d4+4)| Saves: Str: +2; Dex: +6; Con: +1; Int: -1; Wis: +2; Cha: -1

One thing that this shakes loose in my mind is that you never 'unprepare' spells. I don't recall if this was part of the discussion on the first go-round, but strictly speaking, changing your list of prepared spells is something you can choose to do after a long rest.

Likewise, after a long rest, you regain your slots (no choice on that one).

If you choose not to change your list, you keep the same list of prepared spells.

So unless something else went down, a wizard who lost their book wouldn't be without spells, they'd just be unable to change their list from whatever it was when they lost it.

Make of it what you will.


Cleric 1, Wiz 1 | HP: 13/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Bow +2 [0+2], 1D6 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 0/3, 0/0, 0/0...
Ore Thornstock wrote:

One thing that this shakes loose in my mind is that you never 'unprepare' spells. I don't recall if this was part of the discussion on the first go-round, but strictly speaking, changing your list of prepared spells is something you can choose to do after a long rest.

Likewise, after a long rest, you regain your slots (no choice on that one).

If you choose not to change your list, you keep the same list of prepared spells.

So unless something else went down, a wizard who lost their book wouldn't be without spells, they'd just be unable to change their list from whatever it was when they lost it.

Make of it what you will.

Hmm. That's true. Guess I kind of figured the tome was required for casting, but that doesn't seem to be the case. I did choose prepped spells when I leveled, so I do have a couple of 1st level Wizard spells at my disposal.

That's good to know. Thanks, Ore.

Silver Crusade

Human WarCleric 2| AC: 16 | HP: 17/17 [DR:3]| 1st: 2/3 | Insp: 0/3 |Div: 1/1 | FX: melee: +5/2d6+3 |Init: +0 Perc: +5 |

@Theo: Why don't you have your spellbook? Is there an in-game reason for this, or did the GM fiat that the level didn't carry with it the equipment?

That seems pretty low to say a lvl 1 character doesn't have this thing that it would take MUCH monies to replace.


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal
Brother Aterro Dominatus wrote:
Also, Neil got b&~+%y at me for wanting to take an _8-hour_ break, so you dam skippy Imma put up flak against a 48 hour one. ^_^

:P


Cleric 1, Wiz 1 | HP: 13/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Bow +2 [0+2], 1D6 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 0/3, 0/0, 0/0...
Brother Aterro Dominatus wrote:

@Theo: Why don't you have your spellbook? Is there an in-game reason for this, or did the GM fiat that the level didn't carry with it the equipment?

That seems pretty low to say a lvl 1 character doesn't have this thing that it would take MUCH monies to replace.

This was my call, initially. I started as a level 1 Cleric, not a Wizard. So, _technically_, I was a level 2 character (1wiz 1cler) when I finally needed the spellbook.

Theo had abandoned his arcane master 10 years prior to the start of the game. He just up and left with the clothes on his back when Mystra came to him one day. So It didn't make any narrative sense for Theo to still have his spellbook with him now.

I'm kind of big into the RP elements of these games. I'm the guy who mods sleep, food, shelter, and medical needs into his Skyrim playthroughs. You know, after I unpause all of the menus (Dark Souls status). If something doesn't make sense, I generally force it to make sense.

Silver Crusade

Human WarCleric 2| AC: 16 | HP: 17/17 [DR:3]| 1st: 2/3 | Insp: 0/3 |Div: 1/1 | FX: melee: +5/2d6+3 |Init: +0 Perc: +5 |

Speaking as a guy who mods -out- needs for sleep and equipment breakdown, I'm against those thing because if I really want the devil to be in the details, I just look at Real Life...and I long for escapism again. As a wise man once said, "the genre is called "Fantasy". (I even stopped playing games in Hard Mode because I have better things to do.)

Also, this is, objectively, your RP elements dictating the action of the party, and I'm against that as a rule.

If you want to do this once to get all the knots out of your rope and get your spellbook up, that's fine, but I'd like to not see this again going forward. And if you wanna be a bit more optimum in your build and execution to make up for it, please, all the better.

(You want hyper-details? Go find more Pathfinder games. 5E has been called "D&D for busy people".)


Cleric 1, Wiz 1 | HP: 13/13 (1D8, 1D6) | AC 14 | Init: +0 | Mace +3 [1+2], 1D6 | Bow +2 [0+2], 1D6 | Saves: Str: +1; Dex: +0; Con: +2; Int: +2; Wis: +5 [3+2]; Cha: +1 [-1+2] | Spell DC: 13 [8+3+2], 12 [8+2+2] | Spell Slots: 0/3, 0/0, 0/0...

