Lil"Eschie The Emerald Spire-Bad to the Bones Team (Inactive)

Game Master Escharid Blackrose

Fort Inevitable Map
ES3 Splinterden
Loot tracker
Forest map
Meurasold HP 30/30 AC 18/11/15
Zurka HP 24/24 AC 17/13/14
Mary HP 19/19 AC 12/12/10
Katara HP 12/22 AC 15/11/14
Aralu HP 17/17 AC 14/11/13
Walter HP 10/25 AC 18/13/15


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F Human oracle of Bones 1

Aralu focuses and let's a cold wave of energy wash over the room.

comand undead DC15


Will save: 1d20 + 2 ⇒ (2) + 2 = 4

The undead look at Aralu, waiting for instructions. But it's trapped into the cage so far.

Katara points to Zurka the pressure plate he walked on, making the cage fall.

Mary comes closer to the corpses on the table. Suddenly, an arm twitches and a dead hand hits her bottom.

@Mary: spanked by the undead. Now I am avenged.^^


Slides Innkeeper and storyteller.

"Hey....that's some lecherous corpse!"

Mary grabs her dagger and jams up the corpse' eye socket.


Vitals:
HP 12/12 | AC 17 T 12 FF 15 | F +4 R +3 W +1 | CMD 17 (+ situational) PSD 12 | Init +4 | Perc +2
Abilities:
Hit Dice 1/1 | Martial Focus 1/1 | Stamina 3/3

Baldrek sees Mary's movement with disappointment.

"Hum... better not to try to do the same... I like both my eyes and with them I can at least see if not touch..."


Slides Innkeeper and storyteller.

"Flatterer. Worry not, contrary to this corpse, we need you alive and well."


Inactive

Meurasod hears the crash of the gate landing on the floor and rushes back to see what all the commotion is. "What is all the noise about? You trying to let everyone know we're here?!?!" the dwarf shouts.


F Human oracle of Bones 1

Aralu answers deadpan "Traps, flirting and I aquired a minion"


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

Zurka glares at the dwarf. "I find it amusing a dwarf is actually concerned about stealth. Perhaps in the future you may check these rooms further."


Slides Innkeeper and storyteller.

A little songbirds briefly chirps, as Zurka makes a joke.

Yes, the thrush's 'laughing' at you. Aren't they cute?

"With Aralu's newly aquired minion, we could potentially set off traps from a safe distance."

Mary lets the thrush fly near the door.
"Listen."

Perception thrush: 1d20 + 5 ⇒ (11) + 5 = 16


HP: 12/22 | AC: 16 T: 12 FF: 14 | F: +4 R: +4 W: +0 | CMB: +4 CMD: 16 | Per: +4 Init: +2 |

Katara just rolled her eyes at the dwarf yelling about announcing their presence. She would look about the room and the trap before taking note of how it looked different from the rest of the room. Maybe that would give them clues to spotting new ones. Also, she would look at the cage to open it up and let her have her minions.

"Baldrek, let us make sure to investigate each room as we go instead of just glancing in and moving on. It could prove useful."

She stated even as she made a mental note to find an ioun torch. If anything it let her hands be free.

YAY! My desktop is alive!


The skeleton is still inside the cage, so it's utility is less obvious for the moment.

Maybe it could be helped out of the cage?


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

Zurka sighs softly as he turns to face Aralu. "Perhaps you would like your servant freed?" He asks in a soft tone. Not bothering to wait for a reply he walks over to the cage, motioning for some assistance. "Let us work together here."

STR check to lift cage up: 1d20 + 1 ⇒ (4) + 1 = 5


F Human oracle of Bones 1

Aralu turns towards the skeleton "assist in lifting the cage, afterwards wait for further instructions. "

assist (strength ): 1d20 + 2 ⇒ (9) + 2 = 11


It might be a subject of future amusement that the muscles-less skeleton seems more able to lift the cage than Zurka.

