The Absalom Gambit (Inactive)

Game Master Vuvu

A sandbox campaign focused on Absalom and the sewers beneath it.


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Unnamed

we could let you use the wish to make the weapon disappear and become what is summoned by the ancestral weapon, it will take the form of the ghosts weapons but have the enhancment.


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

That's probably a good way to do it mechanically. I'd been thinking of some sort of transformation or having a ghostly weapon appear over the rapier, but hadn't worked out how that would work with some of the smaller options.


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Woah, lots of posts. Glad to see much activity. :D Still way interested in continuing and you all have been great.

1. Healing? Uhh, magic, I suppose. Or potions. He's thought to heal when he's in a rage but after-battle is good enough since he dislikes being disabled more than being healed by magic.

2. I'll leave it up to the others to decide. The best Mizaru can come up with is A LOT OF CARRYING.

3. Armor: 1d100 ⇒ 53 - Bracers of Armor

4. Weapon: 1d100 ⇒ 20 - Dagger

5. Mystery: 1d10 ⇒ 2

6. Gems: 1d50 ⇒ 41 x 100 = 41,000 gp

7. Perception: 1d20 + 10 ⇒ (6) + 10 = 16

Hmm, not very lucky rolls aside from the Gems.

I'll post my level 7 changes later.


Male Goblin-man-born Rog 3/Wizard(spellslinger) 3 Arcane Trickster 1 (Mythic Sneak) | AC 25 (+1 size armor+5 Dex+7 NA+1 Pro+1) | T 20 | FF 18 | HP 69 F +7 | R +15 | W+8 | perc +11 | Int +15

Thanks for the heads up.

I think I'll change it to rapid shot.

Im willing to take a teamwork feat, if someone else is interested too.


Unnamed

Kracow you can buy a bigger gun later if you want, by selling your others and the gems you can easily get one.

And nice try on teh gems there monkey man. that would be 4,100 gp not 41,000! :) silly monkey math!

+2 Defiant (Dragon Bracers of armor-yes i actually rolled the same thing.

+3 Dagger

Potion of Magic Weapon
Potion of Shield of Faith +2

This is the healing that Varin can give
2d8 + 6 ⇒ (3, 3) + 6 = 12
2d8 + 6 ⇒ (4, 2) + 6 = 12
2d8 + 6 ⇒ (5, 6) + 6 = 17
2d8 + 6 ⇒ (3, 2) + 6 = 11
2d8 + 6 ⇒ (1, 1) + 6 = 8


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

Doing some maths out loud, because it's bad form to surprise a GM...

AC TH DMG
10 05 00 Base AC and BAB
08 00 -- +3 Scalemail
02 02 02 +2 Oar/Staff
02 00 00 DEX
00 02 03 STR (two-handed)
========
22 09 05

Optionals:

+3 -3 00 Combat Expertise
+3 -4 00 Fighting Defensively
00 -2 +9 Mythic Power Attack
00 -2 00 Using various Tovenaar (usually heals)

02 02 02 Arcane Pool for ENH, OR:
00 00 00 +2d6 Elemental Damage

Situational:

04 02 02 (+2d6 DMG) vs Dragons

So, in the next fight against that dragon, AC starts at 28, TH at 13, DMG +7. LOL. Gunser is catching up. :)


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

I'm back guys been ill and problems at home forgive me my absence please.


Unnamed

groovy see above for xp and dice rolls needed


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Welcome back Varin!


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Thank you for the welcomes guys and I will get on it in a bit. Still reading everything


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

3. Everyone roll me a d100 and tell me if you are looking at armor, or shield or bracers of armor. Hmmmm. Would rather save my bracers slot so a better kilt. 1d100 ⇒ 82

4. Everyone roll me a d100 and tell me what kind of weapon you are looking at hmmm lets upgrade my crossbow I try to stay the heck out of melee lol. 1d100 ⇒ 26

5. Everyone roll me a d10 1d10 ⇒ 2

6. Everyone roll me a d50 and multiply it by 100 (that is how much the gems you personally gather are worth 1d50 ⇒ 24×100=2400gp in gems.

