The Crucible of Freya (Inactive)

Game Master Grimmy

Ground Floor Donjon

Basement

Undercrypt

Equipment Sheet | Adventure Map | Fairhill Map | Obsidian Portal | Campaign Journal


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Samduc Dawnbringer wrote:
Added 5 ft step. Can't see map on phone.

Excellent! I will try to put more descriptive narration.


French Wolf wrote:

Ooh look Jerrid did...or at least he has them on his alias now! just for safekeeping of course.

Unless someone else beat him to them. He certainly wouldn't have left them behind. Not when he is an aspiring potioneer.

Cheers

P.S. DMG if that is okay with you?

Yes that's fine because I remember I rushed from the end of that scene to the next.


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3
DM Grimmy wrote:

This is still a tense fight. I'm not sure if you guys have any way of dealing with ability damage? Leoven?

No, I do not think there is a 1st level spell for that.


Leoven here is your chance for revenge the monster have 1 hp.


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Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Nope, 1st level options for ability damage include : Don't take ability damage!!!


Help me with the XP tally, I want to put it in the campaign tab.

200 Ad Hoc scene with sherrif and knights
200 yapper ambush
200 yapper pack priest
100 Jerrid's journal
200 Wolf-Spider
100 Saving three footmen

Edit: Thanks D


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

100 Rescuing the 3 soldiers if I remember correctly. I have 1000 total exp.

What experience track are we on anyway?


Medium track with enough ad hoc it should feel close to fast track.


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

1000 XP also sah!


Guys I'm leaving this scene open for awhile for inter-party role-play so don't wait for the next update from me, jump on in there and get to know each other.


BTW,

If anyone is wondering why the road is so harrowing this time but presumably wasn't when some of you travelled before from Bard's Gate to Reme, the reason is you would have been with a large caravan, with guards, traveling fast enough to reach a way-station each night.


HP: 17/34, - AC: 16/T: 12/FF: 14 – Perception +3 - Initiative: +4 - F: +6: R +3/ W: +2(+1 vs Fear) - CMB: +6 - CMD: 18, Speed: 30 Acrobatics +3, Climb +7, Heal +2, Intimidate +2, Perception +4, Sense Motive +7, Stealth +3, Survival +7

I actually did think about that, but I wasn't too concerned. In my mind maybe Astor and Jerrid didn't shower and the monsters couldn't stand the foul stench!


Yeah, with a caravan is the safe way to travel this road, but there isn't one all the time, maybe once a month. So people who want to travel immediately might post a notice like Janna did or otherwise arrange an escort of some kind.


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

couple of things

I have an xp tracker for janna at least in her profile

also does janna have a basic map of the area? to see how far they are from thier destination


Stoneheart Valley

You've been off-map this whole time on the road labeled "Merchant's Road". You are finally only one day's travel from actually being on the map. You'll be arriving in the third hex from the bottom in the left column.

Each hex=6 miles.

You can see Fairhill on the map, that is your destination. It's midway between Bard's Gate and Reme but a little closer to Bard's Gate then Reme.


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

ok thanks for the info, I was wondering if you had a higher resolution map, my eyes are not the best and I cannot zoom in very well.


Here's a BW more zoomed in on Fairhill, but again, not quite there yet.

Village of Fairhill Wilderness


You guys ready to travel?


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

in a bit, I need to answer some questions first and I want to make sure everyone in the party has had a chance to respond.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Well, just my initial impression DMG. I've certainly been wrong before :P


I use random generation to determine a lot. There usually isn't anything I want you to do or your "supposed" to do. Maybe somewhat in this initial adventure.. it's more scripted then what I usually run.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Not a bad thing, baby steps here. We'll pick up the real craziness once we get this staff and make our way out into the big bad world.


Exactly. The other group mouth of doom started more sandbox right out the gate, I'm watching to see how each works out in PbP.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Personally though, especially with pbp I'm in favor of a few hints that we should be moving on. The alternative means we can eat up a lot of real world time without achieving anything.

I mean in this case, it's not really a random thing in either event, it's more simply knowing what actions the other party would take.


I hear you. I can't spoil too much here. Lie in wait longer or press on, you have to work with the info you have on this one.

The real world time spent on this scene was to give you guys an RP scene with each other. I will award xp for it.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Oh, I'm not worried about that. Some downtime to chat is good, I merely meant about the ambush itself. We skipped the details which would have likely taken some time to hash out.


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

How pearl of power interact with the cleric speontaneous casting of cure spells?


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4
Leoven. wrote:
How pearl of power interact with the cleric speontaneous casting of cure spells?

I think it would work since the spontaneous casting still consumes the spell slot as though you cast the original spell. so you would get the original spell back. (not a cure spell).

just my opinion, it is really up to the DM

The Exchange

Healing is a good use for the pearl. Jerrid only has cantrips until next level so its not very useful for him.


Oh sorry guys I've been meaning to reply to this question, have to read the rules first.

