Hollow's Revolution (Blue Side) (Inactive)

Game Master vayelan

Maps:
Falcon's Hollow (Town Map)
Darkmoon Vale (Regional Map)

Current Encounter: The Forest Elder

Falcon's Hollow NPCs

Loot Tracker


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Gathlain Phytokineticist 5 | HP 46/46(5 NL) | AC18 T14 FF15 CMD14 | F+7 R+7 W+3 | Perception +8(low light) | Initiative +3 | Burn 1/6 l

Just to be clear, was that 1000 to split, or 1000 each?

Not that I need so much, anyway. Kineticist is probably the least gear-dependent class. Other than the regular items that everyone gets, or maybe a conductive weapon, I don’t really require anything.


Sweet Pea wrote:
Just to be clear, was that 1000 to split, or 1000 each?

It is 1000 to split.


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Oh dear. We forgot to search and loot the Axeman?

*Facepalm*


F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8 Android - Investigator

Did not Sweet Pea do that at the unmasking?


She removed his hat and scarf, then immediately went back to sleep.

However, Rrruh mentioned following her to the body and giving it a quick search, so you would have had the opportunity to take note of any interesting items on his person.

His axe was completely ordinary, having picked it up from within the inn to commit his crimes.

There was an empty potion flask in one of his overcoat pockets, and another still full flask in another pocket. Both of them bear an emblem of a bull upon them - making it obvious that it's a Potion of Bull's Strength.

His boots are made of incredibly soft material, the straps secured with very fine silver buckles. Randu is able to recognize them as enchanted.

Lastly, another of his pockets contains a leather pouch filled with small precious stones, likely his payment for the job: mostly bloodstones, amber, and hunks of petrified wood. Their value is 500gp in all.


Gathlain Phytokineticist 5 | HP 46/46(5 NL) | AC18 T14 FF15 CMD14 | F+7 R+7 W+3 | Perception +8(low light) | Initiative +3 | Burn 1/6 l

I just remembered finding a hat of disguise. Seems I forgot to put it on my sheet, or perhaps I copied over it once when leveling up.


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Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Can I just say Rrruh's crush is adorable?


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

Aww thanks >^.^<


Randu wrote:
Can I just say Rrruh's crush is adorable?

Agreed!


F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8 Android - Investigator

Its very sweet, and great RPing

O
Sapphire is tall, not small, but slight, very thin, like a kind of Twiggy model.


A message for all my games:

My apartment's internet connection went out two days ago, and it will not be fixed until Sunday at the earliest.
(I am borrowing a friend's WIFI to post this).

I will resume posting updates once my connection is repaired, but in the meantime, I will be out of contact.

My apologies for the inconvenience. Thank you for your patience.


My internet has been repaired. I am working on getting caught up with everything, both in real life and in my games.

I will have a Gameplay post ready tomorrow.


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

Getting ready to open up a recruitment thread for 2 to 3 folk for a game of Kingmaker on Monday. The ruler role is reserved by a folk i am doing a trade with. Y'all are awesome so i thought I would give you heads up. Should have more information on it sometime this weekend. Y'all are awesome thought i would let you know. Feel free to message me if you are interested, I will pop the recruitment thread info to you or keep an eye out for it :)


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

I do love Kingmaker. Thanks for the heads up.
Maybe I'll try something militant. :) I miss my old barbarian


F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8 Android - Investigator

ya have a link, i would love to try?


Gathlain Phytokineticist 5 | HP 46/46(5 NL) | AC18 T14 FF15 CMD14 | F+7 R+7 W+3 | Perception +8(low light) | Initiative +3 | Burn 1/6 l

Rrruh, are you still doing the Kingmaker game?


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

It filled up super fast im sorry, I will mark you down for the next game i run guys. >.<

Normally when i advert out to folks i know or play with i get like two takers... I got eleven this time.


Rrruh wrote:

It filled up super fast im sorry, I will mark you down for the next game i run guys. >.<

Normally when i advert out to folks i know or play with i get like two takers... I got eleven this time.

The fact that so many people jumped at the chance to join the game speaks well about how much they like your games.


Gathlain Phytokineticist 5 | HP 46/46(5 NL) | AC18 T14 FF15 CMD14 | F+7 R+7 W+3 | Perception +8(low light) | Initiative +3 | Burn 1/6 l

Plus Kingmaker is popular, always going to get more applicants for that one


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

If i havent said it before, I absolutely love Sweet Pea and how you play her *lawls* that last post of hers made my day.


