Into The Stolen Lands ~ Say What You Will, I Live Free.

Game Master Ravenica

A group of settlers, each seeking something different, embarks on a journey that shall take them to places beyond their imagining.
Thorn River Camp
Greenbelt Map
Oleg's Trading Post
Party Loot
Random Encounter


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truth be told only 3 of them will be even alert enough to make perception checks anyway ;)

aaaaand I have a different token for each bandit this time, so no confusion lol


Female Gnome Sylvan Sorcerer 2
Stats:
HP 16/16 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +2, R +2, W +3/+5* | Init +4, SPD 20 | Perc +3 | Morningstar+1/1d6+1/20/x2; Light Crossbow+3/1d6/19-20/x2/80 ft |Spells: GM 3/4, 1st 5/5
Darbi:
HP 15/15 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +6, R +5, W +3 | Init +2, SPD 30 ft | Perc +5, SM +1 | Bite+3/1d4+1/19-20/x2

Are all the new people on the map bandits? Like in the stables?


the fellow in the stables is Reynholt (agreed to fight with you) The fellow in the shed is Oleg, the 3 in the pit are Elset, his wife, and Benny (didn't note anyone actually releasing him as of yet lol)

the ones to the south are the bandits but they aren't actually there yet, I just got them ready heh


The nature of the surprise round is that the surprised group only gets a single action while the ambushers get to spring their plan. Any readied actions would happen on that characters initiative order.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Well, technically, I think only 1 of them get's to do anything. The lowest Stealth was 18, and only one of them got higher than 18 (the guy who got 22). So everyone else should be starting the combat round unaware of the enemies, and remain flat footed the entire round, yes?

Unfortunately, we only get one action as well.

EDIT : Ooops, I misread their rolls. None of them made their perception rolls. That means we all get a standard or move, and they get nothing this round.


A surprised opponent gets no actions, so they get no actions, none of them rolled high enough perception. Everyone else gets a move or standard action to enact their plan. just reread my post and I rolled a 1 on that explanation check lol


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

LOL

Yeah, no problem. Just the way it read in the gameplay thread, it sounded like they'd be taking their action in the surprise round too. :)


Male Ranger/1 13/13 AC: 18 Init: +3 Fort:+4 Ref:+5 Wil:+2

So to clarify I have the whistle right? and When exactly am I supposed to use it?


now would be a good time, and assuming you already had it in your mouth thats a free action ;)


Male Ranger/1 13/13 AC: 18 Init: +3 Fort:+4 Ref:+5 Wil:+2

Cerian at the very least it would cinematic lol not that m vote counts for anything tho!


Male Elf Ranger 2/ rogue 2 HP 29/29 | AC 17;13 t ;14 ff | F: +3 R: +9 W: +2 || Skill:Perception +11,Stealth +10, Sense Motive +5,

I am trying to play up my recklass trait as much as i can and yeah i thought cinematically it would be great so i mean unless its an obvious this will fail i really want to do it *lawls*


Male Ranger/1 13/13 AC: 18 Init: +3 Fort:+4 Ref:+5 Wil:+2

Whoa! A 1d20 Rapier?! I want two lolz


its edge is the same height as the roof and the peak is 5 feet higher


Male Half Elf Swashbuckler-1/Rogue-1 (HP: 17/17; AC 15, 13tch,12 ff; F+1.R+8, W+0)

I'm having a little trouble reading the map. Any suggestions where best to lay down the sleep spell from my fellow players?


Female Aasimar Druid, Worldwalker 2

On the guy behind the big guy with the hat on the left behind the horse. That doesn't look like it hits any pc's and hits a good group of baddies.


yeah I'd have to agree (not a player so I wouldn't want to wade in first :P)

the intersection of AG/AH 34/35 will hit the lieutenant on the right as well as his horse and 6 mooks

edit: derp yeah moving it up one square hits happs too, thats even better lol


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

I think Hella and I are saying the same thing, but I put a 10ft radius box on the map to show.


Male Half Elf Swashbuckler-1/Rogue-1 (HP: 17/17; AC 15, 13tch,12 ff; F+1.R+8, W+0)

Much appreciated. I was hoping it wouldn't be breaking any rules to ask for help. My eyesight is terrible and I'm using an old computer which leads to trouble sometimes.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Not that #'s are anything for Sleep, it only affects 4 HD worth of creatures. So the first 4 HD worth who fail, from the center. But if it knocks out 2 to 4 grunts that's good.