Nevertheless, the animated bones are still trapped inside.

The trush doesn't hear anything strange.

From times ot times, the corpses on the table twitch. A hand makes a rude gesture at Katara.


Slides Innkeeper and storyteller.

"Baldrek, would you be so kind and chop the heads off, from those bulky corpses, before they try to get up and attack us?"


F Human oracle of Bones 1

Aralu takes a curious look at the inpolite corpse
'they move, but were not affected by my channel, maybe they are some kind of golem'

Knowledge (Religion): 1d20 + 6 ⇒ (19) + 6 = 25


Inactive

Meurasod moves over to the cage and sets his axe and shield down. He grabs ahold of the cage and tries to lift it.

Str check: 1d20 + 3 ⇒ (7) + 3 = 10


F Human oracle of Bones 1

Aralu orders the skeleton to repeat the last order it recieved.

assist (strength ): 1d20 + 2 ⇒ (18) + 2 = 20


HP: 12/22 | AC: 16 T: 12 FF: 14 | F: +4 R: +4 W: +0 | CMB: +4 CMD: 16 | Per: +4 Init: +2 |

Katara watches them struggle with the cage and moves over. bracing her foot at the base she would crouch and grab the cage pulling it up.

Lifting Cage: 1d20 + 3 ⇒ (20) + 3 = 23


Vitals:
HP 12/12 | AC 17 T 12 FF 15 | F +4 R +3 W +1 | CMD 17 (+ situational) PSD 12 | Init +4 | Perc +2
Abilities:
Hit Dice 1/1 | Martial Focus 1/1 | Stamina 3/3

"Sorry but I have no means of doing it, Beauty... I have no sword or axe to dismember these corpses, just a hammer and even though I'd be able to destroy them, I think this room would be completely stained by blood and gore when I finish... Can you lend me your axe, Meurasod, or work on the corpses yourself?"


Inactive

"Aye, here ya go lad" the dwarf replies as he offers Baldrek his dwarven war axe. He turns back to towards the cage only to see Katara showing her true strength. "Aye girl, keep it up. You've almost got it!"


Katara manages to rise the cage all by herself, in an impressive display of strenght.

The skeleton follows Aralu's orders and gets out of the trap, while Baldrek use Meurasold's axe on the corpses, sending a mix of ichor and blood on the walls, painting the room black and red.


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

Zurka nods approvingly as the party works together here. "We should get moving. Whoever set the cage trap undoubtedly heard the crash. We should not disappoint him."

I believe we are checking the north door out next?


@Zurka: Sorry, haven't seen. North is up. So the door you refer too would be East


Vitals:
HP 12/12 | AC 17 T 12 FF 15 | F +4 R +3 W +1 | CMD 17 (+ situational) PSD 12 | Init +4 | Perc +2
Abilities:
Hit Dice 1/1 | Martial Focus 1/1 | Stamina 3/3

"I think it is done... here, Meurasod, here is your axe back..."

Wary of any other traps, Baldrek moves to the door to the east, following Zurka's suggestion, and thoroughly examines it.

Perception, trapfinding: 10 + 7 + 1 = 18


F Human oracle of Bones 1

Aralu wipes of an errant drop of blood from her face "bevor werden go, there is one oddity in this room I want to look at " she points at the wall bulging into the room.


Arf, I was sure I forgot something! For those who checked on the table:

On the table, you find two vials with a greenish liquid, and a scroll tube.

Baldrek:
You don't find any other trap, but a secret door on the North wall, where the north and east wall join


Vitals:
HP 12/12 | AC 17 T 12 FF 15 | F +4 R +3 W +1 | CMD 17 (+ situational) PSD 12 | Init +4 | Perc +2
Abilities:
Hit Dice 1/1 | Martial Focus 1/1 | Stamina 3/3

DM:
Baldrek opens the secret door. He knows it would be better if he waited for his companions but they seem to be taking too long to leave the former room.


