Doomsday Dawn (Inactive)

Game Master DoubleGold

Map is up


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DungeonMaster

Dot in here.

Liberty's Edge

Male Historian/Curator

dot!!


Paladin 1 (HP: xx/xx) | AC: xx, TAC: xx, (Shield for +2) | Perception +x, F: +x, R: +x, W: +x | Spell Pool: xx | Hero Points: 1/11

Sigil


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

Dot


This is Daniel and here is my submission for this game, a half-elf ranger


Submission for the game, human barbarian


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

Figure I'll go beyond the ninja-dot so people can see me better. Will post further once introductions happen.


Male Half-Elf Rogue 1 | HP: 17/17 | Spd: 30 | AC: 15 | TAC: 14 | Fort: +2 | Ref: +5 | Will: +3 | Perc: +2 | Low-Light Vision | Resonance: 3/3 | Hero Points: 1/1

Dot


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

.


Sadly, I think I’m going to have to drop out for someone else to take my place! Happy gaming!


DungeonMaster

Greeting everyone, the name is Keleri Deverin. I am trying to bring a family heirloom to the Swallowtail Festival in a few days. It is called the Star of Desna. Only, one huge problem. When I entered the old vault beneath the family estate to retrieve it, the heirloom was missing, chests were smashed and shelves were knocked over. There is a hole in the middle of the floor leading to the sewers. We have found goblin tracks down there. I did find a lone wounded goblin down there and tried to get him to talk, but the goblin seemed terrified. Their goblin tribe is currently enslaved by a hobgoblin named Drakus and his tribe. Slaves are being forced to dig tunnels leading into treasure rich places, and any goblins that refuse to do so are cut down. Are you brave adventures up to the task?


"I would like to offer my services to you in tracking down these thieves.", Thom says while leaning against the wall sharpening his dagger.


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

"Shan't make any promises there," a dwarf with a frazzled, burnished-brown beard says. He has hardly a trace of the usual accent. "Nor is being boxed in as a brave hero from the start. But I'll certainly try my best. What's the significance of the Star? And is your goblin available, for trying to talk to again?"

"Oh yes, good to meet you all. I'm Nerze," he adds once his questions are answered and introductions are made.


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

"Fumbus speak goblin." chimes the short, green Pathfinder.


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

Caelryl nods in agreement to the half-elf's statement. "Yes, I think we can help. When did this happen? And do you know where the goblin tribe is located?" he asks.


Paladin 1 (HP: xx/xx) | AC: xx, TAC: xx, (Shield for +2) | Perception +x, F: +x, R: +x, W: +x | Spell Pool: xx | Hero Points: 1/11

"Indeed. The more detail the better, though I'm ready to simply go on the hunt."

Stat line is still an older playtest. will update ASAP.


“I can offer my services. Robbing from the grave is a despicable act, I’d be more than happy to stop


Male Half-Elf Rogue 1 | HP: 17/17 | Spd: 30 | AC: 15 | TAC: 14 | Fort: +2 | Ref: +5 | Will: +3 | Perc: +2 | Low-Light Vision | Resonance: 3/3 | Hero Points: 1/1

Atlas stood off to the side on the more shadowy side of the room, hand resting on the hilt of his rapier. His raven black hair tied back out his face, revealing the slightly pointed ears of his heritage. He didn't say a word, just wracked his memory for any tales he might have heard regarding the 'Star of Desna'.

Gem Lore: 1d20 + 3 ⇒ (2) + 3 = 5


DungeonMaster

Great, it is all settled then.
You head into the Ashen Ossuary Map is up, slide number 3, it is dark, damp and cold down here, though not cold enough to have you make fort saves, though feel free to roleplay it. More of the map gets drawn as you explore. There is a passageway to the north that then bends to the west.


Male Half-Elf Rogue 1 | HP: 17/17 | Spd: 30 | AC: 15 | TAC: 14 | Fort: +2 | Ref: +5 | Will: +3 | Perc: +2 | Low-Light Vision | Resonance: 3/3 | Hero Points: 1/1

The Half-Elf drew his blade and turned to his momentary companions, "Who is carrying the light?"


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

"Fumbus could light something, or someone, on fire." offers the goblin.

We are coming from the south, I take it? Feel free to reposition the token.


Male Half-Elf Rogue 1 | HP: 17/17 | Spd: 30 | AC: 15 | TAC: 14 | Fort: +2 | Ref: +5 | Will: +3 | Perc: +2 | Low-Light Vision | Resonance: 3/3 | Hero Points: 1/1

Atlas gave the goblin a.........curious expression, "Perhaps you should go first."


” I can cast light on my blade, it’ll keep everyone’s hands free and sewers well lit.”


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

"You're welcome to it. I'm good without but whatever helps us is useful," Nerze says, not discounting the incendiary option.


Paladin 1 (HP: xx/xx) | AC: xx, TAC: xx, (Shield for +2) | Perception +x, F: +x, R: +x, W: +x | Spell Pool: xx | Hero Points: 1/11

Flint looks about at his comrades, and straps his shield on tight. "I don't need light, and aside from a trap spotter, I like the front."

Exploration tactic: Defending


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

Caelryl draws his swords and follows along, positioning himself towards the front but letting others take the lead.


Thom follows behind Caelryl, his longsword at the ready.


Zig follows along behind Thom, his greatsword out on his shoulder at the ready, with light cast on the hilt of the blade.


