Ire of the Storm (Inactive)

Game Master Madcaster

Maps

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Inactive

Welcome!

I'll set up the gameplay and campaign threads tomorrow and we'll start. For now, create an alias and fill the header so that important information, like HP, AC, Saves and other was easy to see.


Female HP 24/24; AC 19; T 11; FF 18; Fort +3; Ref +2; Will +3; Initiative +1; Perception +8; Darkvision ; Spells Per Day First: 6/6; SLA Daylight 1/1

Checking in!


Male Elf Slayer 1 AC 16 T 14 F-F 12 Init +6 Fort +2, Ref +6, Will +1 HP 10/10

Checking in as well.


Male Tiefling Magus (inactive)

`allo, `allo, `allo!


Good Berries:
Going bad today=2,8 In future days
Male Human Druid, 2 | Hp:17/24 | AC:16 T: 11 FF: 15 | CMD: 11 | Fort:+3 ,Ref:+2 ,Will:+7 | Init:+1 | Perception: +10 Master of Re'!k'th

Thanks for selecting me... here's to having a fun game all...

Is this all of our players or is there still the player with the guaranteed spot?

Just realized I never bought gear... I better get that done...


Hp:14/21 | AC:19 T: 13 FF: 16 | CMD:17 | Fort:+4 ,Ref:+6 ,Will:+2 | Init:+3 | Perc:+5 Animal Companion of Sau're'!K

This is Sau're!K's animal companion...

He's an herbivore... whose big move is hitting you with the top of his head.

Here's a fun video of a speed drawing of a Pachycephalosaurus in case your wondering what a Pachycephalosaurus looks like.


Male Human Hedge Witch 2 | hp 12 | AC13 17 with mage armor T12 FF 11 | CMD 13 | F +3 R +3 W +5 | Spd 30' | Init +2 | Heal +6, Kn. : Arc +9; Dungeon +6; Geo +10; Hist +9; Local +5; Nat +9; Nob untrained +4; Planes +9, Perc +5 Spellcraft +9

Hello to everyone. Very happy to have been picked.


Inactive
Sau're'!K of The Mulaa Tribe wrote:
Is this all of our players or is there still the player with the guaranteed spot?

There are five players. But you have probably guessed it already, since Trem checked in.

Everyone - The gameplay thread is up, feel free to start socializing.


Male Tiefling Magus (inactive)

I think I'm player number five, aren't I?

Signed, Vistruþ
(a.k.a. Gôlgast)


Inactive

Yes you are. But Trem checked in last.

Will post later today or tomorrow, if you want to talk more.


Male Tiefling Magus (inactive)

It's cool now.
My alias was slow to appear in the characters/players tabs.
I probably just didn't wait long enough (coffee time!).


Inactive

That resolved fast. I guess it's nice to have a pet dinosaur. :)


Female HP 24/24; AC 19; T 11; FF 18; Fort +3; Ref +2; Will +3; Initiative +1; Perception +8; Darkvision ; Spells Per Day First: 6/6; SLA Daylight 1/1

Yay, dino pets!

I like this group. We seem to have a good compliment of abilities and skills.

-Posted with Wayfinder


Inactive

The campaign tab is updated. The map now has numbers, and the spoiler has locations. I'll update the locations as you visit them.


Inactive

The campaign tab is updated. I'll update the map as you find new locations.


Inactive

I'll be taking the average of your initiative and groups of enemies. Inside the group there is no specific order, so you can decide in which order to take actions.

What do you think about such system?

Also, I took the liberty of rolling saves for Ansado. Would you all mind if I continue to roll saves for you?

One more thing. Do you prefer to be able to move tokens on the map, or theater of the mind is okay with you?


Good Berries:
Going bad today=2,8 In future days
Male Human Druid, 2 | Hp:17/24 | AC:16 T: 11 FF: 15 | CMD: 11 | Fort:+3 ,Ref:+2 ,Will:+7 | Init:+1 | Perception: +10 Master of Re'!k'th

My thoughts on your questions.

1. I like things that speed play up. So the more rolls the GM makes such as initiatives and saves the better. I like the idea of letting players post actions in any order simply because there is a little less waiting for people to post. This is also why it is good to group players and Npc's as much as possible.

