RelicBlackOUTs Old School Modules

Game Master RelicBlackOUT

Modules:
Scourge of the Howling Horde
Barrow of the Forgotten King
The Sinister Spire
XP: 7,991/10,000

Loot

Marching Order:
Single file:
1-Del
2-Dalron (unless he's scouting ahead, of course)
3-Scarlet (unless he's scouting ahead, of course)
4-Bozvrig
5-Truffels
6-Barnabus
7-Lanliss

Double file:
1/2
3/5
4/6
7

Maps:
Scourge of the Howling Horde:
Mine Map

Barrow of the Forgotten King
Barrow of the Forgotten King Map

The Sinister Spire


651 to 700 of 786 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>

Dwarf Evoker 4 | HP:35/35 | AC:16 FF:14 T:12 (mage armor) | CMD:14 (+4 trip/rush) | +3 +5 +5 (+dwarf)| Init:+2 Per:+7 | Force Missile 4/6

Congrats


Elf Cleric of Desna 4 ~ AC 19 (t 13, ff 16) | F +3, R +4, W +6 (+2 vs. enchants) | Init +3 | Percep: 7 |BoL: 3/5 | channel: 1/4 | HP: 24/24

Congratulations, GM! Take any time you need, of course. Hope everyone is healthy.


M Half-Orc Druid 4 | HP 25/25 | AC 17 T 11 FF 16 | CMD 16 CMB +5 | F +5 R +2 W +7 (+4 vs Fey)| Init +1 | Perc +8 Darkvision 60 | Active Spells/Conditions:

Hey congrats! Take all the time you need!

Liberty's Edge

Male Human Barbarian / 1HP 14 /14 Temp HP 2 / 2 AC 18 ( Touch 12 Flat 16) / Fort +4 | Ref +2 | Will +2 / CMB +4 | CMD 16 / Init +2/ Perception +5| Rage Rounds 12 / 12

Congratulations, take what ever time you need. and enjoy the what little sleep your going to get for the next few months ;o)


Cheers!


Male CG Human Rogue 4 | HP: 25/26 | AC: 17 (13T, 14F) *+1 vs Traps | CMB +5 CMD 18/15F | Fort +2 Ref +7* Will +3 (Evasion, +1 vs Traps)| Initiative: +2 | Perception +8 (+1 vs Traps) | Speed 30' | Disrupt Undead 3/3 | Shield (2/2) | Active Conditions: -1 Wis

Congrats. No worry about the baby, take what time you need.


Elf Cleric of Desna 4 ~ AC 19 (t 13, ff 16) | F +3, R +4, W +6 (+2 vs. enchants) | Init +3 | Percep: 7 |BoL: 3/5 | channel: 1/4 | HP: 24/24

Okay, let's talk about this magic sword! The implication is that it's pretty powerful, and it wouldn't surprise me if we're expected to return it after we kill Xeron and return the king's bones and his wife's and champion's artifacts.

(I wonder if Xeron deliberately didn't also take the sword or if it was hidden from him.)

It's a longsword, so that means only Del, Dalron, or myself are proficient with it, but maybe it's good enough for Bozvrig or Scarlet to use.

Del seems like the obvious choice to me. He can still use it two-handed for extra Strength damage, but a longsword's base damage is slightly less than his waraxe or a bastard sword. But if it has a high enough enhancement, it might be worth it.

(Incidentally Del, are you going to keep the +1 bone bastard sword we found? I don't see it on your character sheet. You don't have a magic weapon that I can see. Otherwise we'll sell it.)

Dalron uses bows primarily, but if he wants to start swinging around a sword for this next battle that sounds good to me.

I also prefer to use the bow, but I'm not the ranged damage dealer that Dalron is. I drew my sword this last battle because nobody was in melee with Xeron, and I didn't want him to be able to cast his spells without being threatened. I'm fine with being a switch hitter for now, as eventually it will make sense for me to rely more and more on my spells as I get higher in level.

And Scarlet and Bozvrig's class abilities shouldn't be affected by using a longsword. The issue there is the non-proficiency penalty to attacking, but maybe the sword's bonuses/enhancements make up for that.

