Wondering the Silent Caverns (Inactive)

Game Master Amsheagar

>>>Map<<<

Init:

[dice=Shellin]1d20+2[/dice]
[dice=Maraiah]1d20+2[/dice]
[dice=Hob]1d20+3[/dice]
[dice=Gargon]1d20+3[/dice]
[dice=Unbeugsam]1d20+0[/dice]
[dice=Vemarus]1d20+6[/dice]
[dice=GM's Pet 1]1d20+6[/dice]
[dice=GM's Pet 2]1d20+6[/dice]


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No news from the other guy. I'll go ahead and get started.


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Just to have it in the OOC THREAD.

Shortbow 30 gp
masterwork Whip, scorpion 305 gp
Chain Shirt 100 gp
Heavy Steel Shield 20 GP
Scroll Animate Rope x2 50 gp
Scroll Comprehend Languages x2 50 gp
Scroll Cure Light Wounds x4 100 gp
Scroll Feather Fall x 2 50 gp
Scroll Identify 50 gp
Scroll Remove Fear 25 gp
Scroll Share Language 25 gp
Bag of Holding IV
Kit, Bard's

Price 41 gp; Weight 33-1/2 lbs.

This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Tools, Thieves'

This kit contains lockpicks and other tools you need to use the Disable Device skill. Without these tools, you must use improvised tools, and you take a –2 circumstance penalty on Disable Device checks.

Masterwork Thieves' Tools: Price 100 gp; Weight 2 lbs.; This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks

masterwork Kit, Spelunking

Price 174 gp; Weight 32 lbs.

This kit holds equipment for exploring underground, consisting of a lantern with 4 flasks of oil, a hammer and 8 pitons, 100 feet of silk rope, a grappling hook, and a climber's kit.


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

I suggest the spare spelunking kit and the bard's kit stay in the Bag of holding until we need it to eliminate the weight, and the least encumbered of us carry the extra bag.

I would carry the Masterwork Thieves' Tools as a backup to my own set.

Arcane scrolls would go with our arcane caster, Unbeugsam, care to boost your AC with a shield?

Unfortunately all his gear is human sizes so not much for Gargon. Either Unbeugsam, or myself could benefit from the chain shirt though.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Yay Scrolls!


Attacks:
[dice=Thrown To-Hit]1d20+5[/dice] [dice=Bomb Damage]2d6+4[/dice] [dice=Bow To-hit]1d20+4[/dice] [dice=Bow Damage]1d8[/dice] [dice=Rapier To-Hit]1d20+2[/dice] [dice=Rapier Damage]1d6+1[/dice]
Male Elf Alchemist 3 | HP: 28/28 | AC14/ FFAC12 / TAC12 | Saves: (F:+4 R:+5 W:+1)

Hey guys! RL hit me really hard this past week but I'm finally done with my character. Meet Hallow Cailean, the alchemist. Sorry for the delay.


It's understandable. Life happens. Level up to 3 and i'll bring your character into the fold soon.


Attacks:
[dice=Thrown To-Hit]1d20+5[/dice] [dice=Bomb Damage]2d6+4[/dice] [dice=Bow To-hit]1d20+4[/dice] [dice=Bow Damage]1d8[/dice] [dice=Rapier To-Hit]1d20+2[/dice] [dice=Rapier Damage]1d6+1[/dice]
Male Elf Alchemist 3 | HP: 28/28 | AC14/ FFAC12 / TAC12 | Saves: (F:+4 R:+5 W:+1)

All set. Just give me a cue when you want me to hop in.


Okay, go ahead.


Attacks:
[dice=Thrown To-Hit]1d20+5[/dice] [dice=Bomb Damage]2d6+4[/dice] [dice=Bow To-hit]1d20+4[/dice] [dice=Bow Damage]1d8[/dice] [dice=Rapier To-Hit]1d20+2[/dice] [dice=Rapier Damage]1d6+1[/dice]
Male Elf Alchemist 3 | HP: 28/28 | AC14/ FFAC12 / TAC12 | Saves: (F:+4 R:+5 W:+1)

Does Hallow know that these stones are used as spell components? Because he's not going to chance blowing up the cave for a shiny rock, but if they're actually useful he'd start actually thinking of how to set charges to get them out without breaking them.


This is the first time they've come up. Since you guys have almost 0 chance to leave the cave to resupply on components for your spells, i am putting something in the game to keep you supplied on spell stuff, and weapon upgrades.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

I think he just wants to know if his knowledge nature was high enough


Attacks:
[dice=Thrown To-Hit]1d20+5[/dice] [dice=Bomb Damage]2d6+4[/dice] [dice=Bow To-hit]1d20+4[/dice] [dice=Bow Damage]1d8[/dice] [dice=Rapier To-Hit]1d20+2[/dice] [dice=Rapier Damage]1d6+1[/dice]
Male Elf Alchemist 3 | HP: 28/28 | AC14/ FFAC12 / TAC12 | Saves: (F:+4 R:+5 W:+1)

^This. If I know they're spell components I'll get them out of the wall but nobody's told me that IC and I don't want to metagame.

I did mention being an alchemist and hint at knowing about explosives so if Shellin just wants to ask if I have any ideas that'd work for our purposes too.


I'll post update soon. Sorry. Been busy at work this week.


Attacks:
[dice=Thrown To-Hit]1d20+5[/dice] [dice=Bomb Damage]2d6+4[/dice] [dice=Bow To-hit]1d20+4[/dice] [dice=Bow Damage]1d8[/dice] [dice=Rapier To-Hit]1d20+2[/dice] [dice=Rapier Damage]1d6+1[/dice]
Male Elf Alchemist 3 | HP: 28/28 | AC14/ FFAC12 / TAC12 | Saves: (F:+4 R:+5 W:+1)

Resource Update: 30 spell-levels of magically-reactive gems, useful in both arcane casting and potionmaking.


Male Human (Nerd) 15 Shadowcaster Wizard

Sorry for my posting being spotty. It will continue to be so for an indeterminate length of time thanks to medical issues in my family turning me into a space cadet. Seriously, I'm worrying so much it's hard to focus. Sorry.

This has been a copypasted message that I'm putting in all of my games before I forget to tell people about it.


That will be okay. Hope stuff gets better.


You guys still around? anything going on that i should know about?


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Still here


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Here. Puzzles tend to bring PBP's to a screeching halt


Yeah... Puzzles are a pain sometimes... Okay, right now i need a decision from the group. Do you want to travel back down to the bottom and see if it opened, rest or something else. It would be late in the day, since the traveling up and down takes several hours each time.


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

I think we rest. If it is open we can look tomorrow.


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Indeed. Maybe you can draw is a picture for better understanding!


ahhhhh... the pic is on google. Link is at the top of the page.

So, 1 vote for resting, 2 people still here.


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Yeah rest is fine by me.


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Indeed!°

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