RotRL: The Alkenstar Expedition (Inactive)

Game Master drbuzzard

Guns vs. Magic in Rise of the Runelords.

Current map

Xin Shalast Map

Loot List


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dude halfling

Tirion chooses to stay outside and keep a lookout -- he has his Mage Hand extract his whistle from his Haversack, and keep it ready for use; if anyone approaches, he'll either blow the whistle like crazy, or he'll say "Ya'll shore do gots a purty mouth..."


Bander you can go. You can try to escape the grapple or attack with a 1 handed weapon.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

am I able to full attack with my one handed weapons? I know I know look it up. BRB after I look it up!


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

ok looks like I just have a -4 to hit. -2 cause of the dex penalty an -2 cause of grappled. Though it also has the dex minus so I guess I am -2 in reality

I am about to be eaten!!!! no way my +7 will get me out

Snicker: 1d20 + 13 - 4 ⇒ (14) + 13 - 4 = 23 for 1d4 + 1 ⇒ (2) + 1 = 3 and
Snack: 1d20 + 13 - 4 ⇒ (12) + 13 - 4 = 21 for 1d4 + 1 ⇒ (2) + 1 = 3
Snicker: 1d20 + 8 - 4 ⇒ (6) + 8 - 4 = 10 for 1d4 + 1 ⇒ (4) + 1 = 5 and
Snack: 1d20 + 8 - 4 ⇒ (7) + 8 - 4 = 11 for 1d4 + 1 ⇒ (3) + 1 = 4


One of those attacks appears to hit, but it doesn't seem to have any effect (DR is not your friend).

It moves to pin Bander.

grappled: 1d20 + 14 ⇒ (17) + 14 = 31 and then next round the chomp.

Players are up.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

yep, I'm screwed lol. I guess I will be hoping for a miss due to my image, I guess I could nat 20 my escape attempt, pretty sure my 21 would have failed last round


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Narissa runs up the stairs, and barrels down the walkway and through the door Bander left open. Then, seeing things, she doesn't stop she just takes a leap off the balcony, spinning in air before landing.

Acrobatic jump (to clear railing): 1d20 + 13 ⇒ (11) + 13 = 24
Acrobatics, land softly DC 15: 1d20 + 13 ⇒ (17) + 13 = 30

Narissa lands next to the spider and grins fiercely. "HEY! YOU! You got more to deal with than a little pibsqueak like him!"


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Finally reaching the door Bo opens it and takes one shot at the big ass spider thing..

1d20 + 11 ⇒ (3) + 11 = 14 Steel, point blank..
1d8 + 10 ⇒ (3) + 10 = 13


Bo puts a bullet into the large spider.


The spider tries to bite its pinned meal.

to hit: 1d20 + 10 ⇒ (10) + 10 = 20 image: 1d2 ⇒ 2

at least it popped the image

PCs are up. We'll assume Urga made it into here.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

yay!!!!!

1d20 + 7 ⇒ (2) + 7 = 9 squirm...squirmy squirm


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Urga power attacks.

Attack: 1d20 + 12 ⇒ (4) + 12 = 16
Damage: 2d6 + 14 ⇒ (6, 5) + 14 = 25

Attack: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 2d6 + 14 ⇒ (6, 2) + 14 = 22


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Since leaping at it didn't distract it, Narissa steps back five ft, and unloads into it, wondering if cannon rounds will distract it.

Attack, PB: 1d20 + 12 ⇒ (10) + 12 = 22
Attack, PB: 1d20 + 7 ⇒ (20) + 7 = 27
Attack, PB Confirm: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 2d8 + 6 ⇒ (1, 7) + 6 = 14
Damage: 2d8 + 6 ⇒ (7, 5) + 6 = 18
Damage, Crit: 6d8 + 18 ⇒ (8, 4, 5, 7, 6, 5) + 18 = 53

Edit : Thanks Bander, it's not x2, it's x4. I'm just so used to GMing that I do x2 crits out of habit. I try not to use x4 weapons on the PCs all that often because it's just so deadly.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

is your crit only x2?


Narissa puts a well placed shot right amid its nerve ganglia ('right in the middle of those 8 eight eyes' to you primitive medieval screwhead PCs) and it goes down and stops moving, with Bander finally able to escape its grasp.

The room:

The majority of this large, stuffy chamber is covered in filthy webs forming a funnel that dips down into the ground. A catwalk runs around the rim of the room near the ceiling, twenty feet above the ground. In northeast and southeast corners, the catwalk expands into a ten-foot-square platform that’s fenced in by wooden beams, forming cages. The walls within each cage are hung with iron manacles. Most of the manacles—while bloody— are empty, but three in the southeast corner imprison emaciated men.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

"Bander can you release those manacles please.." Once down Bo will hit each man with a LoH..

