Eberron - Echoes of the Past (Inactive)

Game Master Dennis Harry

Colrac Hall

Whitehearth

The Rose Quarry

Link to Final Post in Original Thread.

The Excavation Site

My House Rules for Hero Points:

Hero Point Mechanics:

1) One permanent Hero Point may be used to avoid a final death scenario allowing a narrow cinematic escape,

2) One temporary Hero Point may be used if you are between -1 and -9 hit points to stabilize yourself to prevent further blood loss,

3) Temporary Hero Points may be expended to power Feats. These grant a lasting bonus for a one scene or one round duration depending on the feat description,

4) One temporary Hero Point grants a character a chance to supplement their d20 roll by 1d6 and add the result (whatever it was - no re-roll) to the d20 result,

Progression system:
Level 1-10 1d6,
Level 11-20 2d6,
Level 21-?? 3d6. and

5) No more than one Hero Point may be expended per round.

Perception:

Viorr [dice]1d20+1[/dice]
Dev [dice]1d20+5[/dice]
Kana [dice]1d20+8[/dice]
Frank [dice]1d20+3[/dice]
Zabeth [dice]1d20+8[/dice]
Gauntlet [dice]1d20+2[/dice]
Pink-Eye [dice] 1d20+9[/dice]

Initiative:

Viorr [dice]1d20+6[/dice]
Dev [dice]1d20+3[/dice]
Kana [dice]1d20+4[/dice]
Frank [dice]1d20+2[/dice]
Zabeth [dice]1d20+2[/dice]
Gauntlet [dice]1d20+2[/dice]
Pink-Eye [dice] 1d20[/dice]


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Female NG (Unchained) Eidolon (Agathion) | HP: 28/28 | AC: 20 (14 TAC, 17 FAC) | CMB: +5, CMD: 18 | F: +4, R: +4, W: +4 | Init: +3 | Perc: +18, SM: +0; Darkvision 60' | Speed 30ft (30ft fly) | Active conditions:

@GM:
I think now is probably a good time to ask:
When resummoned, would Broulnindre still have effects active? (I.E. are they merely suppressed, ala anti-magic field?)
Or are all buffs/debuffs gone, leaving only things like hit point and ability damage? :3


Shadow's Status
Broulnindre wrote:

@GM:

I think now is probably a good time to ask:
When resummoned, would Broulnindre still have effects active? (I.E. are they merely suppressed, ala anti-magic field?)
Or are all buffs/debuffs gone, leaving only things like hit point and ability damage? :3

Not sure, I will have to look into it when I have a moment.


Male Human Wilder 5 | HP: 40/40 | AC: 22; T: 14; FF: 18 | Fort: +4; Ref: +5; Will: +7 | Normal Vision; Init: +3; Perception: +8 | PP: 0/35 | PsiFocus: Yes; Active Energy: Cold

Got sucked into Mother's Day things (which were lovely!) but thanks for posting my turn. I hate being the hang-up!


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

Argh i'm really angry now.
I had written a really big post last night on how to approach and befriend Gauntlet and it's not there....
I'm really convinced i saw it posted though.
This is really getting annoying.

Will post something later, this is an awesome rp opportunity i can't let slip.


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CG Warforged Investigator 4 / Conscript 1| Status:
Stats:
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
HP 49/49 | Inspiration 5/6 | Repairing Oil 1/3 | Sunburst Yellow 0/1

Also, we warforged love flowers and chocolates, if that helps.


male Minotaur Cleric 5 Max hp 45/45, AC 16, ff 14, t 14, F +7, R +2, W +7; perc +12, sense motive +9

Kana thanks for the rp foil you are really getting me more into my character for sure


male Minotaur Cleric 5 Max hp 45/45, AC 16, ff 14, t 14, F +7, R +2, W +7; perc +12, sense motive +9

Also hammer time. Baggy pants and hammer time. Don't forget that EE...


Warforged LN Magus (Mindblade) 5 | HP44/44 (DR4/-) | Speed 20ft | AC 17, touch 13, flat-footed 16 (CMD 18) | Fort +6 : Ref +4 : Will +5 |Psychic Pool 6pts/Day | Init +2, Perception +6 | Active: None

No problems Kana, I agree with Pink-Eye, but you might want to save the retort for when our group is finally back to somewhere safe and then we can all revisit the idea again as much as you like.


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Shadow's Status

It was ALMOST over :-)

Damn these villains! Good thing you befriended the Dire Wolves eh?

I know there was only one scene with Tavack there but I always enjoy a good call back.


male Minotaur Cleric 5 Max hp 45/45, AC 16, ff 14, t 14, F +7, R +2, W +7; perc +12, sense motive +9

Quick out of game talk before decision time? What would we like to do?