F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8 Android - Investigator

Same here


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

"What a double standard!"

*LOL*


Agreed. Sweet Pea is awesome.

In fact, and I hope the rest of the party won't mind, but that's why I thought I'd reward the great characterization and roleplay - hence the bracelet getting left behind.

Don't worry, though. The rest of the party will be rewarded, too.


F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8 Android - Investigator

Agreed


Gathlain Phytokineticist 5 | HP 46/46(5 NL) | AC18 T14 FF15 CMD14 | F+7 R+7 W+3 | Perception +8(low light) | Initiative +3 | Burn 1/6 l

Aw, shucks guys, thanks!


F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8 Android - Investigator

Ok I think this is getting all confused,

GM could we have some more info about the state of the city gate,
Is it open or bared?
If open, can we ride in and use the illusion?
if Bared, how and how may city guards?
Is there grass for Sweat Pea?

Also how close is the keep we need to get to from the gate?

basically the setup.

Once we have this info I think we will have a much better plan than everyone just doing something V guess work


Okay, clarification time:

The city gates are open to allow traffic to freely pass, especially since this eastern gate leads right to the lumberyards and the city's industrial quarter.

Since the gates are open, you can freely ride into the city, using Randu's illusion as a diversion if you would like.

Two guards are on the ground by the gates, with one additional guard on each of the towers adjoining the gates. Because this gate leads into the lumberyards, these guards are likely loyal to the Consortium, so you shouldn't count on them for backup. However, because news of your activity at Rakesclaw's manor has not reached the city yet, they will not stop you from entering the city.

There is mostly dirt and gravel immediately around the gates and adjoining walls, but there is a lot of grass along the road where you currently are.

If you continue riding on the carriage, it will take 2 rounds to enter the city and 3 rounds for the horsemen to catch up with you. If you dismount, it will only take 2 rounds for the horsemen to catch up with you.

From your current position, traveling by the main streets in Oregent, it is approximately 8,000 feet to the army base. I was planning to abstract this distance by saying it will take 8 rounds at max speed to reach the base.


Lyra Anna Fitzroy Android
INFO:
Move 40'][DR3/-][AC30 TAC12 FF28] CMD 32 CMB+21|F+12R+16W+16|HP111/111|Init+3|DV 60'|Per+27+1d8|SM+20+1d8|INsp_13{+1d8} [HIDDEN MIND]

thanks gm

Ok gang we have a plan, slow the bad guys down and get victims to safety


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

Well yeah. and it sounds like plan entangle followed by plan carraige wreck follow by awesome kung fu leap from carraige to a rider on a horse drop kick is a go.


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Yep. Definitely using the illusion. Randu would break out his magics to help formerly enslaved halflings!


Just to confirm, the plan is to first distract the horsemen with Randu's illusion, have Rrruh, Randu, and Sweet Pea ambush them when they stop to investigate, and meanwhile have Sapphire press onward with the freed halflings in the real carriage towards the army base?


F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8 Android - Investigator

yes


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Actually I thought it would be possible to cast FROM the moving carriage but my bad for not communicating better. We can go with the ambush/Illusion plan


Gathlain Phytokineticist 5 | HP 46/46(5 NL) | AC18 T14 FF15 CMD14 | F+7 R+7 W+3 | Perception +8(low light) | Initiative +3 | Burn 1/6 l

My plan was to drop my racial Entangle just behind the carriage, so they ride into it. I could probably plug the entrance with it, its a huge area. I can fly off the carriage to cast.

Edit: You can place the illusionary carriage so it looks like its trapped in the effect.


With a Concentration check, it is possible to cast from the moving carriage, so we can go with that approach.
I think it provides the more exciting outcome, anyhow.


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Randu is a sourpuss, but me? I'm pleased it pulled off so many :) Range is a problem with a lot of his spell options

I see Summon Monster II can summon a horse. If the pursuing horses are ungelded stallions I wonder if Randu could specify a mare in heat?

That's probably an abuse of the rules :)


F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8 Android - Investigator

Have a look at how fast badgers can dig in a round hehe


Some quick research shows that while a summoned creature needs to appear within the spell's max range, the creature is then free to move out of that range until the spell's duration ends and it returns from whence it came.

