Kick in the Door

Game Master BloodWolven

Loot sheet

Goo Goblin fight!

New Fight!


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traits:

Campaign Traits
Dream-Called: Visions of a horrible apocalypse have haunted you for months. They have grown more vivid in the recent weeks with the most recent dream showing your only escape from destruction is an inn called the Dragon's Draught. Panicked, you woke in the night and made way for the Dragon's Draught, leaving your life behind. You gain a +1 trait bonus to Will saves and a +1 trait bonus against fear effects.

Scholar: With newfound ruins and artifacts in the region, they have attracted many intellectuals and arcanists. You made your way over as well, but quickly found yourself short of funding. You gain a +1 trait bonus to Knowledge (Arcana) or Knowledge (History) and that skill is always a class skill for you.

Accelerated Drinker: You know how to drink a potion efficiently, such as by not using your hands, tossing it in the air and catching it in your mouth, or opening it with your teeth. You may drink a potion as a move action instead of a standard as long as you start your turn with the potion in your hand.

Whisper Woods Hunter(Whisper Woods): Your family prepared you for a life of evading or destroying fiendish creatures. You gain a +2 trait bonus on Survival checks to track evil outsiders and a +2 trait bonus on initiative checks when you know your opponent is an evil outsider.

Patient Optimist (Desna, Erastil,Sarenrae): As a worshiper of a good and kindly god, you know that Asmodeus’ dominion over Cheliax will pass in time, and are used to having to repeat arguments multiple times to convince even the most stubborn believer. You gain a +2 trait bonus on Diplomacy checks to influence hostile or unfriendly creatures, and if you fail at such an attempt you may retry it once.

Hellknight Ancestry:At least one of your parents was a Hellknight, and you see the orders as the embodiment of civic virtue. You gain a +2 trait bonus on Diplomacy checks to influence Hellknights and a +2 trait bonus on Intimidate checks to influence enemies of the Hellknights.

Demon Hunter: Raised in a church, you've focused your indoctrinated fervor primarily on the elimination of demons. You gain a +3 trait bonus on Knowledge (planes) checks about demons and a +2 trait bonus on Will saves against mind-affecting spells and effects from demons.

Runt of the Litter: You were found by orcs or other monstrous humanoids, and for some reason or another, they decided to raise you, instead of eating you. However, you never measured up to them in size or strength, and they made sure you were aware of it. Years of abuse have hardened you, making you quick and always aware of your surroundings.
Benefit: You gain a +1 trait bonus to Initiative rolls, and +1 on fortitude saves.

Brastlewark Student: You have studied the arts of healing and alchemy amongst the Gnomes of Brastlewark. You have learned their methods of mixing alchemy with traditional healing in nontraditional ways. As a result you have learned to look at both skills in a new way.
You gain +1 to both Craft: Alchemy and Heal, and one becomes a class skill. Additionally, once per day you may gain a +2 circumstance bonus to a Heal check vs poison or disease by making an Alchemy skill check. The DC of this Alchemy roll is the DC of the affliction.


Finish up with the campaign traits, and double check that everything looks good.

We will be starting game play today!

Ardamir you enter the Inn first.

Xoruk you enter next.

Then Vuvu.

Then Bug Eater.

Then Lecloront.

Then Hemmings.

Doomed Hero, you may come down at anytime.

Ruby Only:
You have posted a recruiting for adventurers, to gain fortune, and to gather knowledge in ruins. You may have contacted some already in person, while others are walk-ins. The owner of the inn is a close friend of yours, Kirren, the male elf. He has allowed you to book the inn, his only price was to bring three clerics with you, which you had acquired four. You might want to suggest to the group to persuade the cleric to join the group since none have heeded the call, Korth is a cleric of the sun. I doubt anyone has a high enough diplomacy check yet but if they get a 25 and sweet talk you, Drake might just come along for the ride (at that point it is your choice)

If you have been traveling much in the region you would know:

lay of the land:
You are traveling through plains which has much open space.

The region is largely on a military footing, and great citadels loom over the plains, ready to discharge their forces.

Farms mark this land, a huge sea of maize, wheat, oats, and barley; cattle ranches and pig farms take up the rest.


I'll take the Patient Optimist trait for Bug Eater.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

I'll take accelerated drinker. (wonder if that applies to ale, mead etc :)


It would only work for you if you were a Ogre or Giant drinking an ale meant for a halfling.
He he he he. ;)


18/18, AC 19, Fort +4, Ref +5, Will +5, Stealth +19/+23, UMD +15, Perception +6

GM Wolf has asked me to NPC the guy who hires you all. That's what the bit about the empty table and the want add is about.

It's up to you whether you're here because you saw the poster elsewhere, or if you're seeing it here for the first time, but I think it would help a lot if your characters were willing to hear the work offer here.

Take your time with the character intros and roleplaying. Whenever you're ready to get the ball rolling, just gather or sit at the Reserved table.


