Ironperenti's Dread Forces

Game Master Ironperenti

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Yacht:

Large ship
Squares 1 (10 ft. by 20 ft.)
DEFENSE
AC 9; Hardness 5
hp 120 (sails 40)
Base Save +2
OFFENSE
Maximum Speed 120 ft. (wind); Acceleration 60 ft.
CMB +1; CMD 11
Ramming Damage 2d8
STATISTICS
Propulsion wind or current
Sailing Check Profession (sailor) (when using wind or current)
Means of Propulsion 10 squares of sails (one mast)
Crew 2 minimum to sail
Decks 2
Cargo/Passengers 2 tons/up to 12 passengers (depending on size)

Cookie:

Cookie: Human Expert 3, NG medium humanoid, CR 1
Defense: AC 11 (+1 Dex); HPs 15 (3D8); FOR 1 REF 2 WIL 5
Offense: Speed 30'; Init +1; Dagger +2 (1d4)
Ability Scores: Str +0 Dex +1 Con 0 Int +1 Wis +2 Cha 0
Skills: Acrobatics +7, Climb +8, Know: Geography +7, Know: Local +7, Prof: Sailor +11,
Perception +8, Survival +8, Swim +8
Feats: Skill focus: Prof Sailor; athletic Language: Marolingian Common (Greek)


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DM / GM / The man behind the curtain

Gheorix and team begin heading toward the tower. Most of the enemies are closing on the Seahawk while Dimas continues flying out east. "Sir dwarf, I don't think we can help them by drawing the enemies to them. Grab a line and listen up for commands. I'll swing out to the west and come back so you and any crazy enough to join you may off load to help. I'll keep running in a criss cross pattern around the island as long as she'll hold together." With that he throw the rudder hard to port. The sails billow out and soon she is up to full speed pulling away from pursuers.

The Seahawk's maneuvers allow Gheorix and team to get about halfway to the tower unmolested. Finally the defensive tower the west notices them and begins to fire but the range is not long enough on their weapons. Perhaps this was an oversight or maybe it was on purpose to keep someone from using the guns on the antenna. The Seahawk flies out past the island and then loops back around coming down on the east side of the rookery. As she does she opens up full guns into the caged birds. It seems brutal but necessary if they are going to keep those birds off of them now that the soldiers have gotten the doors open. Gheorix and team reach the antenna and see there is a 20' wide shaft that leads down, the heave cable disappearing into its darkness. Soon afterward, the Seahawk comes careening by.

(anyone wishing to join the erstwhile assault team may take a rigid boat off and join those already under the antenna.)


Male CG Half-Elf Unchained Rogue 5 | HP 43/55 | AC: 22 Touch: 17 FF: 15 | CMB: 5 CMD: 22 | Fort: 5 Ref: 11 Will: 3 | Init: 8 | Low-light vision; Perc: +14 (+16 vs traps) SM: +8 | Speed 30ft | Active Conditions: None

As the Seahawk comes past the antennae, Alejandro stops taking potshots at the troops on the ground, to hop in a boat to join the team at the antenna.


Male NG Dwarf Sacred Huntsmaster (Inquisitor) 4 of Hermes | HP 40/40 | AC: 19 Touch: 12 FF: 17 (+2 vs aquatic/water creatures) | CMB: 6 CMD: 18 | Fort: 6 Ref: 3 Will: 7 (+4 vs. poison, spells, & SLAs) | Init: +5 | Darkvision 60 ft; Perc: +10, SM: +15 | Speed 30ft | Active Conditions: None

Pytheas joins Alejandro in the rigid boat, and the dwarf looks up at the half-elf. "Do you want to drive, or should I?"


DM / GM / The man behind the curtain

Everyone meets at the hole underneath the antenna. Gheorix is pretty sure the cable must lead to the command deck. The question is how are you getting down the 20' diameter hole with a large cable running down the center.


Male NG Dwarf Sacred Huntsmaster (Inquisitor) 4 of Hermes | HP 40/40 | AC: 19 Touch: 12 FF: 17 (+2 vs aquatic/water creatures) | CMB: 6 CMD: 18 | Fort: 6 Ref: 3 Will: 7 (+4 vs. poison, spells, & SLAs) | Init: +5 | Darkvision 60 ft; Perc: +10, SM: +15 | Speed 30ft | Active Conditions: None

Pytheas looks down the hole with the others. "I had a grappling hook, but that was taken with all of our other metal," he says. "I'm a decent hand at climbing, though. I have fifty feet of rope. Does anyone else have any more rope? If we tie it together and knot it, and find some place here at the top to anchor it, we should be able to descend safely. If not, then..."

He looks around at the rest of them. "It'd be a challenge, but with half a dozen of us, we could try stabilizing the cable and using that to anchor us as we sort of "walk" back-to-back down the walls." He looks over at Perblentious. Unfortunately he and the gnome were on the short side of the party of humans and half-elves, so that idea sounded less feasible for them.

Would you allow either idea, GM? Three hack-to-back pairs stabilizing the cable and climbing down, forming a ring around the outside, or tying a bunch of knotted ropes together and finding an anchor point so that we can descend?


Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None Resources Bit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4

Let me try something
Sigrid touches the cable with her spears, to check if this results in sparks flying.

I have some other rope, here. More worried about getting out then getting down, he will need to hightail out quickly after we do the thing.


Male Human Brawler (Battle Dancer) 2 / Paladin (Holy Guide) 3 | HP 61/73 | AC: 24 Touch: 13 FF: 21 | CMB: 10 CMD: 23 | Fort: 13 Ref: 10 Will: 6 | Init: 6 (8 urban) | Perc: +9 (11 urban) SM: +0 | Speed 35ft | Active Conditions: None

Agripos is delighted as support comes for their venture to the antenna. He calls up to the Seahawk as it arrives. "Nice--glad to see the cavalry have arrived! Someone take command of this weapon and use it to give us covering fire!" He gestures to the weapon they'd commandeered. Hoping maybe some NPCs can make use of the boat and/or weapon while we head down.

As his fellow Atlanteans arrive and plot a way down, Agripos pulls out his own 50' foot length of rope. "Atlantean standard issue," he says. He nods in agreement with Sigrid. "Yep, we better have a way to get back up, too. Easier to climb up a rope against the wall than free-climbing the antenna."

DC 5 for a rope with a wall to brace against, which seems straightforward. That said, I'm down for some shenanigans suggested by Pytheas if they'll work!


Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

Gheorix removes a grappling hook from his pack, Like this? We're going to be able to remove the weapon from this thing, but could be very dangerous for us...

We didn't lose our gear from the original group so here it is!


Male NG Dwarf Sacred Huntsmaster (Inquisitor) 4 of Hermes | HP 40/40 | AC: 19 Touch: 12 FF: 17 (+2 vs aquatic/water creatures) | CMB: 6 CMD: 18 | Fort: 6 Ref: 3 Will: 7 (+4 vs. poison, spells, & SLAs) | Init: +5 | Darkvision 60 ft; Perc: +10, SM: +15 | Speed 30ft | Active Conditions: None

Pytheas nods at Gheorix. "Just so!" he exclaims. "What I'd do to get my hands on my axe right now."

The lacquered wood was surprisingly strong, but Pytheas misses the balance he had grown accustomed to with traditional dwarven weapons. He starts knotting his length of rope and preparing to tie his length to the next batch.

He also takes a moment to ensure that the Ceryneian Hind is doing well. She was safe on the Seahawk for now. This separation would be brief, nothing like their long capture at the hands of these barbarians. "We'll be back, girl. You just stay here, nice and steady."


DM / GM / The man behind the curtain

The group decides they would not be able to do a back to back, the hole is just too big. Each one takes a rope and gets it knotted about every three feet for climbing. You get the rope tied together and are ready to drop it over the edge. With enemies swirling about them, the Seahawk flying about at random drawing fire, and an unknown bottom, the team begins to descend. After a fifty feet you can see a light at the bottom that was drowned out by the sun up top. Eventually, you find yourself 170 feet down and you can see into the command deck. The rope dangles down into the room and you estimate the ceiling of the command deck is another 30' below you and that the ceiling itself is about 40' high. Soldiers are down at the bottom with crossbows but they apparently cannot see into the dark tunnel well enough to shoot.


DM / GM / The man behind the curtain

Adjusted the map. The stone circle represents the hole you are coming down. I have put you in a diagonal line representing you coming down the tunnel. Change the order of descent as you will. Note that you are 30' from the lip of the ceiling and it is another 40' to the ground. With a knotted rope and the wall to brace against it is a DC 0 climb check. After you clear the ceiling it is a DC 5 climb check. A full round climb check is 15' for some and 10' for others. You may want to set your descent order by climb speeds.


Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

I'm confident with where Gheorix is stationed, armor means taking time.


Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

Going with the plan from discussion, Gheorix will move toward the front and ready to cast obscuring mist!


Male NG Dwarf Sacred Huntsmaster (Inquisitor) 4 of Hermes | HP 40/40 | AC: 19 Touch: 12 FF: 17 (+2 vs aquatic/water creatures) | CMB: 6 CMD: 18 | Fort: 6 Ref: 3 Will: 7 (+4 vs. poison, spells, & SLAs) | Init: +5 | Darkvision 60 ft; Perc: +10, SM: +15 | Speed 30ft | Active Conditions: None

Pytheas takes his position as recommended by Sigrid and gets ready to dump a gout of water on the head of whomever was beneath them. At the very least it could serve as some measure of distraction. Chaos wasn't his "scene" as it were, but he could appreciate the benefits.


Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None Resources Bit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4


OH LORDS AND LADIES
WHO VIEW THIS CONTEST,
OH DEVILS AND DEITIES
THAT CONSUME THE POPPED CORN,
OH FALLEN AND RISEN
WHO ARET PLACING THY BETS,
ARE YOU NOT ENTERTAINED AT ALL?

Sigrid does the loudest silent prayer in her life, to all of those who would listen, as she prepares to slide down.

She has a spear, a shield, armor, a channel, and a whole bunch of foolish murderous idiots to murder, while her Kelten-Ally would do his own thing to wreak just, karmic vengeance upon these dishonorable degenerate mass murderers. Ran was clever, Ran was fast, but Ran also knew her limits. This undertaking was grand enough to call in external support.

Sigrid felt calm as she descended upon the most important fight of her life, at least so far.


Male CG Half-Elf Unchained Rogue 5 | HP 43/55 | AC: 22 Touch: 17 FF: 15 | CMB: 5 CMD: 22 | Fort: 5 Ref: 11 Will: 3 | Init: 8 | Low-light vision; Perc: +14 (+16 vs traps) SM: +8 | Speed 30ft | Active Conditions: None

Alejandro makes his way down the rope, preparing to make the final descent once the mist is blocking the view - the rest of the plan should serve as a good distraction to allow him to get into a good position.


DM / GM / The man behind the curtain

Gheorix casts obscuring mist and the fog begins to boil out of him and settle toward the ground. In a moment the whole floor is obscured. Pytheas creates water and it splashes on someone down below drawing a cry of surprise. Everyone begins climbing down except Perblentious who adds dancing lights to the scene.

Agripos and Sigrid lead the way (70' climb, both in armor so 10' per round or 7 rounds). The others follow. There are various shouts and curses from below as people scramble about and Soldiers let off a shot every now and then but all go wide and hit none of you. Agripos manages to find purchase on the large cylinder and steps off the rope. Sigrid must descend a bit further and finds a chair of some sort in the way (Acrobatics DC 10 or fall prone). The others are right behind waiting for clearance to come down.

Although unlikely, it is possible to fall. DC 5 climb checks at 10' per round so 4 climb check to get from ceiling to floor. For those already down it would just determine if you are on your feet or on the floor.

Round 1
Pytheas 20/20
Alejandro 18/18
Agripos 15/25
Gheorix 17/20
Perblentious 18/18
Sigrid 15/20
Soldiers

DM ROLLS:

DC 17
Soldier Perception: 1d20 ⇒ 14
Soldier Perception: 1d20 ⇒ 11
Soldier Perception: 1d20 ⇒ 1
Soldier Perception: 1d20 ⇒ 10

DC 16
Soldier Perception: 1d20 ⇒ 19
Soldier Perception: 1d20 ⇒ 17
Soldier Perception: 1d20 ⇒ 12
Soldier Perception: 1d20 ⇒ 12

DC 15
Soldier Perception: 1d20 ⇒ 10
Soldier Perception: 1d20 ⇒ 8
Soldier Perception: 1d20 ⇒ 8
Soldier Perception: 1d20 ⇒ 7

DC 14
Soldier Perception: 1d20 ⇒ 18
Soldier Perception: 1d20 ⇒ 5
Soldier Perception: 1d20 ⇒ 10
Soldier Perception: 1d20 ⇒ 8

