Night March of Kalkamedes (Inactive)

Game Master keith goudreau

Map link on roll20

Leorin Fletcher
Kaydence
Frederik Nordsson
Meredith Galantra
Orik Fistbreaker
Zotu Starshine

init:
Meredith +1 [dice]1d20+1[/dice]
Zotu+5 [dice]1d20+5[/dice]
Frederik +6 [dice]1d20+6[/dice]
Orik +1 [dice]1d20+1[/dice]
Kaydence +6 [dice]1d20+6[/dice]
Leorin +3 [dice]1d20+3[/dice]
Kalkamedes +0 [dice]1d20[/dice]


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Silver Crusade

Male Human Ulfen Paladin (Divine Hunter) 1 AC 19 T 14 FF 15 | HP 1/11 | F+3 R+4 W+1| Init +6 | Perc -1 Dip +6 Spellcraft +4

I actually have a grappling arrow and a silk rope. Posting now.


Like in the past attempting to grapple him will cause Init to start. This means he will be rolling every round (most likely need a nat 20) to attempt to break his bonds. The map is now up, you have a generous amount of space before the drop off, I also marked off some safe boulders that where identified.


Any questions for ideas for the obstacle.

Silver Crusade

Female Aasimar (Angel-Blooded) 107797-3 | Paladin (Oath of Vengeance) 1 | AC 16 T 11 FF 15 | HP 4/12 | F +3 R +1 W +2 | Init +1 | Perc +1

We have him bound in rope now, we have a 50' silk rope attached to the other side, and we have a 70' drop. If we were to scale the sides down, we'd need 3 more sets of rope, at least. One to tie to the silk rope so it'll reach the bottom, and tie two more together so that they'll reach the bottom of this side. Do we have that much rope? I don't think we do.

So our only real option, if we don't have that much rope, is to cross the gap horizontally. If we do that, we just need one more set of rope to make a harness for Kalkamedes, so that he won't fall. We can just scoot him across as he makes his way. Two sets of rope would make us a line that we could use to attach to the harness to pull it back to the starting side along with the harness, so we can all use the harness except for whoever goes first.


For ease everyone please post how much (type) of rope they have in addition to the leash (50 feet of hemp rope) and bindings that have pinned his arms (50 feet of hemp rope).

Liberty's Edge

Male Human 107948-1 Rogue (Chameleon) 1 | AC 15 T 13 FF 12 | HP 2/10 | F +1 R +5 W +1 | Init +3 | Perc +5

50ft. Hemp Rope and right now we have him in silk not hemp.

Sczarni

Male Savage Elf Rngr 1 - HP 6/12 | AC 16 T 13 FF 13 | Prcptn +2 - F+4 R+5 W+0 - CMB +3 - CMD 16 | Spd 30ft - Init. +5

50ft hemp

Silver Crusade

Female Aasimar (Angel-Blooded) 107797-3 | Paladin (Oath of Vengeance) 1 | AC 16 T 11 FF 15 | HP 4/12 | F +3 R +1 W +2 | Init +1 | Perc +1

I don't have any rope, but it'll be one of my first purchases after this campaign...


Always have rope. Even if your character is burdened by the weight always have rope. In The Lord of the Rings Samwise used rope about a dozen times to save their lives.

Silver Crusade

Male Human Ulfen Paladin (Divine Hunter) 1 AC 19 T 14 FF 15 | HP 1/11 | F+3 R+4 W+1| Init +6 | Perc -1 Dip +6 Spellcraft +4

50ft silk, 50ft rope.

The Exchange

Female Half-Elf PFS#108077-1 Rogue 1- HP 11/11- (AC16/Tch13/FF12)- Perception (+8)- F:+2 R:+6 W:+2- CMB:+1 CMD: +15- Speed(30)- Init.: +6

I have that hundred feet of silk that's on kalk and a grapplinghook in my inventory

The Exchange

Female Half-Elf PFS#108077-1 Rogue 1- HP 11/11- (AC16/Tch13/FF12)- Perception (+8)- F:+2 R:+6 W:+2- CMB:+1 CMD: +15- Speed(30)- Init.: +6

And what are the Climb and Acrobatics checks to get across the rope horizontally without a harness?


I was basing the other check as ceiling with handholds with aid of a rope. DC 15 without harness.

Grand Lodge

M Dwarf 5 Fighter HP 49/49; AC 22/11/21; F+7, R+4, W+2* | Init +2 | Percept +6* | SM +0 |

50' hemp rope in Orik's pack as well. I thnk the idea of a harness down, laying on the guy, then a harness up, is safer for everyone involved. The risk of falling off the rope bridge is just to great to contemplate especially with a heavily armored clumsy dwarf in the group.


With your resources you have enough rope to put 100 ft to go down, keep Kalkamedes tied up, and have 100 ft to go across.

Is this your plan? Please describe how Kalkamedes will be lowered down?

Also since this could potentially hurt I need five DC 5 climb checks for the climb down and five for the climb up. (7/7 for the dwarf) Because the climb at 1/4 your movement. Any DC 0 rolls means a fall so plan ahead.