2. When it comes to maps I like being able to move tokens and the like. I have one game on the forums where we use Google slides and the players have even set up a couple slides for our notes, such as notable npc's and a loot tracking list.


Male Human Hedge Witch 2 | hp 12 | AC13 17 with mage armor T12 FF 11 | CMD 13 | F +3 R +3 W +5 | Spd 30' | Init +2 | Heal +6, Kn. : Arc +9; Dungeon +6; Geo +10; Hist +9; Local +5; Nat +9; Nob untrained +4; Planes +9, Perc +5 Spellcraft +9

I don't mind for the initiative and the saves.

For the map, it depend on how you treat with attack of opportunity and reach. I just want to prevent argument during a combat because we were not all on the same page on there where everyone was.

Like right now, I don't have a clear picture of where is everyone. What distance is the main group from the fort. I know Visruþ kept a 20 ft distance from Ansado, but where is Ansado? Can we still see him or is he in the courtyard behind the walls.


Inactive

I see. I'm not really that good with all this stuff, but here's google slides thingy. Also, spreadsheet just in case.

Trem, I leave adding Sarari token for you.


Male Tiefling Magus (inactive)

@ GM Madcaster:

1. Average initiatives is fine; speeds things up a bit on PbP
2. You making the saves for us is fine by me
3. the map thing on Google Slides works just fine

The one advantage of Google Slides is that you you can keep adding new slides/maps.
That way you have a map history for everyone to see.
Not essential, but it is cool.


Male Human Hedge Witch 2 | hp 12 | AC13 17 with mage armor T12 FF 11 | CMD 13 | F +3 R +3 W +5 | Spd 30' | Init +2 | Heal +6, Kn. : Arc +9; Dungeon +6; Geo +10; Hist +9; Local +5; Nat +9; Nob untrained +4; Planes +9, Perc +5 Spellcraft +9
GM Madcaster wrote:

I see. I'm not really that good with all this stuff, but here's google slides thingy. Also, spreadsheet just in case.

Trem, I leave adding Sarari token for you.

Done


Male Elf Slayer 1 AC 16 T 14 F-F 12 Init +6 Fort +2, Ref +6, Will +1 HP 10/10

Initiative, saves, and map are all fine.


Inactive

Just testing something, never mind me.


Inactive

My laptop's hdd developed some bad sectors, so I'm trying to revive it, before buying a new one as the last resort. I'm not sure when I'll be able to post. Sorry, guys.


Male Tiefling Magus (inactive)

That sort of thing is always annoying! :P


Inactive

So, it's time to summarize everything.

Findings:

Some Song'o spears
1 Song'o dagger

Armory:
5 short swords
3 longswords
4 light crossbows
2 heavy crossbows
60 bolts (1 is taken by Trem)
4 suits of leather armor
2 suits of studded leather armor (1 is taken by Trem)
4 heavy wooden shields
1 masterwork breastplate

Crate with a note from Vethorn Valgardson:
4 short swords
4 longswords
150 crossbow bolts

Wooden Trunk with healing supplies:
1 Healer’s kit
2 bottles of antiplague
2 bottles of antitoxin
4 bottles of bloodblock
2 sunrods
Bandages, wood alcohol, needles, thread, splints, and herbal tinctures

Package of herbs with a note addressed to Quin to drop them off with Heri.

Food supplies in the storage room.

Chest with construction supplies of excellent qualitity- nails, rope, pulleys, hammers, saws, and chains.

Masterwork studded leather armor, masterwork silver dagger and 126 sp from the body you found in the room with the spider. (If you take his belongings.)

100 gp from the stash behind the painting.

The lockbox:
112 gp
Silver holy symbol of Erastil
Silver flatware setting
3 bottles of acid
2 tanglefoot bags
1 Thunderstone

Clues:

The shattered gates.

The Song’o spears was stabbed into one of the bodies in the courtyard afer the man died.

One of the bodies in the courtyard has a symbol of Abadar.

The fatal injuries to the animals in the pen were caused by claw wounds, roughly the size of a humanoid hand, and that the most useful chunks of meat were cut free with a knife. Bites from the dinosaurs are more recent.

The woman in one of the rooms bears puncture wounds, and was killed with a spear. All the wounds were delivered from above, as if she were stabbed by someone her height or taller.

A single human-sized footprint with clawed toes left in the victim’s blood on a piece of scattered paperwork.