Male Half-Elf Rogue 1 | HP: 17/17 | Spd: 30 | AC: 15 | TAC: 14 | Fort: +2 | Ref: +5 | Will: +3 | Perc: +2 | Low-Light Vision | Resonance: 3/3 | Hero Points: 1/1

"I'll take point, I prefer to not be surprised." When the light source is decided, and ignited, Atlas moved to the edge of it and focused on being as quiet as possible.

Tactic: Sneaking


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

Oh yeah, exploration tactics. I've forgotten about those. I'll be using Detecting Magic. I still get a secret Perception check against traps inside or made of stone thanks to Stonecunning.

Nerze follows along closer to the back, scanning every which way for magic auras.


my bad didn’t say my tactic.
Tactic; scanning for threats

Zig looks for dangers to the group keeping his eyes open and trying to listen for any sounds of goblins.


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

Exploration Tactic: Investigating
Lore (Underworld): 1d20 + 5 ⇒ (14) + 5 = 19


Sorry forgot about the explore tactics...Thom will be tracking


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

This is my first game under the playtest rules so dont hesitate to remind me of things or give suggestions. I'm still trying to figure out how twf works. Exploration tactic: Searching


DungeonMaster

Heroes brave the area. For all those who were searching or investigating, you see an ooze like creature that will attack anyone, those who didn't don't notice it, can't make any decision. You can identify it, stealth away from it, or attack it, or point it out, or something else. The first person who attacks it without making a stealth check initiates init and automatically goes first. If you point it out, the noise initiates init.


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

Caelryl pauses to inspect the creature, trying to determine what it is.

Mark ooze as target for Hunt Target. Use Hunter's Edge:Stalker for +2 on Recall Knowledge.

Recall Knowledge (Nature): 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21


DungeonMaster

sewer ooze:

Senses Perception +1; blindsight (tremors) 60 feet
Speed 10 feet

DEFENSES

AC 5, TAC 5; Fort +5, Ref +1, Will +1
HP 40; Immunities acid, asleep, critical hits, mental, precision, visual

ACTIONS

1A Melee pseudopod +7, Damage 1d6+1 b plus 1d4 acid

Filth Wave Frequency Once per minute; Effect The sewer ooze unleashes a wave of filth and slime, hitting all creatures within a 20-foot aura. Creatures in the area take 1d4 acid damage and are hampered 10 feet for 1 minute unless they succeed at a DC 15 Reflex save (no damage or hampered on a success, and a character additionally falls prone on a critical failure). An affected creature can clean off the muck as an Interact action, reducing the hampered condition by 5 feet with each action.


After peering through the darkness zigurad makes out what looked like some ooze type creature. He stops and points to it silently trying to get the others to see before anything happens.


Caelryl Elf Ranger 4 | HP 28/54 | AC 20 TAC 17| F +5 R +7 W +6 | Perc +7, Low-light vision 60', Hearing 60' | Speed 30'

Where is the ooze on the map?


DungeonMaster

surprise round everyone Ooze added to the map, it is 2 squares off the table part of the map for reference


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

How does a Surprise Round work with new Initiative rules in P2?


Male Half-Elf Rogue 1 | HP: 17/17 | Spd: 30 | AC: 15 | TAC: 14 | Fort: +2 | Ref: +5 | Will: +3 | Perc: +2 | Low-Light Vision | Resonance: 3/3 | Hero Points: 1/1

When the light stopped moving, Atlas looked behind him and noticed that they had stopped. Looking to where it was indicated, he saw the gelatinous mass. He readied for battle.


initiative; perception: 1d20 + 6 ⇒ (18) + 6 = 24


Male Half-Elf Rogue 1 | HP: 17/17 | Spd: 30 | AC: 15 | TAC: 14 | Fort: +2 | Ref: +5 | Will: +3 | Perc: +2 | Low-Light Vision | Resonance: 3/3 | Hero Points: 1/1

Init - Stealth: 1d20 + 4 ⇒ (11) + 4 = 15


Initiative-Perception: 1d20 + 4 ⇒ (7) + 4 = 11


”Mogmurch” Male NE goblin expert 1 | HP 0/7 | AC 14 T 13 FF 12 | CMB -3, CMD 9 | F +1, R +2, W +1 | Init +2 | darkvision 60ft; Perc +3 | Speed 30ft | Active conditions: None

Perception: 1d20 + 2 ⇒ (11) + 2 = 13


Paladin 1 (HP: xx/xx) | AC: xx, TAC: xx, (Shield for +2) | Perception +x, F: +x, R: +x, W: +x | Spell Pool: xx | Hero Points: 1/11

Perception: 1d20 + 5 ⇒ (2) + 5 = 7


"Fumbus"
Skills:
Acrobt +4, Arcan +5, Athlet -3 , Craft +5, Decpt +2, Diplo -2, Intim -2, Lore (Underworld, Path Society) +5, Lore (Other) +1, Med -3, Nature +1, Occlt+1, Perfrm -2, , Relig -3, Society +5, , Surv +1, Theivery +4
|HP 15/15 |AC 15, TAC 14 | F:+3 R:+5 W:+1 | Perc +1 (darkvision), Stealth +4 | Speed 25 ft. | Resonance 1/5

Perception w/darkvision: 1d20 + 1 ⇒ (18) + 1 = 19


DungeonMaster

stealth init: -3 + 1d20 ⇒ -3 + (16) = 13 the ooze is always in stealth exploration mode even if it doesn't know something is there.
In surprise, you get one action, I don't feel like looking it up, since Playtest isn't going to be around much longer and rules will be changed in August. So everyone take one action for surprise and if you beat his init, go again in round 1

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