Verdan...Fortune favors the bold adventurer!!! (Inactive)

Game Master Shadoven

Beginning simply enough with a town, an abandoned ruin, and the strange fruit that grows within, you will go on to uncover world shattering secrets, all consuming horrors, and knowledge that will change the world forever.


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F Elf 2 Cleric

Melisaria will move diagonally to the southwest allowing a space for Yenli to rettreat to while putting the fighters on the front. From that spot she'll conjure up an Acid Dart and throw it through the doorway at R4 which is not engaged in melee yet.

Acid Dart: 1d20 + 1 ⇒ (15) + 1 = 16
Dmg: 1d6 ⇒ 3

Not sure if you want to give them soft cover or partial for throwing around the hobgoblin and another rat, but I think it hits with a -2 on a touch attack for partial but misses with -4 from soft cover.


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Does it look like we can close the doors from the inside?

Grand Lodge

HP 10/10; AC 13/ T 12/ FF 11; Init +8; Per +2; F +4/ R +2/ W +3; CMB -1; CMD 11; Speed 30ft

"Closing those doors would be a great idea. We don't want to be rat food here,"

Yenli will retreat according to Mel's plan and will ready an attack in case a rat gets close.

Melee Attack: 1d20 - 1 ⇒ (15) - 1 = 14
Damage: 1d4 - 1 ⇒ (3) - 1 = 2


The doors can be swung shut from your side.


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Heddroth will close the doors once everyone's inside.


Between Rifiki, Melisaria, and Yenli's attacks, one of the Dire Rats is slain before Zar moves to close the door.

As you run forward Zar, you can see the rabid mouths of oversized rodents eagerly snapping for your flesh. As you begin to slam the door to, the last image of them you have is as they turn as one, looking towards the south door and Meepo, he screams in terror and slams the door shut as well. They begin moving in that direction, as the door closes...

Out of Initiative, what do you do?


Male Human

So is Meepo in room 25?


He is somewhere in that direction. Or rat chow.


F Elf 2 Cleric

"We cannot let poor Meepo become rat food!" Melisaria shouts. "He followed and helped us, we owe him protetction. Open that door and let's be about saving the poor sot. They are only rats after all. Show some nobility!"

Melisaria scolds the others and moves to get the door back open.


Drow Rogue 2, Sorcerer 3

Pride cometh fore the fall right

I agree he should be saved, but don't come crying to me should you fall again Rifiki says as he cracks a smile, At least let me prepare this time for the filthy horde.

With that he stows his dagger in his belt, grabs his sling and loads it ready to fire, then nods at Mel and says, I guess when everyone is ready, lets exterminate some critters


F Elf 2 Cleric

Melisaria looks to the others and waits for them to ready themselves and once prepared, will throw the door open again. Waiting for the frontliners to take the lead through.


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

"Is anyone injured? We should deal with that before we take on another combat. Melisaria's right, we've got an interest in keeping the kobold alive. They outnumber us, so we fight either on our side of the doorway, where we will surround them as they attack, or at the doorway, where we fight one-on-one."


Male Lizardfolk Dreadnaught 1/Barbarian 1; HP 24/24; Perception +4; AC:17, touch 13, flat-footed 16; Init +1; Fort +7; Reflex +1; Will +0; CMB +5; CMD 15

S'koth fixes the elf with a steely stare. He makes a great show of dusting himself off, then bends down to pick up a faded jewelled eye from one of the skeleton's skulls. He holds it up to his own eye and appears to look through it.

"I'm not ssure we will ssee eye to eye on nobility Melissaria. I had no inkling the kravatchi wassn't in the room. I'm not ssure if you noticed either while your heart'ss blood was sstaining the ground, nor while we battled these horrors from beyond the grave. Your people's bones, might I add, perhaps ignobly. Careful who you sscold, we may be beassts and animalss to you, but we've kept you alive while you sstare down your nose at uss."

S'koth casually tosses the jewel to Rifiki. He places his falchion back in it's scabbard, flexes his claws and licks his teeth.

"When you are all done, I'm ready. Perssonally I don't care to ssacrifice oursselves for the kravatchi. Our tassk is locating the townsfolk. Gaining the dragon is ssecondary, and thuss, to me, is Meepo. Sstill, I'm ssure IF we resscue him, he might just wet himself.... S'koth pauses momentarily.
"As for tacticss, let the vermin come to uss. They aren't the brightesst."