One of the rooms is haunted. It compels anyone inside to stab themsleves with a bolt.

A note supposedly from Cahshil tribe, written in Common. Muhdzuzi says that only their tribe leader Zaahku can write in Common and her hadwriting is much different.

The impaling of the bodies in one of the rooms occurred after death.

You found a scaly, green hand in one of the rooms.

Zooif - she saw lizardfolk about a week ago. They were leaving the fort with Song'o bodies.

Muhdzuzi - he and six of his tribesmen stumbled upon the lizardfolk while hunting, tried to warn the fort, failed, got attacked.


Male Tiefling Magus (inactive)

Cool!
Thanks for that.


Good Berries:
Going bad today=2,8 In future days
Male Human Druid, 2 | Hp:17/24 | AC:16 T: 11 FF: 15 | CMD: 11 | Fort:+3 ,Ref:+2 ,Will:+7 | Init:+1 | Perception: +10 Master of Re'!k'th

... Been about two weeks since Ansado's last post...


Inactive

Sent him a PM. We'll know in 24 hours if he's still playing.


Male Elf Slayer 1 AC 16 T 14 F-F 12 Init +6 Fort +2, Ref +6, Will +1 HP 10/10

I'm still here, Irl has been busy, but things are getting back to normal, and my posts should be back to normal by the end of the week, although I will be able to post some before then.


Male Human Hedge Witch 2 | hp 12 | AC13 17 with mage armor T12 FF 11 | CMD 13 | F +3 R +3 W +5 | Spd 30' | Init +2 | Heal +6, Kn. : Arc +9; Dungeon +6; Geo +10; Hist +9; Local +5; Nat +9; Nob untrained +4; Planes +9, Perc +5 Spellcraft +9

Level 2 changes:
Trem:
HP: 7 = +5 dice +2 Con bonus
B.A.B.:+1
Will: +1
Concentration: +1
Adv. Skills: 2Base+1Int bonus+1Human bonus+1Fav. Class Bonus=5
-- +1 Diplomacy
-- +1 Knowledge Arcana
-- +1 rank +3 class skill bonus, Knowledge Nature
-- +1 Spellcraft
-- +1 Use Magic Device
Background Skills: +2
-- +1 Knowledge Geography
-- +1 rank +3 class skill bonus, Linguistics Trem tries to learn as much as he can from Visruþ and Saurek
Special Ability: Bond Senses
Spell per Day: +1 level 1 spell
Spell Known: +1 level 0, +1 Level 1
-- Level 0 spell : Read Magic
-- Level 1 spell : Grease

Sarari:
HP: 7 = +6 dice + 1 Con Bonus
B.A.B.:+1
Fort&Will: +1
Adv. Skills: 6Base-2Int bonus
-- +1 Rank +3 class skill bonus, Acrobatics
-- +1 Rank +3 class skill bonus, Disable Device
-- +1 Perception
-- +1 Stealth
Special Ability: Evasion
Armor Increase: +2 Natural
Str/Dex Bonus: +1
Evolution Imp. Natural Armor, Ability Increase +2 Str.


Female HP 24/24; AC 19; T 11; FF 18; Fort +3; Ref +2; Will +3; Initiative +1; Perception +8; Darkvision ; Spells Per Day First: 6/6; SLA Daylight 1/1

Level 2 Changes:
+7 Hit points (5+2 con)
BAB +1
Saves: +1 Will
Concentration +1
Spells Known:
Create Water
Spells per Day:
+1 Level 01/day
Skill Increases (5 skill points):
+1 Religion
+1 Perception
+1 Spellcraft
+1 Diplomacy
+1 Heal
Background Skills:
+1 History
+1 Linguistics (taking polyglot)


Good Berries:
Going bad today=2,8 In future days
Male Human Druid, 2 | Hp:17/24 | AC:16 T: 11 FF: 15 | CMD: 11 | Fort:+3 ,Ref:+2 ,Will:+7 | Init:+1 | Perception: +10 Master of Re'!k'th

Level 2 Changes:

+7 Hit points (5+2 con)
BAB +1
Saves +1 Fort, +1 Will

Spells per day:
+1 0th level
+1 1st level

Skills: 5 points (4 class +1 Int)
+1 Heal +3 for Class skill
+1 Knowledge Nature
+1 Perception
+1 Sense Motive
+1 Survival

Background skills:
+1 Handle Animal
+1 Knowledge Geography

Special Qualities:
Woodland Stride (Ex): Starting at 2nd level, a druid may move through any sort of undergrowth (such as natural thorns, briars, overgrown areas, and similar terrain) at her normal speed and without taking damage or suffering any other impairment. Thorns, briars, and overgrown areas that have been magically manipulated to impede motion, however, still affect her.

