The Absalom Gambit (Inactive)

Game Master Vuvu

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


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Unnamed

it wasn't in there before...but now that he is I thought it would be a nice touch


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

Definitely a nice touch. And pure evil if we had grabbed the one, escaped, and then been unable to find the other one :)


Unnamed

it wouldn't have been in there. Originally was on the other side of the mounds.

also you are up bone


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

Lol nice of You mini. Also just got out of oblivion it was really good kinda fallouty which I liked. Go see it or atleast watch on dvd when it comes out.

And I suggest retreating so we can come back once we get gun out that is. Then I can try to sleep it after we buff if that works mizaru can cdg it.


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

Remember that we still have a halfling to catch. We're on a clock.


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

True but I'm not sure we can take the worm as we are. I have two heroism memorized and I can try to slap it with a curse but after that I'm mostly tapped of good stuff.


Unnamed

time for a level in barbarian


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 gonna do paladin but salus left us. Sadness but we have new friends. And nah I think I will stick with witch next lvl I get some good stuff. Like ice tomb and things like that and if the party will let me the scar hex so I can heal people as long as they are with in a mile of me. Hint hint gun. I could heal you in the beast...


Unnamed

gunser not sure if it is ur plan but a little untrained twf might be good


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

That's okay but only if you tell us how the movie was


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

Hey anyone want in on a 40k only war game??


Unnamed

a what?


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 ]

I think he's talking about Warhammer 40,000.


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 am. We need more squad members lol. And who are we waiting on in game play I know the round isn't over.


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 ]

Sounds interesting! What kind of game is it? Not sure what you meant by 'war game' (by which I mean, like the tabletop miniature wargame itself played on a client like the VASSAL engine or just a PBP using the setting?)

And since you're talking of Squad Members I'm assuming you're all Space Marines or something? I'm interested but I'm not sure I can play it well.

I'm a Tau fan myself (Space Communists!) but, really, I'm not very familiar with the setting and I haven't updated myself on the 6th Edition Codex (which has the updated rules on vehicles and glancing hits which is like CURSE YOU NECRONS WHY DO YOU MAKE MY VEHICLES ASPLODE *sobs*).


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

Oh its using the only war rules. The gm has a link to the free beta and is really kool about answering questions.

Tau Rule...... Space Commies forever. Lol.

Its heghland 1st- only war.


Unnamed

yea I have not heard of it as an RPG. How fast is the game going?

In game we need Kracow and Gunser to take their surprise rounds, but with the holiday weekend here in the US, I am letting them have their time


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

Game starts on Wednesday or so haven't seen the pace yet. Gm is finishing up prep and we are trying to hook one or two more squad mates. We really could use a sergeant and a medic. I'm half assed doing medic on top of my actual job lol. But more gunners or anything else would be good too.


Unnamed

can you link us to the thread? I dont know the system at all but if it is simple enough I would be willing to take a look


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

War

Hope I did that right if not its should be in my most recent posts a divine shadow. And its a d100 system and its pretty simple.


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

Bump bump.


Unnamed

I will bot people tomorrow night if no posts


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

Mini - I'm caught up to this round aren't I?


Unnamed

yes. Kracow and gunser if he wants to change


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

Need to change. Working something else just now, but Gunser will probably have to soak an AoO (unless the golem is flat-footed?) to take out the hobbit. If you have to bot Gunser, there's a plan. Sorry, behind on a lot of things this weekend.


Unnamed

np, you will take an AOO he is prone


Unnamed

this is interesting. I am a fan of fleeing if you want, but you do have to get the halflin from the long reach od the elementals

varin make me a bluff check


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 ]

Where is Mizaru and Gunser now in relation to the map? We were sent flying back so I'm not sure of our current location.


Unnamed

gunser is next to the halfling leaning against the wall and mizaru is 10 feet to the left of the elemental...so still in it's reach


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

If CdG can be non-lethal, non-lethal CdG the halfling, with the intention of running from/kiting the golems after that, carrying the halfling.

If CdG cannot be non-lethal, kill the halfling. Then proceed as above.


Unnamed

it provokes and you will still be prone are you sure?


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

He's got to be almost dead. Either just grab him and run or hit him one more time, grab the body and run. I'll have Boneyard start working out the keys. Probably should have done that last round...


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

I didn't realize Gunser was prone. Won't standing up provoke, too, then? Well, has to happen... New plan:

Stand up. (move action) Use the Mythic Fleet Charge to make the melee attack to grab the halfling and take a move action. Still have another move action, even.

So if Gunser isn't splattered, he should be gone with the hobbit.


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

Trying to figure out hiw to get out myself. One hit and I'm don't with dam near no way for them to miss me.....


Unnamed

a bot for kracow coming tonight.


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

Hopefully they will chase the halfling? And Gunser can stay ahead of them?


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

Hope so if they do a full round I'm gone one hit and I'm in the negatives. ...


Unnamed

Not chasing him atm. They did believe that you were dead though with that bluff check.

This could be a tpk fight, certainly possible.


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

Some one kill the little bastard if they are summoned they have to vanish sooner or later..


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 ]

Am I able to use Fleet Charge while prone? I don't think I can unless Mizaru uses some particularly impressive acrobatics.


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

Isn't it a dc 15 acro check to stand up as a free action?


Unnamed

nope and nope :)


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

So has Gunser got away with the halfling?


Unnamed

Well... away is relative. You are still in the same room, just at the bottom of the map. They do not seem to be following you. There is also no where for you to go atm. I mean you could go up the stairs if you like.


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

I thought there was a door out, and Gunser had got out? OK...

Are the stairs too narrow for a big elemental to climb?

Do they go high enough they would have to climb, even?

If it's just a big can, add PCs, shake until blended, then knock out the halfling. His getting sick suggests to me he wanted to say something he'd been conditioned not to say.


Unnamed

the halfling stole the key which is a ritual

stairs are big enough and go up hundreds of feet


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

I think we need to go DOWN using the keys that we recovered from the other rooms. Or am I completely forgetting? They key the halfling has is the way out of the tower AFTER we recover the staff we came to retrieve. I could be completely wrong about this of course. I think I need to reread the thread :)


Unnamed

you are correct boneyard.


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 I'm running to boneyard by the least dangerous path.


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

We may have to sacrifice Kracow yet ;-)

I'm counting on Gunser hanging onto that damn halfling too.

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