Thoughts?


M Half-Orc Druid 4 | HP 25/25 | AC 17 T 11 FF 16 | CMD 16 CMB +5 | F +5 R +2 W +7 (+4 vs Fey)| Init +1 | Perc +8 Darkvision 60 | Active Spells/Conditions:

Bozvrig don’t need it.

Also, I just learned i’ve been doing 2-handed power attack all wrong with the great axe.

Liberty's Edge

Male Human Barbarian / 1HP 14 /14 Temp HP 2 / 2 AC 18 ( Touch 12 Flat 16) / Fort +4 | Ref +2 | Will +2 / CMB +4 | CMD 16 / Init +2/ Perception +5| Rage Rounds 12 / 12

I don't have a need for the sword. But with player knowledge I am thinking that since it is a named weapon it could be intelligent or mythic. So someone should use it.


M Half-Orc Druid 4 | HP 25/25 | AC 17 T 11 FF 16 | CMD 16 CMB +5 | F +5 R +2 W +7 (+4 vs Fey)| Init +1 | Perc +8 Darkvision 60 | Active Spells/Conditions:

Sounds like Lanliss will get the most benefit from it.


Is that what you really want to do?

@Lanliss you would remember that he pulled the Longsword from the bottom of the sarcophagi through a false bottom. You all would believe that Xeron did not know it was there or he would have also taken it.

Liberty's Edge

Male Human Barbarian / 1HP 14 /14 Temp HP 2 / 2 AC 18 ( Touch 12 Flat 16) / Fort +4 | Ref +2 | Will +2 / CMB +4 | CMD 16 / Init +2/ Perception +5| Rage Rounds 12 / 12

I am thinking Del should have it. He can still use his shield with the sword. And besides he is doing real well with new unknown magic items ;o)


Elf Cleric of Desna 4 ~ AC 19 (t 13, ff 16) | F +3, R +4, W +6 (+2 vs. enchants) | Init +3 | Percep: 7 |BoL: 3/5 | channel: 1/4 | HP: 24/24

Ha!

I agree. My comments above assumed that Del was two-hand fighting.

I empathize with Del in that he's playing a dwarf and then being asked to give up his dwarf-themed weapon almost right away, but he should get first shot at it as he could put it to best use.


Male Dwarf; AC 19/10(T),/19)FF), HP 56/56(64/64), F +7, R +1 W +2; RAGE 11/13 Barbarian / 4; INIT +0, PER +8(+10), BAB +4, CMB+7, CMD 17(19/19)

The fact that Dwarves get a bonus for its history intrigues Del. He would probably take it tomorrow when he feels better about life in general. Also Del doesn’t have a typical Dwarven upbringing either, so it’s not such a stretch.


Male CG Human Rogue 4 | HP: 25/26 | AC: 17 (13T, 14F) *+1 vs Traps | CMB +5 CMD 18/15F | Fort +2 Ref +7* Will +3 (Evasion, +1 vs Traps)| Initiative: +2 | Perception +8 (+1 vs Traps) | Speed 30' | Disrupt Undead 3/3 | Shield (2/2) | Active Conditions: -1 Wis

Sounds like Del would have the best benefit for using it with what we know so far.


Is that what you really want to do?
Lanliss Endarro wrote:
I empathize with Del in that he's playing a dwarf and then being asked to give up his dwarf-themed weapon almost right away, but he should get first shot at it as he could put it to best use.

I don’t think the theme really changes that much once he learns what he has discovered...


Elf Cleric of Desna 4 ~ AC 19 (t 13, ff 16) | F +3, R +4, W +6 (+2 vs. enchants) | Init +3 | Percep: 7 |BoL: 3/5 | channel: 1/4 | HP: 24/24
GM RelicBlackOUT wrote:
Lanliss Endarro wrote:
I empathize with Del in that he's playing a dwarf and then being asked to give up his dwarf-themed weapon almost right away, but he should get first shot at it as he could put it to best use.
I don’t think the theme really changes that much once he learns what he has discovered...

