Standing Against the Giants, Brimleydower's Giantslayer (Inactive)

Game Master Kagehiro

Giantslayer Roll20

Burning Corpse Stats:

AC 16; CMD 14
Fort +1; Ref +2; Will +2
DR: 5/bludgeoning


51 to 100 of 288 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Male Dwarf Barbarian 2 HP: 9/27 [7/25] (-2 con) | Rage: 4/9
Stats:
(AC 18, T 12, FF 16) | CMD 17 (21 vs bull rush/trip, 23 vs awesome blow) | Fort +6, Ref +4, Will +1 (+3 vs poison, spells, and spell-like abilities) | Init +2 | Percept +5

True enough. I don't know about everybody else, but I'm going to be far too feat hungry to pick up things like improved initiative anyways.


Female Merfolk Oracle of Flame / 2 (AC: 19 [T: 13 FF: 16] | HP: 4/17 (0NL) | F+2, R+3, W+1) | Init: +3 |Perc: +3, Darkvision 30’)

For some reason, I was thinking I had taken reactionary, so it makes no never mind to me.


If we had a sneak attacker that built Initiative heavy, I'd probably lean the other way. It would suck to make a character based around getting people flat-footed, acting first, only to be anchored by the rest of the team's flagging Init modifiers. Fortunately, we have neither Initiative focused players nor sneak attacks.

To clarify, and this will differ from averaging the party's modifier for the tug-of-war, I will be rolling individually for each PC and averaging their total Initiative rolls in combat situations. I'll probably also be instituting a 48-hour deadline on combat posts. Meaning, basically, if someone doesn't get a post up within 48 hours of my own posts, they'll get a DMPC. I'll try to play intelligently with the characters in question, but that includes expending resources. So. . . even if you can't manage a full combat post, try to convey to me character intent for the round (I want to cast bless and move behind Arctorus) and I can fill in the rest. Otherwise you might return to depleted spell lists.


Female Aasimar (Angel-Blooded) Oracle 2 (Battle) | HP 20/20 {effects: 1 pt. of DEX dmg} | AC 15 (Tch 11 FF 14) | CMD 15 | F +1, R +1, W +1 | Init +2 | Perc +3, darkvision

I had half a mind to take the War Sight revelation later on, mainly to be able to close into melee range without having to suffer a bunch of AoOs due to our enemies' superior reach...

Until now, even though I've always had positive experiences with block initiative, I'm more than fine with using your method Brimley. Indeed, I concur that it is a much smoother one in that it generally allows players to post whenever they're ready, instead of having to wait for somebody else acting first.


HP: 58/58 | Rage: 16/16
Stats:
Current AC: 21 (AC 17, T 10, FF 16) | CMD 23 | Fort +7, Ref +3, Will +4 | Init +5 | Percept +11

I have to agree from a DM'ing standpoint, bundled initiatives are far easier to run on the DM side of things. It also, as Qytheerah said, lets players post as they are available to post.


Female Merfolk Oracle of Flame / 2 (AC: 19 [T: 13 FF: 16] | HP: 4/17 (0NL) | F+2, R+3, W+1) | Init: +3 |Perc: +3, Darkvision 30’)

Any thoughts on #50?