F Elf 2 Cleric

Melisaria stares nails at the lizard man, then opens the door allowing the 5 ft space just in front to be open for a rat to climb in. The other should then take positions on all sides of the killing box.

"I'll deal with that monster later. Right now, we have work to do." she thinks.

BTW, no OOC offense. Melisaria is just impetuous sometimes, and her noble upbringing leads her to think everyone should be a knight-errant.

Grand Lodge

HP 10/10; AC 13/ T 12/ FF 11; Init +8; Per +2; F +4/ R +2/ W +3; CMB -1; CMD 11; Speed 30ft

"I think everyone is alright, we can let the vermins come at us," after a brief pause, [/b]"in moderation."[/b]

Yenli will cast Dancing Lights to provide a decent light source.


Drow Rogue 2, Sorcerer 3

Sorry Mel, but if it comes down to me or the Kobold, I am not gonna risk my own flesh. I doubt it would risk itself for me, as he palms the jewel tossed to him.


Male Lizardfolk Dreadnaught 1/Barbarian 1; HP 24/24; Perception +4; AC:17, touch 13, flat-footed 16; Init +1; Fort +7; Reflex +1; Will +0; CMB +5; CMD 15

No worries Mel - it's all good! Just having some RP fun! BTW - is Melisaria still injured at all?

GM - are we having initiative? S'koth is planning to go all natural attacks on the square the first dire rat enters...


With Melisaria having openes the door, go ahead and roll initiative.


Drow Rogue 2, Sorcerer 3

init: 1d20 + 3 ⇒ (2) + 3 = 5


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Init.: 1d20 + 5 ⇒ (6) + 5 = 11


Male Lizardfolk Dreadnaught 1/Barbarian 1; HP 24/24; Perception +4; AC:17, touch 13, flat-footed 16; Init +1; Fort +7; Reflex +1; Will +0; CMB +5; CMD 15

Initiative: 1d20 + 1 ⇒ (12) + 1 = 13


F Elf 2 Cleric

Initiative: 1d20 + 1 ⇒ (18) + 1 = 19 Not sure I'll be first, but am so far. Will go ahead and post a turn.

Mel is 6/8 HP.

Her first action will be to throw another Acid Dart at nearest rat target before it gets into melee, then step back into her place in the killing box or behind one of the fighters.

Ranged Touch Attack: 1d20 + 1 ⇒ (7) + 1 = 8

Grand Lodge

HP 10/10; AC 13/ T 12/ FF 11; Init +8; Per +2; F +4/ R +2/ W +3; CMB -1; CMD 11; Speed 30ft

Initiative: 1d20 + 8 ⇒ (4) + 8 = 12

Yenli will Evil Eye (AC) the first rat that will get inside the reach of the fighters.


Everyone post a surprise round action, plus your first turn.


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Surprise round (if possible)
Attack: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

First turn
Attack: 1d20 + 3 ⇒ (11) + 3 = 14
Damage: 1d8 + 4 ⇒ (4) + 4 = 8


F Elf 2 Cleric

Throwing Acid Dart above will be Mel's surprise round action.

1st round action: Cast guidance on Zar, move behind him as the rats turn this way.


Drow Rogue 2, Sorcerer 3

Surprise round: sling at rat
attack: 1d20 + 3 ⇒ (8) + 3 = 11
damage: 1d4 + 1 ⇒ (2) + 1 = 3

Round 1: sling at rat
attack: 1d20 + 3 ⇒ (4) + 3 = 7
damage: 1d4 + 1 ⇒ (4) + 1 = 5


Male Lizardfolk Dreadnaught 1/Barbarian 1; HP 24/24; Perception +4; AC:17, touch 13, flat-footed 16; Init +1; Fort +7; Reflex +1; Will +0; CMB +5; CMD 15

Surprise Round:

Claw Attack: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d4 + 2 ⇒ (2) + 2 = 4
Claw Attack: 1d20 + 3 ⇒ (5) + 3 = 8
Damage: 1d4 + 2 ⇒ (3) + 2 = 5
Bite Attack: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Round 1:

Claw Attack: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d4 + 2 ⇒ (1) + 2 = 3
Claw Attack: 1d20 + 3 ⇒ (3) + 3 = 6
Damage: 1d4 + 2 ⇒ (4) + 2 = 6
Bite Attack: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d6 + 2 ⇒ (1) + 2 = 3

Wow. F$&@ing stellar.

Grand Lodge

HP 10/10; AC 13/ T 12/ FF 11; Init +8; Per +2; F +4/ R +2/ W +3; CMB -1; CMD 11; Speed 30ft

Evil Eye (AC) on the first rat in range would be Yenli's surprise round action.