CG Warforged Investigator 4 / Conscript 1| Status:
Stats:
AC 19 (T 17, FF 16) Mobility| CMB +5/+7, CMD 18 | Init +3 | Speed 30ft | F +5, R +9, W +6 (+2 vs a lot of things) | Immune to Paralysis and Sleep | Perc +12, SM +11
HP 49/49 | Inspiration 5/6 | Repairing Oil 1/3 | Sunburst Yellow 0/1

Well, we've got two schemas. We could try to con them and give them one while keeping the other. Someone has to be very good in case they search us, though. Or we could threat with breaking the schema. Idk, in usually not very good at hostage negotiation xD Maybe we should just smackdown their candy asses.


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

We do have 2, but they seem to have 2 others already. That sounds bad.
And overall, this sounds like a plothook moment.
I guess we are pretty burned out of resources atm, aren't we?
That might limit our options.


Warforged LN Magus (Mindblade) 5 | HP44/44 (DR4/-) | Speed 20ft | AC 17, touch 13, flat-footed 16 (CMD 18) | Fort +6 : Ref +4 : Will +5 |Psychic Pool 6pts/Day | Init +2, Perception +6 | Active: None

I haven't had to use a single spell yet, and my Points recharge when I reabsorb my sword. Other than a few points of damage I'm ready to go. And we do have the talking wolves with us.


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

Anyone have lamp oil or alchemist fire? I can summon another grig and make a blinding blast of light :D

Also, if anyone has less than +4 AC due to armor, Frank has Mage Armor and used it recently on B...


Warforged LN Magus (Mindblade) 5 | HP44/44 (DR4/-) | Speed 20ft | AC 17, touch 13, flat-footed 16 (CMD 18) | Fort +6 : Ref +4 : Will +5 |Psychic Pool 6pts/Day | Init +2, Perception +6 | Active: None

BTW, if we do have a few moments, Gauntlet will quickly dig out of his magical pack and swig one of the Light Repair potions he has been holding onto for a while right now. Is that OK GM?

Black Potion/Repair Light Damage: 1d8 + 5 ⇒ (2) + 5 = 7


Shadow's Status
Gauntlet of Sharn wrote:

BTW, if we do have a few moments, Gauntlet will quickly dig out of his magical pack and swig one of the Light Repair potions he has been holding onto for a while right now. Is that OK GM?

[dice=Black Potion/Repair Light Damage]1d8 + 5

Yep. You are out of line of sight.


Female Dragon-Touched (Brass) Warlock 4 [HP 40/40 | AC 18/13/15, Fort +3, Ref +4, Will +5 | Init +8; Perception +10 | Spells: (4/5 | 3/3)]

As for resources, I have all my spells and have taken no damage.

Level 0: Detect Magic, Mage Hand, Mending, Open/Close, Prestidigitation, Spark

Level 1: Expeditious Retreat, Jump, Obscuring Mist, Unseen Servant

Level 2: Invisibility, Shatter


Male Human Wilder 5 | HP: 40/40 | AC: 22; T: 14; FF: 18 | Fort: +4; Ref: +5; Will: +7 | Normal Vision; Init: +3; Perception: +8 | PP: 0/35 | PsiFocus: Yes; Active Energy: Cold

Well I'm mostly out of juice, fwiw. Threw everything at the fire thingy. Can still surge though which gives me a chance to get one casting off, and I can throw little force balls every other turn after that.


Warforged LN Magus (Mindblade) 5 | HP44/44 (DR4/-) | Speed 20ft | AC 17, touch 13, flat-footed 16 (CMD 18) | Fort +6 : Ref +4 : Will +5 |Psychic Pool 6pts/Day | Init +2, Perception +6 | Active: None

Dev, stay back and cover the Wolves then.

Invisibility Meridian? How many can you do per day?


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

@GM: is it over 287.5 feet up the chimney? 'cause that's the length of rope that a small air elemental (summoned with Augment Summons) can carry as a light load... 3 times that as a heavy load...


Female Dragon-Touched (Brass) Warlock 4 [HP 40/40 | AC 18/13/15, Fort +3, Ref +4, Will +5 | Init +8; Perception +10 | Spells: (4/5 | 3/3)]
Gauntlet of Sharn wrote:

Dev, stay back and cover the Wolves then.

Invisibility Meridian? How many can you do per day?

I can do 2 invisibilities


Warforged LN Magus (Mindblade) 5 | HP44/44 (DR4/-) | Speed 20ft | AC 17, touch 13, flat-footed 16 (CMD 18) | Fort +6 : Ref +4 : Will +5 |Psychic Pool 6pts/Day | Init +2, Perception +6 | Active: None

OK. Use the other invisibility as needed or save the spell slot for an attack spell or similar. If nothing else, use it to run away I guess if we get overwhelmed.