200 Rules to Live By:

1. Doing ANYTHING in a dungeon can get you killed. This includes doing nothing. Therefore, act. Tis better to die daring awesomely.
2. Never share a hiding spot with someone more foolish than thyself.
3. The easy way is trapped. The hard way is an ambush. The right way is hidden.
4. Levers are placed to be pulled.
5. Evil henchmen are often more potent combatants than their bosses. Be ready.
6. If the wizard dies with an uncast Fireball, he deserved it.
7. There is NEVER enough curative power.
8. Doors without traps lead to doors with them.
9. A fountain in a dungeon is a crapshoot.
10. Never trust a dead end.
11. Kill it first. That's what Raise Dead is for
12. When in a dungeon, NEVER let the DM think you're bored.
13. Whenever possible, do not have the slowest movement rate.
14. Posting a strong rear guard can deter the DM from attacking from the rear. This is not a waste. This is proper. If you don’t get attacked from behind, it was 100% worth it.
15. Always know which skill no one has, and be ready to depend on that skill.
16. When turned to stone, don’t panic. Monsters with petrification abilities come with Stone to Flesh items nine times out of ten.
17. Try to look unimportant, it might be low on ammo. If you’re the paladin, don’t b%@~!, you signed up for this.
18. Murphy was a fighter.
19. You’re playing D&D, not Marvel.
20. If it’s stupid and it works, it isn’t stupid.
21. The first time you drop your guard, the DM will teach you a lesson.
22. So what if you met in a bar 10 minutes ago, and now you’re already hired. Learn about your comrades’ strengths and weaknesses ASAP.
23. A comrade that stutters, hems, or haws trying to pinpoint their weaknesses can add “Doesn’t know when they’re screwed” to the list.
24. A character with no weaknesses isn’t really good at anything either.
25. The thief doesn’t complain when the fighter doesn’t help pick the lock, the fighter shouldn’t complain when the thief doesn’t enter melee.
26. HP and damage potential are independent attributes. Four giants at 3/4 HP do WAY more damage than 3 fully healthy giants. Gang up on bad guys, do not make it a fight from Big Trouble In Little China.
27. Trust your experts. Don’t get mad at the thief if he misses a trap, and he won’t get made when the demon saves against your spell or the fighter gets mowed down.
28. You don’t need a body for resurrection, so don’t worry about leaving it behind.
29. Someone who ditches a group plan has signed up for whatever happens to them. Pay to have them raised, but don’t risk your neck for them.
30. When someone is getting themselves killed for something you screwed up on, suck it up and risk yours to get them out of it.
31. Never EVER EVER spend an action saying, “Go Team.” Watching for the impending second wave of baddies is a perfectly reasonable way to spend your time.
32. When the cleric says it’s time to stop, it’s time to stop. If the fighter says it’s time to stop, look at the healer for confirmation.
33. Communism and democracy gets a party killed. Situational Meritocracy gets you fortune and glory.
34. What the paladin doesn’t know can’t hurt him.
35. What the thief doesn’t know CAN hurt you.
36. Fighters get first dibs on tactical placement.
37. Never lie during triage.
38. If you decide to rest after you’ve run out of spells, you’re too late.
39. When the fighter yells for you to cast the fireball, listen. When the wizard tells you you’re going to get yourself killed, you listen. When the cleric flees you follow. When the thief gets killed by a trap, go get another thief before continuing.
40. Fighters are a wizard’s second best armor. Clerics are the best.
41. Spells should neither be whored nor hoarded.
42. What good is the reward if you aren’t around to use it?
43. Just because your cover is blown, charging isn’t plan B.
44. You’ll only ruin the game by turning in the thief for contacting the guild.
45. Listen when you’re not in charge, and lead when you are.
46. Portable Hole plus ballista equals success. See #20.
47. Always know which side the hinges are on.
48. ALWAYS listen after tampering with the door.
49. People can miss obvious sights, or shrug off noise, but scent is never missed.
50. The Atreides had a battle language, so should you.
51. Treasure can be used right away.
52. It costs five copper pieces to shoot an exploratory arrow into the darkness, and five hundred thousand copper pieces to get your Troubleshooter raised from the dead.
53. Know who your DM’s favorite D&D writer is and plan accordingly.
54. Female NPCs with names are suspect. Never score on a named NPC.
55. It’s always an inside job. When it’s not, the BBEG is a higher level than you.
56. Nine times out of ten when the DM wants to know your HP total, he’ll pull his punches. When he never asks, he doesn’t care if your character dies, act accordingly.
57. “Rush In and Act Accordingly” only works when you trust your teammates.
58. Dicing for mutually desired items leads to semi-content parties with less than optimal power. Voting to place the items leads to optimally powered, temporarily less than happy members (minus one). Pick one.
59. Always have enough to get your sorry butt raised, and make sure your party-mates know where that stash is.
60. Always know how many charges are left in the wand of curing, even if you’re not the cleric.
61. If the thief introduces himself with an alias, go along with it!
62. Unless you’re a paladin, when the thief introduces YOU with an alias, go along with it.
63. It’s okay to get screwed for not knowing the game setting, but keep your complaints to yourself starting the with the second offense.
64. When stocking up, assume every dungeon has a rust monster, a troll, a doppelganger, an incorporeal creature, and SWARMS.
65. It doesn’t matter what edition you’re playing, going down stairs ups the ante.
66. Double doors guard things with more HP than singe doors. As a corollary, the square footage of a door is directly proportional to the XP value of the thing behind the door.
67. The player who can name the campaign specific names for various coins gets first dibs on being the bard.
68. Two bards is a waste. I don’t care how different their feat selection is.
69. Two fighters are never a waste, but always use different primary weapons.
70. All other things being equal, enhance your character’s strengths before plugging up your weaknesses.
71. Just because rogues no longer get bonus XP for liberating treasure, and fighters per HD, doesn’t mean it’s a good idea to stop playing that way.
72. Assuming people are basically good is asking for it. People by default are neutral.
73. Read the description for Diplomacy. Nowhere does it describe the powers of Bluff, Charm Person, Suggestion, Savoir-Faire, or Fast-talking. Don’t complain when the DM doesn’t let you get away with it.
74. Dragons are dangerous from the day they hatch.
75. A wizard who resorts to melee does so because that’s how they want people to remember how they died.
76. Assuming that every monster in the dungeon was meant for you to kill it is suicide. Sometimes you’re supposed to run away.
77. The party’s strategist may not be the party’s tactician. Any class can handle these jobs, don’t be cliché about this.
78. Even the A-Team accepted the reward. Take it.
79. Don’t make a pacifist character. It’s D&D. Fighting happens. Pacifism is for NPCs.
80. The time to fall back for healing is never lower than 1/3 power. Don’t wait until you’re almost dead, as it’ll become a cycle; heal, get hit, heal, get hit.
81. It’s only worth missing a round to get healed if you’re going to get healed for more damage than you take in 1 round.
82. If the wizard needs to fall back, it’s because everyone else is dead, or the wizard is executing #75.
83. No matter your class, always have a light slashing weapon ready for use.
84. Captain Kirk used red shirts, so should you.
85. If you can’t sum up your character in a single paragraph, he’s too complicated.
86. Everyone in the party should have a common language beyond simply Common.
87. Know your DM. Learn to tell when he’s throwing you a bone, and run with it.