Finally everyone make me a perception check. 1d20 + 3 ⇒ (15) + 3 = 18

Will get on the lvl update.


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

I need a list of who is still hurt and how much so I can vet you guys patched up. Also anyone mind if I harvest the dragon for alchemy stuff all that potent blood just sitting there not to mention the scales and bones are worth a ton to armor and weapon smiths


Male Goblin-man-born Rog 3/Wizard(spellslinger) 3 Arcane Trickster 1 (Mythic Sneak) | AC 25 (+1 size armor+5 Dex+7 NA+1 Pro+1) | T 20 | FF 18 | HP 69 F +7 | R +15 | W+8 | perc +11 | Int +15

For healing, we all rolled CLW charges. We just need to track how many are spent.
Krac used 5

BTW, Im a Goblin now. Dont worry I still make things go boom. I just cackle when I do it.


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

Gunser is at 17 HP. He has been as low as -30, you've seen, and kept on fighting. He's got 40 HP left to be healed. He could do that in one round if he hurries, two maybe, but he just hasn't done it yet.

Here's one of those, this is legitimate roll, intended to burn a charge and work in game:

4d6+8: 4d6 + 8 ⇒ (6, 1, 1, 2) + 8 = 18

Now he's at 36 HP. All the dragon-claw slashes and bite wounds are at least scabbed over. :)

Another one: 4d6 + 8 ⇒ (3, 2, 5, 2) + 8 = 20

LOL, one HP left missing.


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Yeah since we were resting I was gonna burn my spells and save the wands but okay.....


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

I got the charges marked already for those that used them. We can always put them back if you want to retcon. We all needed healing.


Unnamed

retcon is fine

I'm not concerned bout it


Unnamed

Varin finds a +1 Armored Kilt that also functions as Boneless Leather

You find a +1 Thundering Crossbow

Potions
Aid
Darkvision

[ooc] Wow Varin, those wound up being pretty crappy! well i guess that makes up for your rolls in searching out the items in teh warehouse


M Half-elf Gunslinger (Siege Gunner) 1/ Alchemist (Grenaider) 1

Idk dr is nice and the crossbiw is still better than what I have if nothing else I can upgrade what I have with it.


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Mizaru needs some healing, Varin! He's at 6/71 (well, 16/81) at the moment, if I recall right, and he can't use wands for the life of him. He's looking pretty bad.

Also, level 7 ding! (And is it 6 or 7 for half of 1d12? I've been using 6.)

Mizaru level 7:

HP: 10 = 6 + 3 + 1
Favored Class Bonus: HP

BAB +1
Keen Senses - low-light vision (stacks with current, tripling normal range vision in dim light)

Feat: Extra Rage Power (Witch Hunter)

Skills:
Acrobatics +1
Perception +1
Stealth +1


Unnamed

it is 7

but what the heck every body go ahead and roll your dice, and take either 1/2 +1 or your roll


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

Level 7 HP roll: 1d8 ⇒ 1 LOL, so that's a 5.

I don't know if I was supposed to do that for all the other levels, too. If so:

lvl 6: 1d8 ⇒ 8
lvl 5: 1d8 ⇒ 5
lvl 4: 1d8 ⇒ 8
lvl 3: 1d8 ⇒ 6
lvl 2: 1d8 ⇒ 3

If so, 7 more HP. If not, not. :)


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Okay lemme get all my stuff fixed and I will get on the healing. Stupid flu. 1d6 ⇒ 6


Unnamed

the rolls are new this level Gunser. Call it a reward for amusing me! And everyone likes to roll dice!

also eeryone can reroll their Survival with the fake bombs. Those not trained can assist with their observations.

beat a 10 for a +2 to the highest roller and the actual roller can add 3 to their rolls (dont forget +2 for inspire competance and you might want to use a mythic point


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

HP go!

HP: 1d12 + 3 + 1 ⇒ (1) + 3 + 1 = 5

Nope, sticking with what I have.

Oh, but HP will still bump up a bit because I retconned the previous levels of me taking average as 6 to taking it now as 7.


