Legends in the Making: Slayers of Renown

Game Master BloodWolven

Varnhold Jail/Dungeon

Varnhold Stockade

Map of the lands that is cleared.
NPC Codex
Kingdom Stats
Bounty Board

Current Fight

Tomb of the Wight Warlord

Treasure Tracker

Rivers Run Red - Troll Fight


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The map has been updated as per the request. Each square represents 100 feet.

I need to know what you do in each round. I was under the impression you still wanted to use the haste spell. So that means you have seven more rounds of it? I believe.

I was hoping to see something like this:

Round 3

Rouqar moves in 40 feet. Beorn moves up with the group and fires upon the Husk hitting it and blasting a hole with the arrow. The husk backs up with a dash. The other husks do the same.

Round 4

The husks seem to run from you.
Beorn gives chase running after it this round.

Round 5

The husks continues to run out pacing you.
Beorn gives up.

Round 6

Round 7

[ooc]End of haste spell.

Yes I need to know your intentions of what you plan to do. So far I have heard many possibilities but no actions.

Okay I guess I will take over since you guys can't come to a decision in discussion let alone in gameplay.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:

I prefer to go round by round because anything that happens can affect the following round. I very seldom will project forward. In the example you give, if one of my teammates continues to chase after the things, I likely would as well. If at some point you say the husks begin to climb the side of the mine in an effort to escape and we as a group decided not to follow, so be it.

Your job to give prompts, ask questions, bot a character when everyone else has gone and someone has slowed things down by not responding and to make the situation clear. In this case we were all obviously willing to give chase. After all, there is no reason to leave an enemy at your back. We are moving forward now but I'm still not going to project multiple rounds into the future. The total confusion with the greater invisibility spell is a perfect reason why you don't do that.


Human male NG Fighter (Skirmisher) 6, Ranger (Trapper) 1 / Inquisitor (Sacred Huntsman) 7 | HP 45/70 | AC23 T17 FF15 | F+11 R+10 W+4 | CMD24 | Init+7 Percep+16 darkvision | Current effects: Reaper Roc 6HD | HP 39/45 | AC25 T13 FF22 | F+7 R+9 W+3 | CMD24 | Init+4 Percep+16 scent | Current effects:

My apologies to everyone but I think I'm going to hop off this train now. So long and thanks for all the fish. God speed. Maybe I'll catch you in another game.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

I still want to play. This encounter got a little out of sorts, but it's nothing we can't fix. It's been a fun game overall.


Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 3/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: None

I agree. As much as I'd like to destroy the rest of the things, our objective should be to figure out where they came from and take the battle to the source. Maybe go through the portal? A bit worried that we need to rest to recover magic before facing another big battle though.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Yeah. at 7th level, you run out pretty quickly. We'll need a recharge to carry on.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

We've got Roquar, Renia, Flouncy and Loarin. Losing Beorn sucks, but we're all still powerful gestalt characters. We can do this. We just need to rest and top up.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

I think the enemy fled. They'll come back harder later, but not for a day or 2. We're just looking at a lot of death, but if we can get 8 hours of rest and prep, we can go through the portal with 2 1st level spells. From 2 of you, not Flouncy.

Flouncy plans to load up on offensive evocation blasts and not much else. Renia can cast all the Hastes we need. Let's take a moment to look at what we can do, and cover our bases. Assuming we can get through the night, we can make a plan based on what we can realistically do.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Flouncy can cast Detect Magic all day as a SLA. That means that you don't have to. You can use a slot for a different cantrip/orison.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Loarin is a Cleric of Sarenrae (awesome!) 5/Fighter 5.

He is played by the GM, and he's not our level, but he can channel healing like a boss, for his level. I think we'll need him.

We can tell him what spells to prepare, if Sarenrae (or the GM) doesn't object. He's a GMPC.

I can see your characters in your profiles, but I'm more interested in what you see your characters doing. What does your combination of classes make you good at? What can you do once we go through this portal?

It's hard to say when you're 2 classes at once, with crazy good stats.

I'll start. Flouncy is an arcane trickster on steroids. He gets all the goodies of a 7th level unchained rogue, and is also a 7th level evoker.

He is our most skilled party member by a good margin. He's also built to scout. Not that far ahead, but enough to make it work in most terrains.

x


Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 3/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: None

As a Cleric/Slayer I have some good prep spells for the combats and healing after, and I'm fairly good at melee combat. I don't have direct-damage AOE spells like fireball, but the greater hide from undead can be pretty effective when we face them.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

Yes!

