GM Bret’s Outpost II Doom comes to Dustpawn!
(Inactive)
Game Master
BretI
Doom Comes to Dustpawn
Player Notes
Male Half-Orc Fighter (siegebreaker) 8 | hp 69/69, temp 4/4 | AC 27 (haste +1) T 13 (haste +1) F 26 | DR 3/- (adam. armor) | CMB +13 (+2 Bull Rush/Over.) CMD 25 (27 Bull Rush/Overrun, 32 Grapple/Trip) (haste +1) | F +11, R +6 (haste +7), W +6 | Init +1 | Perc +1 (Dark 60), SM +13 | Speed 30' (haste 60')| Breaker Rush: 9 dam on Bull Rush/Overrun | Armored Vigor (4 temp hp) 3/5 | Current conditions: heroism, haste, fly
I read the discussion at the time as Theodric using the scroll of Break Enchantment rather than the second Remove Curse scroll, though I may have misunderstood how things ended up.
Gen. Neut. Oracle | HP 62/62 | Init+ 5 | F:+9 R: +9 W: +12 (+21 vs chm/compul.; +14 vs illus/fear/desp.) | AC 18 T 13 F 16 | CMD 14 | Speed 20(30) | M. Bridge: 7/7 | Etern. Hope: 1/1 | Vest. 1/1 | V. Pool: 9/10 | Spells: 1: 8/8 2: 8/8 3: 8/8 4: 6/6 | Current disguise: Vonner Flay, Dogcatcher | Rerolls: 0/1 Active: Siv. Veils
Tycho's scroll got them free of the curse, and then was used to free two others of the curse via Theodric. Not bad mileage for a single scroll!
Tycho probably shouldn't have tried to remove curse on the mayor, but they are not a wise character and I felt it in-character for them to grab the scroll and use it.
Ready to move on.
There was a lot of confusion and I did my best to make things clear. Several plans were discussed, but not all of them were followed, which I think added to the confusion.
We really should have moved all the discussion of maximizing chances and who could do what over to the discussion area rather than having it fill Gameplay. I think that added to the confusion since it was not always clear what was discussion or answering of questions and what was a character action.
I think in the future I will be a little more aggressive about moving the “what if” discussion into discussion. Gameplay is for what actually happens. I think doing so would help make it clearer what actually happens.
The question came up of when the 24 hour mark for the negative levels would be.
I’m going to say you’ve got about two hours before it has been a day and need to check for the negative energy levels unless both Mongo and Warpac want to do it now.
I am fine with you two deciding you took it a little slower and tempt fate with the Fort saves. Both characters have decent saves, so that might be better for you.
Male Half-Orc Fighter (siegebreaker) 8 | hp 69/69, temp 4/4 | AC 27 (haste +1) T 13 (haste +1) F 26 | DR 3/- (adam. armor) | CMB +13 (+2 Bull Rush/Over.) CMD 25 (27 Bull Rush/Overrun, 32 Grapple/Trip) (haste +1) | F +11, R +6 (haste +7), W +6 | Init +1 | Perc +1 (Dark 60), SM +13 | Speed 30' (haste 60')| Breaker Rush: 9 dam on Bull Rush/Overrun | Armored Vigor (4 temp hp) 3/5 | Current conditions: heroism, haste, fly
Moving this discussion from the Hangout:
My preference is to go slowly toward the crash site so that Mongo rolls against his temporary negative levels before getting there. I recognize that doing so would force Warpac to do the same, however, and I'm fine going into the crash site with the temp. negative levels still in place if you'd rather do that before rolling to see if they're permanent.
Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
Absolutely. I hate that it makes posting die rolls more difficult most of all. And I have a Character Portfolio reroll I'm not afraid to use!
Two rules things that the current combat brought up.
———
Barbed Chains creates multiple chains that can trip or damage. Looking at the spell, I believe it is like Scorching Ray — all attacks happen at the same time. That means you need to decide which will trip and which will do damage when you cast before any rolls are made. You can not wait to determine if a chain tripped before deciding if any others will attempt the trip,
I assumed first two tried to trip, third did damage for this case.
