GM Itzi's Ire of the Storm (Inactive)

Game Master Itzi

Current Date: Gozran 17th, 4718 AR

Maps/Images on Google slides.

Goals and Notes

Loot Sheet


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|HP: 26/26 | AC: 16; T: 13; FF: 14; CMD: 11 | Fort: +4; Ref: +5; Will: +3 | Init: +2; Perc: +8 | Senses: Low Light Vision |
Spells/Day:
1st-1/4
SLAs 1/day & Abl :
Dancing Lights, Ghost Sound DC 14, Prestidigitation, Speak with Animals | Bard Perf 2/14 rnds
Gnome Bard 3

Man...between bless and my inspire courage (+1 morale bonus on saving throws against charm and fear effects and a +1 competence bonus on attack and weapon damage rolls.) We are going to be the most reliably hitting group of Lv1 characters ever!

*'and fear' struck through since that will not stack with bless.


Yep. What could possibly go wrong?

;)


|HP: 26/26 | AC: 16; T: 13; FF: 14; CMD: 11 | Fort: +4; Ref: +5; Will: +3 | Init: +2; Perc: +8 | Senses: Low Light Vision |
Spells/Day:
1st-1/4
SLAs 1/day & Abl :
Dancing Lights, Ghost Sound DC 14, Prestidigitation, Speak with Animals | Bard Perf 2/14 rnds
Gnome Bard 3

Just that it gives you license to pit us up against even harder enemies...so that will be fun.


|HP: 26/26 | AC: 16; T: 13; FF: 14; CMD: 11 | Fort: +4; Ref: +5; Will: +3 | Init: +2; Perc: +8 | Senses: Low Light Vision |
Spells/Day:
1st-1/4
SLAs 1/day & Abl :
Dancing Lights, Ghost Sound DC 14, Prestidigitation, Speak with Animals | Bard Perf 2/14 rnds
Gnome Bard 3

Yay for simulposts! I think Rory, Bavick, and I were all working on posts at about the same time.

Mine works pretty well with Rory's...I edited it to add in some direct talk in response to his question.

Edit to add: GM, in my headspace I am presuming the unnamed dead body (the one without the holy symbol) is a soldier of Fort Breakthrough. Is it reasonable to assume that based on his attire? (Is he wearing armor, does he have any weaponry? Does his attire look civilized or from the halfling Song'O tribe?)


|HP: 26/26 | AC: 16; T: 13; FF: 14; CMD: 11 | Fort: +4; Ref: +5; Will: +3 | Init: +2; Perc: +8 | Senses: Low Light Vision |
Spells/Day:
1st-1/4
SLAs 1/day & Abl :
Dancing Lights, Ghost Sound DC 14, Prestidigitation, Speak with Animals | Bard Perf 2/14 rnds
Gnome Bard 3

RE Rory's ooc comment in game play.

Now that Ashlion is standing next to me I can heal him next turn...Pai will be acting primarily in support and enemy debuff roles whenever we end up in combat. Level one spells are CLW and Sleep.


If I haven't heard from Yolar by this evening, I'll bot his action.


|HP: 26/26 | AC: 16; T: 13; FF: 14; CMD: 11 | Fort: +4; Ref: +5; Will: +3 | Init: +2; Perc: +8 | Senses: Low Light Vision |
Spells/Day:
1st-1/4
SLAs 1/day & Abl :
Dancing Lights, Ghost Sound DC 14, Prestidigitation, Speak with Animals | Bard Perf 2/14 rnds
Gnome Bard 3

I restored the previous version...should be good to go.

Rory, updated your position to be near the doorway as indicated in your post.


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield
Pai Throphentomp wrote:

I restored the previous version...should be good to go.

Rory, updated your position to be near the doorway as indicated in your post.

Thanks, Pai. New phone and unfamiliar app = frustration. I’ll just do my adjustments from now on by PC, which seems to work okay...


Thanks, Pai.


|HP: 26/26 | AC: 16; T: 13; FF: 14; CMD: 11 | Fort: +4; Ref: +5; Will: +3 | Init: +2; Perc: +8 | Senses: Low Light Vision |
Spells/Day:
1st-1/4
SLAs 1/day & Abl :
Dancing Lights, Ghost Sound DC 14, Prestidigitation, Speak with Animals | Bard Perf 2/14 rnds
Gnome Bard 3

Happy to help.