HOW DARE YOU! UTILISING YOUR TEAM MATES TO BATTLE EFFICIENTLY! THATS ALL SORTS OF INACCEPTABLE! Er I mean :P lol nope definitely not cheating lol

lol Ravboom, the more targets the better chances to get all 4 hd filled ;)


Male Half Elf Swashbuckler-1/Rogue-1 (HP: 17/17; AC 15, 13tch,12 ff; F+1.R+8, W+0)

Well, the spell is cast and done. And I shall certainly be asking for tactical help in the future again. This group moves fast enough that it shouldn't slow things down :)


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Female Aasimar Druid, Worldwalker 2

A wild Nedyr appears! Nedyr uses sleep spore!

IT SUPEREFFECTIVE!


lol 4 hit dice worth of bandits, removed from combat for the time being


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

GM?

Can we have the bandits who are asleep marked with something, vs those who are just prone?

I did an example I think would work good (blue cloud over the sleeping guy). There's 6 people on their sides, but only 4 are asleep, so it's hard to tell which is which.


all 6 on their side are unconcious at the moment

dealing with a death of someone close at the moment I will post as I can


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

My condolences, my wife's grandfather died new years eve, so I know how hard that can hit.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

And, I hate to post it, given your personal life, but I will, and you can deal with it as you have time and energy...

Sleep can't knock out 6 people. It only affects up to 4 HD of creatures. Not up to 4 HD creatures, but up to 4 hit die of creatures.

First person is a 1st level character, they have 1 hd, they fall asleep. That's 1 of the four. Horse falls asleep, he's a 2 hd creatures, that's 3 of the four. Next guy is a 2 HD creature, he's not affected. Next guy is a 1st level character, he's 1 HD, he falls asleep. Nobody else is affected.


the sleep hit 4 people all 1 hd, colour spray got the rest, all are 2hd and under so they are unconcious for 2 rounds


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Derp, forgot about the color spray. Sorry!

Whistles innocently


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

On a completely unrelated note,
Ravboom would have talked to the archers the night before. He has no plan to kill each and every person he attacks. Oh, he'll enjoy it if he can do so, but his rage is limited, and he intends to inflict maximum damage while he can. So he will hit each person once and move on, leaving any wounded survivors to be finished off by the archers.

The logic is, he's likely to kill anyone he hits, but if he doesn't, then they should be near death anyway. He can put out a lot more hurt if he hits 5 people in a row than if he stops to kill off someone who's barely alive.

He's already used 2 of his 6 rounds of rage. Once that's gone, he's fatigued for 12 rounds. So we have to get this done ASAP. Once he gets to the sleeping/downed people, CDGs will ensure instant deaths. But he has to get there first.


It's all good, I'm used to running big combats like this, most people aren't. Tracking all you guys isn't a task I'd wish on anyone who wasn't willing to (plus I enjoy it lol)


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

LOL
Try this one on for size.

Larger ship has 40 crew (3 pcs)
Smaller ship has 25 crew (3 pcs)

The dragons are 2 75 ft longs, 6 45 ft longs, and the little multi-dragon icons represent 10 to 20 dragons that measure from 5 to 20 ft each So 60 to 120 smaller dragons. :)


if thats the weatherlight it doesn't matter, all the dragons are already dead XD


Male
Latest Message:
Just to let you all know, I was travelling heavily 10/27 to 10/29, I'll be catching up on 10/30
Human GM

One flying merchant ship (two large ballistas, four large cannons).

One flying stingship (two huge gatling guns, two large ballistas).

The dragons are going to be in for a surprise. They're use to black powder cannons and cap and ball rifles. The people on the ship finally got a gatling gun to work (sort of). So the gattlings will be firing 10 shells per round, 100 rounds per minute. Each shell is about the size of a soda can.


Female Gnome Sylvan Sorcerer 2
Stats:
HP 16/16 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +2, R +2, W +3/+5* | Init +4, SPD 20 | Perc +3 | Morningstar+1/1d6+1/20/x2; Light Crossbow+3/1d6/19-20/x2/80 ft |Spells: GM 3/4, 1st 5/5
Darbi:
HP 15/15 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +6, R +5, W +3 | Init +2, SPD 30 ft | Perc +5, SM +1 | Bite+3/1d4+1/19-20/x2

I think my Handle Animal check is done appropriately. I'm not sure if its a move action or a standard action, but I only wanted to do an additional move action so we should be good.