If you do not agree that they all happen at the same time, please give me something in the rules to back that up. It would make a huge difference on an Arcane Trickster or other character casting the spell who can do sneak attack damage.
———
Bludgeoner feat and damage type.
This I am less clear on.
Penny’s bite does all three B/P/S. Claws do B/S.
By now you should have picked up on the creatures having DR/Piercing. The DR would apply to the Claws.
Digging a bit deeper, I found this.
Bestiary, pg. 302 wrote: The Damage Type column refers to the sort of damage that the natural attack typically deals: bludgeoning (B), slashing (S), or piercing (P). Some attacks deal damage of more than one type, depending on the creature. In such cases all the damage is considered to be of all listed types for the purpose of overcoming damage reduction. I believe this means that the DR does not apply to the Bite, it is non-lethal because of Bludgeoner, and it takes no attack penalty because of the same feat.
Is this how others would rule it as well?
———
Discussion welcome on the above. Please keep it civil and concise.
Thanks!
Male Oread Druid10 HP93/93 AC25 TC12 FF23 CMD25 F+15 R+7 W+15 (+4 vs fey) Init +2 Perc +23(25 vs stonework) Spd 40
We are in agreement on the Bludgeoning damage. Switching to non-lethal doesn't interact with DR unless it is specifically against lethal damage (Invulnerable Rager being the big example) and the damage type of the attack is unaffected. So only the bite overcomes DR/piercing. Timtenzekil isn't trying to kill them anyway, so a little less non-lethal (especially if it has started to convert into lethal) doesn't worry him.
Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
Summary of abilities:Sun: Searing LightAballon: HasteCastrovel: Detect Thoughts Golarian: Resilient SphereAkiton: RageVerces: Align WeaponEos: Death WardTriaxus: TeleportLiavara: DreamBretheda: RestorationApostae: FlyAuctum: Confusion
Male Half-Orc Fighter (siegebreaker) 8 | hp 69/69, temp 4/4 | AC 27 (haste +1) T 13 (haste +1) F 26 | DR 3/- (adam. armor) | CMB +13 (+2 Bull Rush/Over.) CMD 25 (27 Bull Rush/Overrun, 32 Grapple/Trip) (haste +1) | F +11, R +6 (haste +7), W +6 | Init +1 | Perc +1 (Dark 60), SM +13 | Speed 30' (haste 60')| Breaker Rush: 9 dam on Bull Rush/Overrun | Armored Vigor (4 temp hp) 3/5 | Current conditions: heroism, haste, fly
...and Dream.
Theodric was able to figure out the curse, so you might be interested in that as well. That is assuming he eventually told you all he knew about it.
Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
Not sure how Dream would help here. You can only use it to send a message. Who would we message and to who?
I linked to how it would help. Read the spoiler about the curse.
Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
Stupid me. I missed the spoiler. So Dream will cure the curse as well as remove curse or dispel evil.
Sorry, I don’t have the mental energy to post tonight, I will post an update tomorrow morning.
It looks like you have one more room to investigate on the ship, D3.
The main body of the Orrery of Distant World’s is still on the bridge. It can not be moved as is. As I understand it, the rest of the Orbs are with members of the party.
Do you need a review of other loose ends?
Gen. Neut. Oracle | HP 62/62 | Init+ 5 | F:+9 R: +9 W: +12 (+21 vs chm/compul.; +14 vs illus/fear/desp.) | AC 18 T 13 F 16 | CMD 14 | Speed 20(30) | M. Bridge: 7/7 | Etern. Hope: 1/1 | Vest. 1/1 | V. Pool: 9/10 | Spells: 1: 8/8 2: 8/8 3: 8/8 4: 6/6 | Current disguise: Vonner Flay, Dogcatcher | Rerolls: 0/1 Active: Siv. Veils
If we leave the ship we'll take it with us. I don't think we want to navigate the ship, so it doesn;t seem useful to drag around right now. I vote for going into d3. I would like to complete the ship before Tycho's Heroism runs out.
Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
Yes, more clues are needed so I think we should head into D3 and I agree with Tycho concerning the Orery. A summary of the loose ends would be much appreciated.
I think you have covered all the locations in the module. There is information you haven’t pursued though.
* Sonarisa in the caves was asking for planets and you never once showed her any of the orbs.
* Abtaroh’s journal was written in Aklo and you never used Comprehend Languages nor tried to get a Cultist to translate it. That one is a little problematic just because the journal is so long.
* You only perused legal sources of items; asking the Innkeeper, Mayor and Priestess. In the briefing you were told someplace you could check for “specialty items”. This isn’t critical, but earlier you were looking for sources. I need to figure out how I could have brought that out more.
Other than the Identify, you really didn’t do anything with the Orrery of Distant Worlds.
Although the Captain has more information, not all of it is correct and he is quite insane. I don’t see it as critical you get more information from him.
I think only Melody has attempted the Knowledge check for Vespergaunts. Theodric could also make a roll. There isn’t a library in town, so you would need to get creative in order to get a second knowledge roll on the subject before meeting it.
Since several people have asked where the Emmissary is, I’ll highlight it.
Quote: I think The Emmissary detached from the hull before we entered the atmosphere. That was from the navigator’s notes. I am not sure if anyone has realized who the navigator was.
The ship met the vespergaunt in outer space, so it would be reasonable to guess it can fly and survive vacuum.
Gen. Neut. Oracle | HP 62/62 | Init+ 5 | F:+9 R: +9 W: +12 (+21 vs chm/compul.; +14 vs illus/fear/desp.) | AC 18 T 13 F 16 | CMD 14 | Speed 20(30) | M. Bridge: 7/7 | Etern. Hope: 1/1 | Vest. 1/1 | V. Pool: 9/10 | Spells: 1: 8/8 2: 8/8 3: 8/8 4: 6/6 | Current disguise: Vonner Flay, Dogcatcher | Rerolls: 0/1 Active: Siv. Veils
I thought the navigator was Sonsaria, who is also the one who left to go look for help.
Gen. Neut. Oracle | HP 62/62 | Init+ 5 | F:+9 R: +9 W: +12 (+21 vs chm/compul.; +14 vs illus/fear/desp.) | AC 18 T 13 F 16 | CMD 14 | Speed 20(30) | M. Bridge: 7/7 | Etern. Hope: 1/1 | Vest. 1/1 | V. Pool: 9/10 | Spells: 1: 8/8 2: 8/8 3: 8/8 4: 6/6 | Current disguise: Vonner Flay, Dogcatcher | Rerolls: 0/1 Active: Siv. Veils
I'm also willing to blow through charges on my comp. languages wand to read the journal. It's just 2PP.
The One Known as Tycho wrote: I thought the navigator was Sonsaria, who is also the one who left to go look for help. Yes, it is. I just wasn’t sure if I had brought that information across or not,
Added a bit of artwork from the module showing The Emissary to the slide deck.
I am attending a local convention over the weekend. I will try to keep the game moving, but it will be at a slower rate.
Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
Warpac wrote: Summary of abilities:Sun: Searing LightAballon: HasteCastrovel: Detect Thoughts Golarian: Resilient SphereAkiton: RageVerces: Align WeaponEos: Death WardTriaxus: TeleportLiavara: DreamBretheda: RestorationApostae: FlyAuctum: Confusion
As a reminder, here are the orbs. As mentioned, some of them are not known by us by planet - I looked them up. And I did not record how many charges were left in each.
I could spare a second or third level spell for recharging. But the only ones I could recharge are searing light and align weapon unless recharging works weird. Most are either not cleric spells or 4th level or higher. Unless it counts as one device and any of the spells could be used to recharge any of the orbs?
Going to be out much of the night.
Feel free to continue to discuss things. Normal interaction skills if you want to cause something to happen: Bluff, Diplomacy, Intimidate. Sense Motive could be used to get a feel for the general mood of the town. You already know that people have been ill at ease all the time you’ve been here.
I might get a short update in tonight, otherwise it is more likely tomorrow.
Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
Shall we distribute the orbs for the big fight?
Warpac would like the Fly orb and perhaps the Align Weapon orb. Did someone already claim the Death Ward orb?
Searing Light is also a nice addition since the Emissary is light sensitive. Who would like to carry that one?
To my knowledge the spheres have not been distributed. You need to unfold the Orrery in order to remove any of them, and you can not fold it back up if any are missing. You also can’t move it unless it is folded up.
Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
I think its worth it, but who knows! We may need a fully functional Orrery at some point according to the module :)
You know that destroying the Orrery will put The Emmissary at a disadvantage in the coming battle, Looking at it only from a tactical point of view, there is no reason to keep the Orrery of Distant Worlds intact.
It takes time to expand the Orrery, so if you want the spheres you should take that into account,
It is a unique magical item from Lirgen, so your character may have personal reasons for not wanting to destroy it. Unfortunately it is not listed as an artifact if people are looking for artifacts on their Faction Journal Cards.
Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
Do our characters know that destroying the item will help in the battle? When you say that 'you' know, do your mean the players or the characters? And it the characters, is it a feeling we get from the link?
Your characters have information indicating that destroying the Orrery would hurt The Emissary (in spoiler, both Tycho and Theodric made the check).
The presence in your minds gives your characters an indication where The Emmissary currently is and vice versa. Your characters have also gotten a brief flash of empathy from The Emmissary.
Gen. Neut. Oracle | HP 62/62 | Init+ 5 | F:+9 R: +9 W: +12 (+21 vs chm/compul.; +14 vs illus/fear/desp.) | AC 18 T 13 F 16 | CMD 14 | Speed 20(30) | M. Bridge: 7/7 | Etern. Hope: 1/1 | Vest. 1/1 | V. Pool: 9/10 | Spells: 1: 8/8 2: 8/8 3: 8/8 4: 6/6 | Current disguise: Vonner Flay, Dogcatcher | Rerolls: 0/1 Active: Siv. Veils
Tycho voted not to destroy the orrery but will defer to what the party wants. I understand the fact it’s better judgement to destroy it.
CG Halfling Bard 11 | HP: 90/90 | AC: 26 (18+1 Tch, 22 Fl) | CMB: +8, CMD: 28 | F: +10, R: +16, W: +11 (+7 vs. charm & compulsion, +4 vs sonic and language-dependent, +2 vs fear) | Init: +8 | Speed 30ft | P: +8 SM +25 | Bardic Performance 25/36 | Spells Available 1: 4/7, 2: 4/6, 3: 0/5, 4: 3/3 | Active conditions: none
This thing will be pretty tough, so I'm in for any advantage we can get. Melody votes to destroy it.
Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
Human Male - Evangelist of Pharasma 9 HP 69/72 | AC 21 T 16 FF 15 | F +6 R +11 W +6 | Init +16 | Perception +13 | Always acts in surprise Prescience (6/9) | ISA (1/1)
Minimum caster level on the orbs or something else?
Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
Come to think of it, fly is not on the cleric list and I forget whether these orbs can be activated by someone without the spell. Anyone remember or do I need to search the archives?
Anyone can activate them. I had stated they are command word activated and you have the command words.
1 person marked this as a favorite.
|
Gen. Neut. Oracle | HP 62/62 | Init+ 5 | F:+9 R: +9 W: +12 (+21 vs chm/compul.; +14 vs illus/fear/desp.) | AC 18 T 13 F 16 | CMD 14 | Speed 20(30) | M. Bridge: 7/7 | Etern. Hope: 1/1 | Vest. 1/1 | V. Pool: 9/10 | Spells: 1: 8/8 2: 8/8 3: 8/8 4: 6/6 | Current disguise: Vonner Flay, Dogcatcher | Rerolls: 0/1 Active: Siv. Veils
I updated the player notes with who has what.
Importantly, not all the spheres have charges.