#1: 3d6 ⇒ (3, 5, 3) = 11
#2: 3d6 ⇒ (3, 1, 3) = 7
#3: 3d6 ⇒ (6, 3, 5) = 14

They are also cured of any fatigue and if they have any disease i get to roll to remove that as well..

"Hello, I am Bo Harding, Paladin of Sarenrae.. Who are yall and how did you get here"

He'll also detect evil as a move action..

I also just realized that without having spellcasting I cant use spell trigger items off the paladin list, such as the wand of curing im carrying.. I guess it's purely up to Flick to do the healing.. Or someone with UMD..


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Narissa can use UMD, she has a 5 with it, so she's not great at it, but out of combat she can get the wand to work sometimes.

Narissa steps back in and kicks the carcass as hard as she can, rolling it off Bander. "You start on the left, I'll get the right." She tells him, seeing as how there are so many manacles that need to be removed. Her rifle snicks back into it's holster on her back, after being reloaded, and she pulls out a small set of finely wrought lockpicks and begins helping Bander remove manacles.

Disable Device: 1d20 + 10 ⇒ (2) + 10 = 12
Disable Device: 1d20 + 10 ⇒ (12) + 10 = 22

Narissa frowns as she fumbles with the locks a bit. "Huh, guess I'm rusty..."

Wasn't sure what you needed when I made Narissa, so I kind of made her a jack of all trades and master of none, other than firing a giant boomstick. You hear that you primitive screwhead GM, that's her boomstick!


All of the people in the manacles are unconscious and dressed only in their skivvies.

You can eventually get the manacles off since you are not pressed for time.

Flick will offer to heal them if you give the go ahead.

Bo:
They do not ping as evil


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

"I suppose we can make camp outside for the evening and get these guys back on their feet.. Let's go back and finish searching the house i suppose.." As in looting the house..


Shalelu, the elf lady who was tagging along with you, and somehow never managed to get involved in any of the combats (because I forgot about her) exclaims, upon seeing the prisoners "Father! That's my father! We must help him!"

Back in the house there is a treasure room that holds an unlocked chest.

It has:

a large sack filled with assorted coins (315 gp, 700 sp, and 208 cp)
some pearl studded gloves
some boots with stitching in platinum
ruby-inlaid red dragon-scale cloak clasp
agate-studded gold ring
a necklace of emeralds and silver

Don't recall if I gave you the loot from the ones you dropped. If I didn't let me know (think I did).


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

I assume Flick will check for magic.. I dont believe we looted anyone.. At least looking back it doesn't appear we looted anyone..And our loot list is empty so.. Actually nvm i just realized alchemist cant detect magic.. Sucks that magic we find we cant use until we get back to town and have it ided..


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

"We need to hire us a tag along wizard to figure out what all our loot is.."


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

We just need a cheap wand of detect magic.


Level 0 wands are plenty cheap.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

no we did not get loot from the dropped fellows yet, I will add that loot to the list

also I have maxed out UMD


dude halfling

both hobbits are keeping UMD max'd -- at 10th level that skill will l go from fair to good...

Bander's ordeal with the spider is reminiscent of another famous hobbit's encounter with a huge spider -- I think hobbits should stay away from spiders!


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

well dm you might have given it to us, but the loot list only had 8 silver and 1 copper on it :(


The flunkies all pretty much have crap.

(I am only listing stuff which looks better than normal)

Mammy had:
2 potions
3 wands
book

Crowfood (one you fought outside)
ring
amulet
leather armor
ogre hook

Hucker (guy in the basement)
Ogre hook
breastplate
ring

You also found equipment which the prisoners when revived will recognize as their own (hence I'm not going to list it based on the assumption that you're not a bunch of dirty thieves).


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Still need the spellcraft to id it.. I suppose a wand of identify would help that as well.. I know! One of you ninja's take minor and major magic talents and then familiar.. Next take improved familiar for a Fairy Dragon and it auto uses all Sorcerer Wands.. LOl..


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Well hello there folks. I am Bandersnatch, but I will let you all talk to the big folks!