M Halfling Rog 4/Ran1 | AC 23 T 18 (inc. 22) FF 23 CMD 20 | HP 34/34 | F+5 R+13 W+4, +2 vs fear, Evasion | Mv 20' | Init +6 | Per +12 (+14 traps) | Active: Mage Armor, Cat's Grace

Bavick is having quite the good luck with the RNG. If only he had some better capability to make use of those rolls.


Interestingly enough, so has your bow-equipped opponent. :)


Male Human Cleric of Gozreh 3 | HP: 27/27 | AC: 16 (FF: 16; Touch: 10) | Fort: +5, Ref +1, Will +8 | Init +0 | CMB: +2 | CMD: 14 | Perception +3 Sense Motive +7 | Channels used: 0/4

I created a spreadsheet for our loot too. Everyone should have access to edit.

Loot spreadsheet

GM Itzi...would you mind linking this too?


Sad to say, it doesn't look like any of you are making friends with the halfling any time soon. He seems terrified of you, but he really wants out.

You can try Diplomacy again, attempt to take him prisoner, or you could just let him go.

What's the plan?


M Halfling Rog 4/Ran1 | AC 23 T 18 (inc. 22) FF 23 CMD 20 | HP 34/34 | F+5 R+13 W+4, +2 vs fear, Evasion | Mv 20' | Init +6 | Per +12 (+14 traps) | Active: Mage Armor, Cat's Grace

Bavick is fine just letting him go. Even if he doesn't want to help us, he might report back to his tribe that we freed him and didn't hurt him.


|HP: 26/26 | AC: 16; T: 13; FF: 14; CMD: 11 | Fort: +4; Ref: +5; Will: +3 | Init: +2; Perc: +8 | Senses: Low Light Vision |
Spells/Day:
1st-1/4
SLAs 1/day & Abl :
Dancing Lights, Ghost Sound DC 14, Prestidigitation, Speak with Animals | Bard Perf 2/14 rnds
Gnome Bard 3

I will give it one more try on the diplomacy...I think I have a bonus where it is still technically possible even with retrying. I can't make the same request though...

"Retry? You cannot use Diplomacy to influence a given creature’s attitude more than once in a 24 hour period. If a request is refused, the result does not change with additional checks, although other requests might be made."


Female CN Half-orc Ranger 5 | HP: 16/49 | AC: 21* (15* Tch, 16 Fl) | CMB: +10, CMD: 24* | F: +8, R: +10*, W: +4 | Init: +4* | Perc: +9, SM: +1 | Speed 40 ft* | Active conditions: Cat's Grace, Longstrider | Appearance

If this doesn't work I'd say just let him go. We have other things to worry about.

Grand Lodge

RETIRED: Saved the Isle of Kortos and now busy creating a very large family with his wives.

I agree with my wife! *said every sensible husband ever!*


|HP: 26/26 | AC: 16; T: 13; FF: 14; CMD: 11 | Fort: +4; Ref: +5; Will: +3 | Init: +2; Perc: +8 | Senses: Low Light Vision |
Spells/Day:
1st-1/4
SLAs 1/day & Abl :
Dancing Lights, Ghost Sound DC 14, Prestidigitation, Speak with Animals | Bard Perf 2/14 rnds
Gnome Bard 3
Ashlion of Vudra wrote:
:P Sorry Pai, Ash appreciates you for your talking skills, but you don't scare him just yet :)

That's the perfect response for Pai trying to intimidate Ashlion right now.

Hopefully she will be able to prove that she is scary in her own special way as time goes on, but to begin with we have to establish a non-scary base line.


I didn't know Pai played Bass?

badum-CHING!

You know you're required to laugh, right?


|HP: 26/26 | AC: 16; T: 13; FF: 14; CMD: 11 | Fort: +4; Ref: +5; Will: +3 | Init: +2; Perc: +8 | Senses: Low Light Vision |
Spells/Day:
1st-1/4
SLAs 1/day & Abl :
Dancing Lights, Ghost Sound DC 14, Prestidigitation, Speak with Animals | Bard Perf 2/14 rnds
Gnome Bard 3

ha ha ha


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

That joke was foul. (a different kind of base line)


Male Human Cleric of Gozreh 3 | HP: 27/27 | AC: 16 (FF: 16; Touch: 10) | Fort: +5, Ref +1, Will +8 | Init +0 | CMB: +2 | CMD: 14 | Perception +3 Sense Motive +7 | Channels used: 0/4

I updated the notes sheet with the info we obtained from the halfling (added links for future reference).


|HP: 26/26 | AC: 16; T: 13; FF: 14; CMD: 11 | Fort: +4; Ref: +5; Will: +3 | Init: +2; Perc: +8 | Senses: Low Light Vision |
Spells/Day:
1st-1/4
SLAs 1/day & Abl :
Dancing Lights, Ghost Sound DC 14, Prestidigitation, Speak with Animals | Bard Perf 2/14 rnds
Gnome Bard 3

Anyone that was less than full remember you get back 1 hp/hd after a full rest. In addition to getting our next days spells and daily abilities. Yay!

