The Beginning of the End: A Pawn's Dilemma

Game Master caster4life

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Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

Fine by me. :)


Male Human Cleric/Wizard Gestalt 4 | HP 23/23 | AC 10 | Saving Throws - Str (+1), Dex (+1), Con (+0), Int (+6), Wis (+6), Cha (+1) | Passive Perc - 16 | Init +1 | C1st Lvl Spl - 4/4 | C2nd Lvl Spl - 3/3 | W1st Lvl Spl - 4/4 | W2nd Lvl Spl - 3/3 |

Oh also, I resized all of the icons so that they fit reasonably in the squares (what I think was the problem with the 10ft square idea).


Thanks!


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

Wait, I though i already was 10 feet away at the start of the round, meaning, I can move in and attack? Is that not how this works?


No he stops you 10 ft away then moves to be 15 ft away then repeats. As long as his AoO hits and you don't have a reach weapon you can't melee him.


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

Oh, I'm preparing to GM a Waterdeep: Dragon Heist game. Would anyone here be interested in playing?

I'd like to offer you all the option to play before I start recruiting randomly.


Male Rogue/Artificer Gestalt 5 | HP 33/33| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 12 | Init +4 | 1st Lvl Spl - 3/3 | Inspiration | Ammo - 235
Halgrin wrote:

Oh, I'm preparing to GM a Waterdeep: Dragon Heist game. Would anyone here be interested in playing?

I'd like to offer you all the option to play before I start recruiting randomly.

Your words intrigue me and I wish to know more.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

Hell yes, I am interested!

Thinking of trying out an "assassin" - fighter/rogue type.


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

Here is a link to the google doc I'm working on for the campaign pitch.

Feel free to PM me any questions.


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

I finally posted the recruitment thread for my new campaign. Feel free to apply.

Here is the link.


Can't update til later today. Sorry.


Male Rogue/Artificer Gestalt 5 | HP 33/33| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 12 | Init +4 | 1st Lvl Spl - 3/3 | Inspiration | Ammo - 235

Life finds a way. Usually, a way to get in the way of RPing. So no worries.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

Pretty much!

I should be back to normal posting tomorrow evening.


Male Rogue/Artificer Gestalt 5 | HP 33/33| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 12 | Init +4 | 1st Lvl Spl - 3/3 | Inspiration | Ammo - 235

Whoo! I was not expecting us to win that. I was down to 1hp and poor Horat and Halgrin's HP was like a yo-yo.

Also, yay on level up.


Male Human Cleric/Wizard Gestalt 4 | HP 23/23 | AC 10 | Saving Throws - Str (+1), Dex (+1), Con (+0), Int (+6), Wis (+6), Cha (+1) | Passive Perc - 16 | Init +1 | C1st Lvl Spl - 4/4 | C2nd Lvl Spl - 3/3 | W1st Lvl Spl - 4/4 | W2nd Lvl Spl - 3/3 |

I am surprised as well. My apologies for not contributing more. I was setting up for a daring escape once we had lost. I hope it makes it slightly better that I was not going to let you all die...?

ASI - Wis 16->18
Cleric cantrip : spare the dying
Wiz cantrip: Shape Water
Wiz +2 spells in book: enlarge/reduce, see invisibility


For the record in this scenario, the enemy would KO you and wake you up to work for them, allowing you another daring but more difficult chance to escape later. I'm not going to push the party into a TPK unless I think it's really their fault for being reckless. Now if a fight needs to be very dramatic, it might be deadly enough that there's a high chance of one of you doing but that's not going to be every fight.

Wrinil, out of curiosity, what did you throw in the water?


Male Human Cleric/Wizard Gestalt 4 | HP 23/23 | AC 10 | Saving Throws - Str (+1), Dex (+1), Con (+0), Int (+6), Wis (+6), Cha (+1) | Passive Perc - 16 | Init +1 | C1st Lvl Spl - 4/4 | C2nd Lvl Spl - 3/3 | W1st Lvl Spl - 4/4 | W2nd Lvl Spl - 3/3 |

Something from the deck that had a sinkable density.


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None
Enizver wrote:

Whoo! I was not expecting us to win that. I was down to 1hp and poor Horat and Halgrin's HP was like a yo-yo.

Also, yay on level up.

It ain't a boss battle until Halgrin goes unconscious at least once. ;-)

Hopefully now with some extra HP I won't get KO'ed quite so fast. I'll update my character sheet tonight.