DC 13
Soldier Perception: 1d20 ⇒ 2
Soldier Perception: 1d20 ⇒ 7
Soldier Perception: 1d20 ⇒ 13
Soldier Perception: 1d20 ⇒ 20

DC 12
Soldier Perception: 1d20 ⇒ 7
Soldier Perception: 1d20 ⇒ 11
Soldier Perception: 1d20 ⇒ 15
Soldier Perception: 1d20 ⇒ 19

DC 11
Soldier Perception: 1d20 ⇒ 16
Soldier Perception: 1d20 ⇒ 6
Soldier Perception: 1d20 ⇒ 1
Soldier Perception: 1d20 ⇒ 7

Shots
Soldier shot: 1d20 + 2 ⇒ (1) + 2 = 31d8 ⇒ 61d100 ⇒ 80 1-50 hits
Soldier shot: 1d20 + 2 ⇒ (9) + 2 = 111d8 ⇒ 81d100 ⇒ 50 1-50 hits
Soldier shot: 1d20 + 2 ⇒ (11) + 2 = 131d8 ⇒ 61d100 ⇒ 70 1-50 hits
Soldier shot: 1d20 + 2 ⇒ (1) + 2 = 31d8 ⇒ 71d100 ⇒ 9 1-50 hits
Soldier shot: 1d20 + 2 ⇒ (4) + 2 = 61d8 ⇒ 11d100 ⇒ 25 1-50 hits
Soldier shot: 1d20 + 2 ⇒ (8) + 2 = 101d8 ⇒ 11d100 ⇒ 97 1-50 hits
Soldier shot: 1d20 + 2 ⇒ (1) + 2 = 31d8 ⇒ 21d100 ⇒ 98 1-50 hits


Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None Resources Bit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4

Acrobatics: 1d20 + 1 - 5 ⇒ (5) + 1 - 5 = 1
Sigrid is happy for the mist, as she falls prone in a somewhat unfortunate pose.


Vengeance has come for you,
you are not save behind your devices
you cannot hide behind your soldiers
you cannot escape the wrath of the fallen

the mists of mayhem shall consume you
our spears shall pierce your hearts
our poison sap your limbs
our allies from beyond the grave reap your souls

Death has cometh for you, and you know it to be true

Intimidate: 1d20 + 1 ⇒ (19) + 1 = 20
She seeks to cause a panik, particularly amongst the noncombatatants.

She stands up, but the intimidate would likely be her standard action.


Male Human Brawler (Battle Dancer) 2 / Paladin (Holy Guide) 3 | HP 61/73 | AC: 24 Touch: 13 FF: 21 | CMB: 10 CMD: 23 | Fort: 13 Ref: 10 Will: 6 | Init: 6 (8 urban) | Perc: +9 (11 urban) SM: +0 | Speed 35ft | Active Conditions: None

Agripos hardly sees his own hands in the fog, but there are four other pairs of hands looking threatening. As Sigrid attempts to intimidate and confuse, Agripos chooses a direction and attempts to stab one of the soldiers!

5-foot step, last use of Martial Flexibility to beat up humans, and attack.
Stab: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17; Concealment: 1d100 ⇒ 14.
Unfortunately, he loses his foe in the fog.


Male CG Half-Elf Unchained Rogue 5 | HP 43/55 | AC: 22 Touch: 17 FF: 15 | CMB: 5 CMD: 22 | Fort: 5 Ref: 11 Will: 3 | Init: 8 | Low-light vision; Perc: +14 (+16 vs traps) SM: +8 | Speed 30ft | Active Conditions: None

Climb, accelerated: 1d20 + 7 - 5 ⇒ (3) + 7 - 5 = 5
Climb, accelerated: 1d20 + 7 - 5 ⇒ (19) + 7 - 5 = 21

No stranger to climbing ropes, Alejandro half climbs, half slides down the rope, almost slipping on a particularly large knot at one point, but quickly recovering and descending the remaining distance gracefully.


Male NG Dwarf Sacred Huntsmaster (Inquisitor) 4 of Hermes | HP 40/40 | AC: 19 Touch: 12 FF: 17 (+2 vs aquatic/water creatures) | CMB: 6 CMD: 18 | Fort: 6 Ref: 3 Will: 7 (+4 vs. poison, spells, & SLAs) | Init: +5 | Darkvision 60 ft; Perc: +10, SM: +15 | Speed 30ft | Active Conditions: None

Climb full-round, accelerated, ACP: 1d20 + 7 - 5 - 5 ⇒ (18) + 7 - 5 - 5 = 15

That's 15 ft down this round, swing-sliding down after Alejandro.

Hearing the others move down as Sigrid starts orating, Pytheas thanks Hermes for the calluses on his palms as he moves along.

For those of us still on the rope, could we have specific heights listed with our Initiative? It's hard to abstract right now. I don't know how far up Pytheas started on Round One--I just know that he's 15 ft further down now. Also, how do we know whether we know that we need to do an Acrobatics check or not?


Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

Gheorix continues to make his way down the ropes!

Climb: 1d20 + 1 ⇒ (4) + 1 = 5
Climb: 1d20 + 1 ⇒ (8) + 1 = 9


DM / GM / The man behind the curtain

My take on this endeavor. Remember that Agripos is already on the ground. I assume everyone was following. So the climb rolls are for following through that opening period. With Agripos on the ground you are merely as high as the 5' or so for each person in front of you. You have blinded the enemy below and are basically climbing one square behind the other so technically you are limited to the speed of the person in front of you. Regardless, even if accelerated you need three rounds to cover the gap from ceiling to floor unless you intend to drop the last ten feet at which point you will need to roll an acrobatics check and hope for the best. Sigrid was stuck with that as it was a clear spot but lower than the spot Agripos came down and onto a chair, not the most stable thing to step on in a fight when you can't see well. Now, everyone is stuck on the rope until Agripos moves which he just did. The next person gets to come down. Everyone is 5' higher for every person below you. You may if you wish try to drop on an opponent to the north or south, you may bull rush or grapple as you prefer. If more than 10' high, you face a 50% miss chance. Clear as mud?


DM / GM / The man behind the curtain

Scratch that on the accelerated climbing, it is two rounds assuming the person in front of you is doing the same. Need two more climb checks from Gheorix, don't forget ACP. I believe that means he failed to progress one round so he is about 15' behind the others or an extra round.