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

Zurka looks over the items on the table. "Magic." He nods to the others. Identify the properties of magical items using Detect Magic.

Spellcraft (potion #1): 1d20 + 5 ⇒ (11) + 5 = 16
Spellcraft (potion #2): 1d20 + 5 ⇒ (20) + 5 = 25
Spellcraft (scroll): 1d20 + 5 ⇒ (15) + 5 = 20


Inactive

Meurasod was slowly fuming inside, like a hot kettle of tea slowly boiling. He gave a curt nod as Baldrek passed his axe back to him. He gave it a customary practice swing and headed over to pick up his shield before turning to head back to the doorway. He glanced down the hallway to see if the welcome wagon had shown up yet.


Zurka:
One of the potion is a Cure Moderate Wounds potion. the scroll case contains three scrolls.You cannot recognise the spells on two scrolls, and the last one bears a sigil.
DC 16 to identify the potion, DC 22 and 23 for the Scrolls, DC 15 Linguistic/know Arcana for the sigil

Baldrek:
This is a small corridor, ending in a wall...strange, isnt it?


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

DM:
Zurka continues examining the items...

Perception (Identify potion): 1d20 ⇒ 6
Spellcraft (Scroll #1, DC 22): 1d20 + 5 ⇒ (17) + 5 = 22
Spellcraft (Scroll #2, DC 23): 1d20 + 5 ⇒ (18) + 5 = 23
Knowledge Arcana (sigil): 1d20 + 6 ⇒ (7) + 6 = 13


Vitals:
HP 12/12 | AC 17 T 12 FF 15 | F +4 R +3 W +1 | CMD 17 (+ situational) PSD 12 | Init +4 | Perc +2
Abilities:
Hit Dice 1/1 | Martial Focus 1/1 | Stamina 3/3

Baldrek goes back to the former room and call for his companions.

"Looks like this secret passage here leads to another room... this curve here is pretty obvious... I'll look for a way to open the other end of this passage so when you are ready just let me know..."

Perception, trapfinding: 10 + 7 + 1 = 18

Baldrek is pretty sure there is a secret passage here so if he doesn't find it with a 'take 10' he will 'take 20'.


HP: 12/22 | AC: 16 T: 12 FF: 14 | F: +4 R: +4 W: +0 | CMB: +4 CMD: 16 | Per: +4 Init: +2 |

Katara would salute Meurasod for watching their back as she peeks in to look at Baldrek keeping an eye on her entire group.


Inactive

"This place is filled with traps and secrets. Maybe we should heal up Baldrek and let him take the lead. I can bring up the rear."


Slides Innkeeper and storyteller.

"The skeleton could be used to set off any traps ahead, save for doors and the like."


Baldrek, after a few tries, manage to find the opening mechanism.

All he need is a good push.

Meanwhile, the skeleton awaits for your orders. Added Bob the Skelly on the map, right at your side, Arallu


Slides Innkeeper and storyteller.

"Then, shall we head forth?"

I assume we go via the passage Baldrek found.

Perception thrush on next door we find: 1d20 + 5 ⇒ (10) + 5 = 15


Baldrek enters a bigger room, smelling of ancient dust.the room, not Baldrek.^^

This large stone chamber contains two clusters of four stone caskets each. In the center of the room, between the two groupings, stands an empty, unlit iron brazier that is covered with soot and smells faintly of past fires.
Drapes of dust-covered spider webs cling to the ceiling.

Could you place yourself on the map, you know, just in case something bad happened..^^


Slides Innkeeper and storyteller.

[Sarcasm]We're going to 'love what comes next'..aren't we?[/Sarcasm]

Mary keeps to the back, preferably outside the room.
More outside the room in anticipation, actually.

Before the group heads in, she casts guidance on everyone.

"Cobwebs.....while fit for ample a joke, they work well when making certain potions. Good old great-gran's book of recipies, lovely days."