Yeah HP in 5e tends to be a yo-yo since you get knocked to 0, not negative, and healing word can pick you right back up. I may consider applying a level of exhaustion every time a creature is knocked to 0 hp... Thoughts all? Would this be too mean? I don' think so.

Wrinil: Ok what, specifically? And what did you have in mind? You're being quite coy... XD Of course you don't have to tell me if you'd rather keep it a secret.


F Human (variant)
Resources:
Sorcery Points: 5/5 | Spell Slots 1st: 2/4, 2nd: 3/3, 3rd: 4/4 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Inspiration: 1/1, HD: 5/5; Kit used on: X
Sorcerer 5/Warlock 5 (HP 43/43 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

I'm guessing that part was Wrinil trying to get them to think he jumped overboard. Though I am also curious about what the rest of his plan was. But yes, I'm with everybody else in terms of not expecting to win that.

Will post in gameplay and level up later tonight.


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

In chapter 9 of the DMG there's a cool optional rule for Injuries. You might want to take a look at that.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

Huzzah on leveling up. That was a tough, close fight. Horat and Halgrin got pounded on but we were just about able to pull it off.

Exhaustion levels might make a rough battle an even more losing spiral.

But the injuries table can be interesting. A tabletop tyranny of dragons game I'm in uses it, and PCs *remember* those injuries and who gave them.


Male Human Cleric/Wizard Gestalt 4 | HP 23/23 | AC 10 | Saving Throws - Str (+1), Dex (+1), Con (+0), Int (+6), Wis (+6), Cha (+1) | Passive Perc - 16 | Init +1 | C1st Lvl Spl - 4/4 | C2nd Lvl Spl - 3/3 | W1st Lvl Spl - 4/4 | W2nd Lvl Spl - 3/3 |

It is not my intention to be coy. Liv is correct in him doing it to get them to think that he had jumped overboard. He had not cast invisibility in front of the crew before, so it seemed unlikely that they would know that was an option.

As for what he tossed overboard, I was being as specific as it seemed I needed to be. You did not describe in detail what was on this ship (not that you needed to), so I was generally vague on the specific item. I figured if the identity of the item was truly important you would either decide it yourself, or give me options of what was around. Asking me to specify is like if I had said, "Alright, your on a ship. Your throwing something sinkable over board. What is it?" The only intuitive response would be "What is there to throw?"

If I must choose, I'll choose to throw a metal hook.


Ooh that injuries table is interesting indeed. Do you guys want to try that? Every time you get knocked to 0 hp, con save with DC = damage taken from the blow that knocked you down. Fail and I roll on the table. I know that increases the difficulty of the game so as compensation I'm willing to grant you some nice extra loot right here right now. Sometimes you'll have access to pay someone to cast regenerate on you but that's not going to be all that often...

Table:

d20 Injury
1 Lose an Eye. You have disadvantage on Wisdom
(Perception) checks that rely on sight and on
ranged attack rolls. Magic such as the regenerate
spell can restore the lost eye. If you have no eyes
left after sustaining this injury, you're blinded.

2 Lose an Arm or a Hand. You can no longer hold
anything with two hands, and you can hold only a
single object at a time. Magic such as the regenerate
spell can restore the lost appendage.

3 Lose a Foot or Leg. Your speed on foot is halved,
and you must use a cane or crutch to move unless
you have a peg leg or other prosthesis. You fall
prone after using the Dash action. You have
disadvantage on Dexterity checks made to balance.
Magic such as the regenerate spell can restore the
lost appendage.

4 Limp. Your speed on foot is reduced by 5 feet. You
must make a DC 10 Dexterity saving throw after
using the Dash action. If you fail the save, you fall
prone. Magical healing removes the limp.

5-7 Internal Injury. Whenever you attempt an action
in combat, you must make a DC 15 Constitution
saving throw. On a failed save, you lose your action
and can't use reactions until the start of your next
turn. The injury heals if you receive magical healing
or if you spend ten days doing nothing but resting.

8-10 Broken Ribs. This has the same effect as Internal
Injury above, except that the save DC is 10.

11-13 Horrible Scar. You are disfigured to the extent that
the wound can't be easily concealed . You have
disadvantage on Charisma (Persuasion) checks
and advantage on Charisma (Intimidation) checks.
Magical healing of 6th level or higher, such as heal
and regenerate, removes the scar.