Sun: Searing Light, 4 of 4 charges - Theodric
Aballon: Haste, 1 of 2 charges - Tycho
Second planet: Detect Thoughts, 1 of 4 charges - Tycho
Golarian: Resilient Sphere, 0 of 1 charges - Theodric
Fourth planet: Rage, 4 of 4 charges - Tycho
Verces: Align Weapon, 4 of 4 charges - Mongo
Sixth planet: Death Ward, 2 of 2 charges - Mongo
Triaxus: Teleport, 0 of 1 charges - Theodric
Eighth planet: Dream, 0 of 1 charges - Tycho
Ninth planet: Restoration, 1 of 2 charges - Tycho
Apostae: Fly, 2 of 2 charges - Warpac
Aucturn: Confusion, 0 of 2 charges
I have a scenario I am preparing to run locally tomorrow night.
Continue plotting, I will check in and answer any questions. We will start the final section of the module (which is a big fight) Thursday.
CG Halfling Bard 11 | HP: 90/90 | AC: 26 (18+1 Tch, 22 Fl) | CMB: +8, CMD: 28 | F: +10, R: +16, W: +11 (+7 vs. charm & compulsion, +4 vs sonic and language-dependent, +2 vs fear) | Init: +8 | Speed 30ft | P: +8 SM +25 | Bardic Performance 25/36 | Spells Available 1: 4/7, 2: 4/6, 3: 0/5, 4: 3/3 | Active conditions: none
How much notice will we have for the arrival time? Could you give us guidance like if 10 minute per level buffs are okay but minute per level are not?
No plan survives contact with the enemy.
If it lasts over half an hour (10 minute per level at your levels), you can get it off. Go ahead and post those preparations in gameplay.
If it is a minute per level, you may want a backup plan.
What's our plan for GenCon? My preference would be to just pause for the duration but I can manage to sneak in a post or 2 a day if necessary.
He/Him Human
I'm pretty open this weekend, although I will be preoccupied with the special. I can try to keep updated.
How many of the players will be at GenCon?
I do not mind if people want to pause.
Gen. Neut. Oracle | HP 62/62 | Init+ 5 | F:+9 R: +9 W: +12 (+21 vs chm/compul.; +14 vs illus/fear/desp.) | AC 18 T 13 F 16 | CMD 14 | Speed 20(30) | M. Bridge: 7/7 | Etern. Hope: 1/1 | Vest. 1/1 | V. Pool: 9/10 | Spells: 1: 8/8 2: 8/8 3: 8/8 4: 6/6 | Current disguise: Vonner Flay, Dogcatcher | Rerolls: 0/1 Active: Siv. Veils
I won’t be, but I think Melody and Mongo are are there.
Male Half-Orc Fighter (siegebreaker) 8 | hp 69/69, temp 4/4 | AC 27 (haste +1) T 13 (haste +1) F 26 | DR 3/- (adam. armor) | CMB +13 (+2 Bull Rush/Over.) CMD 25 (27 Bull Rush/Overrun, 32 Grapple/Trip) (haste +1) | F +11, R +6 (haste +7), W +6 | Init +1 | Perc +1 (Dark 60), SM +13 | Speed 30' (haste 60')| Breaker Rush: 9 dam on Bull Rush/Overrun | Armored Vigor (4 temp hp) 3/5 | Current conditions: heroism, haste, fly
Yeah, Rob, Kate, and I are going, at least.
Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
Wish I could be there. It's been years since I was able to travel to a big con.
Gen. Neut. Oracle | HP 62/62 | Init+ 5 | F:+9 R: +9 W: +12 (+21 vs chm/compul.; +14 vs illus/fear/desp.) | AC 18 T 13 F 16 | CMD 14 | Speed 20(30) | M. Bridge: 7/7 | Etern. Hope: 1/1 | Vest. 1/1 | V. Pool: 9/10 | Spells: 1: 8/8 2: 8/8 3: 8/8 4: 6/6 | Current disguise: Vonner Flay, Dogcatcher | Rerolls: 0/1 Active: Siv. Veils
tyco wrote: Yeah, Rob, Kate, and I are going, at least. Well I'm NOT going, and don't know how I was confused enough to write that. Clearly, channeling too much Tycho.
|