Yolar, that last bit of healing was a channel, not a personal spell cast, so I picked up some heal from it too right? If so then I get to be at full, which would be nice.


Male Human Cleric of Gozreh 3 | HP: 27/27 | AC: 16 (FF: 16; Touch: 10) | Fort: +5, Ref +1, Will +8 | Init +0 | CMB: +2 | CMD: 14 | Perception +3 Sense Motive +7 | Channels used: 0/4
Pai Throphentomp wrote:

Anyone that was less than full remember you get back 1 hp/hd after a full rest. In addition to getting our next days spells and daily abilities. Yay!

Yolar, that last bit of healing was a channel, not a personal spell cast, so I picked up some heal from it too right? If so then I get to be at full, which would be nice.

Yep, it was a channel, so everyone gets 6 back.


I had you travel to Pridon's Hearth because it'll be on the way to returning Muhdzuzi to his home village. If you'd rather not stop there first we can do that.


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield
GM Itzi wrote:

I had you travel to Pridon's Hearth because it'll be on the way to returning Muhdzuzi to his home village. If you'd rather not stop there first we can do that.

Works for me. Rory was thinking that the sheriff would want to get a first hand account of the attack on the Fort anyway, so Muhdzuzi would be invaluable...


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

I don't see the convention for HP above level one. How do you want to handle that, GM Itzi? Also, any other leveling up stuff we need to know?

@Yolar, let us know when the loot chart is updated...Rory needs some cash to buy that masterwork weapon...


Sorry about that. HPs will be average rounded up. Nothing else I can think of, which usually means I've forgotten something. *shrug*


|HP: 26/26 | AC: 16; T: 13; FF: 14; CMD: 11 | Fort: +4; Ref: +5; Will: +3 | Init: +2; Perc: +8 | Senses: Low Light Vision |
Spells/Day:
1st-1/4
SLAs 1/day & Abl :
Dancing Lights, Ghost Sound DC 14, Prestidigitation, Speak with Animals | Bard Perf 2/14 rnds
Gnome Bard 3

Level Up? Yay!

I am assuming our Level up HP are the standard half + con, so 5+con for me?

Level Up Change Log:

HP: 11 + 5 + 3 = 19
BAB: 0 + 1 = 1
REF: 4 + 1 = 5
WILL: 2 + 1 = 3

FCB: +1 round bardic performance - New max 9 rnds / day

7 Skill Points + 2 Background Skills Points
Skill Rank UP!
BG - Linguistics - Learn New Language - Lizardfolk? Want GM to approve. Hoping to find a book that is a Lizardfolk primer when we get back to town...now that we know the plot is headed in that direction.
BG - Craft (Musical Ins) - Still mainly about flavor
Diplomacy
Know (Arcana)
Know (Planes)
Know (Religion)
Perception
Perform (Sing)
Use Magic Device

Expanded Spell Slots:
Lvl 1: 2 + 1 = 3

Expanded Spell Knowledge:
Lvl 0: 1 New Spell - Prestidigitation
Lvl 1: 1 New Spell - Charm Person

Class Abilities:
Versatile Performance - Use Perform (Sing) Bonus for Bluff and Sense Motive
Well-Versed - +4 bonus on saving throws against bardic performance, sonic, and language-dependent effects.

I think that just about covers it for me on the lv 2 level up. Limiting to Core only made the spell selection interesting. Looks like all my spell saves will force will saves.

If you see any mistakes or things I missed please let me know. Also, if learning Lizardfolk is not a valid language choice that is not a problem...just figured it was worth a try.


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

Rory's level up is not particularly dramatic. He picked up a rank in several class skills and notably learned Polyglot with a rank in Linguistics. His new spell is "Hand of Irori" (Dancing Lights, cantrip). I added the crossbow to his character sheet for those far away enemies. Hit points increased of course, and BAB up to 1 makes it easier to draw weapons while moving.

Grand Lodge

RETIRED: Saved the Isle of Kortos and now busy creating a very large family with his wives.