Totem Transformation (Su): At 2nd level, a saurian shaman may adopt an aspect of the saurian while retaining her normal form. This ability functions as the dragon shaman’s totem transformation ability, but the druid may select from the following bonuses:
•Movement (+10 enhancement bonus to land speed)
•Scales (+2 natural armor bonus to AC)
•Senses (low-light vision, scent)
•Natural weapons (bite [1d6], 2 claws [1d4] for a Medium druid, rake, +2 CMB to grapple)

While using totem transformation, a saurian shaman may speak normally and can cast speak with animals (reptiles and dinosaurs only) at will.


Hp:14/21 | AC:19 T: 13 FF: 16 | CMD:17 | Fort:+4 ,Ref:+6 ,Will:+2 | Init:+3 | Perc:+5 Animal Companion of Sau're'!K

Level 2 changes
Hit-points +6 (5+ 1 con)
BAB +1
Saves +1 will

Skills:
+1 Perception +3 trained

Feats :

Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.

Tricks:

Maneuver(Bull Rush) (DC 20): The animal is trained to use a specific combat maneuver on command. An animal must know the attack trick before it can be taught the maneuver trick, and it only performs maneuvers against targets it would normally attack. This trick can be taught to an animal multiple times. Each time it is taught, the animal can be commanded to use a different combat maneuver.


Good Berries:
Going bad today=2,8 In future days
Male Human Druid, 2 | Hp:17/24 | AC:16 T: 11 FF: 15 | CMD: 11 | Fort:+3 ,Ref:+2 ,Will:+7 | Init:+1 | Perception: +10 Master of Re'!k'th

Going to be a busy day today so will update actual profiles tomorrow or late tonight. I'll do the math's for any roles made today.

Spells for today:
0th: Create Water, Detect Magic, Guidance, Purify Food and Water
1st: Cure Light, Good Berry, Ant Haul

okay need to get ready for work...


Male Tiefling Magus (inactive)

Changes from Level 1 for Visruþ:
• Another level of Magus (level 2 now)
• HP: +8 (+5, +2 for con, and +1 for fcb)
• Saves: Fort +1, Will +1
• Skills (1 point each to): Climb, Perception, Spellcraft, Swim, and UMD.
• Background skills (1 point each to): Appraise and Linguistics (Halfling as new language, since we have Muhdzuzi with us now)
• New (level 1) spells in spell book: Obscuring Mist and Vanish
• New spells Memorized, usually: Detect Magic (level 0), and Shocking Grasp (level 1)
• New class ability: Spellstrike.


Male Tiefling Magus (inactive)

Profile updated!


Male Elf Slayer 1 AC 16 T 14 F-F 12 Init +6 Fort +2, Ref +6, Will +1 HP 10/10

Level 2 Slayer
+ 6 HP
+ 1 BAB
+ 1 Fort, +1 Ref
+ 8 Skill Ranks Acrobatics, Climb, Intimidate, Knowledge (nature), Perception, Stealth, Survival, Swim
+ 2 Background Skill Ranks : Linguistics (polyglot), Craft (Bows)
Slayer Talent: Rogue Talent: Terrain Mastery (Jungle)
Edit: Profile is updated and I got rid of the nonlethal and 1 str damage.
BTW so you don:t have to look it up, Terrain mastery is favored terrain, as the ranger special ability.


Good Berries:
Going bad today=2,8 In future days
Male Human Druid, 2 | Hp:17/24 | AC:16 T: 11 FF: 15 | CMD: 11 | Fort:+3 ,Ref:+2 ,Will:+7 | Init:+1 | Perception: +10 Master of Re'!k'th

Does anyone want any of this?