88. “The natural cavern leads off into darkness” is typically DM-speak for, “This cavern isn’t part of the adventure, but is there in case I want to build on it later. Please don’t go down there, because I’ll have to wing it.”
89. Your cohort is never more valuable than another PC. Your followers are never more important than a comrade’s cohort.
90. It is, in fact, possible to “win” at D&D. A character who is the subject of nostalgic gaming stories long after a campaign has ended has “won” D&D.
91. If your DM uses plastic minis, but slaps down a hand-painted metal mini, treat it with suspicion and caution.
92. If you tell the party to “trust you”, then don’t let them down. If you do let them down, don’t be surprised if they don’t go with it next time you ask.
93. The DM’s love of the campaign world is directly proportionate to the level of motivation he has for a campaign with in it, and inversely proportional to the patience he has for people being ignorant of it.
94. The more proper nouns that appear in your character’s back-story, the more permission you’re giving the DM to mess with it during the campaign.
95. There’s nothing childish about a character whose motivations include power, riches, and fame. In fact, be honest with yourself, at some level isn’t that your own motivation with your character?
96. Multiple wizards in a party are like a sports team (or the X-Men arcade game). You need to “call the ball”. Don’t both of you waste your best spells at the same time. Alternate so as to maintain your level of firepower (See #41).
97. You might think it’s cool to keep your prepared spells a secret until the party sees you cast them, but it’s even cooler if they can plan around your selection. If there are two casters in the party, talk to each other when planning the day’s spells so as to not create a surplus or scarcity of certain effects.
98. If your DM wants to know which party member is carrying the map, the answer is always plural. (And it’s a good bet he’s the kind of dungeon master that will keep track of food, so be ready.)
99. The player that still uses the level titles (e.g. Veteran, Cutpurse, Deacon, etc.) gets first dibs on playing the thief (and trust me, they’ll call it thief not rogue.) They’re by far the most paranoid player in a dungeon, and likely the one most highly trained at recognizing highly probable places for traps.
100. It’s okay to let the DM know you’re bored when in town (See #4). But before you do, make sure you’re armed and ready.
101. If the DM asks you if you say or read something out loud, the answer is always no.
102. If you meet an NPC in a session with a proper name, be courteous and learn it.
103. If the same NPC appears in another adventure, be smart and learn as much as you can about them.
104. If the same NPC appears in another story arc, be wise and prepare to fight him to the death.
105. Don’t name your character after a famous person/character within the game, it’s distracting and will lead to jokes that break the suspension of disbelieve, which in turn will garner you less sympathy from the DM when you mess up.
106. Never cite The Lord of the Rings as justification for an argument for why something should work, and maybe, just maybe, the DM won’t cite Alien for the same reason.
107. Female NPCs exhibit a parabolic relationship with their comeliness score and their importance. If comeliness is 3 or 18, then pay attention to what she says.
108. If there’s a psionic party member, you can be sure there will be psionic baddies.
109. Assume every dungeon has an underground lake and a river of lava. Trust me, it’s better that way.
110. Unless you’re pressed for time, look for its lair, even if it’s a wandering monster.
111. Sometimes treasure is hidden in the stomach, the tauntaun treasure chest must not be overlooked.
112. You know what psych majors learn in college? Stereotypes are usually true.
113. There’s no such thing as an underground lake without a carnivorous creature in it. See #109
114. No it’s not good role-playing to run an evil character in a group with a paladin. It’s asking for angst that D&D is designed to provide escape from.
115. Never argue physics with the DM. It’s not worth the retribution, and you can never win an argument when the rebuttal can justifiably be “Magic!”
116. Plan C should never be “Every man for himself.”
117. Don’t freak out if the party rogue is neutral. Remember #72.
118. Never assume the BBEG is like a James Bond BBEG. Assume you’ll be killed quickly, efficiently and without warning.
119. Before play begins, find out what skill the DM says is relevant to determining success in the Indiana Jones, “gold idol – bag of sand” switch.
120. Never ever complain your way out of character death. It’s unmanly and you’ll embarrass yourself. If you’ve got a solid logical reason, give it. Once.
121. It’s D&D, “Because he’s evil” is always acceptable.
122. Before you draw from that Deck of Many Things, decide your drawing limit and stick to it.
123. If you’re playing 3rd edition, and you find a lone kobold, it’s obviously a high level sorcerer. If someone laughs at you for making that assumption, let them make theirs next time. If you’re playing older editions, that kobold is bait.
124. If you can’t solve the puzzle in 5 minutes of real game time, break it.
125. If attacked by ninjas, remember the power of a ninja is inversely proportionate to the number of ninjas involved in the fight. Ten ninjas are fodder, but a lone ninja will kick your butt. This goes for psionic characters too.
126. Playing a character of the exact opposite of the stereotype is also a stereotype.
127. Unless the DM forbids it, during character creation talk to the other players, otherwise don’t complain when the characters are hopelessly incompatible or everyone’s a fighter.
128. Default template for single file marching order is, in order of front to back, Troubleshooter, fighter, wizard, cleric. Always leave 5' of space between
129. There’s nothing wrong with making requests of the spell-casters for what spells to prepare for the day. Just like there’s nothing wrong with saying “no” to those requests.
130. Always carry a missile weapon. Unless your class prohibits you from using it, use it.
131. Before you do something REALLY stupid, make sure you know the DM’s policy on Atonement.
132. Burned out Ioun Stone + Continual Flame = best torch ever.
133. If you’re a middle level fighting class (cleric, druid, etc.) don’t rush in on round 1. Doing so will annoy the fighters trying to execute #36, and you’ll end up needing to use more curative magic. Round 1 is a buffing and assessment round for you.
134. Monk + Silence = premier anti-caster tactic.
135. Know when to retreat, and know which characters in the party would rather die than do so.
136. Once fireballs are added to the mix, the city watch doesn’t care who started it.
137. Behold the power of the Cantrip: Ghost Sound can save your butt against dumb giants, and Mending can redo the seal on the royal letter you stole.
138. If the reward seems too good to be true, be prepared for a double cross. This doesn’t mean don’t take the contract, it just means be ready to fight the person who gave it to you.
139. Whenever possible, use cover and concealment.
140. Flanking is key. Do it, and don’t let it happen to you. When moving to flank, the melee-tank-anchor should arrive before the sneak-attacker.
141. Decide to be aggressive enough, quickly enough. Better to have overkill than be killed.
142. Unless the details of your class require you to honor last requests, don’t.
143. After having finally slain the BBEG, take the precautions necessary, using whatever books the DM allows, to ensure that he cannot be True Resurrected.
144. When entering combat with a truly dangerous foe, don’t save your most powerful spells for “just in case”. Use them first.
145. Unless you have some kind of trump card, resist any and all urges to do melee battle with anyone on a ledge.
146. If you wipe the floor with the first wave of baddies, assume the next wave is going to be the toughest. The instant you have determined the level of toughness, first hand, of the next wave, be ready with #144.