Level 2:
HP: 15 + (7+2+1) = 25
BAB: 1 + 1 = 2
FORT: +5

FCB: +1 HP

4 Skill Points + 2 Background Skills Points

Handle Animal
Knw Geo
Intimidate
Perception
Survival
Swim

Class Abilities:
Uncanny Dodge - At 2nd level, a barbarian gains the ability to react to danger before her senses would normally allow her to do so. She cannot be caught flat-footed, nor does she lose her Dex bonus to AC if the attacker is invisible. She still loses her Dexterity bonus to armor class if immobilized. A barbarian with this ability can still lose her Dexterity bonus to armor class if an opponent successfully uses the feint action against her.
Rage Power (Intimidating Glare) - The barbarian can make an Intimidate check against one adjacent foe as a move action. If the barbarian successfully demoralizes her opponent, the foe is shaken for 1d4 rounds + 1 round for every 5 points by which the barbarian’s check exceeds the DC.


Female CN Half-orc Ranger 5 | HP: 16/49 | AC: 21* (15* Tch, 16 Fl) | CMB: +10, CMD: 24* | F: +8, R: +10*, W: +4 | Init: +4* | Perc: +9, SM: +1 | Speed 40 ft* | Active conditions: Cat's Grace, Longstrider | Appearance

Level Up!
+9 HP
+1 Fort, Ref
+1 BAB
Skill Points
Combat Style Feat: Two-Weapon Fighting


M Halfling Rog 4/Ran1 | AC 23 T 18 (inc. 22) FF 23 CMD 20 | HP 34/34 | F+5 R+13 W+4, +2 vs fear, Evasion | Mv 20' | Init +6 | Per +12 (+14 traps) | Active: Mage Armor, Cat's Grace

Level 2!
+6 HP (new total of 15)
+1 Reflex
+1 BAB
Evasion
Rogue Talent: Trap Spotter
Skill points (10): Bluff, Climb, Diplomacy, Disable Device, Escape Artist, Knowledge (Local), Perception, Sense Motive, Survival, Swim
Background Skills (2): Appraise (2 ranks)


|HP: 26/26 | AC: 16; T: 13; FF: 14; CMD: 11 | Fort: +4; Ref: +5; Will: +3 | Init: +2; Perc: +8 | Senses: Low Light Vision |
Spells/Day:
1st-1/4
SLAs 1/day & Abl :
Dancing Lights, Ghost Sound DC 14, Prestidigitation, Speak with Animals | Bard Perf 2/14 rnds
Gnome Bard 3

Post will be in a few hours. Home and dinner right now.


Male Human Cleric of Gozreh 3 | HP: 27/27 | AC: 16 (FF: 16; Touch: 10) | Fort: +5, Ref +1, Will +8 | Init +0 | CMB: +2 | CMD: 14 | Perception +3 Sense Motive +7 | Channels used: 0/4

Leveled up

+8 HP
+1 BAB
+1 Fort and Will
1 more 0 and 1st level spell

Regular Skills
Knowledge (religion)
Knowledge (nature)
Sense Motive

Background Skills
Knowledge (geography)
Knowledge (engineering)


You potentially have items you've retrieved from the fort to deliver to their owners (Heri's shop and the smithy) as well as retrieve your additional reward from the temple. You'll have a couple of hours in-game before the next section begins. :)


|HP: 26/26 | AC: 16; T: 13; FF: 14; CMD: 11 | Fort: +4; Ref: +5; Will: +3 | Init: +2; Perc: +8 | Senses: Low Light Vision |
Spells/Day:
1st-1/4
SLAs 1/day & Abl :
Dancing Lights, Ghost Sound DC 14, Prestidigitation, Speak with Animals | Bard Perf 2/14 rnds
Gnome Bard 3

That doesn't sound ominous at all GM.


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

Somehow I don’t think a peaceful night’s sleep or a leisurely stroll to take our halfling friend home in the morning is actually going to happen quite that way...


*bats eyes innocently*

Grand Lodge

RETIRED: Saved the Isle of Kortos and now busy creating a very large family with his wives.
GM Itzi wrote:
*bats eyes innocently*

And that's waaay more suspicious than anything else!


|HP: 26/26 | AC: 16; T: 13; FF: 14; CMD: 11 | Fort: +4; Ref: +5; Will: +3 | Init: +2; Perc: +8 | Senses: Low Light Vision |
Spells/Day:
1st-1/4
SLAs 1/day & Abl :
Dancing Lights, Ghost Sound DC 14, Prestidigitation, Speak with Animals | Bard Perf 2/14 rnds
Gnome Bard 3

I have gone through the posts and updated our loot sheet...We hadn't been keeping up with that very well!

There are some things that I don't know if we would have been able to fit in the bag to carry back with us. Namely the construction supplies and the large bulk of weaponry that the fort was outfited with from post#423.