Very true!


Is that what you really want to do?

Hey all! I am going to be changing XP up. When we first started you all were on Medium track and it was a good fit because you were on the 4-5 party size for XP rewards. Now that you have been on the 6+ track things have slowed down a bit... Because of this I am going to be switching you over to fast track, which should put you closer to where you should be. What does that mean?

EVERYONE LEVELS UP!!

You will all be level 4 before moving through the hole. OOC this is the transition from one module to the next.

So be sure to roll your HP for this level, if you roll a 1 you get a re-roll, but keep the second even if it is a 1 again. In the same post let me know what all you gained. Once everyone is ready we will continue on.


Is that what you really want to do?
GM RelicBlackOUT wrote:

Hey all! I am going to be changing XP up. When we first started you all were on Medium track and it was a good fit because you were on the 4-5 party size for XP rewards. Now that you have been on the 6+ track things have slowed down a bit... Because of this I am going to be switching you over to fast track, which should put you closer to where you should be. What does that mean?

EVERYONE LEVELS UP!!

You will all be level 4 before moving through the hole. OOC this is the transition from one module to the next.

So be sure to roll your HP for this level, if you roll a 1 you get a re-roll, but keep the second even if it is a 1 again. In the same post let me know what all you gained. Once everyone is ready we will continue on.

@Lanliss after you level up give me a K-History or Int check for your ring. And a second one for your Ephod.

Merthuvial whoever is keeping this, please copy and paste what you learned about the sword on your character sheet, it will help me, and it has become bonded to you.


M Half-Orc Druid 4 | HP 25/25 | AC 17 T 11 FF 16 | CMD 16 CMB +5 | F +5 R +2 W +7 (+4 vs Fey)| Init +1 | Perc +8 Darkvision 60 | Active Spells/Conditions:

HD: 1d8 ⇒ 2
:|

Do we assume a full rest in regards to spells and such?


Male Dwarf; AC 19/10(T),/19)FF), HP 56/56(64/64), F +7, R +1 W +2; RAGE 11/13 Barbarian / 4; INIT +0, PER +8(+10), BAB +4, CMB+7, CMD 17(19/19)

1d12 ⇒ 12 HP (NICE)

RAGE Power: Renewed Vigor (Heal 1d8+3 when raging 1/day)
Skills: Acrobatics, Climb, Perception, Survival
Ability STR +1.


Is that what you really want to do?

@Bozvrig go ahead and assume a full rest before we progress.


M Half-Orc Druid 4 | HP 25/25 | AC 17 T 11 FF 16 | CMD 16 CMB +5 | F +5 R +2 W +7 (+4 vs Fey)| Init +1 | Perc +8 Darkvision 60 | Active Spells/Conditions:

Are we allowed racial FCBs?


Is that what you really want to do?

I had to go back and look. But yes. HP or Skill or Racial.


Is that what you really want to do?

@Del I know you aren’t a Diplomacy person... but, the first thing unlocked was Diplomacy based and there could be more... You don’t have to take any now but Diplomacy could be something worth taking a few ranks in... 100% your call.


Male CG Human Rogue 4 | HP: 25/26 | AC: 17 (13T, 14F) *+1 vs Traps | CMB +5 CMD 18/15F | Fort +2 Ref +7* Will +3 (Evasion, +1 vs Traps)| Initiative: +2 | Perception +8 (+1 vs Traps) | Speed 30' | Disrupt Undead 3/3 | Shield (2/2) | Active Conditions: -1 Wis

HP: 1d8 ⇒ 5

Only big change is for Scarlet's 2nd Rogue Talent, I took Major Magic "Shadow Hands".

He can use it 2 times per day and it does 4d6 cold damage Reflex DC 13 for half damage. Spreads out for 10' in a semicircular wave.