Vitals:
HP 12/12 | AC 17 T 12 FF 15 | F +4 R +3 W +1 | CMD 17 (+ situational) PSD 12 | Init +4 | Perc +2
Abilities:
Hit Dice 1/1 | Martial Focus 1/1 | Stamina 3/3

Baldrek enters the room, carefully not to make a sound and then examines the first casket.

Stealth, guidance: 1d20 + 8 - 2 + 1 ⇒ (11) + 8 - 2 + 1 = 18
Perception: 1d20 + 7 ⇒ (20) + 7 = 27


Slides Innkeeper and storyteller.

[Pale guy in coffin opens eyes]

[Ah, hello, i am Vlad. Velcome to my humble abode...blah!]


F Human oracle of Bones 1

Aralu positions herself so she can see into the coffin room, but is far enough outside in case something bad happens.

"dusty cobwebs are a hint of disuse, or a usefull hint where not to step"

perception: 1d20 + 3 ⇒ (10) + 3 = 13


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

Zurka cautiously advances into the room, rapier in hand as he keeps to the edge of the wall and the shadows it provides. He smirks slightly as he slips past Aralu's pet skeleton.

She must really treasure that pile of bones!

Perception: 1d20 ⇒ 12

DM:
Zurka pockets the potions and scrolls for later examination. Was he able to determine what scrolls they are? I rolled his checks earlier in a previous spoiler. For reference here they are:
Perception (Identify potion): 1d20 ⇒ 6
Spellcraft (Scroll #1, DC 22): 1d20 + 5 ⇒ (17) + 5 = 22
Spellcraft (Scroll #2, DC 23): 1d20 + 5 ⇒ (18) + 5 = 23
Knowledge Arcana (sigil): 1d20 + 6 ⇒ (7) + 6 = 13


@Zurka:
Answered to you wednesday:
Quote:

One of the potion is a Cure Moderate Wounds potion. the scroll case contains three scrolls.You cannot recognise the spells on two scrolls, and the last one bears a sigil.

DC 16 to identify the potion, DC 22 and 23 for the Scrolls, DC 15 Linguistic/know Arcana for the sigil

As Baldrek approaches the closest casket,a chill breeze arises from nowhere with an eerie howl.
The room seems to darken, and in the sudden gloom, scores of small
spectral eyeballs appear, drifting with the breeze.
They peer intensely before fading away.

Init,Meurasold: 1d20 + 3 ⇒ (19) + 3 = 22
Init,Katara: 1d20 + 1 ⇒ (14) + 1 = 15
Init,Zurka: 1d20 + 3 ⇒ (1) + 3 = 4
Init,Mary: 1d20 + 2 ⇒ (10) + 2 = 12
Init,Aralu: 1d20 + 1 ⇒ (18) + 1 = 19
Init,Baldrek: 1d20 + 5 ⇒ (16) + 5 = 21

Init, Skellies: 1d20 + 6 ⇒ (9) + 6 = 15

Six skeletons get out of their caskets, ready to kill you and bring you back in their tombs to rot for the rest of eternity...

Init roll
Meurasold
Baldrek
Aralu&Bob the Skelly
Katara
Skeletons
Mary
Zurka
Note that the skeletons will need one round to get out of their casket and so won't attack, but they have partial cover (+2 AC, +1 to Ref saves)


Vitals:
HP 12/12 | AC 17 T 12 FF 15 | F +4 R +3 W +1 | CMD 17 (+ situational) PSD 12 | Init +4 | Perc +2
Abilities:
Hit Dice 1/1 | Martial Focus 1/1 | Stamina 3/3

I'm a little in doubt if there is space between the caskets for Baldrek to stand and if the skeletons are on the upper or bottom of their caskets... I moved Baldrek in a way to not put him on the center of the room but still able to hit so if his position is not legal, put him somewhere taking this points in consideration.

Always quick on his feet, Baldrek moves forward, between the northwestern caskets and swings his maul at one of the skeletons.