Round 1

Another Evil Eye on the same rat if it makes it save, if it does not then Evil Eye on the second closest rat.


Male Lizardfolk Dreadnaught 1/Barbarian 1; HP 24/24; Perception +4; AC:17, touch 13, flat-footed 16; Init +1; Fort +7; Reflex +1; Will +0; CMB +5; CMD 15

Bump GM?


Initiative Order
-Melisaria-
-S'Koth-
-Yenli-
-Zar Hedroth-
-Rifiki-
-Dire Rats-
-Meepo-
------------------------------------------------------------------------
As Melisaria swings open the door, and the rest of you position yourself in a killing box, a gruesome scene lies before you. Before closing yourselves in this room, Melisaria, Rifiki, and Yenli had killed one of the rats. Now, they seem rat is being ripped to shreds by the others as they ravish its flesh, spraying gore around the room. To the south lies the closed wooden door, with rats barging against it and attempting to claw through the wood. With each rat that leaps against it, the door buckles outward slightly, and to those watching it is obvious Meepo must be standing against the door, straining to keep it closed. His high pitched yelps can be heard, and those who can speak the tongue of Dragons can clearly understand words of fear and anger.
------------------------------------------------------------------------
Surprise Round

Melisaria
Catching the Dire Rats off guard, Melisaria calls upon the divine power granted to her by the Goddess, and sends forth a glistening dart of Acid! However, despite their inattention, the dart goes wide, and bites into the wall, leaving a pockmark.

S'Koth
Lunging forward, S'koth clamps down upon a rat right outside the room, easily tearing its shrieking form in twain and tossing the pieces aside as if it was a simple serving of meat.
S'koth, don't forget in the Surprise Round you can only take a Standard, or a Move action, not a Full Attack. I used your Bite, as it did the most damage.

Yenli
Yenli cast forth her curse upon the foul creatures, and one of the rats outside the doorway that was feasting upon the dead rat squeeks as the magic takes hold.
Dire Rat Will Save: 1d20 + 1 ⇒ (15) + 1 = 16
The Dire Rat seems affected, but Yenli can feel the curse slipping away over time.

Zar
Zar strikes out at the rat closest to the door, but, perhaps still shaken from the undead horrors he so recently battled, his swing misses, cleaving into the dead rat and startling those feeding upon it.

Rifiki
With a quick spin, a flick of the wrist, and a style to match, Rifiki sends a bullet flying through the air, to crack into the skull of a Dire Rat on the other side of the chamber. With a wet, meaty thud, the creatures head burst open, and it twitches and dies as blood and grey matter oozes out.
End of Surprise Round
------------------------------------------------------------------------
Start of Round 1
Melisaria
With a quick prayer, Melisaria brings forth holy Guidance to the warrior Zar, may his aim strike true!

S'koth
Focusing upon the Dire Rat that Yenli cursed, S'koth lashes out with one mighty claw, impaling the thrashing vermin upon it. Raising it upwards, he leans forward and savagely sinks his fangs into it' head, ripping it off and throwing the still quivering corpse to the ground!

Yenli
Seeing the focus of her power so swiftly destroyed, Yenli hisses out a curse at the next rat within reach of her allies, assuring its swift demise as well!
Dire Rat Will Save: 1d20 + 1 ⇒ (10) + 1 = 11
The rat quivers in fear, and the Curse seeps into its bones, slowing it down so it becomes an easier target for death.
Refresh my memory Yenli, what does Evil Eye do on a failed save again?

Zar
Taking advantage of the confusion amongst his small scuttling foes, Zar brings his blade around and with one clean motion skewers the last remaining rat near the doorway, ending Yenli's curse, as well as the creatures life. Without missing a motion he withdraws the blade from its corpse, crimson blood covering it, and prepares for his next move.

Rifiki
Perhaps putting more style than skill into this shot, Rifiki finds his bullet flying wild, and bounces off the Eastern wall, landing in the bowl of the fountain.

Dire Rats
Three of the dog sized rats turn towards the door, and the fresh meat within, and move up, two lunging for the Lizardfolk, and another attempting to gnaw upon the Hobgoblin.
Rat1 attacking S'koth: 1d20 + 1 ⇒ (20) + 1 = 21
Rat1 Crit Confirm: 1d20 + 1 ⇒ (14) + 1 = 15
Rat2 attacking S'koth: 1d20 + 1 ⇒ (1) + 1 = 2
Rat3 attacking Zar: 1d20 + 1 ⇒ (19) + 1 = 20
Both S'koth and Zar find their flesh pierced by sharp, vile fangs as the vermin sink their teeth in deep!
S'koth Damage: 1d4 ⇒ 1
Zar Damage: 1d4 ⇒ 3
Zar, S'koth, make me Fort Saves, 1 each.