Shadow's Status
Frank E. wrote:
@GM: is it over 287.5 feet up the chimney? 'cause that's the length of rope that a small air elemental (summoned with Augment Summons) can carry as a light load... 3 times that as a heavy load...

I will get back to you on that tonight. Lot of posts to catch up on, this should be an interesting battle, that second direction up the chimney and the Dire Wolves will make for a wild melee!

FYI, after this, you will all level so start thinking about your next level now, assuming you live. <Insert Evil GM laugh here>


Female Dragon-Touched (Brass) Warlock 4 [HP 40/40 | AC 18/13/15, Fort +3, Ref +4, Will +5 | Init +8; Perception +10 | Spells: (4/5 | 3/3)]

So who is getting invis?


Warforged LN Magus (Mindblade) 5 | HP44/44 (DR4/-) | Speed 20ft | AC 17, touch 13, flat-footed 16 (CMD 18) | Fort +6 : Ref +4 : Will +5 |Psychic Pool 6pts/Day | Init +2, Perception +6 | Active: None

EE is getting invisible. I'm doing myself.

Pink-Eye wants to be, but he's on the assault team. You would probably have to go with them to make him invisible.


Shadow's Status

Ahhhh. Life. will try and get to this at some point today...


Male I am a meat Popsicle

Oooooh. The assault team is the one going through the chimney?


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

Frank and Pinkeye are going up the chimney xD
There will be summons involved, so it's a three person assault xD


male Minotaur Cleric 5 Max hp 45/45, AC 16, ff 14, t 14, F +7, R +2, W +7; perc +12, sense motive +9

Chimney assault


Shadow's Status

I am just going to assume that with the rope Pink-Eye can take 10 to climb the shaft successfully. He can then pull up Frank fairly easily.

I am also assuming that no one is casting invisibility until you get the Message from Frank that he is in position.

Note that if Kana does not get a great roll she and Viorr could become a bit more holy without spending time at a Church and our two NPCs Aerin and Sharon will be DOOMED!

Frank, I/C give me a check for Stealth for the Grig who will be the one that is attempting to untie Aerin and Sharon.

The hill of the cave will obscure you and Pink-Eye from sight completely so no Stealth check required initially, if you want to get within 60' of the foes though a Stealth check will be required but with no bonus as Pink-Eye and Frank will have to trust that they simply do not look in your direction, there is no cover here besides the hill itself.


Male Human Wilder 5 | HP: 40/40 | AC: 22; T: 14; FF: 18 | Fort: +4; Ref: +5; Will: +7 | Normal Vision; Init: +3; Perception: +8 | PP: 0/35 | PsiFocus: Yes; Active Energy: Cold

Never a good sign when the GM says "now would be a good time to use a hero point"


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

I'll try to write a nice speech in a few hours. Need a minute for that.

HeroPoint gets 1d6 on top?
Or could i double the bonus which i get from inspire competence with enrapturing performance? That would be a a +8 then :D
Looks like i could potentially use that^^


Shadow's Status
Kana Cherryblossom wrote:

I'll try to write a nice speech in a few hours. Need a minute for that.

HeroPoint gets 1d6 on top?
Or could i double the bonus which i get from inspire competence with enrapturing performance? That would be a a +8 then :D
Looks like i could potentially use that^^

Correct +1d6


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

@Pinkeye: I did narrate you opening the chimney and climbing up, I hope I didn't infringe upon your agency at all ^^;

@GM: If the chimney isn't too large, I believe the standard rules put the DC at 0 (DC 5 for wall + rope, -10 for chimney, +5 for slippery), which means maybe anyone with at least 8 strength can climb without a chance of failure xD
well, at least, once they're up through the ceiling. I'm guessing Pinkeye wouldn't have much trouble getting up the first little bit though :3


Warforged LN Magus (Mindblade) 5 | HP44/44 (DR4/-) | Speed 20ft | AC 17, touch 13, flat-footed 16 (CMD 18) | Fort +6 : Ref +4 : Will +5 |Psychic Pool 6pts/Day | Init +2, Perception +6 | Active: None

26 sounds good Kana.

Maybe Viorr can do an 'Aid Another' on bluff to give Kana an extra +2?