147. It’s D&D, the moral implications concerning bribery are relevant to the mark, not the PC. Bribery is as valid a tactic as intimidation.
148. Magic items in which the word “of” appears two or more times will invariably become either a plot device or a homing beacon for trouble. Be prepared.
149. Monks will never be as good at melee as fighters or as sneaky as rogues. Monks are a “variable support class” They make excellent wing man melee fighters, and wing man rogues.
150. If you have a familiar, keep it in mind at all times. Otherwise you’ll have no recourse when it’s time to rely on it and the DM says Fido’s still back in town.
151. If you suspect a character has been replaced by a doppelganger, ask them to let you cast sleep on them. If it doesn’t work, they’re either an elf-blooded PC or a doppelganger.
152. If the DM asks if you’re setting watch, the answer is always yes.
153. Whenever reasonable, make the baddies come to you as you rain missile fire on them.
154. If you prepare spells, it’s worth it to have a “default non-adventuring day” list of prepared spells, so when the DM springs the adventure hook on you, you’re not caught with your pants down.
155. You should always know how each person in the party would answer the question, “You’re lost in the desert and the water supply is dwindling, how should you split it?”
156. If the DM forgets to include a penalty you’re suffering from, point it out. If he doesn’t return the favor, then stop. Immediately.
157. Take notes at the table. If you recall the name, race, and nationality of an NPC, it shows the DM that you care about the hours he put in on making the adventure. It may come up in rewarding you later. It’s also good gaming.
158. If your character can’t swim because of encumbrance, then you need a solution that will protect you from drowning. You need this before you approach anything wet.
159. If the DM takes the time to describe a new pattern of floor tiling, do not advance until the troubleshooter gives the go ahead.
160. Everyone in the party should know who the fastest talker is, the best diplomat, and the most intimating member. Don’t use numbers at the table, but know who each is.
161. The order of operations is always Diplomacy, Bluff, then intimidate. Never reverse these.
162. There should never be any excess space in an extra-dimensional storage container. If you’re successful enough to have one, you’re wealthy enough to fill remaining space with food and water (and ammo). As space is needed, ditch the ammo, food, and water.
163. Scouts should always return to the group for planning, never should the group advance to the scout.
164. The place to plan is never close enough that a double move will bring the enemy within their striking distance.
165. If the DM ever needs to vividly describe the specific actions of a trap, you must assume that they are using something more than the DMG for their traps. This brings a requirement of checking for traps immediately after disabling the obvious trap. If you see a "Grimtooth" trap book, GET A THIEF.
166. Choose your attacks wisely. It might seem like a good idea to hit a melee monster with a physically devastating spell, but it likely won’t work. Blast the slow tanks, manipulate the weak willed, and debilitate the weak bodied.
167. The fact that Undectable Alignment is still a Paladin spell should give a clue as to what a Paladin is actually allowed to do. Nowhere does it say that the Code requires you to wear a neon sign that says, “I’m a paladin and I will judge you!”
168. Defense will only protect you, for a time, from defeat. It takes offense to actually conquer a foe.
169. The cheapest item in the PHB is a mundane item with the following abilities: potential circumstance bonus when used for nose plugs or earplugs, works as a timer for anything up to an hour, can check for air currents, can be a minor decoy, can make subtle markings on a wall to indicate exploration progress, and sheds a weak light. It weighs virtually nothing, so even the wizard can carry some. It’s called a “candle.”
170. Just because it’s gone from the game, doesn’t mean there’s no longer a need for bending bars and lifting gates. Make sure you have this covered. It’ll make your DM happy if you know what the best result a party can muster is on taking 20 for a STR check.
171. Always know how you’re going to spend a turn before your name is called to act. It keeps the game smooth, and encourages others to do the same. Your DM will thank you, and you’ll come off as having a more confident character.
172. Never split the party. Just don't do it.
173. If you are paired up. Never leave your wingman. Do Not Leave Your Wingman.
174. Know they escape route.
175. Every party should have a policy on when it's time to make a last stand.
176. If you can pull off an ambush, hold the line until the enemy is within melee range. Shooting a target from far way isn't an ambush.
177. Never ford a river at the ford.
178. When the plan goes wrong, go back to the beginning (or some other clearly designated point.
179. Never return from the dungeon the way you went in. Foolish is the bandit who attacks the party prepped to kill them all and let Heironeous sort them out. Wise is the bandit who attacks the resource depleted, treasure laden party.
180. Attack HVTs first. These are the blasters and characters with Save or Die abilities. (piles of easily fireballed minions not withstanding.)
181. If your character has a schtick, know they rules. Expect to be called upon to show the sourcebook. Have page numbers ready.
182. Thou shall not sunder treasure. If you're playing in an organized game, this does not apply.
183. Do not look down upon mundane equipment. Keep pitons, flour, and empty sacks on hand.
184. It is okay to tease someone at the table. It is not okay to tease them such that their fun is lessened.
185. Read the fluff first, and the crunch second. It's poor gaming to take a class, especially a prestige class based solely on crunch.
186. Pay attention even to trifles. This includes casting times, numbers of targets you can affect.
187. Even if the DM doesn't do it, pay attention to ammo.
188. Roll all your dice at once. Miss chances, attack and damage. This is more efficient. If you miss due to concealment, you can save time on the math.
189. Do NOT roll all of your attacks on a full attack at once. Your 5' step could be life and death. Use it appropriately, redirect your attacks as the situation demands.
190. Know which rules are often misapplied. You don't need to memorize them (though you should) but you do need to know where to find them.
191. Remember, in a no holds barred contest Batman bested Superman.
192. It is okay to think in terms of aggro, DPS, Uber. It is not okay to use these at the table. Ever.
193. Never keep a side mission a secret from your party unless ordered to do so.
194. Know thyself. Inside and out. Be familiar with your abilities, equipment, and spells. Prepare. Use note cards. The player with an entirely different sheet for their raging barbarian knows what's up.
195. Embrace the abstraction. An unexpected plan can surprise the DM forcing him to wing it. You have the advantage. Here is where you reap the rewards from #87 and most definitely #93.
196. Immerse yourself ahead of time. Playing a primitive fighter? Read some Robert Howard. Thief? Read Gord the Rogue. This will give you the language, attitude and aura of the character you're playing. Your newfound adjectives will increase everyone's enjoyment.
197. Beware of symmetrical dungeon levels. These contain Very Bad Things.
198. Beware of almost symmetrical dungeon levels. There's a secret door.
199. When expecting trouble it is not a waste to buff ahead of time. A 10 Round Bless cast 4 rounds too early is still 7 rounds of benefit. Six with the spell, and one where you didn't have to cast it.
200. Knowledge is power. Invest and use knowledge skills. If you have a regular party, spread the wealth. Ignorance is a choice. Don't make it.