Grand Lodge

M Dwarf 5 Fighter HP 49/49; AC 22/11/21; F+7, R+4, W+2* | Init +2 | Percept +6* | SM +0 |

That sounds close enough to the plan. Ideally, we build a lift platform of some kind and put the tied up Kalkamedes on it, and the dwarf (and anyone else who is climbing-impaired) could ride down and up on it. It'd take someone to scramble down after, and scramble up later.

If we do it more simply, I'll give you some climb checks in the gameplay tab. I think removing my armor and shield and gear and having them lowered/raised in a bundle will help my natural agility...


By removing your gear and not having a Strength score below ten you cannot fail. Even if you roll a 1 you would just hang on the rope. Just some number crunching for you to think about.


As Orik has now knotted the rope.

"A slope too steep to walk up, or a knotted rope with a wall to brace against."

Your climb checks have become a DC 0. Is there anyone with a negative climb check because of gear?


@Orik, how did you lose those 2 hp? If Kalkamedes struck you it was non-lethal

@Zotu, the non-lethal punch you got from Kalkamedes has gone away by now.

Silver Crusade

Male Human Ulfen Paladin (Divine Hunter) 1 AC 19 T 14 FF 15 | HP 1/11 | F+3 R+4 W+1| Init +6 | Perc -1 Dip +6 Spellcraft +4

I think everyone with armor check penalties has already removed them, so we should be good.

Grand Lodge

M Dwarf 5 Fighter HP 49/49; AC 22/11/21; F+7, R+4, W+2* | Init +2 | Percept +6* | SM +0 |
keith goudreau wrote:

@Orik, how did you lose those 2 hp? If Kalkamedes struck you it was non-lethal

@Zotu, the non-lethal punch you got from Kalkamedes has gone away by now.

I believe they are an artifact from prior adventures. Consider it a scar. and I'll update the profile.

Silver Crusade

Female Aasimar (Angel-Blooded) 107797-3 | Paladin (Oath of Vengeance) 1 | AC 16 T 11 FF 15 | HP 4/12 | F +3 R +1 W +2 | Init +1 | Perc +1

Okay, so we've tied two 50' ropes together and knotted them on the close side, securing them to a boulder. We also have the rope grappled to another boulder on the far side that we can tie to another knotted rope, release them so they hang from the far side to the bottom. Orik and I can lower Kalk in a harness after everyone else climbs down, then we can climb up the far side and then haul him up after us.

Is that what we're doing? Sounds like a good plan.

Silver Crusade

Male Human Ulfen Paladin (Divine Hunter) 1 AC 19 T 14 FF 15 | HP 1/11 | F+3 R+4 W+1| Init +6 | Perc -1 Dip +6 Spellcraft +4

I'm about to have a shower and head out, think you can get the bears turn up before then? If so, I can post, and won't hold up the rest of the group for the next 8~ hours.


The bears turn was growling and trying to scare you away. Sorry should of made that clear.

Silver Crusade

Female Aasimar (Angel-Blooded) 107797-3 | Paladin (Oath of Vengeance) 1 | AC 16 T 11 FF 15 | HP 4/12 | F +3 R +1 W +2 | Init +1 | Perc +1

Sorry for drawing all over the map, but I felt like John Madden, and it made me happy. I tried to do my best Madden impersonation, but my boyfriend says I failed miserably and just laughed at me.


Meredith Galantra wrote:
Sorry for drawing all over the map, but I felt like John Madden, and it made me happy. I tried to do my best Madden impersonation, but my boyfriend says I failed miserably and just laughed at me.

Awesome. I am gonna steal your thunder now and do Madden impersonations when I draw on it also.

Silver Crusade

Male Human Ulfen Paladin (Divine Hunter) 1 AC 19 T 14 FF 15 | HP 1/11 | F+3 R+4 W+1| Init +6 | Perc -1 Dip +6 Spellcraft +4

Dont suppose anyone has handle animal trained really high?

Sczarni

Male Savage Elf Rngr 1 - HP 6/12 | AC 16 T 13 FF 13 | Prcptn +2 - F+4 R+5 W+0 - CMB +3 - CMD 16 | Spd 30ft - Init. +5

Can't say that I do. I think I moved the right model to the right place on the map.


It would be wild empathy I think


Derp, yes I think that would be a good idea. Too late to take my action back?


Castle_Bravo wrote:
Derp, yes I think that would be a good idea. Too late to take my action back?

Sure, lets see if we can do this non-violently.

Sczarni

Male Savage Elf Rngr 1 - HP 6/12 | AC 16 T 13 FF 13 | Prcptn +2 - F+4 R+5 W+0 - CMB +3 - CMD 16 | Spd 30ft - Init. +5

Well that was a nice try. :D

The Exchange

Female Half-Elf PFS#108077-1 Rogue 1- HP 11/11- (AC16/Tch13/FF12)- Perception (+8)- F:+2 R:+6 W:+2- CMB:+1 CMD: +15- Speed(30)- Init.: +6

so guys are we fighting it or trying to go around it?