Is there anything else you guys see that should not have been included as loot? Also, is there anything you want to claim? Ashlion, I have your claim on the MW breastplate noted.


|HP: 26/26 | AC: 16; T: 13; FF: 14; CMD: 11 | Fort: +4; Ref: +5; Will: +3 | Init: +2; Perc: +8 | Senses: Low Light Vision |
Spells/Day:
1st-1/4
SLAs 1/day & Abl :
Dancing Lights, Ghost Sound DC 14, Prestidigitation, Speak with Animals | Bard Perf 2/14 rnds
Gnome Bard 3

Rory - We also have 3 other unidentified potions that came out of the well if you want to take a stab at those.


There was only one viable potion that came out of the well - a potion of cure light wounds. The other bottles were cracked and empty.

Edit:

You would have been able to bring the Smithy's shipment and the crate of construction supplies in the haversack. The other armor and weapons would be a little more problematic.


|HP: 26/26 | AC: 16; T: 13; FF: 14; CMD: 11 | Fort: +4; Ref: +5; Will: +3 | Init: +2; Perc: +8 | Senses: Low Light Vision |
Spells/Day:
1st-1/4
SLAs 1/day & Abl :
Dancing Lights, Ghost Sound DC 14, Prestidigitation, Speak with Animals | Bard Perf 2/14 rnds
Gnome Bard 3

Ah, my bad...quick skim of the posts.


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

Great job Pai! I was doing something similar. My comments:
- Rory took one of the light crossbows and 20 bolts
- I assumed the armor and shields would be too bulky to transport, but the other stuff could be in the Haversack or carried by one of our bigs.
- of the 3 potion vials on line 33, one had an intact CLW potion
- I suggest we keep the magic arrows and alchemical items plus the curing potions, selling what else we have that people don’t want.

Remaining quests:

Bank: Cash out 50 gp per person plus get a “small reward” for news on Quinn. Perhaps give her the Holy symbol if we didn’t bury it with the body?
Heri’s herb Packet: found with note, but reward unknown.
Vethorn’s weapon crate: reward = purchase at 10% discount.


Female CN Half-orc Ranger 5 | HP: 16/49 | AC: 21* (15* Tch, 16 Fl) | CMB: +10, CMD: 24* | F: +8, R: +10*, W: +4 | Init: +4* | Perc: +9, SM: +1 | Speed 40 ft* | Active conditions: Cat's Grace, Longstrider | Appearance

Tygrah can use the terbutje for now. Not as high a crit range as the scimitar but better attack bonus and base damage.

Grand Lodge

RETIRED: Saved the Isle of Kortos and now busy creating a very large family with his wives.

*high fives Tygrah*


|HP: 26/26 | AC: 16; T: 13; FF: 14; CMD: 11 | Fort: +4; Ref: +5; Will: +3 | Init: +2; Perc: +8 | Senses: Low Light Vision |
Spells/Day:
1st-1/4
SLAs 1/day & Abl :
Dancing Lights, Ghost Sound DC 14, Prestidigitation, Speak with Animals | Bard Perf 2/14 rnds
Gnome Bard 3

Since we are at the Smithy we need to know what fit in the bag and what didn't. Also what we took with us that no one is interested in. Pai is going to hold on the the small MW Dagger unless Bavick wants it...if you want it it is def yours...

The silver mw dagger is too big for her and the small mw battleaxe she is not proficient with. So my vote is both of those get sold.

It seems like the weapons and armor from post 423 probably did not fit in the bag...yeah? Did the 6 long spears make the trip back? Is anyone keeping one of those or are we selling them?


Male NG Human (Vudrani) Sorcerer 5 | HP: 30 (16/30) | AC: 20 (16 Tch, 18 Fl) | CMB: +2, CMD: 14 |Fort +2, Reflex +3, Will +4, Resist Acid and Cold 5 | Init +2 | Speed 30 ft | Spells 1st: 4/8, 2nd: 3/6 | Heavenly Fire 9/9 (+5 touch, 1d4+3) | Crossbow (+4, 1d8) | Appraise +4, Bluff +10, Diplomacy +11, Heal +4, Intimidate +10, Arcana +4, Geography +1, Religion +1, Linguistics +3, Martial Arts +11, Spellcraft +5, UMD +11 | Character Sheet |
Active Conditions:
Mage Armor and Shield

I was hoping at least some of the smaller, higher value weapons would have made the trip back...armor and shields no—too bulky. Rory would have carried a bundle of swords if needed.

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