Male Dwarf Barbarian 2 HP: 9/27 [7/25] (-2 con) | Rage: 4/9
Stats:
(AC 18, T 12, FF 16) | CMD 17 (21 vs bull rush/trip, 23 vs awesome blow) | Fort +6, Ref +4, Will +1 (+3 vs poison, spells, and spell-like abilities) | Init +2 | Percept +5

I was playing in a WotW game where we invented our own language. It was convenient to be able to talk openly anywhere.


Male Dwarf Barbarian 2 HP: 9/27 [7/25] (-2 con) | Rage: 4/9
Stats:
(AC 18, T 12, FF 16) | CMD 17 (21 vs bull rush/trip, 23 vs awesome blow) | Fort +6, Ref +4, Will +1 (+3 vs poison, spells, and spell-like abilities) | Init +2 | Percept +5

However, I would add this to the list.

201. The best armor is plot armor. If you have an awesome character that everybody loves playing with, the chance that you'll die (or stay dead) is minimal.


Unless you're Zoli.

Awesome character, everyone loves playing with, DM loves trying to kill you. ;P


I ended up picking up an extra shift this week, thus the delay. Everyone go ahead and be thinking of where they'll be spending the night after the hopeknife ceremony finally winds down. If any one needs some help in coming up with a likely place to bunk, I can make a few suggestions:

  • For those who serve in the militia, there's always a bunk available at The Longhouse.
  • The Ramblehouse is pretty much the only Inn to be found.
  • There is also a boarding-house in the upper district, though it is mostly reserved for Trunau citizens who have no property of their own.
  • Camping! Not permitted within city walls except when Trunau is under attack, but so long as you're outside the walls, they likely won't pay you much mind. Keep in mind it's freezing cold outside, however.