Attack (earth breaker): 1d20 + 5 ⇒ (5) + 5 = 10
Damage (earth breaker): 2d6 + 4 ⇒ (3, 6) + 4 = 13


F Human oracle of Bones 1

Aralu briefly curses( in Aklo), steps closer to the coffin room and unleashes another wave of dark energy
undead servitude(dc15)(5 times left)

and orders her minion(s) to attack the closes(to her) skelleton not under her control.

Knowledge (Religion) +6/Spellcraft +9 any info on the eyeballs and darkness: 1d20 ⇒ 12

@DM: what weapons does Bob have ? if he has no blunt weapon, Aralu will order him to disarm(if the other skelletons are armed) or grapple


Inactive

The dwarf hustles past the others as he makes his way up to stand along side Baldrek. Axe drawn and shield at the ready, he waits stoically for trouble to approach.


Double move


@Aralu: I'll check on pdf. Probably a broken scimitar.
@Baldrek: the skeletons have higher ground advantage, the caskets being at a man's chest height, on a small mound of earth.


F Human oracle of Bones 1

@Lil" Eschie: for now I will assume that bob is a default skeleton

Bob claws at the nearest skeleton not under his masters controll
hit: 1d20 + 2 ⇒ (9) + 2 = 11
damage: 1d4 + 2 ⇒ (2) + 2 = 4

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Thread opened!


Inactive

Sweet!


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

Present.


Slides Innkeeper and storyteller.

Hello everyone.


F Half-Orc Alchemist 1; HP 9/9; Bombs 4/4; AC 15 (T:12/FF:13); CMD 12; Saves (F:4/R:5/W:2); Init +2; Darkvision 60ft, Perception +5 (+7 vs traps & hidden doors), Sense Motive +1

Howdy!


HP: 12/22 | AC: 16 T: 12 FF: 14 | F: +4 R: +4 W: +0 | CMB: +4 CMD: 16 | Per: +4 Init: +2 |

Checking in.


Slides Innkeeper and storyteller.

Good to see it's not all men & 1 woman.


F Half-Orc Alchemist 1; HP 9/9; Bombs 4/4; AC 15 (T:12/FF:13); CMD 12; Saves (F:4/R:5/W:2); Init +2; Darkvision 60ft, Perception +5 (+7 vs traps & hidden doors), Sense Motive +1

Not sure what Aralu is genderwise, but so far we have a dominant majority of ladies.


Slides Innkeeper and storyteller.

In my homebrew, the original crew was 4 women and the lone guy. He was unofficially dubbed 'packmule'.

At least he's become sort of a semi-bodyguard for the sorceress, an improvement.


Inactive

Aralu is female.

"Aralu Darkstone ... crunch: ... female human oracle 1 ."


HP: 12/22 | AC: 16 T: 12 FF: 14 | F: +4 R: +4 W: +0 | CMB: +4 CMD: 16 | Per: +4 Init: +2 |

I like a good mix of Male and female characters. This one just looks like it may be 4-2 in that regard.


F Human oracle of Bones 1

jup Aralu is female :)

p.s. Hi


F Half-Orc Alchemist 1; HP 9/9; Bombs 4/4; AC 15 (T:12/FF:13); CMD 12; Saves (F:4/R:5/W:2); Init +2; Darkvision 60ft, Perception +5 (+7 vs traps & hidden doors), Sense Motive +1

4-2 females vs. males. The boys better not get out of line. Especially with an enchantress on our side.


Slides Innkeeper and storyteller.

Oh, us ladies can be pretty creative to keep them in check, i'm sure.

I've heard this story of a man who cheated and then [Redacted], when she found out she [Redacted]. He wasn't quite capable of cheating anymore.