Ok, I think I'm done with Ruby and Drake. I still have equipment to buy, but everything else should be accurate.


Shouldn't need to worry about equipment Drake, I can come up with that quick if you need it, but I don't think you will need it.


I am taking two overnight flights coming up, so while i might get some posts in from the airport and then again on my layover in london...no promises, so bot as needed

Vuvu is wary of the thief now, though he is wary of everyone. He wants very much to see the dragon. Mainly he thinks these people might need his help. Remember he is LG, but not Lawful Stupid.


LOL, I know good points, Vuvu! Thanks for keeping me informed.


18/18, AC 19, Fort +4, Ref +5, Will +5, Stealth +19/+23, UMD +15, Perception +6

Sorry for the delay. The last two days have been busier than I'd anticipated.


Male Pitborn Warlock 1 [ HP: 13/13 | AC: 11, T: 11, FF: 10 | CMD: 16 | F: +4, R: +1, W: +4 | Init: +3, Per: +8 | BN: 3/4, CNE: 4/4, Sp: 1/4 | SP: 5/5 ]

It's alright, happens to everybody.


18/18, AC 19, Fort +4, Ref +5, Will +5, Stealth +19/+23, UMD +15, Perception +6

Another tactical advantage I can provide for you guys is to telepathically relay information during a fight. This will allow you to coordinate quickly and secretly.

That being said, Ruby isn't a tactical genius, but she kind of think she is (she is rather conceited). She may not relay things exactly if she thinks there is a better way to say them.

What I'd like for the group to do is to put anything you'd like Ruby to relay into a spoiler, then I'll have her broadcast the information in her own words.

Sound good?


yep


traveling day for me tomorrow, might get a post or two in, but might not. 18 hours of flying


Vital Stats/Skills:
Paladin Lvl 2 HP: 20/20, - AC: 15/T: 11/FF: 14 - Perception: +3 - Initiative: +1 - F: +7 / R: +3/ W: +6 - CMB: +4 - CMD: 16, Speed: 30
Other Skills:
Acrobatics -1, Bluff +2 (+3 vs. attraction), Climb +2, Diplomacy +7 (+8 vs. attraction), Escape Artist -1, Fly -1, Heal +5, Ride -1, Sense Motive +6, Spellcraft +5, Stealth -1, Swim +2

Yikes! What do you do, if you don't mind me asking? I live in South Africa for a year, and that's a non-stop 18 hour flight from DC, so I can understand.


I will be doing D&D with my friends at my house tonight, I won't be able to do much until after 10 pm


im an educator, mainly middle east to london to us off to airport now!

Grand Lodge

Ranger/2; Hp 17/17; AC 18/T 14/FF 15; F +5/R +7/W +2; CMD 18; CMB +4; Per +9; Init +4; Speed 20

What do you teach? If you dont mind me asking.


LOL, I teach as well, I am a sub, but I have degrees in elementary Ed and early childhood.


Male Pitborn Warlock 1 [ HP: 13/13 | AC: 11, T: 11, FF: 10 | CMD: 16 | F: +4, R: +1, W: +4 | Init: +3, Per: +8 | BN: 3/4, CNE: 4/4, Sp: 1/4 | SP: 5/5 ]

I forgot if I mentioned this, but I'm going for my Elementary Ed degree, too. Educators represent!


I would suggest to go ahead and see what it would take to get degrees from k to 12, I really enjoy subbing for high school, see if you can get a practicing in each age group: k-3,4-5,6-8, and 9-12


18/18, AC 19, Fort +4, Ref +5, Will +5, Stealth +19/+23, UMD +15, Perception +6

I teach too. Stage combat. :)


Cool!


just landed will be late before I can see the map to post, but vuvu will move into mele,flank and club something softish looking

Grand Lodge

Ranger/2; Hp 17/17; AC 18/T 14/FF 15; F +5/R +7/W +2; CMD 18; CMB +4; Per +9; Init +4; Speed 20

Quick rules question, if I moved to the spot on the map like 2 squares to the right, would it be considered flanking?


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

Ranged attacks cannot flank.


Bug is correct.


18/18, AC 19, Fort +4, Ref +5, Will +5, Stealth +19/+23, UMD +15, Perception +6

But can gain the attack bonus from a target that is flanked by two allies.

Grand Lodge

Ranger/2; Hp 17/17; AC 18/T 14/FF 15; F +5/R +7/W +2; CMD 18; CMB +4; Per +9; Init +4; Speed 20

I will keep that in mind!

and... I envy your rolls, lol


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

I envy his +8 to hit and +13 to damage. Don't need really good rolls when you get that. Just have to avoid bad ones. He's a really good prototype barbarian and I hope he got there in time to save my a**.


18/18, AC 19, Fort +4, Ref +5, Will +5, Stealth +19/+23, UMD +15, Perception +6

Barbs really shine at 1st and 2nd level. Bug is doing his job well.