  • Female Merfolk Oracle of Flame / 2 (AC: 19 [T: 13 FF: 16] | HP: 4/17 (0NL) | F+2, R+3, W+1) | Init: +3 |Perc: +3, Darkvision 30’)
    Brimleydower wrote:


  • For those who serve in the militia, there's always a bunk available at The Longhouse.
  • The Ramblehouse is pretty much the only Inn to be found.
  • There is also a boarding-house in the upper district, though it is mostly reserved for Trunau citizens who have no property of their own.
  • Camping! Not permitted within city walls except when Trunau is under attack, but so long as you're outside the walls, they likely won't pay you much mind. Keep in mind it's freezing cold outside, however.
  • Hmmm, process of elimination aims me at the only place I'm eligible.

    Luckily Grafelda pointed me there before she started being mean to me.


    Male Dwarf Barbarian 2 HP: 9/27 [7/25] (-2 con) | Rage: 4/9
    Stats:
    (AC 18, T 12, FF 16) | CMD 17 (21 vs bull rush/trip, 23 vs awesome blow) | Fort +6, Ref +4, Will +1 (+3 vs poison, spells, and spell-like abilities) | Init +2 | Percept +5
    Brimleydower wrote:
    Everyone go ahead and be thinking of where they'll be spending the night after the hopeknife ceremony finally winds down.

    I don't suppose there are any good trees to lean up against?


    Female Aasimar (Angel-Blooded) Oracle 2 (Battle) | HP 20/20 {effects: 1 pt. of DEX dmg} | AC 15 (Tch 11 FF 14) | CMD 15 | F +1, R +1, W +1 | Init +2 | Perc +3, darkvision

    Qytheerah, as always, will be staying at the Longhouse, though she'll probably head down to The Killin’ Ground for a round of drinks before retiring.

    Did I discover anything interesting with my mingling, Brimley?


    HP: 58/58 | Rage: 16/16
    Stats:
    Current AC: 21 (AC 17, T 10, FF 16) | CMD 23 | Fort +7, Ref +3, Will +4 | Init +5 | Percept +11

    It's the Longhouse for Arctorus as well, likely the drafty corner by the door or something, lol.


    Female Merfolk Oracle of Flame / 2 (AC: 19 [T: 13 FF: 16] | HP: 4/17 (0NL) | F+2, R+3, W+1) | Init: +3 |Perc: +3, Darkvision 30’)

    Why didn't someone mention that Trunau has a writeup in Towns of the Inner Sea including pictures of some of the NPCs?


    Male Dwarf Barbarian 2 HP: 9/27 [7/25] (-2 con) | Rage: 4/9
    Stats:
    (AC 18, T 12, FF 16) | CMD 17 (21 vs bull rush/trip, 23 vs awesome blow) | Fort +6, Ref +4, Will +1 (+3 vs poison, spells, and spell-like abilities) | Init +2 | Percept +5

    Woah, that got dark real fast Grafelda. Come hang out with me so you look pretty by comparison!

    GM, if it's feasible to sleep outside and not freeze to death overnight, Morgder will do that. If not, he'll go to the Ramblehouse.


    Female Aasimar (Angel-Blooded) Oracle 2 (Battle) | HP 20/20 {effects: 1 pt. of DEX dmg} | AC 15 (Tch 11 FF 14) | CMD 15 | F +1, R +1, W +1 | Init +2 | Perc +3, darkvision
    Grafelda Moroe wrote:
    Grafelda just frowns. Overly-sensitive, insane c&~@.... Then she shrugs and makes her way back to the festival. A bad mood overtakes her like a sudden summer storm. I wonder if she still would have run off if I had been some handsome elven lad. Whatever, not my job to babysit escapees from the loony house. Grafelda puts on a mighty frown, then goes to stand in a corner with her arms crossed over her chest. I wonder if I killed myself right here if anyone would even notice?
    Qytheerah Reflects-the-Stars wrote:
    (note to self: Grafelda's hardcore!)


    HP: 58/58 | Rage: 16/16
    Stats:
    Current AC: 21 (AC 17, T 10, FF 16) | CMD 23 | Fort +7, Ref +3, Will +4 | Init +5 | Percept +11

    Heh. Seems Grafelda and Arctorus, if they'd actually get to know each other, would have a lot in common.

    In other news, I'm lurking on Roll20 should someone wish to chat.


    Female Merfolk Oracle of Flame / 2 (AC: 19 [T: 13 FF: 16] | HP: 4/17 (0NL) | F+2, R+3, W+1) | Init: +3 |Perc: +3, Darkvision 30’)
    Arctorus wrote:

    Heh. Seems Grafelda and Arctorus, if they'd actually get to know each other, would have a lot in common.

    In other news, I'm lurking on Roll20 should someone wish to chat.

    Yeah, I thought Grafelda and Skrioth were bonding there for a bit.

    I'll try and get onto Roll 20 later. After having a snow day yesterday, I need to get some work done this morning.


    HP: 58/58 | Rage: 16/16
    Stats:
    Current AC: 21 (AC 17, T 10, FF 16) | CMD 23 | Fort +7, Ref +3, Will +4 | Init +5 | Percept +11

    Figured that was one way to play up Arctorus' low Intelligence/Wisdom. Haha!