My first thought was that Janna is right, the pearl recalls the spell you actually prepped (which could also still be converted into a cure spontaneously.)


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Well this is...interesting O.o

I don't see Vortigern or his companions on the map though. What exactly is the deal with the skeletal hands you mentioned? Are there undead rising, some sort of spell that hinders us, what's the deal?

Oh, and could you add numbers and letters to the grid by any chance? It would make it a lot easier for us to dictate our movements to you.


Gimme a sec, workin on it!


Numbers/letters added to map, villain tokens appearing correctly.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Max roll, very nice! Not for us of course :P

Are the skeletons actually attackable yet, given the casting time?

Knowledge DC's would also probably be a good idea? Let someone give us the skinny on these things?

Oh, and as a Canadian I greatly appreciate the "Zed"!


HP: 17/34, - AC: 16/T: 12/FF: 14 – Perception +3 - Initiative: +4 - F: +6: R +3/ W: +2(+1 vs Fear) - CMB: +6 - CMD: 18, Speed: 30 Acrobatics +3, Climb +7, Heal +2, Intimidate +2, Perception +4, Sense Motive +7, Stealth +3, Survival +7

Ok, I'm just looking at the map after I posted my action, and when I look a bit closer I see something odd between Jerrid and Astor. What is that? If that's a monster I'd definitely like to retcon my action. I mean, we can keep my rolls if need be, but I would have obviously swung at that thing first.


Max roll? Oh Vortigern's stealth.

Yeah looking over the encounter it has a fixed perception DC of 20 to act in the surprise round. They claim it accounts for take 10 stealth by the ambushers and distance.

Going by this Jerrid would get to act in the surprise round but the way I have everything on the map this would only be true if he had gone somewhere from P11-P14 in making his rounds.

Since he said he focused his efforts around the back of the farmhouse I think we are good and can move forward.

Skeletons are not attackable until Vortigern's turn (though you could ready attacks.)

Zombies are attackable now and prone.

@Astor: That squigly line is a question mark, and artifact from the VTT program I snagged this map from. It's nothing.

Yellow grids are another artifact, something to do with using the fog of war function, I haven't figure out how to get rid of them.


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

Quick update visited wife in the rehab facility today, will try and get something up soon

Battery dying and cant find the plug


Samduc Dawnbringer wrote:
Was there soft cover after moving to B9?

Your target's inside a barn :) Even the corner of the wall gives some cover I think but even if I'm wrong see the barn door swung open there? Tough shot.


Yeah, looks like if any corner of attackers square passes through any cover when connecting a line to any corner of target's square the target has cover.

Cover Rules

Even if the barn door wasn't there, the corner grants +4 AC (unless I'm missing something.)


HP: 17/34, - AC: 16/T: 12/FF: 14 – Perception +3 - Initiative: +4 - F: +6: R +3/ W: +2(+1 vs Fear) - CMB: +6 - CMD: 18, Speed: 30 Acrobatics +3, Climb +7, Heal +2, Intimidate +2, Perception +4, Sense Motive +7, Stealth +3, Survival +7

Sorry, I'm at work so I got caught up. It'll actually be easier for me to take the ready action and re-roll, if that's ok with the DM. I'll check back later and hopfully whack him in round two!


Cool with me Astor!


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

And here I thought that was like a little fenced off area. I'm guessing Samduc thought something similar :P


Maybe it is. Barn off map? Looks small to be the barn.

That would make it partial cover instead of cover.

That might be a hit on the nose.

FF AC 12 +4 Prone +2 Partial Cover = AC 18.

I think he rolled an 18 or 17.

Let me check.


HP: 17/34, - AC: 16/T: 12/FF: 14 – Perception +3 - Initiative: +4 - F: +6: R +3/ W: +2(+1 vs Fear) - CMB: +6 - CMD: 18, Speed: 30 Acrobatics +3, Climb +7, Heal +2, Intimidate +2, Perception +4, Sense Motive +7, Stealth +3, Survival +7

Thanks DM. Also, I'm really wishing I thought to pull out my morningstar now...


If you toss your sword you can draw morningstar as part of the move but its a little meta unless you can hit that DC 10 Religion check or someone else does and calls out to you.


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

wait, I think DC 10 can be tried untrained.


Yeah it can.


HP: 17/34, - AC: 16/T: 12/FF: 14 – Perception +3 - Initiative: +4 - F: +6: R +3/ W: +2(+1 vs Fear) - CMB: +6 - CMD: 18, Speed: 30 Acrobatics +3, Climb +7, Heal +2, Intimidate +2, Perception +4, Sense Motive +7, Stealth +3, Survival +7

Yeah, I'm untrained in all knowledges... and if I'm to properly rp my guy he wouldn't think all that deeply about the situation. He'll figure out the sword thing eventually. Then we'll just have to see if he get's the opportunity or not.


You can roll DC 10 knowledge checks untrained.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Samduc, what weapon are you using exactly? It seems like you and DMG are on different pages here...

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