The remaining Dire Rat lunges forward, and with a terrible shrieking cry, bashes the door in! A scaly figure can be seen falling over backwards with a thrashing rat atop it, and sounds of struggle can be heard echoing from the passageway!

End of Round 1 Status
-Melisaria-Full Health
-S'koth-Wounded, 5ft from 3 Dire Rats.
-Yenli-Full Health
-Zar-Wounded, 5ft from 2 Dire Rats.
-Rifiki-Full Health
------------------------------------------------------------------------
Post Round 2 Actions, and S'koth and Zar give me those saves.


Male Lizardfolk Dreadnaught 1/Barbarian 1; HP 24/24; Perception +4; AC:17, touch 13, flat-footed 16; Init +1; Fort +7; Reflex +1; Will +0; CMB +5; CMD 15

Fort save 1d20 + 5 ⇒ (6) + 5 = 11

Feeling the foul teeth pierce his scaly hide, S'koth roars in annoyance and frustration - seeing Meepo go down angers him more than he realised it would. He lashes out at the vile bags of soon-to-be blood and bone...

(I'm confused by what you mean by "5' from" - do you mean adjacent? - I'm assuming if they attacked S'koth and Zar, he can attack them?)
S'koth - Full attack:
Claw on 1st dire rat:
Attack 1d20 + 3 ⇒ (11) + 3 = 14
Damage 1d4 + 2 ⇒ (1) + 2 = 3
Claw on 2nd dire rat:
Attack 1d20 + 3 ⇒ (10) + 3 = 13
Damage 1d4 + 2 ⇒ (1) + 2 = 3
Bite on 3rd dire rat:
Attack 1d20 + 3 ⇒ (3) + 3 = 6
Damage 1d6 + 2 ⇒ (2) + 2 = 4


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Fort save: 1d20 + 5 ⇒ (19) + 5 = 24

Attack: 1d20 + 3 ⇒ (6) + 3 = 9
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
An involuntary flinch at the rat's bite causes Heddroth's blow to go astray.


Drow Rogue 2, Sorcerer 3

Rifiki will curse the rats in undercommon, then load his sling and fire a bullet at the rat going after poor Meepo.

sling: 1d20 + 3 ⇒ (1) + 3 = 4 -4 if in melee
1d4 + 1 ⇒ (4) + 1 = 5

sneak attack if applicable: 1d6 ⇒ 1

Grand Lodge

HP 10/10; AC 13/ T 12/ FF 11; Init +8; Per +2; F +4/ R +2/ W +3; CMB -1; CMD 11; Speed 30ft

-2 to whatever I choose, AC, skill or ability check, saves, or attack rolls. This time I chose AC. Even if you made the save, they still get afflicted by it for 1 round, unless I cackle and extend that to another round.

"What could that be?"

Knowledge Nature: 1d20 + 5 ⇒ (1) + 5 = 6

-------------
Round 2
-------------

While seeing the 2nd rat to crumble under her curses Yenli decides to curse the 3rd rat.

Evil Eye (AC) - 3rd rat


F Elf 2 Cleric

Melisaria will attempt to stab one of the rats that was attacking her companions, with her scimitar holy weapon of Eloria.

Scmitar: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d6 + 1 ⇒ (3) + 1 = 4

"Take that you filthy vermin! The Mother will not let you have us for a meal this day." she shouts as her revered blade slices into one of the foul creatures.


Well, that's very annoying. I had the whole round posted up last night, and went to check it today, and realize somehow it all just gor erased and never posted...so here is the short version.

Between all the attacks and magic sent against them, two of the three rats facing the party are slain, with the last rat retreating, provoking AOO's from Zar, Melisaria, and S'koth. Outside the room a loud snap and crunching noise can be heard, and then silence from the area where Meepo was last seen. Assuming your AOO's kill the fleeing Rat, you are out of initiative.

What do you do?


F Elf 2 Cleric

Melisaria takes one more feeble attempt at the fleeing rat.

AoO: 1d20 + 1 ⇒ (17) + 1 = 18
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

AFter the creature has been slain, she goes to Yenli. "Thanks for the hand with the healing. I owe you my life." She bows low and smiles.