    Working on an update as we speak. And being constantly reminded of how railroady AP start-ups can be.


    Female Merfolk Oracle of Flame / 2 (AC: 19 [T: 13 FF: 16] | HP: 4/17 (0NL) | F+2, R+3, W+1) | Init: +3 |Perc: +3, Darkvision 30’)

    Climb aboard!!!

    Gotta have some way to get strangers together.


    1 person marked this as a favorite.
    Male Dwarf Barbarian 2 HP: 9/27 [7/25] (-2 con) | Rage: 4/9
    Stats:
    (AC 18, T 12, FF 16) | CMD 17 (21 vs bull rush/trip, 23 vs awesome blow) | Fort +6, Ref +4, Will +1 (+3 vs poison, spells, and spell-like abilities) | Init +2 | Percept +5
    Brimleydower wrote:
    Fun little tidbit: the most perceptive member of the party is the one-eyed dwarf.

    Hahahahaha, oh that's rich!

    "I've got my eye on you." Morgder puts his ruined, dissected eye onto the person they're watching.


    11/11 HP, Active Conditions: none
    Stats:
    AC 17; touch 14; flat-footed 13 | F: +4; R: +7; W: +4 | CMD 17 | Init: +4 | Perception: +2

    Sorry about all of Tharok's questions. He was raised by Halgra, and I figure as such he'd be more cautious and curious about the specifics.


    No worries here. I expected some people to have at least a few reservations, regardless of what Rodrik might have hoped hah.


    11/11 HP, Active Conditions: none
    Stats:
    AC 17; touch 14; flat-footed 13 | F: +4; R: +7; W: +4 | CMD 17 | Init: +4 | Perception: +2

    Just for fun - which of our PC's has the highest stat:

    STR: Arctorus
    DEX: Tharok
    CON: Grafelda
    INT: Grafelda
    WIS: Tharok
    CHA: Skrioth


    Male Dwarf Barbarian 2 HP: 9/27 [7/25] (-2 con) | Rage: 4/9
    Stats:
    (AC 18, T 12, FF 16) | CMD 17 (21 vs bull rush/trip, 23 vs awesome blow) | Fort +6, Ref +4, Will +1 (+3 vs poison, spells, and spell-like abilities) | Init +2 | Percept +5
    Tharok Cragsoul wrote:

    Just for fun - which of our PC's has the highest stat:

    STR: Morgder when raging*
    DEX: Tharok
    CON: Morgder when raging*
    INT: Grafelda
    WIS: Tharok
    CHA: Skrioth

    Fixed it for you ;)


    HP: 58/58 | Rage: 16/16
    Stats:
    Current AC: 21 (AC 17, T 10, FF 16) | CMD 23 | Fort +7, Ref +3, Will +4 | Init +5 | Percept +11

    I can rage too, comrade. Lol


    Female Merfolk Oracle of Flame / 2 (AC: 19 [T: 13 FF: 16] | HP: 4/17 (0NL) | F+2, R+3, W+1) | Init: +3 |Perc: +3, Darkvision 30’)

    I'm a close second in the Dex!


    11/11 HP, Active Conditions: none
    Stats:
    AC 17; touch 14; flat-footed 13 | F: +4; R: +7; W: +4 | CMD 17 | Init: +4 | Perception: +2

    Qytheerah is a close second for almost everything else!


    Male Dwarf Barbarian 2 HP: 9/27 [7/25] (-2 con) | Rage: 4/9
    Stats:
    (AC 18, T 12, FF 16) | CMD 17 (21 vs bull rush/trip, 23 vs awesome blow) | Fort +6, Ref +4, Will +1 (+3 vs poison, spells, and spell-like abilities) | Init +2 | Percept +5
    Arctorus wrote:
    I can rage too, comrade. Lol

    Ah, but I can rage for 1 round longer! :P


    Female Merfolk Oracle of Flame / 2 (AC: 19 [T: 13 FF: 16] | HP: 4/17 (0NL) | F+2, R+3, W+1) | Init: +3 |Perc: +3, Darkvision 30’)

    So this is about the last AP I'd have expected to start as a murder mystery!!


    11/11 HP, Active Conditions: none
    Stats:
    AC 17; touch 14; flat-footed 13 | F: +4; R: +7; W: +4 | CMD 17 | Init: +4 | Perception: +2

    No kidding. I could have sworn the hopeknife festival would be interrupted by an orc attack.


    Huehuehuehue!


    Female Merfolk Oracle of Flame / 2 (AC: 19 [T: 13 FF: 16] | HP: 4/17 (0NL) | F+2, R+3, W+1) | Init: +3 |Perc: +3, Darkvision 30’)

    Ditto! I saw this one starting just like Runelords!

    Well, the jokes on us!


    HP: 58/58 | Rage: 16/16
    Stats:
    Current AC: 21 (AC 17, T 10, FF 16) | CMD 23 | Fort +7, Ref +3, Will +4 | Init +5 | Percept +11

    "I'll figure it out!" Arctorus exclaims as he dons a cap and places a pipe in his mouth. He then pulls a magnifying glass from his long coat's pocket and begins searching for clues...

    ...in Morgder's beard.


    Then they embrace, and kiss with tongue. The end.