As for specifically summoning a mare in heat, I am impressed by your creativity, so I would like to allow Randu to attempt it. In addition to the concentration check for casting atop the moving carriage (and I have to remember this time that Randu has the Combat Casting feat), I will say that with a DC 15 Spellcraft check you can reach out to and summon a horse that meets the specific criteria.


F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8 Android - Investigator

used inspiration to add 1d6 to that roll


Working together, you have not only saved 11 lives from being returned to their chains in Cheliax, but you have delivered evidence that the Consortium leadership has engaged in one of the most heinous crimes possible in Andoran. While such heroic deeds will soon earn you some more tangible rewards, I believe a greater reward is also in order.

Welcome to Level 5!


F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8 Android - Investigator

Yerr!!!


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

YAY!

Let's see
+5 HP (4 for average, 1 for favored bonus), +1 BAB, Skills: +1 Fly,+1 Heal, +1 Knowledge Arcana, +1 Knowledge Planes, +1 Spellcraft, +1 Stealth, +1 Use Magic Device, plus +1 Profession Cook, +1 Profession Herbalist

Feat: Spell Penetration

Two new spells
Remove Disease (Because he does have an interest in healing)
Lightning Bolt (Which I admit isn't very Shadowy or Healing related but having at least one hallway sweeper can be handy)


F HP 39/39 |AC 16/20*/TA14/18* FF12/16* | F+2/R+9/W+6 | CMB +5 | CMD+19 |init +4 | Perc +12 | Insp 8/8 Android - Investigator

BAB+1 Saves +1 HP+6 Skills 6+4+1FC+2BS

Acrobatics+1, Bluff+2, Diplomacy+1, Perception+3
Sense Motive+1, Perform (Dance)+2BS, Stealth+1
Use Magic/Tech Device+1

Feat: Extra Investigator Talent - Underworld Inspiration (Ex)

+1 L1 and L2 Gadget [Day]


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

hp: 1d8 + 2 + 1 ⇒ (6) + 2 + 1 = 9
Flurry of blows becomes +3/+3
High Jump - At 5th level, a monk adds his level to all Acrobatics checks made to jump, both for vertical jumps and horizontal jumps. In addition, he always counts as having a running start when making jump checks using Acrobatics. By spending 1 point from his ki pool as a swift action, a monk gains a +20 bonus on Acrobatics checks made to jump for 1 round.
Purity of body - At 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases.

background skills increase by +1

Skills - +1 to stealth, sense motive, perception, bluff

Feat - will get back to you on it >^.^<


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

Can i take a feat like Efreeti style but color to say Marid style or some other elemental flavor?

Benefit: You gain one additional Elemental Fist attempt per day. While using this style and Elemental Fist to deal fire damage, you gain a bonus on fire damage rolls equal to your Wisdom bonus. Further, if your Elemental Fist melee attack misses while you are using it to deal fire damage, you still deal 1d6 points of fire damage to your target.


Rrruh wrote:

Can i take a feat like Efreeti style but color to say Marid style or some other elemental flavor?

Benefit: You gain one additional Elemental Fist attempt per day. While using this style and Elemental Fist to deal fire damage, you gain a bonus on fire damage rolls equal to your Wisdom bonus. Further, if your Elemental Fist melee attack misses while you are using it to deal fire damage, you still deal 1d6 points of fire damage to your target.

That sounds interesting. Did you have a particular element in mind?


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

I was thinking lightning, or i suppose element wise Wind? I just dont see Rrruh using fire as his chosen element very often and its a fun looking monk combative feat.


Rrruh wrote:
I was thinking lightning, or i suppose element wise Wind? I just dont see Rrruh using fire as his chosen element very often and its a fun looking monk combative feat.

Sounds good.


Male Catfolk HP (46/46) Subdual (46/46)
Stats:
AC18/Touch18/Flat 17 | Fort+8/Ref+9/Will +9 | Init +5
Skills:
Stealth + 12, Perception +9, Sense Motive +11, Survival + 4,
Class (Monk) (6)

Thats what i'll do then


Male Halfling (HP: 29/29; AC: 16,t14,ff14; F +3, R +5, W+ 8(+10 vs fear) Witch 6

Don' mind Randu grumbling about the please request when he's ordered around... it's just his Chaotic aspect to his alignment kicking in ;)

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