14-16 Festering Wound. Your hit point maximum is
reduced by 1 every 24 hours the wound persists.
If your hit point maximum drops to 0, you die.
The wound heals if you receive magical healing.
Alternatively, someone can tend to the wound and
make a DC 15 Wisdom (Medicine) check once every
24 hours. After ten successes, the wound heals.

17-20 Minor Scar. The scar doesn't have any adverse
effect. Magical healing of 6th level or higher, such
as heal and regenerate, removes the scar.


Male Rogue/Artificer Gestalt 5 | HP 33/33| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 12 | Init +4 | 1st Lvl Spl - 3/3 | Inspiration | Ammo - 235

I'm willing to give it a shot. I just really hope I don't roll a 1 or 2.


Yeah losing an eye would stink but losing a hand would be REALLY terrible for some of you guys...


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

I'm game for the injuries table.

And here is Horat at level 4

Level 4

HD: 4 / 1d10+2

HP: 36

Spell Slots:
1st: 4
2nd: 3

Cantrip Learned:

Green Flame Blade

Spells Learned:
Cloud of Daggers
Web

Ability Score Improvement: +2 Strength -> 18


Have you used any spells yet Horat? ;) Need to get on that! You said you had a very interesting battlefield control build, using spells and your reach to lock down areas of the battlefield. Let's see it in action.

I'm poking you because I love playing battlefield control casters and it's an incredibly vital role. Pairing it with action surge so you can throw out a grease and a web in one turn while plugging an area with your reach weapon is very interesting to me.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

Well, I have cast spells. And not all cantrips either. But yes, getting stuck into melee has often seemed the more necessary choice. I'll try to broaden my use of tactical options though, more battlefield control might help us not get roughed up as much.


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

I agree with Horat about the death-spiral of adding exhaustion. But I'm definitely cool with Injuries coming into the game.

Barbarian / Fighter 4

HP 8/35 +10 = HP 18/45

ASI: +2 to STR = 18 STR


Ok sounds good.

I just remember from the playtest (I think only Sasha took part in that?) that battlefield control and teamwork, which go hand in hand, were the biggest reasons why it was a TPK both times.


Male Human Cleric/Wizard Gestalt 4 | HP 23/23 | AC 10 | Saving Throws - Str (+1), Dex (+1), Con (+0), Int (+6), Wis (+6), Cha (+1) | Passive Perc - 16 | Init +1 | C1st Lvl Spl - 4/4 | C2nd Lvl Spl - 3/3 | W1st Lvl Spl - 4/4 | W2nd Lvl Spl - 3/3 |

Oh. I hadn't realized that this was the continuation of that playtest. Huh. But, yes it was a very strong case for both of those.

5e has much less 'control' options spell-wise.


F Human (variant)
Resources:
Sorcery Points: 5/5 | Spell Slots 1st: 2/4, 2nd: 3/3, 3rd: 4/4 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Inspiration: 1/1, HD: 5/5; Kit used on: X
Sorcerer 5/Warlock 5 (HP 43/43 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

Level up
HP: 5 + 3
ASI: Cha 16 -> 18
Spells Known
Warlock:
Cantrip: Sword Burst
Arms of Hadar

Sorcerer
Cantrip: Gust
Magic Missile

+1 sorcery point


Male Rogue/Artificer Gestalt 5 | HP 33/33| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 12 | Init +4 | 1st Lvl Spl - 3/3 | Inspiration | Ammo - 235

Level Up
HP: +6
ASI: +2 Dex
Spells Ready: 3
Spells Known: Expeditious Retreat
Infuse Magic: Spend one Minute to infuse an item with a spell of one casting time or less.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

A general point to all. Feel free to suggest battlefield control options to me, IC or OOC. I might well miss combinations in 5th edition.


Web is pretty dang good, I've found.

Wrinil: It sort of is. I ran the playtest around the same time I was s
recruiting for this for fun and to get some experience balancing for 5e gestalt.


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

Seems like we're gonna miss out on some fun loot. Oh, well, I'll take alive over rich.


Yeah I'm a little surprised but I'm letting you guys choose that. The pirates would definitely have been happy to get the captain's ship but not necessarily all of his stuff. Now they're very happy to get his ship and all of his stuff.


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

The staff could be the staff of the python.

Staff of the Python:

Staff, uncommon (requires attunement by a cleric, druid, or warlock)

You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.