*Snaps back to focus.*


F Half-Orc Alchemist 1; HP 9/9; Bombs 4/4; AC 15 (T:12/FF:13); CMD 12; Saves (F:4/R:5/W:2); Init +2; Darkvision 60ft, Perception +5 (+7 vs traps & hidden doors), Sense Motive +1

Hmm, well Mary, since we don't have anyone with trapfinding (unless Katara wants to use a slayer talent for it), you can always use your whiles to send one of them boys ahead to... ahem... 'scout' for the things. I'm not so good at the subtlety, though, aside from poisons and such.

No Meurasod, I'm not thinking of you... Honest.


Inactive

I'm willing to dip into ranger (trapper) to get trap finding...provided I live that long. Something tells me I'll be in the front anyways.


Yes, they weren't too many Rogues (or Divine characters) in recruitment.

Gorok, being an alchemist, can disable devices.
You just have to see the traps before they kill ya.


F Half-Orc Alchemist 1; HP 9/9; Bombs 4/4; AC 15 (T:12/FF:13); CMD 12; Saves (F:4/R:5/W:2); Init +2; Darkvision 60ft, Perception +5 (+7 vs traps & hidden doors), Sense Motive +1

Lol. I could take the Trap Breaker or Crypt Breaker archetype if necessary, but I'm not sure I wanna...

Anyway, if I remember correctly, this is set to run from levels 1 to 12is(depending on how Lil" Eschie is running the thing) so multiclassing isn't necessarily a bad idea...


It's a long adventure, so you 'll have time to plan!

I don't know yet if you will level up automatically or if I keep the XP, on a medium track. As you are 6 characters, I may add a few monsters here and there to keep things interesting.

Do you have a preference? (Xp-Level vs Auto-Level?)


F Human oracle of Bones 1

I would just send in some zombies (or later bloddy skelletons) first ...


Aralu, could you complete your profile please?


Slides Innkeeper and storyteller.

I'd prefer auto-level.

GM, i switched my rank UMD to bluff, if you don't mind.
Also switched 1 prepared lvl 1 spell. Ray of enfeeblement for Charm person.


HP: 12/22 | AC: 16 T: 12 FF: 14 | F: +4 R: +4 W: +0 | CMB: +4 CMD: 16 | Per: +4 Init: +2 |

I can grab trap finding next level. Does anyone have Disable Device? If not I'll move one of my skills. I don't mind biting the bullet for the team on that one.

Because as long as it isn't a magical trap we can still find it with perception.


Slides Innkeeper and storyteller.

Alchemists have Disable Device.

Aralu wrote:
I would just send in some zombies

Would've been cool then if i were the gravewalker archetype, but i'm not.


HP: 12/22 | AC: 16 T: 12 FF: 14 | F: +4 R: +4 W: +0 | CMB: +4 CMD: 16 | Per: +4 Init: +2 |

I meant already put ranks into it.


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

I second the notion of using expendable minions here, as Zurkas Perception is horrible. He does have darkvision 90' so he can see farther than the rest of you, theoretically anyway, he he.

I am OK with either XP or auto-level, Dm.


Gameplay thread open, I'll put a map of the fort this evening.

@Katara: you forgot to put your saves on your sheet, it seems.

@Mary: you have no equipment, just a club and dagger?

@Aralu: where is your profile?


Slides Innkeeper and storyteller.

Oh, you're right, how could i have missed that.

I'll get to that after dinner.


F Half-Orc Alchemist 1; HP 9/9; Bombs 4/4; AC 15 (T:12/FF:13); CMD 12; Saves (F:4/R:5/W:2); Init +2; Darkvision 60ft, Perception +5 (+7 vs traps & hidden doors), Sense Motive +1

Normally I prefer Auto-Levelling, but for a dungeon raid, XP-Based might be better. Gives us a reason to be thorough.


Inactive

Whatever is easier for the GM. We'll get there either way. Auto-leveling should be easier on the GM, especially when the party is above the expected size. You don't have to worry about the numbers being off and adding more to get the players over the hump. It's not as accurate, but it's definitely easier for everybody.