With that he rushes off to check on Tirion, then to check on his dog.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Honestly, if we need arcane magic that much, I could take a level of sorcerer if the GM allows, all the exposure to magic has woke up something in Narissa's blood. Alternately a level of Bard? Or I could take a level of Investigator (Spiritualist) and gain the ability to use Identify 3 times per day. GM? Any of those ok with you? Also, the following things could work as well : Bracers of Spellsight (1/day detect magic, 2100gp), Cloak of the Hedgewizard (at will detect magic, 2500gp), Lantern of Auras (unlimited detect magic that's visible to everyone in line of sight plus operates as an unlimited use bulls-eye lantern, 2,000 gp)


I would prefer people to not go into a full blooded arcane class. The investigator does sound reasonable though. It's not very heavy magic, and would solve your magic item problem.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Ok, no problem. I'll go load up the 7thlevel Narissa, and add a level of Investigator instead. Needed more skills anyway. :)


Actually you guys need to level to 8th anyway. Any magic class levels have to be post 4th.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Ok, added a level of investigator instead of gunslinger. She can cast Identify 3 times per day, so she can identify 3 items per day. Total check when doing so is 1d20+10+6+1d6


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Urga will provide the prisoners what food and water that he has.

"We need to get them back to town at once."


Flix will respond to Urga "Actually I think I have heal them up if we just spend a bit of time here. If you all think it is a good idea, I can revive them all now. I don't know that I can get them back to full health without at least a full day to treat them though. "

Shalelu reponds "Of course you have to help them, that's my father!"

barring any objections, he will begin administering healing draughts.

Immediatedly after being awakened the father clasps his daughter in a tight embrace. It is apparently an emotional moment for the two of them.

The one indicated to be Shalelu's father speaks for the prisoners. "I am Jakardros Sovark. These are my companions Vale Temros and Kaven Windstrike. " He is an older human of middle height with an apparent missing eye (covered by an eye patch). His companions are a tall Garundi man and a a handsome young man with dark hair and emerald eyes.

"We're the last of the Black Arrows. Fort Rannick has fallen. My men here and I are all that survived of an effort by my patrol to retake the fort after a force of giants and ogres had captured it. As it was we only barely escaped only to be caught by the freaky hicks from this farmhouse. "


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Narissa nods. "Sorry to hear that. We need to get back to town and alert the mayor then. No need to go to the fort. Plus these folks will need help recovering, a single draught or two isn't going to do it. We need to fix the mouthy runt too." SHe begins examining the door on this side, to see why it wouldn't budge before. "We need to open this door, they're not in any shape to climb up to the way we came in."


You can hack away at the webs which hold the door shut easily enough (adamantine weapons and all).

When you say back to town, do you mean the local town of Turtleback Ferry or Magnimar?


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Narissa meant the Ferry town, as they were asked to investigate what happened to the fort by the Mayor there, remember?


Just making sure. It's a pretty piddling little town after all, and I doubt you can get all that much in the way of healing there. Flick is better at it than anyone in Turtleback Ferry.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Bander will slowly drag the dog in from outside.

I know this dog was under the control of that nasty beast, but I think if we give it some love it will be friendly. He says after popping his head back in. Also lets not forget the folks in the town we saw with the tattoo.

Once Bander has dragged the dog in, he goes and drags Tirion in, and rests his head on the dogs flank as pillow.

So whats new brother?


"Come morning I will have some draughts prepared which should have your brother right as rain. "


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Oh wait! We could do this instead! Bander flips Tirion over on the floor and spread out his arms and props up his chin. If we figure out how to open his mouth we have a Tirion skin rug!


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

It's up to everyone, but, I'd think they'd have more bodies for taking care of someone. These people look like they'll need weeks to fully recover, not hours. You said they were emaciated? Are we going to live here for a few weeks while Flick attends to them? Plus my understanding was we need to warn the town that the fort is compromised? Even with the people with the tattoo's, the people without them will need to prepare defenses. Then we can go to the fort to see what is going on there? I really don't see how we can help the NPCs if we're dragging them to the Fort again in their current state. Unless we are going to spend a few weeks healing them back up. I don't relish the thought of living in this farm for 3 weeks.


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Concur with taking the people back to town and then heading to the fort.


dude halfling

Tirion says nothing as his strengthless body is subjected to Bandy's evil misdeeds -- but it somehow seems clear he is accustomed to being patient with the mentally deficient...


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Bander frowns at not being engaged, and sits down and pets the unconscience dog.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

"I say we let the Black Arrows decide their fate. If they wish to return with us and avenge their brethren who are we to say they can't. if nothing else perhaps they can get us there more sneaky like than we could on our own.. Let's see what they have to say about it."


The Black Arrows are eager to take back their fort, but they think the idea of letting the town know is a good one.

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