    Male Dwarf Barbarian 2 HP: 9/27 [7/25] (-2 con) | Rage: 4/9
    Stats:
    (AC 18, T 12, FF 16) | CMD 17 (21 vs bull rush/trip, 23 vs awesome blow) | Fort +6, Ref +4, Will +1 (+3 vs poison, spells, and spell-like abilities) | Init +2 | Percept +5

    And then Morgder spoons out Acrtoru's eye with his tongue and uses it to replace his own, making for an even more demented appearance than before.


    Well that brought a very interesting and disturbing picture to mind.


    Female Aasimar (Angel-Blooded) Oracle 2 (Battle) | HP 20/20 {effects: 1 pt. of DEX dmg} | AC 15 (Tch 11 FF 14) | CMD 15 | F +1, R +1, W +1 | Init +2 | Perc +3, darkvision

    Everybody, congratulations on having survived our very first in-game day and real-world week. Here's to hoping the trend continues.

    Seriously though. This campaign has had an amazing start. Great GM, great characters, great players. Kudos to y'all!


    11/11 HP, Active Conditions: none
    Stats:
    AC 17; touch 14; flat-footed 13 | F: +4; R: +7; W: +4 | CMD 17 | Init: +4 | Perception: +2

    Where's the 'like' button?


    11/11 HP, Active Conditions: none
    Stats:
    AC 17; touch 14; flat-footed 13 | F: +4; R: +7; W: +4 | CMD 17 | Init: +4 | Perception: +2

    Who has the lowest stats?

    STR: Tharok (10)
    DEX: Qytheerah/Arctorus/Grafelda (12)
    CON: Tharok (10)
    INT: Arctorus (6)
    WIS: Qytheerah/Skrioth (7)
    CHA: Morgder (5)

    I'm clearly having fun doing pointless comparisons.

    One thing I noticed is that we're a remarkably low INT group. Scores are: 8, 14, 7, 6, 8, 15. Looks like Skrioth and Qytheerah are going to have to do all the thinking for us ;)


    Female Merfolk Oracle of Flame / 2 (AC: 19 [T: 13 FF: 16] | HP: 4/17 (0NL) | F+2, R+3, W+1) | Init: +3 |Perc: +3, Darkvision 30’)
    Tharok Cragsoul wrote:
    Looks like Skrioth and Qytheerah are going to have to do all the thinking for us ;)

    Umm, I've got an 8 INT!


    Female Merfolk Oracle of Flame / 2 (AC: 19 [T: 13 FF: 16] | HP: 4/17 (0NL) | F+2, R+3, W+1) | Init: +3 |Perc: +3, Darkvision 30’)

    So while we haven't had the actual problem explained to us yet, its obviously going to be a dead brother right? Most likely the one with big plans and dreams, because, well, that's how these things go!

    So let's solve this. Skrioth is obviously not able to know such things, but are there ANY butlers in the entire town of Trunau?

    Always answer a trope with a trope when possible!


    Female Aasimar (Angel-Blooded) Oracle 2 (Battle) | HP 20/20 {effects: 1 pt. of DEX dmg} | AC 15 (Tch 11 FF 14) | CMD 15 | F +1, R +1, W +1 | Init +2 | Perc +3, darkvision

    If it's Grafelda leading the investigation (she has, after all, the highest INT score among all of us), my money is on the mysterious red-headed outsider being identified as the culprit. After all, she suspiciously met him just a few hours before the murder, and since both of them reside at the Ramblehouse, she was probably the last person to have seen him alive on their way back.

    It's either that, or leaving it to our awesome Perception and Sense Motive modifiers. I don't know which would be worse.


    Female Merfolk Oracle of Flame / 2 (AC: 19 [T: 13 FF: 16] | HP: 4/17 (0NL) | F+2, R+3, W+1) | Init: +3 |Perc: +3, Darkvision 30’)

    Surely there's a love triangle involved!

    I'll need to play to her suspicions a bit, you know, say odd things that could be misinterpreted. That has worked so far!


    HP: 58/58 | Rage: 16/16
    Stats:
    Current AC: 21 (AC 17, T 10, FF 16) | CMD 23 | Fort +7, Ref +3, Will +4 | Init +5 | Percept +11

    Lurkin'


    11/11 HP, Active Conditions: none
    Stats:
    AC 17; touch 14; flat-footed 13 | F: +4; R: +7; W: +4 | CMD 17 | Init: +4 | Perception: +2

    Also lurkin'.


    Female Merfolk Oracle of Flame / 2 (AC: 19 [T: 13 FF: 16] | HP: 4/17 (0NL) | F+2, R+3, W+1) | Init: +3 |Perc: +3, Darkvision 30’)

    Ditto, I'm just more active at it than most.


    Female Aasimar (Angel-Blooded) Oracle 2 (Battle) | HP 20/20 {effects: 1 pt. of DEX dmg} | AC 15 (Tch 11 FF 14) | CMD 15 | F +1, R +1, W +1 | Init +2 | Perc +3, darkvision

    ...lurkin' intensifies...

    51 to 100 of 288 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
    Community / Forums / Online Campaigns / Play-by-Post Discussion / Standing Against the Giants, Brimleydower's Giantslayer Discussion All Messageboards

    Want to post a reply? Sign in.