F Human oracle of Bones 1

Sorry, Profile is up now


Slides Innkeeper and storyteller.

Edited inventory.


F Half-Orc Alchemist 1; HP 9/9; Bombs 4/4; AC 15 (T:12/FF:13); CMD 12; Saves (F:4/R:5/W:2); Init +2; Darkvision 60ft, Perception +5 (+7 vs traps & hidden doors), Sense Motive +1

Ready to pillage legally acquire salvage.


F Half-Orc Alchemist 1; HP 9/9; Bombs 4/4; AC 15 (T:12/FF:13); CMD 12; Saves (F:4/R:5/W:2); Init +2; Darkvision 60ft, Perception +5 (+7 vs traps & hidden doors), Sense Motive +1

I somehow missed that the gameplay thread had started... coming on over.


HP 24/24, | Init +3 | AC 17 T 13 FF 14 | CMD 14 | F +4 R +4 W +2 | Per +0 | Low-light; DK 90'
Resources:
Eldritch Pool 4/4; 1st-Level Magus Spells 4/4

DM Eschie, could you please un-mark Zurka as a Previous Chartacter in the Campaign tab?

Thanks!


Done, Zurka!


Inactive

Can you check (or uncheck) Nickadeamous on the player's tab please. I seem to be have a similar problem, although my character is shown correctly. Thanks.


Inactive

Does anyone have any objections if I shift my alignment from Neutral Evil to Lawful evil? The more he comes to life, the more he feels like he'd have a code and would honor contracts. He's seeming more mercenary-like now that he has joined the dark side.


No objections on my part.
This is your character.
Besides, you don't know each other very much yet, so the other characters can't know which alignement everyone is.

As a side note, I won't be much online tomorrow.


Will post tomorrow, been a busy day.


F Half-Orc Alchemist 1; HP 9/9; Bombs 4/4; AC 15 (T:12/FF:13); CMD 12; Saves (F:4/R:5/W:2); Init +2; Darkvision 60ft, Perception +5 (+7 vs traps & hidden doors), Sense Motive +1
DM Lil" Eschie wrote:
Will post tomorrow, been a busy day.

It's all good.


HP: 12/22 | AC: 16 T: 12 FF: 14 | F: +4 R: +4 W: +0 | CMB: +4 CMD: 16 | Per: +4 Init: +2 |

I will be out of town for the next 3 days. Please bot me as needed.


Slides Innkeeper and storyteller.

I wonder, is team goodie-2-shoes at the Spire already, or are we being ahead of them?


Inactive

It would seem they haven't reached the spire yet, but they have left the inn. Typical good aligned party, always running off without hatching a diabolical plan.


No one is "ahead" of the other.


Slides Innkeeper and storyteller.

Of course, my head is my own. Nobody's getting my head and.....
ah, you mean it 'that' way.

*Covers the mouth of the bird, along with a mean glare*.


will post the contract scene tomorrow, so if you want to do a few thingsbefore do them now...


F Half-Orc Alchemist 1; HP 9/9; Bombs 4/4; AC 15 (T:12/FF:13); CMD 12; Saves (F:4/R:5/W:2); Init +2; Darkvision 60ft, Perception +5 (+7 vs traps & hidden doors), Sense Motive +1

Gorok isn't so good at talking to people that aren't on fire.

-Posted with Wayfinder


Inactive
Gorok Scorch-Face wrote:

Gorok isn't so good at talking to people that aren't on fire.

-Posted with Wayfinder

Well now I'm just curious to what she says to those on fire...we'll definitely have to set someone that isn't me on fire.

I don't have enough gold to pick up the few supplies we need, but I can play through that scene now to get it out of the way. Otherwise I can wander about town a little to see what's where.


Slides Innkeeper and storyteller.

-Burn baby Burn
-Man, you're hot.
-Smells like someone's burning.
-Stop drop and roll.
*Followed by : he's prone, hit him!*

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