The soldiers to either side of Sigrid attempt to stab her as she gets up but the fog is thick and the spear points do not meet their mark. Her comments to the southern soldier seems to find its mark and even in the fog she can see his eyes widen in concern. Alejandro makes it to the ground as does Pytheas.

DM ROLLS:

AoO: 1d20 + 3 ⇒ (8) + 3 = 111d6 + 1 ⇒ (4) + 1 = 5
AoO: 1d20 + 3 ⇒ (5) + 3 = 81d6 + 1 ⇒ (1) + 1 = 2


Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None Resources Bit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4

These buggers are sufficiently trained to take attacks of opportunity while flatfooted, makes sense that a higher quality guards the command area. Sigrid thinks as she dodges while rising.


Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

Sorry I was rushing and lumped all modifiers and ACP into the +1. Its +1 rank, +3 class, +3 Str, -6ACP. Thanks Pythias for pointing it out in discussion!


DM / GM / The man behind the curtain

Not flatfooted, you've been coming down the rope for at least 4 rounds after the fog dropped and they have been shooting the whole time. Somewhere in the kerfuffle, probably right after Agripos dropped, they dropped their crossbows and grabbed their short spears.

@Gheorix, roger, still need two more for the full distance.


DM / GM / The man behind the curtain

Perblentious climb. He makes it though he nearly loses it when you leave the easier climb from the shaft wall.

Climb: 1d20 - 2 ⇒ (2) - 2 = 0
Climb: 1d20 - 2 ⇒ (18) - 2 = 16
Climb: 1d20 - 2 ⇒ (7) - 2 = 5
Climb: 1d20 - 2 ⇒ (15) - 2 = 13
REF: 1d20 + 2 ⇒ (9) + 2 = 11
Climb: 1d20 - 2 ⇒ (17) - 2 = 15

The soldiers switched weapons, missed people who were dropping out of no where and there is plenty of yelling in fear and directions being bellowed. Chaos reigns supreme but you manage to keep your heads. Gheorix looking at the controls, albeit through the fog, he thinks it will take him about a minute of playing on the strings to set the destruction in motion.

Round 2
Pytheas 20/20
Alejandro 18/18
Agripos 15/25
Gheorix 17/20
Perblentious 18/18
Sigrid 15/20
Soldiers


Male NG Dwarf Sacred Huntsmaster (Inquisitor) 4 of Hermes | HP 40/40 | AC: 19 Touch: 12 FF: 17 (+2 vs aquatic/water creatures) | CMB: 6 CMD: 18 | Fort: 6 Ref: 3 Will: 7 (+4 vs. poison, spells, & SLAs) | Init: +5 | Darkvision 60 ft; Perc: +10, SM: +15 | Speed 30ft | Active Conditions: None

Ah, I had planned to cast a spell before hitting the ground, but I guess not. Let's do this.

Cast Defensively DC 17: 1d20 + 5 ⇒ (14) + 5 = 19

Within the fog, Pytheas begins speaking in Atlantaean, calling once again on Hermes to guide his hands. He feels the surge as the Winged Messenger responds, ready to take on these soldiers once more--and hopefully flanking with someone soon.

Casting Divine Favor.


DM / GM / The man behind the curtain

You may assume you cast any prep spell you wanted in the shaft. I assumed once you were dangling with no wall you would want to get to the ground. Since Pytheas was going to use the accelerated climbing he could have cast his spell right before dropping off the shaft wall giving Agripos and Sigrid a couple of rounds to climb down before he started his descent. That would give you your divine favor with 8 rounds remaining.


Male NG Dwarf Sacred Huntsmaster (Inquisitor) 4 of Hermes | HP 40/40 | AC: 19 Touch: 12 FF: 17 (+2 vs aquatic/water creatures) | CMB: 6 CMD: 18 | Fort: 6 Ref: 3 Will: 7 (+4 vs. poison, spells, & SLAs) | Init: +5 | Darkvision 60 ft; Perc: +10, SM: +15 | Speed 30ft | Active Conditions: None

Ah, okay--is it possible to use that 14 on the d20 to attack? That would have been a Shortspear, Divine Favor, Power Attack: 14 + 4 - 1 + 1 = 18 for 1d6 + 3 + 1 ⇒ (3) + 3 + 1 = 7 damage. I could also roll again instead 1d20 + 4 ⇒ (10) + 4 = 14, but...your call.

He would have also cast hedging weapons, which would last 2 minutes (so 17 rounds).

Miss Chance (Low Miss): 1d100 ⇒ 96


Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None Resources Bit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4

Sigrid 5 foot steps so she may flank with Agripos, striking the soldier one south west of her
STAB: 1d20 + 3 + 2 ⇒ (11) + 3 + 2 = 16
concealment high bad: 1d100 ⇒ 17
damage: 1d6 + 2 ⇒ (2) + 2 = 4


Male CG Half-Elf Unchained Rogue 5 | HP 43/55 | AC: 22 Touch: 17 FF: 15 | CMB: 5 CMD: 22 | Fort: 5 Ref: 11 Will: 3 | Init: 8 | Low-light vision; Perc: +14 (+16 vs traps) SM: +8 | Speed 30ft | Active Conditions: None

Shortsword attack: 1d20 + 5 ⇒ (14) + 5 = 19
Shortsword damage: 1d6 + 2 ⇒ (2) + 2 = 4
20% miss: 1d100 ⇒ 95

Alejandro steps over so that the window is behind him and takes a swipe at one of the soldiers in the fog.


Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

Climb, ACP: 1d20 + 1 ⇒ (19) + 1 = 20
Climb, ACP: 1d20 + 1 ⇒ (20) + 1 = 21

I assume that's at least one more round of climbing?

Gheorix will concentrate on lowering himself carefully on the knotted rope, understanding his armor slowing him down, but unwilling to part with its defenses yet....


DM / GM / The man behind the curtain

@Gheorix, extra climb check not needed bc you had your ACP figured in. You can come off the rope and take a standard action this round.

Miss chance is not going to move. It is 1-20 from here on out.

@Pytheas, yes use the previous roll.