M Half-elf Gunslinger (Siege Gunner) 1/ Alchemist (Grenaider) 1

Okay heals posted in game play go get them peeps lol.


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Okay woot I'm updated. Add to party treasure a mw xbow and a +1armored kilt folks.


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

Gunser will take up the crossbow, if you don't mind.


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Well honestly if he's a better shot than varin I could give you the plus one thundering. Just help me get a new magic one when we get back to town lol.


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

Gunser is all about melee. Everything is about getting to the enemy and doing it quickly. He's a poor choice for a ranged weapon. So better you keep the best of them; you're more likely to use it.


M Half-elf Gunslinger (Siege Gunner) 1/ Alchemist (Grenaider) 1

You know the more I think about it the more I realize varin is the weirdest character I have ever made or played. Lol. Hes fun though. So whis uo for drsgon soup??


Unnamed

go for an alchemy, an arcana and a heal check varin to cut it up


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

Okay here we go got this thing to work woot. Boneyard can I get some help please.

Alchemy 1d20 + 16 ⇒ (17) + 16 = 33
Heal which gets and extra +2 from my mask. 1d20 + 12 ⇒ (3) + 12 = 15
Arcana 1d20 + 8 ⇒ (17) + 8 = 25

Here you go mini


Unnamed

A lot of things are possible from the corpse of the dragon. Sadly Varin's butchery is not what it could be. However he is able to harvest several pieces that should be worth money to the right buyer.

1d10 ⇒ 6 x100=600 gp. Though you will actually have to find a buyer when you leave.


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Boneyard will of course provide that Inspire Competence. Finding a buyer sounds like fun, especially with an orc and goblin in tow. You know I only have one hat of disguise


Unnamed

dont forget boneyard you have a house now!


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

As long as varin got the heart for himself I'm good lol. And I got to run that heal check up somemore lol. Need more points in int lol. Or if I can find one one of those feats that gives out extra skill points lol.


Unnamed

if you make it out I am game to do some rp search for a buyer


Stats:
AC 15/12/13 HP 52/52 F+4 R+10 W+10 Init +2 Per +18

Hah, thanks for the reminder. I'm sure my house will acquire quite the reputation with the company I keep :)


Male Goblin-man-born Rog 3/Wizard(spellslinger) 3 Arcane Trickster 1 (Mythic Sneak) | AC 25 (+1 size armor+5 Dex+7 NA+1 Pro+1) | T 20 | FF 18 | HP 69 F +7 | R +15 | W+8 | perc +11 | Int +15

Can we be the orphans such as in Skyrim?


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Get some dragonhide! And make a costume!


Unnamed

kracow waiting on your post in gameplay


Male Orc Witch 9 (scarred witchdoctor/hedge witch) archmage 2 AC 21 ref +11 fort + 17 will +12 hp 139/139 mp 7/7 init +2

I was just harvesting internals someone with survival will need to skin it.


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Can I take 20 to skin it? I want a dragon costume made out of real dragon. Gunser's reaction will be hilarious.


Magus 8(Tovenaar/Staff Magus), Mythic Champion 1 AC 20 Tch 12 FF 14 HP 64(fights to -42, heals c.22/round) F/R/W:8/4/7 Perc +9 Init +2

"Reminds me of a goblin I saw once."

:)


Unnamed

sure


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Awesome!

I have a +5 in survival, so that makes it a 25. Mizaru skins it with his new dagger!


Unnamed

I expect a picture of a monkey in a dragon costume btw.

I suspect you will have to get someone in sbsalom to make it for you

But you have a nice neat skinned dragon. There were some mistakes , but considering the size of it and the size of you with some work a costume CAN be made


Male Vanara Suspicious Barbarian 9 / Mythic Champion 1
Quick Stats:
[ HP 128/128 | AC 17/13/14; Fort +14, Ref +10, Will +8 | Init +8; Low-Light Vision (x3); Perception +13 ]

Totally what it would look like: [link]

Oh, but I guess for those of you who don't like that, have a picture of a vanara beating up a dragon, I guess: [link]


Unnamed

Hmm...maybe you can get it made into a Cloak of resistance that gives a bonus to INT and to Sonic Resistance

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