"Let's find out where our little retainer has gone too."


As the Dire Rat begins to scurry away, Melisaria brings her scimitar around in a wide arc, bisecting the creature and ending the threat to the adventurers...for the moment.

As the party moves out of the chamber with the sarcophagi, you can see into the southern room. The last Dire Rat, twitching and thrashing, lies upon the body of Meepo...a few moments later, a spear tip can be clearly seen protruding from the vermin's back, and it is obvious Meepo is alive, though trapped underneath the weight of the creature's corpse. He looks up at the party, and gives a sheepish grin full of teeth. Evidently, he is not entirely useful...

What do you do?


Drow Rogue 2, Sorcerer 3

Rifiki will dust himself off, close the sarcophagi...leaving all the possible loot with the corpses, he may be in need of healing down the road. If Meepo is still on the ground, he will help him up with a hand.

Once Meepo is up and safe, Rifiki will check out the door to area 25 for anything behind it

perception: 1d20 + 4 ⇒ (14) + 4 = 18

Grand Lodge

HP 10/10; AC 13/ T 12/ FF 11; Init +8; Per +2; F +4/ R +2/ W +3; CMB -1; CMD 11; Speed 30ft

"Are you good to go Meepo?"

Yenli checks the altar and the sarcopaghi for any useful items, after that she turns to Meepo,

"Lead the way, more careful this time,"


Male Lizardfolk Dreadnaught 1/Barbarian 1; HP 24/24; Perception +4; AC:17, touch 13, flat-footed 16; Init +1; Fort +7; Reflex +1; Will +0; CMB +5; CMD 15

S'koth surveys the carnage before rushing toward the southern room. He smiles.

"Svarkh hess, kravatchi - vu qandrah!"* enthuses S'koth, helping Rifiki with Meepo and dusting the little kobold off.

Did the skeletons have any armor or weapons? Anything else useful in the sarcophagus room or room Meepo in?

*

Draconic:
"Nice gutting, kobold - a heroic completion!"


F Elf 2 Cleric
DM Shadoven wrote:
The carved stone sarcophagi each resemble a noble elflike humanoid in ceremonial robes. A shrine carved of obsidian is set in the center of the west wall, on which a single candle yet burns. The shrine is covered in carvings of Dragons, and sitting upon it, in addition to the burning candle, are a flask and a whistle carved out of what appears to be colored, transparent glass.

After seeing that Meepo seems okay, Melisaria goes back into the sarcogphagus room, and asks Eloria to show her the dweomer on any of the items on the shrine.

"I would imagine that candle is magical for it to be burning all this time, not sure about the other items yet."


Rifiki, you do not find any traps, nor do you hear anything behind the door.

Yenli, make me a perception check as you search the room. Of note in the room is the burning candle, the whistle made out of some kind of transparent glass like material, and a potion flask. The burnt out eyes of the undead horrors could perhaps be worth something as well.

S'koth, Meepo bares his teeth in a fierce, warrior expression, obviously eager and thrilled by the praise. The only things of note are the fountain with the mysterious phrase on it, and the items described in the sarcophagus room. Though you have yet to search further north, or the rooms the Dire Rats swarmed out of.

What do you all do?


Melisaria, your magic reveals the presence of magic on the candle, the whistle, and the potion. If you study for three rounds, you find that all 3 items have faint auras. A knowledge Arcana roll for each will reveal schools of magic, and Spellcraft can be used to identify, if you wish to take the time.


Drow Rogue 2, Sorcerer 3

Where did the rats come from? The 28 hallway with the a-f rooms? Or from the room beyond that?


F Elf 2 Cleric

"These items are enchanted but I have not the skill to determine their properties. I suggest we take them as they may prove useful later. If anyone else wants to examine, they are welcome to."

No ranks in Spellcraft or Know Arcana yet...

IF no one objects, Melisaria, takes the items and puts them in her pack, holding the candle as a light source for now.


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Hedrroth spends a minute or two further shattering the skeletons just to make sure they aren't playing dead. I can't think of any other hobgoblin who can claim to have fought and destroyed two undead skeletons. What a boast that will make.

Perception (Search bodies): 1d20 + 5 ⇒ (2) + 5 = 7


Male Lizardfolk Dreadnaught 1/Barbarian 1; HP 24/24; Perception +4; AC:17, touch 13, flat-footed 16; Init +1; Fort +7; Reflex +1; Will +0; CMB +5; CMD 15

S'koth makes sure to gather up the remaining jewelled eyes from the skeleton's (if Hedroth hasn't already) worthless or not. He offers one to each member of the party (including himself and Meepo) as a keepsake and gives the remaining to Rifiki for "safekeeping" unless anybody particularly wants more.(If Hedroth already took them he asks for one as a keepsake.)