The Exchange

Female Half-Elf PFS#108077-1 Rogue 1- HP 11/11- (AC16/Tch13/FF12)- Perception (+8)- F:+2 R:+6 W:+2- CMB:+1 CMD: +15- Speed(30)- Init.: +6

btw sorry about being awol for so long I had some personal things goin on

Silver Crusade

Female Aasimar (Angel-Blooded) 107797-3 | Paladin (Oath of Vengeance) 1 | AC 16 T 11 FF 15 | HP 4/12 | F +3 R +1 W +2 | Init +1 | Perc +1

General consensus so far seems to be to work our way around, but mama bear hasn't acted in her second round, yet, and she might not like all the torch waving and Zotu's chicken sounds.

Silver Crusade

Female Aasimar (Angel-Blooded) 107797-3 | Paladin (Oath of Vengeance) 1 | AC 16 T 11 FF 15 | HP 4/12 | F +3 R +1 W +2 | Init +1 | Perc +1

Poor low level rangers.

Looks like mama bears decided for us.

Sczarni

Male Savage Elf Rngr 1 - HP 6/12 | AC 16 T 13 FF 13 | Prcptn +2 - F+4 R+5 W+0 - CMB +3 - CMD 16 | Spd 30ft - Init. +5
Meredith Galantra wrote:
General consensus so far seems to be to work our way around, but mama bear hasn't acted in her second round, yet, and she might not like all the torch waving and Zotu's chicken sounds.

lol

The Exchange

Female Half-Elf PFS#108077-1 Rogue 1- HP 11/11- (AC16/Tch13/FF12)- Perception (+8)- F:+2 R:+6 W:+2- CMB:+1 CMD: +15- Speed(30)- Init.: +6

does anyone know if the bear is flat-footed or what its ac is?

Silver Crusade

Male Human Ulfen Paladin (Divine Hunter) 1 AC 19 T 14 FF 15 | HP 1/11 | F+3 R+4 W+1| Init +6 | Perc -1 Dip +6 Spellcraft +4

Has her growling countes as her second round, or we still waiting for it?

Silver Crusade

Male Human Ulfen Paladin (Divine Hunter) 1 AC 19 T 14 FF 15 | HP 1/11 | F+3 R+4 W+1| Init +6 | Perc -1 Dip +6 Spellcraft +4

Its a bear its going to have high natural ac even while flatfooted.


Mama bear's first action was trying to scare you away, the continuing roars are just reminders that it will be attacking soon. She is not flat footed.


New map will be up tonight.

Please post all actions you would like to take after the mama bear encounter so we can jump right into it.


Will post in the morning; was at a wedding all day out of state away from computer.

I will say redneck weddings are kinda cool.

Grand Lodge

M Dwarf 5 Fighter HP 49/49; AC 22/11/21; F+7, R+4, W+2* | Init +2 | Percept +6* | SM +0 |

How do I know which bandit is which on the map?


Are their nameplates showing? They should be labeled "bandit 1" all the way to six. I will double check them shortly.


Orik Fistbreaker wrote:
How do I know which bandit is which on the map?

Fixed it. If anyone else wants their nameplate to show do this.

Chick character token->the grey star thing that pops up-> character edit screen-> see nameplate click option.

If anyone wants me to do it for them let me know.

Silver Crusade

Female Aasimar (Angel-Blooded) 107797-3 | Paladin (Oath of Vengeance) 1 | AC 16 T 11 FF 15 | HP 4/12 | F +3 R +1 W +2 | Init +1 | Perc +1

Only you can make the names visible. Player side, we have no control of which options we can or cannot see, unless we just don't input a value into a blank field that we have access to. As of right now, the only permissions I have on my token is to move it, and add status icons, which comes with the ability to move it. I don't have access to the name, either of the 3 bars, or the auras.

For a PbP, this is fine, and just a heads up. Only the GM can set those permissions so that we can edit them. During an actual VTT, it would be good so that we had the permissions to set our name, and adjust at least one bar for health, and some classes with pools usually need a second bar.


Meredith Galantra wrote:

Only you can make the names visible. Player side, we have no control of which options we can or cannot see, unless we just don't input a value into a blank field that we have access to. As of right now, the only permissions I have on my token is to move it, and add status icons, which comes with the ability to move it. I don't have access to the name, either of the 3 bars, or the auras.

For a PbP, this is fine, and just a heads up. Only the GM can set those permissions so that we can edit them. During an actual VTT, it would be good so that we had the permissions to set our name, and adjust at least one bar for health, and some classes with pools usually need a second bar.

Thanks! I am having fun using the roll20 site, definitely need to spend more time with it.

Also, any input? This is a strange scenario to play by post and I am noticing that now. But as a whole what could make this run better, this is my first dm attempt PBP so all info good or bad would be appreciated.


Sorry. Can't say I'm very experienced with roll20.

Grand Lodge

M Dwarf 5 Fighter HP 49/49; AC 22/11/21; F+7, R+4, W+2* | Init +2 | Percept +6* | SM +0 |

I think it's going quite well and you're doing a good job. The scenario feels a little contrived, but that's not from the way you're running it. Thumbs up from me!

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