Armor
Masterwork studded leather armor (Nice upgrade for Ansado or Visrub)
4 suits of leather armor
2 suits of studded leather armor
4 heavy wooden shields
1 masterwork breastplate (Nice upgrade for Sulia)

Weapons
5 short swords
3 longswords
4 light crossbows
2 heavy crossbows
60 crossbow bolts (Sulia or Visrub may want a crossbow each?)


Male Tiefling Magus (inactive)

@ Sau're'!K:
Thanks for pointing those out out!

I'll put a claim on the MW studded leather armour
And a light crossbow, with 10 bolts


Female HP 24/24; AC 19; T 11; FF 18; Fort +3; Ref +2; Will +3; Initiative +1; Perception +8; Darkvision ; Spells Per Day First: 6/6; SLA Daylight 1/1

Yeah I could use a light crossbow and 20 bolts, please! I don't have much ranged attack options.


Good Berries:
Going bad today=2,8 In future days
Male Human Druid, 2 | Hp:17/24 | AC:16 T: 11 FF: 15 | CMD: 11 | Fort:+3 ,Ref:+2 ,Will:+7 | Init:+1 | Perception: +10 Master of Re'!k'th

Sulia take the Masterwork Breast plate too. Both the AC and Armor Check penalty are better for you.

Both of you take 30 bolts... makes no sense to sell them... worth so little.

And Sau're'!K will take a Heavy wooden shield as well.

I assume we can add Sulia's Scale mail and Visrub's armor to the pile of stuff to be traded in? If so our trade list looks like this.

Armor
5 suits of leather armor (10 gp each)
2 suits of studded leather armor (25 gp each)
3 heavy wooden shields (7 gp each)
1 Scale mail (50 gp)

Weapons
5 short swords (10 gp each)
3 longswords (15 gp each)
2 light crossbows (35 gp each)
2 heavy crossbows (50 gp each)

Total Value of Goods...450 gp
Trade in value 225 gp...


Inactive

So, Ansado is out.

Question for you guys - do we need another player, or 4 is fine?


Male Human Hedge Witch 2 | hp 12 | AC13 17 with mage armor T12 FF 11 | CMD 13 | F +3 R +3 W +5 | Spd 30' | Init +2 | Heal +6, Kn. : Arc +9; Dungeon +6; Geo +10; Hist +9; Local +5; Nat +9; Nob untrained +4; Planes +9, Perc +5 Spellcraft +9

Personally, I always like the 5 man team. It allows to have a more diverse group than the traditional Fighter/Cleric/Rogue/Wizard team.


Male Tiefling Magus (inactive)
GM Madcaster wrote:

So, Ansado is out.

Question for you guys - do we need another player, or 4 is fine?

Shame.

I'm fine with four or five players.


Male Human Hedge Witch 2 | hp 12 | AC13 17 with mage armor T12 FF 11 | CMD 13 | F +3 R +3 W +5 | Spd 30' | Init +2 | Heal +6, Kn. : Arc +9; Dungeon +6; Geo +10; Hist +9; Local +5; Nat +9; Nob untrained +4; Planes +9, Perc +5 Spellcraft +9

Couldn't resist, sorry.


Female HP 24/24; AC 19; T 11; FF 18; Fort +3; Ref +2; Will +3; Initiative +1; Perception +8; Darkvision ; Spells Per Day First: 6/6; SLA Daylight 1/1

I overlooked that! I'll take that too. :D We can add my scale mail to the sale pot.

I'm okay with what we have. However, if everyone else thinks we need another player I'm okay with that.


Good Berries:
Going bad today=2,8 In future days
Male Human Druid, 2 | Hp:17/24 | AC:16 T: 11 FF: 15 | CMD: 11 | Fort:+3 ,Ref:+2 ,Will:+7 | Init:+1 | Perception: +10 Master of Re'!k'th

All 4 players we have seem pretty active as far as posting goes. With the Addition of Sarai and Re'!k'th we have a body count of 6 which I think makes us pretty well equipped to deal with most encounters.

Although I wouldn't complain if someone showed up who was capable of opening locks and disabling traps... Just saying...


Male Tiefling Magus (inactive)

Sarari and Re'!k'th have been good at opening doors lately.
Provided we're not worried about those "quiet" and "finesse" things.

Seriously, though I agree with Sau're'!K.
While we can make do with four, having a lock picker wouldn't hurt either.


Inactive

Alrighty then. I'll make a recruitment post on the weekend for a lockpicker/trapfinder.

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