First things first:

Quote:
If you want to do this once to get all the knots out of your rope and get your spellbook up, that's fine, but I'd like to not see this again going forward.

Your objection is noted. Thank you for your input.

Quote:


Speaking as a guy who mods -out- needs for sleep and equipment breakdown, I'm against those thing because if I really want the devil to be in the details, I just look at Real Life...and I long for escapism again.

We just differ on which parts of the escapism we choose to focus on. You seem to appreciate a complete unshackling from any real structure. I personally like the idea of having a wider range of options for problem-solving, or simply being capable of supernatural feats.

Little things like food, sleep, and degrading gear doesn't kill my escapism because I can still solve most my problems by reigning down meteors from on high. Something I am decidedly incapable of IRL.

Quote:
As a wise man once said, "the genre is called "Fantasy". (I even stopped playing games in Hard Mode because I have better things to do.)

1. I literally don't have better things to do. Like, at all.

2. Playing on anything less than the hardest difficulty basically turns any game into a movie for me. I'm not there to watch a movie, I'm there to be challenged on a specific set of skills.

Quote:
Also, this is, objectively, your RP elements dictating the action of the party,

1. No, it isn't. I _asked_ if people were ok with this for a reason. Specifically not to force the issue. I'm completely willing to continue playing without retrieving my book. This doesn't have to impact anyone.

2. The amalgamation of individual RP is literally what creates the sub-narrative of an individual campaign. Sure, GM is working from a campaign book to tell a macro story, but the unique feel and adventures of a specific group are decided by the actions of individuals.

Quote:

And if you wanna be a bit more optimum in your build and execution to make up for it, please, all the better.

(You want hyper-details? Go find more Pathfinder games. 5E has been called "D&D for busy people".)

Implying I need to make up for something that was GM-approved months before you got here is kind of taking the piss, my dude.

I also don't appreciate the "wanna play a certain way, go somewhere else" attitude. Our group has been very amenable to changes and modifications as the game has progressed. There is no reason we can't do the same here.


Halfling Monk 2| HP: 15/15 | AC 16 | Init: +4 | Handaxe (+6, 1d6+4) & UAS (+6, 1d4+4)| Saves: Str: +2; Dex: +6; Con: +1; Int: -1; Wis: +2; Cha: -1

Sorry for your loss, WhtKnt.

Scarab Sages

M Forest Gnome Wizard / 2 Temp HP 2/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13

Sorry for you loss as well. Take what time you need if you want.


Halfling Monk 2| HP: 15/15 | AC 16 | Init: +4 | Handaxe (+6, 1d6+4) & UAS (+6, 1d4+4)| Saves: Str: +2; Dex: +6; Con: +1; Int: -1; Wis: +2; Cha: -1

Happy to take a magic weapon, and Mace is simple which makes it a Monk weapon, I believe. Though I'm happy to yield if someone wants it more!

Scarab Sages

M Forest Gnome Wizard / 2 Temp HP 2/ 7 HP 9 / 9 | AC 12 / 15 w/ Mage Armor | Init :+2 | Saves STR 0 DEX +2 CON +1 INT +5 WIS +4 CHA +2 | Spell DC:13

Mace or Shield, not item I care to have.


Halfling Monk 2| HP: 15/15 | AC 16 | Init: +4 | Handaxe (+6, 1d6+4) & UAS (+6, 1d4+4)| Saves: Str: +2; Dex: +6; Con: +1; Int: -1; Wis: +2; Cha: -1

@Neil i believe Morgan is also a shield person


Male CN Human Cleric (Tempest) 2 | HP: 14/14 | AC: 18 | Ins +6, Perc +6, Pers +2, Surv +6 | Saves: S2, D-2, C0, I-1, W6*, Ch2* | Init +2 | PP: 16 | Spd: 30' | Insp: No | HD: 1/2 | Spell DC: 14 | Spells: 1 (0/3) | Channel 0/1 | WoS 1/3 | Status: Normal

Eh. If he wanted any treasure, he should have posted during the fight. :)


| HP 16/24 | Init -2 | AC 19/21| PP 10 | PI 10 | Str +4, Dex -2, Con +2, Int +0, Wis +2, Cha +5 | Spell Slots: 1/2

Noted.

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