Male Dwarf; AC 19/10(T),/19)FF), HP 56/56(64/64), F +7, R +1 W +2; RAGE 11/13 Barbarian / 4; INIT +0, PER +8(+10), BAB +4, CMB+7, CMD 17(19/19)

Takes Del in a new direction... but I like it. Perhaps move ability point to CHAl and take a couple ranks in diplomacy. Hurts not being a class skill... but realized I didn’t take any traits, so maybe I’ll find one that gives me that and works with the concept. Maybe he was the “face” for his families bootlegging operation.


Elf Cleric of Desna 4 ~ AC 19 (t 13, ff 16) | F +3, R +4, W +6 (+2 vs. enchants) | Init +3 | Percep: 7 |BoL: 3/5 | channel: 1/4 | HP: 24/24

1d8 ⇒ 4

+1 BAB
+1 Will
New 1st and 2nd level spell slot
+1 Wisdom
+1 to Knowledge (history)
+1 to Perception

GM RelicBlackOUT wrote:
@Lanliss after you level up give me a K-History or Int check for your ring. And a second one for your Ephod.

Know. (history) for ring: 1d20 + 4 ⇒ (18) + 4 = 22

Know. (history) for ephod: 1d20 + 4 ⇒ (13) + 4 = 17


Male CG Human Rogue 4 | HP: 25/26 | AC: 17 (13T, 14F) *+1 vs Traps | CMB +5 CMD 18/15F | Fort +2 Ref +7* Will +3 (Evasion, +1 vs Traps)| Initiative: +2 | Perception +8 (+1 vs Traps) | Speed 30' | Disrupt Undead 3/3 | Shield (2/2) | Active Conditions: -1 Wis

Ah..yes. I put a +1 into Str so I will only be one point away from negating the penalty for using the +3 Str Mighty Bow.


M Half-Orc Druid 4 | HP 25/25 | AC 17 T 11 FF 16 | CMD 16 CMB +5 | F +5 R +2 W +7 (+4 vs Fey)| Init +1 | Perc +8 Darkvision 60 | Active Spells/Conditions:

What level are we expecting to reach in this campaign?

And wait, I don’t have Traits either. Were we playing with Traits?


Is that what you really want to do?

Sorry, I just saw that post from Del. Because this is core only, we are not using traits.

Liberty's Edge

Male Human Barbarian / 1HP 14 /14 Temp HP 2 / 2 AC 18 ( Touch 12 Flat 16) / Fort +4 | Ref +2 | Will +2 / CMB +4 | CMD 16 / Init +2/ Perception +5| Rage Rounds 12 / 12

HP: 1d10 + 1 ⇒ (9) + 1 = 10

Skills (7): Survival (Wis), Knowledge (nature) (Int), Ride (Dex), Perception (Wis), Handle Animal (Cha), Climb (Str), Knowledge (dungeoneering) (Int).

Favored Terrain (Ex): Underground (should have taken it at 3rd level, and since we have been mostly underground I figure to pick it.)

Hunter’s Bond (Ex): to his companions

Spells

+1 BAB, +1 Fort, +1 Ref

+1 DEX


Male Dwarf; AC 19/10(T),/19)FF), HP 56/56(64/64), F +7, R +1 W +2; RAGE 11/13 Barbarian / 4; INIT +0, PER +8(+10), BAB +4, CMB+7, CMD 17(19/19)

Del adjusted.

+1 in Charisma (He's learning how to get along in an adventuring group.)
+2 in Diplomacy (Result of above).
+1 Perception (Still keeping his eyes open for danger)
+1 Survival (Take care of yourself and others)

NOTE: Now I have to decide if Skill focus is worth the feat... or improved Sunder with that BA Adamantine weapon :-).

NOTE 2: Del is carrying the bastard sword for now, but let's sell it at the first opportunity. He'll probably never use it.


Is that what you really want to do?

Del I am not sure if you want my thoughts... incase you do they are below. Lol

Thoughts:

As a DM I am ok with you taking whatever feat you would like. If I was a player I would say take Improved Disarm over Improved Sunder. Sunder breaks the weapon/item. Disarm equally gets rid of it, but leaves it undamaged and not needing repair before selling.

Though Skill Focus is always a good feat. +3 then +6 at 10 ranks... yes please.