Pytheas and Alejandro work together to drop one of the soldiers. Sigrid's attack is rebuffed by a shield. (AC 18)

Round 2
Pytheas 20/20 done
Alejandro 18/18 done
Agripos 15/25 <<<
Gheorix 17/20 <<<
Perblentious 18/18 climbs, done
Sigrid 15/20 done
Soldiers


Male Human Brawler (Battle Dancer) 2 / Paladin (Holy Guide) 3 | HP 61/73 | AC: 24 Touch: 13 FF: 21 | CMB: 10 CMD: 23 | Fort: 13 Ref: 10 Will: 6 | Init: 6 (8 urban) | Perc: +9 (11 urban) SM: +0 | Speed 35ft | Active Conditions: None

As Sigrid distracts a foe, Agripos tries to take advantage of his exposed flank.
Shortspear, DC, Flank: 1d20 + 6 + 2 + 2 ⇒ (5) + 6 + 2 + 2 = 15; Concealment: 1d100 ⇒ 9
Apparently Agripos is really bothered by fog. Second concealment miss in a row.


Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

Gheorix looks to the big contraption and confident in his concealment, begins singing in disharmony to the machinery to attempt to disrupt it. Keep me covered! he hefts his shield, and prepares to defend himself as needed.

Perform, sing: 1d20 + 8 ⇒ (11) + 8 = 19

Am I in the right place for the perform check to disrupt the weapon?


DM / GM / The man behind the curtain

Gheorix manages to drop to the ground and move to a seat. Before him, the controls looks like a side laid harp. He's familiar with harps if not talented with them and believes it will take him a nice methodical plucking of the strings to set the weapon for self destruct.

Somewhere outside the mist someone yells, "Don't let him play on that!". "On it," Comes a chorus of voices. Alejandro hears someone scrabbling at the edges of the tube he is standing on. The soldiers attack Agripos, Alejandro, and Sigrid but the confusion of combat, skill of the defenders and the fog cause all attacks to miss. Agripos and Sigrid see more troops move in to include some of the elite soldiers in red armor. Meanwhile, Perblentious makes it to the ground.

Game wise, the self destruct counter will start at 10. Each round you play it will decrement by 1. Gheorix will roll a perform check with his best perform skill and divide by 5 rounding up and add 1. When the divided play check exceeds the countdown, you are done. For example; the count has started at 10, Gheorix rolled 19, divide by 5 you get 4, +1 gives a 5; 5 does not equal 10 so you must play another round. :)

Round 3
Pytheas 20/20
Alejandro 18/18
Agripos 15/25
Gheorix 17/20
Perblentious 18/18
Sigrid 15/20
Soldiers

DM ROLLS:

Sgt climb: 1d20 - 2 ⇒ (4) - 2 = 2

Sgt v Sigrid: 1d20 + 4 ⇒ (17) + 4 = 211d6 + 1 ⇒ (4) + 1 = 51d100 ⇒ 5

Sldr v Sigrid: 1d20 + 3 - 2 ⇒ (2) + 3 - 2 = 31d6 + 1 ⇒ (3) + 1 = 41d100 ⇒ 80

Sldr v Agripos: 1d20 + 3 ⇒ (10) + 3 = 131d6 + 1 ⇒ (3) + 1 = 41d100 ⇒ 82

Sldr v Alejandro: 1d20 + 3 ⇒ (4) + 3 = 71d6 + 1 ⇒ (6) + 1 = 71d100 ⇒ 89


Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

Gheorix continues to play the instrument, feeling out the vibe of the harp-like instrument.

Perform: 1d20 + 9 ⇒ (17) + 9 = 26/5+1=6 with the measured DC now 9


Male NG Dwarf Sacred Huntsmaster (Inquisitor) 4 of Hermes | HP 40/40 | AC: 19 Touch: 12 FF: 17 (+2 vs aquatic/water creatures) | CMB: 6 CMD: 18 | Fort: 6 Ref: 3 Will: 7 (+4 vs. poison, spells, & SLAs) | Init: +5 | Darkvision 60 ft; Perc: +10, SM: +15 | Speed 30ft | Active Conditions: None

"Keep going!" Pytheas cries, hefting his spear and stabbing out once more at the soldier nearest Gheorix.

Shortspear, Divine Favor, Power Attack: 1d20 + 4 - 1 + 1 ⇒ (11) + 4 - 1 + 1 = 15
Piercing Damage: 1d6 + 3 + 1 ⇒ (5) + 3 + 1 = 9
Concealment: 1d100 ⇒ 57

It's a worthy attempt, but not quite enough with these soldiers' training. He steps to interpose himself between the guards and the skald. If they were going to stop their plan, they'd have to get through him first.


Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None Resources Bit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4

Weird, could have sworn I did a post

stab PA: 1d20 + 3 - 1 ⇒ (18) + 3 - 1 = 20
concealment low misses as GM says: 1d100 ⇒ 62
damage: 1d6 + 4 ⇒ (2) + 4 = 6
Sigrid 5 foot steps back, stabbing the soldier to the right of Agripos in the process.


Male Human Brawler (Battle Dancer) 2 / Paladin (Holy Guide) 3 | HP 61/73 | AC: 24 Touch: 13 FF: 21 | CMB: 10 CMD: 23 | Fort: 13 Ref: 10 Will: 6 | Init: 6 (8 urban) | Perc: +9 (11 urban) SM: +0 | Speed 35ft | Active Conditions: None

Agripos hadn't really understood until this point how Gheorix meant to take down this weapon. But apparently it was some weird harmonics. "Hope you know what you're doing, sir!"

Agripos attepmts another stab and then falls back as well as he aims to defend Gheorix from the assaulting soldiers. Stabbing the one Sigrid stabbed and then stepping back.
Shortspear: 1d20 + 6 + 2 ⇒ (5) + 6 + 2 = 13; Concealment: 1d100 ⇒ 45; Damage: 1d6 + 4 + 2 ⇒ (3) + 4 + 2 = 9 Probably a miss.


Male CG Half-Elf Unchained Rogue 5 | HP 43/55 | AC: 22 Touch: 17 FF: 15 | CMB: 5 CMD: 22 | Fort: 5 Ref: 11 Will: 3 | Init: 8 | Low-light vision; Perc: +14 (+16 vs traps) SM: +8 | Speed 30ft | Active Conditions: None

Shortsword attack: 1d20 + 5 ⇒ (8) + 5 = 13
Shortsword damage: 1d6 + 2 ⇒ (3) + 2 = 5
20% miss change: 1d100 ⇒ 74

Alejandro sees Gheorix working at the controls, and turns to strike out at the other soldier near him.