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

note to self: learn Invisibility next level

@Pinkeye: want to charge in on a horse? even heavily encumbered (upto 690lbs) it can move 140' in a single full round run action (upto 460lbs 175', less than 230lbs 250'). You've seen Frank summon horses before and can use a ranged attack halfway through that run action ^^

@GM: the combat page mentions spells and ranged attacks but not (Su) abilities like Pinkeye's negative energy channel (which will probably hurt the horse, now that I think about it... but at least Su abilities don't need concentration?), but can he use it halfway through the horse's double-move/run anyway? :D


Male Human Wilder 5 | HP: 40/40 | AC: 22; T: 14; FF: 18 | Fort: +4; Ref: +5; Will: +7 | Normal Vision; Init: +3; Perception: +8 | PP: 0/35 | PsiFocus: Yes; Active Energy: Cold

Oh boy!


male Minotaur Cleric 5 Max hp 45/45, AC 16, ff 14, t 14, F +7, R +2, W +7; perc +12, sense motive +9

My ride skill is non existent and I have no Dex bonus so no horse for me


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

it's only DC 5 to guide with knees xD
and with a lucky roll to beat a DC 15 check you can hang off one side if they pelt you with arrows! free cover from the horse! xD


male Minotaur Cleric 5 Max hp 45/45, AC 16, ff 14, t 14, F +7, R +2, W +7; perc +12, sense motive +9

Ok I will try it (famous last words)


Male NG Human Summoner (Unchained) 5 | HP: 43/43 | AC: 18 (12 TAC, 16 FAC) | CMB: +5, CMD: 17 | F: +3, R: +3, W: +4 | Init: +2 | Perc: +4, SM: +0 | Speed 30ft | Spells: 530000 | SMIII: 6 | Active conditions:

the only thing is that the horse will die when you channel energy xD
But for a round or two it'll help you get where you want quickly xD
no ride check if you're just moving! xD
(Unless it's not combat trained, then you should jump off as soon as combat starts, lol...)


Male Human Wilder 5 | HP: 40/40 | AC: 22; T: 14; FF: 18 | Fort: +4; Ref: +5; Will: +7 | Normal Vision; Init: +3; Perception: +8 | PP: 0/35 | PsiFocus: Yes; Active Energy: Cold

Haha. A very minor point indeed!


Male Human Wilder 5 | HP: 40/40 | AC: 22; T: 14; FF: 18 | Fort: +4; Ref: +5; Will: +7 | Normal Vision; Init: +3; Perception: +8 | PP: 0/35 | PsiFocus: Yes; Active Energy: Cold

Hey Shadow, were the bag guys mostly wearing and particular armor? I'm keeping an eye open for metal armor as I consider an energy type for this.


Warforged LN Magus (Mindblade) 5 | HP44/44 (DR4/-) | Speed 20ft | AC 17, touch 13, flat-footed 16 (CMD 18) | Fort +6 : Ref +4 : Will +5 |Psychic Pool 6pts/Day | Init +2, Perception +6 | Active: None

If the men aren't wearing metal I can almost guarantee the skeletons are.


Male Human Wilder 5 | HP: 40/40 | AC: 22; T: 14; FF: 18 | Fort: +4; Ref: +5; Will: +7 | Normal Vision; Init: +3; Perception: +8 | PP: 0/35 | PsiFocus: Yes; Active Energy: Cold

Good enough for me. I can only get one manifestation off so I wanna make it a good one. Refocusing and switching active energy to electric. Probably gonna do Recall Agony anyway, but to never know, and that +3 to hit doesn't hurt.


Shadow's Status

All guards wear chain mail and wield flails. Currently except for the three guarding Aerin and Sharon, they are all holding longbows.

Well, this will be an interesting battle, those horse are going to freak out when the Dire Wolves come streaming out of that cave! Those wolves are taking up more space than I represented, f&$~ers are bigger than I remembered them being.


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

Did i get that right that everyone is in place and i an say "no", therefore starting combat?


Female Dreamborn Burglar Rogue AC 18 +1 TWF | hp 37/43 | STR +1 DEX +9 CON +4 INT +7 WIS +2 CHA +3 | Init +5; Senses darkvision 60 feet; Perception +4

Invisible people going into position might be a good idea.


Warforged LN Magus (Mindblade) 5 | HP44/44 (DR4/-) | Speed 20ft | AC 17, touch 13, flat-footed 16 (CMD 18) | Fort +6 : Ref +4 : Will +5 |Psychic Pool 6pts/Day | Init +2, Perception +6 | Active: None

Pink-Eye?

I bet if you used the Negative Channel Energy on the horses from behind they would panic and charge, creating a bigger and dangerous distraction for the enemy. I doubt it would kill them unless you rolled pretty high on damage, and the 'unnaturalness' of the attack would drive them to panic...smelling a minotaur approaching too can't hurt either to drive them wild.


male Minotaur Cleric 5 Max hp 45/45, AC 16, ff 14, t 14, F +7, R +2, W +7; perc +12, sense motive +9

Sounds good I will do that

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