Elf Cleric of Desna 4 ~ AC 19 (t 13, ff 16) | F +3, R +4, W +6 (+2 vs. enchants) | Init +3 | Percep: 7 |BoL: 3/5 | channel: 1/4 | HP: 24/24

Improved Disarm requires Combat Expertise, which -- gods bless him -- Del doesn't have the INT for. :)

RE: Skill Focus is often necessary as a prerequisite for other feats, but unless you really plan on using the associated skill a lot... well, it depends on what skill you're using it for.

GM, any results from my Knowledge (History) checks above?


Dwarf Evoker 4 | HP:35/35 | AC:16 FF:14 T:12 (mage armor) | CMD:14 (+4 trip/rush) | +3 +5 +5 (+dwarf)| Init:+2 Per:+7 | Force Missile 4/6

HP: 1d6 ⇒ 6

Skills: Spellcraft, Know: Arcana, Dungeoneering, History, Perception

Spells: Scorching Ray, Glitterdust

spellcraft(learn Magic Missile from scroll): 1d20 + 10 ⇒ (4) + 10 = 14

Failed that again....


M Half-Orc Druid 4 | HP 25/25 | AC 17 T 11 FF 16 | CMD 16 CMB +5 | F +5 R +2 W +7 (+4 vs Fey)| Init +1 | Perc +8 Darkvision 60 | Active Spells/Conditions:

Lvl4 Druid:
+3 HP
+1 Str
+1 BAB
+1 Fort, +1 Will
FCB: +1 Skill Point

Class Abilities:
Resist Nature’s Lure (Ex)

Starting at 4th level, a druid gains a +4 bonus on saving throws against the spell-like and supernatural abilities of fey. This bonus also applies to spells and effects that target plants, such as blight, entangle, spike growth, and warp wood.

Wild Shape (Su)

At 4th level, a druid gains the ability to turn herself into any small or Medium animal and back again once per day. Her options for new forms include all creatures with the animal type. This ability functions like the beast shape I spell, except as noted here. The effect lasts for 1 hour per druid level, or until she changes back. Changing form (to animal or back) is a standard action and doesn’t provoke an attack of opportunity. The form chosen must be that of an animal the druid is familiar with.

A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)

A druid can use this ability an additional time per day at 6th level and every two levels thereafter, for a total of eight times at 18th level. At 20th level, a druid can use wild shape at will. As a druid gains in levels, this ability allows the druid to take on the form of larger and smaller animals, elementals, and plants. Each form expends one daily usage of this ability, regardless of the form taken.

Skills:
+1 Climb, +1 Fly, +1 Intimidate, +1 Swim

Spells: +1 1st Lvl, +1 2nd Lvl


M Half-Orc Druid 4 | HP 25/25 | AC 17 T 11 FF 16 | CMD 16 CMB +5 | F +5 R +2 W +7 (+4 vs Fey)| Init +1 | Perc +8 Darkvision 60 | Active Spells/Conditions:

Truffels:
Lvl4 Boar Companion
Animal Companion Base Statistics:
+1 BAB
+1 Fort, +1 Ref
+1 Skill
Ability Score: +1 Int

Boar Lvl4 Advancement:
Size: Medium
Attack: Gore (1d8)
+4 Str, -2 Dex, +2 Con
Specials: Ferocity (Ex)
A creature with ferocity remains conscious and can continue fighting even if its hit point total is below 0. The creature is still staggered and loses 1 hit point each round. A creature with ferocity still dies when its hit point total reaches a negative amount equal to its Constitution score.

Tricks: I never established Truffel’s tricks. I was allowed 6 total I believe.
Attack x2, Track, Flank, Defend, Intimidate


M Half-Orc Druid 4 | HP 25/25 | AC 17 T 11 FF 16 | CMD 16 CMB +5 | F +5 R +2 W +7 (+4 vs Fey)| Init +1 | Perc +8 Darkvision 60 | Active Spells/Conditions:

GM: There’s the caveat written into Wild Shape, “The form chosen must be that of an animal the druid is familiar with.”