DM / GM / The man behind the curtain

Perblentious is out of significant spells but even so, he can't see anyone beyond the nose in front of his face to aim them if he did. The soldiers, while weak on defense, are like turtles, slow and steady with a hard shell. The soldiers press the team from Atlantis. A line of four, one on the tube and three others on the floor attack Agripos and Sigrid while one of the Elites comes out of the mist to strike at Pytheas from the floor. Agripos is stabbed (dmg 5) by one of his attackers as is Pytheas (dmg 3).

The grey object is a large tube which is above the floor. If you are on the tube and attacking someone on the floor it gives you +1 to hit.

Round 4
Pytheas 17/20
Alejandro 18/18
Agripos 10/25
Gheorix 17/20
Perblentious 18/18
Sigrid 15/20
Soldiers

DM ROLLS:

Sgt v Sigrid: 1d20 + 4 ⇒ (12) + 4 = 161d6 + 1 ⇒ (4) + 1 = 51d100 ⇒ 78
Sldr v Sig: 1d20 + 3 ⇒ (7) + 3 = 101d6 + 1 ⇒ (2) + 1 = 31d100 ⇒ 86
Sgt v Agripos: 1d20 + 4 ⇒ (19) + 4 = 231d6 + 1 ⇒ (4) + 1 = 51d100 ⇒ 48
Sldr v Agripos: 1d20 + 3 ⇒ (8) + 3 = 111d6 + 1 ⇒ (6) + 1 = 71d100 ⇒ 27
Elite v Pyth: 1d20 + 5 ⇒ (19) + 5 = 241d6 + 1 ⇒ (2) + 1 = 31d100 ⇒ 37


Fighter 1/Cleric(Devout Pilgrim) of Ran 4 HP:57/57 AC: S 19/N 16 FF 15/ T 12 Saves Fort:9/11Ref:3 Will8/10 Init8 CMB 7 CMD 19 Perc: 13 Sens. M. 9 Human Divine Favor None Resources Bit of Luck 7/7, Agile Feet 7/7, Channel 2d6 4/4

Agripos will retreat to where Preble is now, he will get torn apart otherwise, I thus need to hold my position to have maintain us a degree of maneuver room

Having gotten the measure of her foe before, and hearing more enemies approaching, she thinks
Better a wounded grunt that whatever is behind him.

She stabs the officer directly south of her
stab PA: 1d20 + 3 - 1 ⇒ (18) + 3 - 1 = 20
concealmeant low bad: 1d100 ⇒ 63
damage: 1d6 + 4 ⇒ (2) + 4 = 6

Lets dance in the blood mists, cowardly mass murderer


Male NG Dwarf Sacred Huntsmaster (Inquisitor) 4 of Hermes | HP 40/40 | AC: 19 Touch: 12 FF: 17 (+2 vs aquatic/water creatures) | CMB: 6 CMD: 18 | Fort: 6 Ref: 3 Will: 7 (+4 vs. poison, spells, & SLAs) | Init: +5 | Darkvision 60 ft; Perc: +10, SM: +15 | Speed 30ft | Active Conditions: None

Pytheas grunts as he finds himself stabbed and listens to the skald weave his odd magic. He has no idea what he's doing or whether it's working, but he had nothing to do but trust and try to give him so more time.

With the strong warrior in front of him, he feels like he might not be able to do enough to take him down, certainly not single-handedly. So in this moment, he focuses more on defense. He would be a great wall before Gheorix the Red.

Shortspear, Divine Favor, Combat Expertise, Fight Defensively: 1d20 + 4 - 1 + 1 - 4 ⇒ (10) + 4 - 1 + 1 - 4 = 10
Piercing Damage: 1d6 + 3 + 1 ⇒ (4) + 3 + 1 = 8
Concealment: 1d100 ⇒ 50

AC 23. 2 Dex, 5 Armor, 2 Shield, 1 Deflection, and 3 Dodge.


DM / GM / The man behind the curtain

The yellow semi-circles are chairs but are built into the floor. You can stand on them but will need to make a balance check DC 7 if you are hit while on a chair.


Male CG Half-Elf Unchained Rogue 5 | HP 43/55 | AC: 22 Touch: 17 FF: 15 | CMB: 5 CMD: 22 | Fort: 5 Ref: 11 Will: 3 | Init: 8 | Low-light vision; Perc: +14 (+16 vs traps) SM: +8 | Speed 30ft | Active Conditions: None

Shortsword attack, height: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Shortsword damage: 1d6 + 2 ⇒ (5) + 2 = 7
20% miss change: 1d100 ⇒ 79

Alejandro holds his position by Gheorix and watches the swirling mists, ready to strike at any enemy who comes within range.


Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

Gheorix continues playing the strange harp-like contraption, Just a bit longer... I'm going as fast as I can!

Perform: 1d20 + 8 ⇒ (16) + 8 = 24/5+1=4 DC 8, so continue

Anyone got a way to throw out a buff next round? Even a Guidance?


Male Human Brawler (Battle Dancer) 2 / Paladin (Holy Guide) 3 | HP 61/73 | AC: 24 Touch: 13 FF: 21 | CMB: 10 CMD: 23 | Fort: 13 Ref: 10 Will: 6 | Init: 6 (8 urban) | Perc: +9 (11 urban) SM: +0 | Speed 35ft | Active Conditions: None

Wounded once more and finding himself well surrounded by enemies, Agripos drops into a highly defensive stance, hoping to buy time.

Total Defense! AC24.

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DM / GM / The man behind the curtain

discussion opening.


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

Greetings


Female Half Elf Oracle (Spirit Guide) 2 | HP: 19/22 | AC: 19 (T: 12, F: 17) | CMB: 14, CMD: 16 | F: +2, R: +2, W: +2 | Init: +2 | Perc: +4, SM: +5 | Speed 20'

Hi everyone! Thank you for choosing me Ironperenti!

So what do we need to work on?


Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

Hi all, glad to be aboard!


Male CG Half-Elf Unchained Rogue 5 | HP 43/55 | AC: 22 Touch: 17 FF: 15 | CMB: 5 CMD: 22 | Fort: 5 Ref: 11 Will: 3 | Init: 8 | Low-light vision; Perc: +14 (+16 vs traps) SM: +8 | Speed 30ft | Active Conditions: None

Hi!

I need to fix up the anachronisms in my background (and set up this alias), but I think we need to work out how our makeshift crew came together.

Alejandro would most likely have signed on because he'd run out of money/good will and it was time to leave town.