M Human HP (16/16)
Stats:
AC/Touch/Flat 18/14/14 | Fort/Ref/Will +4/+4/+6 | Init +4
Skills:
Knowledge(nature) +5, Knowledge(religion) +5, Handle Animal +6, Perception +10
Cleric of Erastil (2)

Move action, since it's a trick that the horse already knows. It would be a standard action if it didn't know the trick. That would be called "pushing" the animal.

My condolences on the death.


It was a little premature anyway, your next set of actions wont come until round 3. So you will have to repost once we get there anway (answering both posts here, pleeeeeease try and keep the ooc stuff here it makes my campaign log much easier to manage heh


Male Ranger/1 13/13 AC: 18 Init: +3 Fort:+4 Ref:+5 Wil:+2

Sorry for your troubles GM.
Farin is about to take a long walk off a very short cliff if he doesn't shape up.

LAWLS I just looked at the map. I have no idea who I'm shooting at. Is he in melee? I'm thinking about dropping down and rushing him lol


1 person marked this as a favorite.
Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Farin, your dice rolling cooties are messing up Ravboom's dice rolls.

:)


and not Baldy's apparently, ouch at least you are still standing for now Rav XD

you've been attacking the man in the top center Farin, pretty much the only one not in melee right now


Male Ranger/1 13/13 AC: 18 Init: +3 Fort:+4 Ref:+5 Wil:+2

No! Someone has to make up for Farins weakling dmg output! Ugh lol and I was gonna roll a Druid...


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Hey, I still did more to him than he did to me. :)

And I'm raging, I have 6 more HP left, and 3 rounds of rage. Surely someone will notice the bleeding Goblin and cast a cure on him.


Male Ranger/1 13/13 AC: 18 Init: +3 Fort:+4 Ref:+5 Wil:+2

I will try and take out baldy next. Hopefully I can get him before he gets the rest of you.


lol yeah but now you are between him and stick :P the two biggest damage dealers currently awake that aren't Karse :P


Wouldn't worry too much Farin, Rodric and Fortune will probably turn him into ground beef XD


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Yes, but I'm also flanking him for Fharn, and he's not flanking me. :)


Female Gnome Sylvan Sorcerer 2
Stats:
HP 16/16 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +2, R +2, W +3/+5* | Init +4, SPD 20 | Perc +3 | Morningstar+1/1d6+1/20/x2; Light Crossbow+3/1d6/19-20/x2/80 ft |Spells: GM 3/4, 1st 5/5
Darbi:
HP 15/15 | AC 13, T 13, FF 11 | CMB +1, CMD 13 | F +6, R +5, W +3 | Init +2, SPD 30 ft | Perc +5, SM +1 | Bite+3/1d4+1/19-20/x2

I'm sorry! I'm just so excited! :p


you can go ahead and post your round 3 now, only enemy before you is Karse and his actions won't be affected by what happens on the far side of the battle, he has his target.


Skills:
Acrobatics 6, Bluff 8, C(Alchemy) 10, Diplo 8, Disable Dev 10, Escape 6, Intimidate 4, KS (Arcana, Dungeon, Religion, Nature, Planes) 8, Linguistics 9, Perception 9, Ride 6, Sense Motive 8, Spellcraft 8, Stealth 15, UMD 8
Goblin HP (17)
Stats:
AC/Touch/Flat 18/15/14 | Fort/Ref/Will +2/+6/+4 | Init +5 | CMB/CMD 0/13
Empericist Investigator (2)

Just remember, Ravboom doesn't actually go until 13. If someone kills baldy before 13 (not counting Ravboom's hit), then he didn't provoke and didn't take damage. :)


M Human HP (16/16)
Stats:
AC/Touch/Flat 18/14/14 | Fort/Ref/Will +4/+4/+6 | Init +4
Skills:
Knowledge(nature) +5, Knowledge(religion) +5, Handle Animal +6, Perception +10
Cleric of Erastil (2)

I moved you, Arilyth. For reference, you can't move in the same turn that you 5-ft step. But we could assume that you took the full-round action "Withdraw" instead (see link). Very useful action when you're trying to not die.

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