I’m picturing the environment Bozvrig is most familiar with is a temperate forest, so i’ll limit him to appropriate creatures. Let me know if you have any objections or exceptions to this self imposed rule.


Is that what you really want to do?
Bozvrig Wur wrote:

GM: There’s the caveat written into Wild Shape, “The form chosen must be that of an animal the druid is familiar with.”

I’m picturing the environment Bozvrig is most familiar with is a temperate forest, so i’ll limit him to appropriate creatures. Let me know if you have any objections or exceptions to this self imposed rule.

Honestly if you were to take 10 on K-Nature you would know all animals CR5 and lower.... I don’t know why you wouldn’t know at least those... I would just say you would know the ones you are able to turn into via the class feature.


M Half-Orc Druid 4 | HP 25/25 | AC 17 T 11 FF 16 | CMD 16 CMB +5 | F +5 R +2 W +7 (+4 vs Fey)| Init +1 | Perc +8 Darkvision 60 | Active Spells/Conditions:

Fair enough. Thank you.


M Half-Orc Druid 4 | HP 25/25 | AC 17 T 11 FF 16 | CMD 16 CMB +5 | F +5 R +2 W +7 (+4 vs Fey)| Init +1 | Perc +8 Darkvision 60 | Active Spells/Conditions:

Oye I have less hp than the wizard and rogue. I’m ashamed. :[

Spells prepared for the day:
Lvl0: Detect Poison, Guidance, Resistance, Stabilize
Lvl1: Cure light wounds, Faerie Fire, Magic Fang x2
Lvl2: Barkskin, Bull’s Strength, Lesser Restoration


1 person marked this as a favorite.
Is that what you really want to do?

@Lanliss you are correct... blasted INT!! Also, I put your info in the game play section.


Elf Cleric of Desna 4 ~ AC 19 (t 13, ff 16) | F +3, R +4, W +6 (+2 vs. enchants) | Init +3 | Percep: 7 |BoL: 3/5 | channel: 1/4 | HP: 24/24

Thanks, GM! Looks like the roll was too low for the ephod.


Is that what you really want to do?
Lanliss Endarro wrote:
Thanks, GM! Looks like the roll was too low for the ephod.

Yes and no. After looking at the item I realized that you had already learned all you really can about it. It is part of a set used by Divine Casters as a way to channel your deities energy through magical items.


Elf Cleric of Desna 4 ~ AC 19 (t 13, ff 16) | F +3, R +4, W +6 (+2 vs. enchants) | Init +3 | Percep: 7 |BoL: 3/5 | channel: 1/4 | HP: 24/24

Got it, thanks.


Is that what you really want to do?

@Scarlet I just looked up the spell that you picked with your Major Magic Rogue Talent and all I am seeing is a 3rd party spell. Be sure that we keep everything CRB only. I will be introducing things that are not core only, but unless I introduce it then it does not exist. Sorry I didn’t realize that when you first mentioned the spell.


Male CG Human Rogue 4 | HP: 25/26 | AC: 17 (13T, 14F) *+1 vs Traps | CMB +5 CMD 18/15F | Fort +2 Ref +7* Will +3 (Evasion, +1 vs Traps)| Initiative: +2 | Perception +8 (+1 vs Traps) | Speed 30' | Disrupt Undead 3/3 | Shield (2/2) | Active Conditions: -1 Wis

No problem. I'll change it. Shadow Hands was an option available in Hero's Lab but I couldn't find the spell either.

Hmm... I know. I'll get Vanish. Being Invisible for up to 5 rounds (Depends on Level) won't be bad.

Vanish


Elf Cleric of Desna 4 ~ AC 19 (t 13, ff 16) | F +3, R +4, W +6 (+2 vs. enchants) | Init +3 | Percep: 7 |BoL: 3/5 | channel: 1/4 | HP: 24/24

Good choice!

651 to 700 of 786 << first < prev | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / RelicBlackOUTs Old School Modules Discussion All Messageboards

Want to post a reply? Sign in.