Female Half Elf Oracle (Spirit Guide) 2 | HP: 19/22 | AC: 19 (T: 12, F: 17) | CMB: 14, CMD: 16 | F: +2, R: +2, W: +2 | Init: +2 | Perc: +4, SM: +5 | Speed 20'

Myrtis has a primary and secondary reason for coming to Atlantis.

The primary reason, why she considered coming at all, is to gain a better understanding of why she can use magic. Atlantis is the most learned city on earth. If she can't find an answer there, she's not going to find an answer anywhere.

The secondary reason is to hook into Atlantean trade in some way. She cares less about this personally, and made the promise to her father to sweeten her proposal to him about going to Atlantis. A promise is a promise though, so she will see it done. If she needs partners for this locally, she'd be looking for them.


Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

Gheorix’s primary reason is to add to the sagas of his people and to learn the songs of other people/lands/cultures. Also because he’s spent a lot of time on ships, and is good at sailing.


DM / GM / The man behind the curtain

It doesn't have to be really deep but you start the game not as individuals drawn together but as a group who has applied for the opportunity to do the longest cast. So, I thought it best to give you some discussion board time to tie yourselves together. We could do a hand wave of it and say regardless of how you came together, you have formed a small trading group specifically for this long cast and feel you have the requisite skills to succeed.

Also...

1) Language will likely be very important. At least early on. Please ensure you list the languages you speak. I just noticed that Eddrick has 5 levels in Linguistics but has not selected his five languages yet.

2) Sailing: Ships will be involved so having someone who can sail is always good.

3) You are a merchant group, I noticed Myrtis has profession Merchant so that is good

4) Survival: you are going into unknown wilds. Someone may want to take a point in Survival.

Please put in your profile header something along the lines of:

LG Half-Elf, Warpriest 1; HP 10/10; AC 16 TAC 11 FF 15 CMD 14; FOR 4 REF 3 WIL 4; PER +2; Conditions/ongoing effects:


Female Half Elf Oracle (Spirit Guide) 2 | HP: 19/22 | AC: 19 (T: 12, F: 17) | CMB: 14, CMD: 16 | F: +2, R: +2, W: +2 | Init: +2 | Perc: +4, SM: +5 | Speed 20'

So here's a gear question for y'all. Right now I have Myrtis armored up but it was pricey, which didn't leave room for certain 'quality of life' purchases like a couple of scrolls.

Right now she has Bless and Divine Favor as well as CLW of course as her spells.

I could drop down to light armor, going from AC 19 to 17 and buy a couple of scrolls like Comprehend Languages or maybe some alchemists fire, that might make things easier. But on the other hand I wasn't really expecting to be the tanky one in the group. But Myrtis is, at least here at the beginning.

Should I keep things as they are, or downgrade armor for the other purchases?


Thanks for the selection

Howdy. Need to update with a campaign trait, but that's minimal.

My goal is to focus on support spells and illusion. I won't be blasting at all until I hit the shadow spells, and even then minimally.

I'll be revising a little bit, but it won't change much. The character is fairly gregarious, but con men usually are.

Will need to consider languages. I picked an origin in Atlantis because it's how I fit a near fae like a gnome in the real world. I'll have to pick a few languages. Probably greatly common ones, as you always want a broad net for a con.


Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

Gheorix also has clw in his list, fitting with the theme of legends of Celtic bards also. I’m sitting at a 17 ac also right now, but no real consumables to speak of.


HP 17/18 | AC 16 | Saving Throws: D 10, W 11, P 10, B 13, S 12

I have 2 ranks, the bonus is +5 for checks


Sorcerer 2 | AC 13 FF 11 T13 | HP 18/18 | Fort +3 Ref +2 Wis +3 | CMD 11 |Per +2 | Init +2

OK, got it all fixed up. Added merchant for the campaign trait and maxxed out diplomacy. I figure between that and bluff, it should work for a face. Don't have sense motive however. That might be trouble.


Female Half Elf Oracle (Spirit Guide) 2 | HP: 19/22 | AC: 19 (T: 12, F: 17) | CMB: 14, CMD: 16 | F: +2, R: +2, W: +2 | Init: +2 | Perc: +4, SM: +5 | Speed 20'

Can anyone spare a point or two for Survival? I'd do it but Oracles don't get many points at all.

I do have Sense Motive covered.


Male CG Half-Elf Unchained Rogue 5 | HP 43/55 | AC: 22 Touch: 17 FF: 15 | CMB: 5 CMD: 22 | Fort: 5 Ref: 11 Will: 3 | Init: 8 | Low-light vision; Perc: +14 (+16 vs traps) SM: +8 | Speed 30ft | Active Conditions: None

I can switch a rogue talent or a trait over to get Survival as a class trait, which will get me a +6


Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

I did pick up an antitoxin and alchemist's fire

Gheorix does have a +6 to profession:Sailor


Female Half Elf Oracle (Spirit Guide) 2 | HP: 19/22 | AC: 19 (T: 12, F: 17) | CMB: 14, CMD: 16 | F: +2, R: +2, W: +2 | Init: +2 | Perc: +4, SM: +5 | Speed 20'

I grabbed some kunai, a hammer, and some rope in case we need to do some climbing.


Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

I could drop clw for some more useful spells, what do folks think about that?


Sorcerer 2 | AC 13 FF 11 T13 | HP 18/18 | Fort +3 Ref +2 Wis +3 | CMD 11 |Per +2 | Init +2

I think with the oracle as one of the front liners, we might well need more healing from another.


Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

That’s a great point. I’ll keep it.


DM / GM / The man behind the curtain

So, here we go. I will take some liberties with your Trading Company. Does it have a name?


Male CG Half-Elf Unchained Rogue 5 | HP 43/55 | AC: 22 Touch: 17 FF: 15 | CMB: 5 CMD: 22 | Fort: 5 Ref: 11 Will: 3 | Init: 8 | Low-light vision; Perc: +14 (+16 vs traps) SM: +8 | Speed 30ft | Active Conditions: None

Myrtis and Perblentious took Merchant trait, so it makes sense for one of them to have been the founder, more likely Myrtis from the backgrounds, but maybe a joint venture. So they would have been the ones to choose the name.

Gheorix and Alejandro are Sailors, Eddrikk is Marine, so it seems more like we were brought on for nautical experience.

---

If there is some discussion after everyone signs on, Alejandro won't bring up anything on his own, but if pressed will suggest "Unknown Endeavours Trading Company"


Sorcerer 2 | AC 13 FF 11 T13 | HP 18/18 | Fort +3 Ref +2 Wis +3 | CMD 11 |Per +2 | Init +2

Perhaps Far Horizons Trading Company.