Male Rogue/Artificer Gestalt 5 | HP 33/33| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 12 | Init +4 | 1st Lvl Spl - 3/3 | Inspiration | Ammo - 235

I did wonder if it might be, but the boss put down what the others were, so I assumed this one was simply a shiny focus.


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

Yeah, we could have pushed them a lot harder. But still, we're alive, likely to make it to port, and have some loot anyway.


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

Here is the loot so far:

#Loot
• robe of useful items
• +1 shields x2
• staff with a head shaped like a python
• +1 whip

---

The robe of useful items has the following items:
• 20 gems worth 100 gp each
• two pits 10 ft on a side
• spell scroll of fly
• bag of 200 gp
• spell scroll of crusader's mantle
• riding horse with saddle bags
• silver coffer worth 500 gp

---

I would like to lay claim to one of the shields. And I'm going to recommend that we strip the treasure on the Robe and split it in town. That would be 2,700 gp total, or 540 gp for each player.

That is a new suit of armor for Halgrin, and I really wants it. :-)


F Human (variant)
Resources:
Sorcery Points: 5/5 | Spell Slots 1st: 2/4, 2nd: 3/3, 3rd: 4/4 | Hexblade Curse: 1/1, Favored by the gods: 1/1, Inspiration: 1/1, HD: 5/5; Kit used on: X
Sorcerer 5/Warlock 5 (HP 43/43 | AC 13 | Init: +0 | Passive Perception: 14 | Str -1, Dex +0, Con +6, Int +0, Wis +4, Cha +7)

Well, I guess either me or Wrinil is getting the snake staff. I'm fine either way, so do you particularly want a python buddy, Wrinil?


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

New armour sounds great!


Male Rogue/Artificer Gestalt 5 | HP 33/33| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 12 | Init +4 | 1st Lvl Spl - 3/3 | Inspiration | Ammo - 235

Sounds like a good idea. I have no idea what I'll do with money, but it's always nice to have it.


Combat:
longsword +6 (1d8+6) | warhammer +6 (1d8+6) | Rage 1/3 | Divine Fury +1d6+2 R |Second Wind 1/1 | Action surge 1/1
HP 45/45 | AC 19 | Saves STR +6 DEX +2 CON +5 INT -1 WIS +0 CHA +0 | spd 30; Init. +2 |Perc. +2; Pass. 12 | NG Half-orc Barbarian / Fighter 4 | HD 1/4 | Insp. 0/1 | Effects: None

Okay, everyone. Assuming we can sell the loot from the robe, everyone here gets 540 gp.

I think all of the magic items were distributed except for the +1 whip. Is anyone interested?

***

Current Gold: 97.63 gp + 540 gp = 637.63 gp

***

Bought
• breastplate (400 gp)
• silvered longsword (115 gp)
Total: 515 gp

Sold
• shield (5 gp)
• longsword (7.5 gp)
Total: 12.5 gp

***

Current Gold: 637.63 gp - 515 gp + 12.5 gp = 135.13 gp


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

No interest in the whip from Horat. Not his means of killing.

And cheers for totting that up!


Combat:
Superiority Dice: 4/4 | Second Wind: 1/1 | Action Surge: 1/1 | 1st: 4/4 | 2nd: 3/3 | 3rd: 1/2
HP 44/44 | AC 18 | Saves STR +7 DEX -1 CON +5 INT +6 WIS +3 CHA -1 | spd 30 | Perc. +3; Pass. 13 | LG Human Fighter / Wizard 5 | HD 5/5 1d10+2 | Insp. 0/1 | Init: +2 | Effects:

I could have sworn that I saw a price for adamantine weapons somewhere, had 500gp in mind. But I cannot find it. Anyone have an idea?

Also planning to get a vial of antitoxin and a climbing kit.


Male Rogue/Artificer Gestalt 5 | HP 33/33| AC 17 | Saving Throws - Str (0), Dex (+8), Con (+5), Int (+6), Wis (+2), Cha (+1) | Passive Perc - 12 | Init +4 | 1st Lvl Spl - 3/3 | Inspiration | Ammo - 235

Enizver can brew you some antitoxin.

I think adamntine weapons are generally considered Uncommon Items, which adds up to 500gp to the price, usually. No listed price, so you'll need the boss' input.


You can attempt to find magic items for purchase but it's never a foregone conclusion.

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