Pretty sure i had been flanking with Locke so I should be able to 5ft step to him when it comes to my turn


Male Stats: Init +5, AC 31,FF 27, T 16 fort +11, Ref +10, Will +12, 84/84 HP, perception +16, CMD 30, 40 grapple, 40 trip

I have this sinking feeling that I've used up my luck and next combat I'll be whiffing like a badminton racket.

Gamers are nothing if not superstitious.

Silver Crusade

Nearly Gods Upper and lower

LOL ROFL


Hemmings so what is everyone current cut of the coinage? Might as well go ahead and pass that out, to keep the books clean, it wont change anything as far as the game goes.


Two of the weapons could not be wrapped up as well as the MW large great axe, so unless Lecloront rode with no hands, holding the axe, or one handed with one of the other extra weapons there was no safe way to get those 3 weapons back to the Dragon's Draught.


I see. In that case I suggest we strap the large axe to bug back


Works for me, just need Bug's OK. It is worth more than all the other look combined, except for the magical items.


In general Vuvu will stay out of the loot business, he just does not care, and will trust his companions to give him his fair share.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

I don't mind splitting it now and was posting in the thread so everyone knew, but was thinking we'd split brtween surviving members including and after we sold all the good, jewels, etc. We can split the existing coin now and hold the 'loot' separate if you like.


M Halfshanks Rogue/3 HP:21/21 - AC: 16, T:14, FF: 13 - Perception +8 - Init: +3 - F:+4/ R: +8/ W: +2 (+3 vs fear) - CMB: +1; CMD: 14

Here is the existing loot and coin: that's 8PP, 133 GP, 46 SP, 52 CP, 4 gems (16,45,78,100), 1 amethyst(35gp), 1 orange crystal(25gp), cursed box of holding, cursed amulet of the family, potion of cure light, potion of endure elements. Split 8 ways that makes:

1PP, 16GP, 5SP, and 6CP each with little fractions left over. Still the gems and left over magic items to deal with. Not how you want to split the gems and items, short of rolling?

I'd submit it's better to just split among surviving members at the end, but will bow to the consensus.


i am fine with whatever, just so long as someone is keeping good books


Locke is fine with splitting it up at the end, so that the change of money does not interrupt movement or attention.

For logistics, now that we have mules, I need to know who is carrying anything specific, otherwise it is on the mules. You are missing the three magical bear traps, which we know the command words to activiate and deactiavte them. Also the magical ring that is unidentified. And any fractions left over will merely be thrown into healing to spread the love evenly. ;)


no one else had spellcraft huh.

Should have grabbed a scroll of Identify, aw well.


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

What do you mean Vuvu? All four of us who have spellcraft were able to identify most of the items but the ring still eludes us. LOL


I meant beyond the four of us.


Nope, we will have to wait to level up, which will be soon...

I have just checked all the loot please tell me if I need to do any corrections, more so Hemmings. :)

loot:

Vuvu
light violet, Mage armor potion
clear, Shield potion
3 cure light wounds potions (created)

Bug
MW Large Great Axe

Hemmings
clear, see invisibility potion
MW silver dagger

Locke
-75 gp for 3 CLW potions

2 mules and warrior protector with full gear 10 gp worth, hired on for 2 months
8pp, 87gp, 40sp, 52cp, 4 gems (16, 45, 78, 100)
one amethyst worth 35 gp, one orange crystal worth 25 gp
a compass
2 light blue, cure light potion (p)
clear, Shield potion
orange, endure elements

2 Bear Traps, CL 5, it springs forth with the command word, unlatching ready, and the spike drills into the ground, command word: in Draconic: “Catch my foes."

magical Amulet of the Family, Cursed can only be used by a specific bloodline, it can be used to cast cure moderate wounds and mage armor.

Box of storing, CL 10, Command word to open in Draconic: "By his breath I live", Cursed can only be used by a specific bloodline, don't know specifics on the curse.

not identified:
magical ring (Prot. +1) (Spellcraft DC 20)
Bear Trap, CL 5, it springs forth with the command word, unlatching ready, and the spike drills into the ground


Vuvu gave the 2 new potions to locke but that is it. His other gear is correct


Vital Stats:
1d8+7, 2d8+9, HP: 34/34, AC: 20 _ T: 11 _ FF: 19, Perception +7, Sense Motive +7, Initiative: +1, F: +9 _ R: +4 _ W: +12, CMB: +4, CMD: 15, Speed: 20
Skills:
Acrobatics -2, Bluff +4, Climb -7, Diplomacy +8, Heal +17, Escape Artist -7, Handle Animal +4, K(A, H, P, N, R) +6, Linguistics +6, Ride +0, Stealth -7, Survival +7, Spellcraft +8, Swim -7

Locke has plenty of healing he would likely have you hang onto them for healing him if in dire straits or to heal others, "make sure you hang onto one for me though".

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