Silver Crusade

Vital:
HP: 43/43, AC: 21 _ T: 11 _ FF: 20 _ Perception +5, Darkvision 60 ft., Initiative: +1, Fort +5 _ Ref +2 _ Will +8, CMB: +4, CMD: 14, Speed: 20
Skills:
Acrobatics -3, Appraise +5, Climb -3, Diplomacy +14, Heal +10, Handle Animal +5, K(A, H, P, N, R) +5, Linguistics +7, Profession +7, Ride -3, Sense Motive +7, Stealth -3, Survival +3, Spellcraft +5, Swim -3

Yup with a rest and reset, Loarin would be willing to switch out spells if you want.

Silver Crusade

stats:
DR 3/magic HP: 43/61 _ AC: 22 _ T: 16 _ FF: 19, Perception +6, Sense Motive +9, Initiative: +4, F: +8 _ R: +6 _ W: +6 (+8 vs ench) _ CMB: +11, CMD: 25/26, Speed: 30 ft.
Skills:
Acrobatics +4, Bluff +1, Climb +10, Diplomacy +7, Heal +8, Escape Artist +3, Handle Animal +8, K(eering) +6, Linguistics +2, Ride +8, Stealth +3, Survival +9, Swim +10

Well folks you are getting a representative please pick between one of us.


Skills:
Acrobatics +3, Bluff +27, Climb +1, Diplomacy +19, Heal +2, Escape Artist +11, Fly +14, Handle Animal +8, Intimidate +16, Knowledge (local) +15, Linguistics +4, Ride +3, Stealth +14, Survival +2, Swim +1
stats:
HP: 62/84 _ AC: 20 _ T: 13 _ FF: 17, Perception +21, Sense Motive +13, Initiative: +5, F: +7 _ R: +9 _ W: +10 _ CMB: +11, CMD: 22, Speed: 30 ft., fly 50 ft. (average with wings)

Another option.


M Half-Elf Synthesist Summoner//Sylvan Sorcerer 7 (HP 66/66 | AC:12 (16 w Mage Armor) | T:12 | FF:10 (14) | CMB: +6 | CMD:18 | Fort:+5 | Ref:+5 | Will:+9 | Init:+7 | Perc: +10 (Low-light Vision) | Speed 30)
Flouncy Magoo wrote:

I'll start. Flouncy is an arcane trickster on steroids. He gets all the goodies of a 7th level unchained rogue, and is also a 7th level evoker.

He is our most skilled party member by a good margin. He's also built to scout. Not that far ahead, but enough to make it work in most terrains.

Renia's pretty straightforward, he's a melee shredder. With him in his armor and his pet, they can hit reliably, a lot, and for a lot of damage. They can take down single targets pretty quick. He self-buffs with Haste and Fly, shared with Orchen, to get into melee range fast and take down high HP targets.

He's also a face, with high Cha, DIplo +20, and lots of languages known.


Male Aasimar (Catfolk) Cleric/Slayer 7 | HP: 61/61 | AC: 22 T:17, FF:15 | Init: +8 | Fort +8, Ref +12, Will +12 | CMB +13; CMD 23 | Channel: 3/5 per day | Bluff+12, Know-Arcana+11/Dungeneering+7/Geography+7/Local+7/Nature+6/Nobility+7/Plane s+8/Religion+11, Linguistics+15, Perception+16, Ride+12, Sense Motive+18, Spellcraft+8, Stealth+16, Survival+10 | Acid/Cold/Electric Resistance 5 | Temporary Effects: None

Options? You can't bring an Inevitable into a party with several chaotics....


Rouqar Surtova wrote:
Options? You can't bring an Inevitable into a party with several chaotics....

That is true, then Sable.


Sorry for my absence. I believe I got hit by a bout of depression and kept having troubles focusing. Please forgive me and I hope the game can continue.


M halfling Unchained Rogue7/Wizard 3/Arcane Trickster 4 HP: 53/61 | AC: 26/22, 17, 15 | CMB: 4, CMD: 10 | F: +8 R: +13, W: +7 | Init: +12 | Perc: +12 |

No worries.


Fused Eidolon Synthesist Summoner//Sylvan Sorcerer 7 (HP 104/111 | AC:24 | T:12 | FF:22 | CMB: +12 | CMD:24 | Fort:+10 | Ref:+7 | Will:+11 | Init:+7 | Perc: +10 (Darkvision) | Speed 30)

Hope you continue to feel better, GM.

May I make a suggestion and just say we wrap up this quarry thing narratively? We're kind of floundering here.


Sounds good!


Fused Eidolon Synthesist Summoner//Sylvan Sorcerer 7 (HP 104/111 | AC:24 | T:12 | FF:22 | CMB: +12 | CMD:24 | Fort:+10 | Ref:+7 | Will:+11 | Init:+7 | Perc: +10 (Darkvision) | Speed 30)

I'm just going to go ahead and ask. GM, do you want us to go in the teleport circle? I can probably justify it IC but my gut as a player says not to do it. Basically, how do we get to the next part of the adventure?

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