GM Zer0darkfire's The Goblinblood Dead (Inactive)

Game Master zer0darkfire


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The Concordance

Half-Orc Occultist 2 | Focus 7: Trans 3/5, Abjur 2/2 | Active powers: +1 Saves, +2 Str, +30ft, +1 Weapon| HP 16/17 | AC 17 T 11 FF 16 | CMB +6, CMD 17 | F: +7*, R: +5*, W: +5* | Init: +1 | Perc: +5, SM: +3, Darkvision 120' | Speed 20ft | Spells 1: 3/4 |Active conditions: None
Skills:
Acrobatics -3, Appraise +4, Bluff -2, Climb 0, Dipl +2, Disg -2, Intim -2, Know(arcana) +8, Know(eng) +8, Know(hist) +8, Know(local) +5, Know(planes) +8, Know(religion) +8, Spell +9, Stealth -4, UMD +10

know religion: 1d20 + 8 ⇒ (8) + 8 = 16

”Seems warm, lads. Not’n too sure what to do ‘bout it”

Grand Lodge

Male CG Human (Brevoy) Ranger (fortune finder) 2 HP 21/21 | AC 19 T 12 FF 17 | CMB +5, CMD 17 | F: +5, R: +5, W: +1 | Init: +2 | Perc: +6, SM: +4 | Speed 20ft |

Joseph stands at the ready, but does not see anything as a combatant.

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

perception, HA: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24

Does anyone have the ability to make the Knowledge Religion check? If it is a haunt Vinnie can use the two scrolls of CMW that we just found but right now he has no idea what's going on.

Vinnie scratches his head in puzzlement, before turning to check Joseph for fleas.

Grand Lodge

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”Cortland” | Male LN Medium Human Investigator (Empiricist) 3 | HP 27/27 | AC 16, T 12, FF 14 | CMD 14 | F +4 R +6 W +4 | Init +2 | Perc +10 (+11 vs. traps) SM +10 | Speed 30ft | Inspiration 8/8 | Active Conditions: None

Kn Religion, Inspiration: 1d20 + 8 + 1d6 ⇒ (12) + 8 + (4) = 24

This place is haunted. It will suck all the moisture out of us if we do not act quickly. Here. Grab that skull out of the pit Vinnie and we must pour our waterskins onto it.

The Concordance

Half-Orc Occultist 2 | Focus 7: Trans 3/5, Abjur 2/2 | Active powers: +1 Saves, +2 Str, +30ft, +1 Weapon| HP 16/17 | AC 17 T 11 FF 16 | CMB +6, CMD 17 | F: +7*, R: +5*, W: +5* | Init: +1 | Perc: +5, SM: +3, Darkvision 120' | Speed 20ft | Spells 1: 3/4 |Active conditions: None
Skills:
Acrobatics -3, Appraise +4, Bluff -2, Climb 0, Dipl +2, Disg -2, Intim -2, Know(arcana) +8, Know(eng) +8, Know(hist) +8, Know(local) +5, Know(planes) +8, Know(religion) +8, Spell +9, Stealth -4, UMD +10

The half-orc smiles at Cortland. "Blast! Things that I should have known."

Dark Archive

|Absalom Initiation Slides

With that information, Vinnie (has a climb speed, so seems best option to me) climbs down and throws the skull back up to Cortland.

Someone douses the skull in water, freeing the trapped spirit from his torture of dying of thirst forever, but never dying. You hear the faint whisper of a "Thank you".

Since you defeated Telda, the attacks by undead along the Sczarni trade route come to an end. You return to find the caravan and the guards safe and sound.

The rest of the journey proceeds smoothly and the surviving caravan members reach Druma safely. With Telda defeated, you have managed to eliminate at least one of Isger's numerous internal threats. Soon thereafter, the Sczarni begin to move goods, people, and secrets through the Chitterwood with renewed fervor.

Victory!

Well, that felt kind of short actually

The Exchange

Male NG Dwarf from Qadira | Cleric of Erastil (formerly Shelyn) 7 | DR5/bludgeoning 35/35 | HP 63/71 | AC 20 T 12 FF 18 | CMB +3, CMD 18 | F: +14, R: +9, W: +17 | Init: +2 | Perc: +19 | SM: +13 | Dipl.: +21 | Rooted Vitality 1/1 | Reroll 1/1 | Darkvision | Speed 20ft | Active conditions: resist electricity 20, defending bone.

Jang seems unusually content in the first week after the victory.

”My new companions... life’s precious. You all know that. Life is empty without love. We are responsible for creating an environment where love can prosper again. Thank you so much in the name of the clergy of the eternal rose!“

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Hurrah! Well done, everyone. And thanks for GM-ing, ZDF!

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2

Once the mission is complete, Vinnie attempts to aid the oppressed people of Isger. (Faction mission: "Forgo your downtime to aid to people recently freed from slavery or another form of oppression (I think the Isgeris qualify?). Doing so requires a successful Craft, Heal, or Profession check (DC 17) or a donation of 200 gp." Trying the skill check first and if I fail, then make a 200 gp donation (if the GM feels that's legit).)

Heal DC 17: 1d20 + 3 ⇒ (2) + 3 = 5
Using GM reroll
Heal DC 17, stars: 1d20 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Vinnie sighs and makes a donation of 200 hard-earned gp to a local Isgeri sanctuary for elderly dire wolves.

Dark Archive

|Absalom Initiation Slides

I think you need to choose, but I don't think it's that big of a deal since it's just a faction card that you're still paying a cost to earn. Feel free to mark that as a success.

Liberty's Edge

Small Male LG Vanara Unchained Monk 1 Shaman 4 | HP 42/42 (+10 temp) | AC 21 T 21 FF 16 (with Mage Armor & Barkskin 27, 22, 21) | CMB 1, CMD 21 | F +6, R +8, W +10 | Init +4 | Perc +13 SM +9 | Speed 30' (Climb 20') |Battle Spirit 4/4 | GM Reroll 1/1 | Active Conditions: Mage Armor, Barkskin, False Life | Acrobatics +8, Climb +10, Swim +2
GM Zer0darkfire wrote:
I think you need to choose, but I don't think it's that big of a deal since it's just a faction card that you're still paying a cost to earn. Feel free to mark that as a success.

Sounds good - thanks for running a great game!

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