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

Hedrroth has no intentions of taking any of them as keepsakes. "If at some future point we determine they aren't dangerous and sell them, I'll take my cut, but I want nothing to do with them before then."

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Drow Rogue 2, Sorcerer 3

No whammy, no whammy, no whammy... STOP lol

1d6 + 1 ⇒ (6) + 1 = 7

WOOHOO :)


Sweet excellent roll!


Drow Rogue 2, Sorcerer 3

gonna be out of town camping august 15-18/19. no cell service


Male Lizardfolk Dreadnaught 1/Barbarian 1; HP 24/24; Perception +4; AC:17, touch 13, flat-footed 16; Init +1; Fort +7; Reflex +1; Will +0; CMB +5; CMD 15

Not able to level up till tomorrow/night. Sorry for the delay...


F Elf 2 Cleric

Rolling for HP, will take Favored Class in Skill point as clerics get few to start with.

HP: 1d8 ⇒ 7

Since we are resting, added new spells. No real new abilities at 2nd level for me.


Btw, anyone here a gamer that plays games through Steam, or Old Republic?


Male Hobgoblin Monk (Ironskin, Hungry Ghost) 2; HP 18/21; Perception +6; AC:18, touch 14, flat-footed 14; Init +5; Fort +6; Reflex +6; Will +5

I'll take the half + 1.


Male Lizardfolk Dreadnaught 1/Barbarian 1; HP 24/24; Perception +4; AC:17, touch 13, flat-footed 16; Init +1; Fort +7; Reflex +1; Will +0; CMB +5; CMD 15

Taking the half + 1 hit points as well for Barbarian multiclass. (S'koth is getting a bit primal far from his training school...)

Grand Lodge

HP 10/10; AC 13/ T 12/ FF 11; Init +8; Per +2; F +4/ R +2/ W +3; CMB -1; CMD 11; Speed 30ft

1d6 ⇒ 2


F Elf 2 Cleric

I am about at my wit's end with this start/stop game. No real DM post since 8/15 makes me wonder if this thread has died and we just forgot to notice.


Male Lizardfolk Dreadnaught 1/Barbarian 1; HP 24/24; Perception +4; AC:17, touch 13, flat-footed 16; Init +1; Fort +7; Reflex +1; Will +0; CMB +5; CMD 15

Yes, the continuity is hard...

I PM'ed GM Shadoven yesterday - he replied and said he's just moved house I think but says he is committed to continuing.


Everyone, I apologize for the massive time delay. For some reason I could not see the discussion thread so I apologize for not responding to your concerns sooner. I am finally moved, and have a reliable internet connection again, not one that relies upon my phone. I will continue the game if anyone is still interested in playing, otherwise I will reboot and start over with those interested. Again, I cannot apologize enough. I realize it is not as bad as an actual home game but I can't help but feel terrible that I let you all down. Again, my apologies. The game will go on, if you are willing to go with me.


Male Lizardfolk Dreadnaught 1/Barbarian 1; HP 24/24; Perception +4; AC:17, touch 13, flat-footed 16; Init +1; Fort +7; Reflex +1; Will +0; CMB +5; CMD 15

Either continue or reboot I'm here. You might want to PM the party members to see if they are still up for this...


Drow Rogue 2, Sorcerer 3

Here as well, you can reboot if you want. I am good either way.

Grand Lodge

HP 10/10; AC 13/ T 12/ FF 11; Init +8; Per +2; F +4/ R +2/ W +3; CMB -1; CMD 11; Speed 30ft

Reboot as in we can change characters?


If I reboot it will be the same setting, same initial start, though the mission will be different so your not doing the same things. You would keep your exp, and yes you chould change characters.


Male Human

Any news GM?


Not yet. I believe im just going to reboot and recruit 1 more to bring the number of players up to 4. If anyone knows anyone or has a friend that wants to join bring them in. Ill start the game1 week from now assuming we have a 4th.


Male Lizardfolk Dreadnaught 1/Barbarian 1; HP 24/24; Perception +4; AC:17, touch 13, flat-footed 16; Init +1; Fort +7; Reflex +1; Will +0; CMB +5; CMD 15

So is this rebooting GM?

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