I don't really know that Perblentious should be a founder of a company being a bit on the shifty side.


Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

so 300 gp to survive, what should we get? a tent? some tools?


Female Half Elf Oracle (Spirit Guide) 2 | HP: 19/22 | AC: 19 (T: 12, F: 17) | CMB: 14, CMD: 16 | F: +2, R: +2, W: +2 | Init: +2 | Perc: +4, SM: +5 | Speed 20'

Hm, if I were Joe Investor would I put money behind "Unknown Endeavours Trading Company"? It feels a little too "you'll just love what's in this box you can't open until you buy it, honest!" to me.

I'll vote for "Far Horizons Trading Company".

So Myrtis is company founder and the public face because she's the one who isn't sleazy? Alright!

Looking back over her BAP, I almost think I should have just gone with Paladin for Myrtis. :p

I agree about keeping CLW Gheorix. As much as "all the the most expert" players agree that healing in combat is a great sin, at low levels it isn't always possible to avoid doing it. If Myrtis is always engaged, she may not be able to use the spell if/when an emergency comes up.

Gheorix should be fine to swap it out for something better at 5th level though.

As for other early spells on the Bard list, my 1st level go to spell is Grease. So versatile! Targets Reflex saves! Not irrelevant after a successful save! Can target multiple foes! 1st level spell with good battlefield control! 3 distinct and valuable types of use!

I love me some Grease.


Female Half Elf Oracle (Spirit Guide) 2 | HP: 19/22 | AC: 19 (T: 12, F: 17) | CMB: 14, CMD: 16 | F: +2, R: +2, W: +2 | Init: +2 | Perc: +4, SM: +5 | Speed 20'

I'm not sure how to best use the extra 300 gp. I'll think on it today.


Sorcerer 2 | AC 13 FF 11 T13 | HP 18/18 | Fort +3 Ref +2 Wis +3 | CMD 11 |Per +2 | Init +2

Maybe expendables? Alchemist fire, acid, holy water?

Actually just thought of something - perhaps cold weather gear? I mean if we get dropped into sub zero temperatures and we're dressed for Mediterranean climes, it will be a short campaign.


Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

Yeah I'll pick up Grease eventually, I went with obscuring mist because it was an archetype added spell, and Cause Fear seemed thematically useful. Myrtis, you can always add levels of paladin as we go! :D

And yes while in-combat healing isn't mathematically great, I think its necessary, and in the games I run, absolutely needed.


Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

I was just thinking cold weather gear, a shovel, blankets, a tent, things like that. Gheorix also has 26 gp which he'll kick into the pot. If we have an archer, we should buy more arrows than we think we need, things like that would be my vote.


DM / GM / The man behind the curtain

Note, that is 300 to each of you.


Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

Ooooooh okay! I read it as 300 for the party


Sorcerer 2 | AC 13 FF 11 T13 | HP 18/18 | Fort +3 Ref +2 Wis +3 | CMD 11 |Per +2 | Init +2

Is that 300 above the 300 starting cash?


DM / GM / The man behind the curtain

Yes, 300 additional each. With such a long cast they do not want you to die for lack of supplies.


Male CG Half-Elf Unchained Rogue 5 | HP 43/55 | AC: 22 Touch: 17 FF: 15 | CMB: 5 CMD: 22 | Fort: 5 Ref: 11 Will: 3 | Init: 8 | Low-light vision; Perc: +14 (+16 vs traps) SM: +8 | Speed 30ft | Active Conditions: None

Do we know how reliable the transportalizer is in terms of if we end up on land or over sea?
I'm assuming it's not going to send us 20d6 up in the air, or into a giant rock.


DM / GM / The man behind the curtain

The majority of expeditions have returned. It is basically a safe teleport going for the nearest land but conditions, beasts and natives are the question. Some have never returned but most doubt it was an issue with the caster.


Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

Okay, purchased a bunch of survival gear for any potential environment and upgraded my armor to bump my AC to 19. Also purchased feed for the Ox for a few days!

Noteworthy:
Alchemist's fire
Acid
antiplague
antitoxin
rope
grappling hook


Male CG Half-Elf Unchained Rogue 5 | HP 43/55 | AC: 22 Touch: 17 FF: 15 | CMB: 5 CMD: 22 | Fort: 5 Ref: 11 Will: 3 | Init: 8 | Low-light vision; Perc: +14 (+16 vs traps) SM: +8 | Speed 30ft | Active Conditions: None

I've updated my equipment and think I'm ready. I've got a fishing kit which should be useful for food if we're near water, plus a couple of CLW potions for emergencies.


DM / GM / The man behind the curtain

Looks like two of you are ready. Don't want to rush since it is Christmas time.


Sorcerer 2 | AC 13 FF 11 T13 | HP 18/18 | Fort +3 Ref +2 Wis +3 | CMD 11 |Per +2 | Init +2

Picked up cold weather gear, bedding, and a couple antitoxin, antiplague, and CLW potions. I've still got 59 GP and it's not a bad idea to keep some spare money.


DM / GM / The man behind the curtain

Will cast the party into the wilds after lunch today. At that point, what equipment you have listed is what you will have available.


Female Half Elf Oracle (Spirit Guide) 2 | HP: 19/22 | AC: 19 (T: 12, F: 17) | CMB: 14, CMD: 16 | F: +2, R: +2, W: +2 | Init: +2 | Perc: +4, SM: +5 | Speed 20'

Alright, upgraded armor to Breastplate and added a couple of Alchemist fires, Antiplagues, and a tanglefoot bag. Also added alchemical silver to a light hammer. Picked up a cold weather outfit and an extra week's worth of food.


DM / GM / The man behind the curtain

Initial Goods in cart:
Short sword (10), battle axe (10), cutlass (15), longsword (15), scimitar (15), great axe (20), halberd (10), compound longbow (STR +1) (200), 10x casks of common spirits (25), 5x casks of fine spirits (250), semi-exotic foods (honey, chocolate, cheese, etc) (100), 5x sunrods (2 ea), 3x 50' silk ropes (30), hourglass (25), good quality common tools (100), dry goods (100), 5x alchemist's fire (100), alchemist's kit (40), diver's kit (121), water purification sponge (25), 5x alchemical glue (100)


DM / GM / The man behind the curtain

I have added a calendar and a treasure tracker to the Campaign description. Please follow each link to ensure you can open it. The calendar is view only right now. If you wish to make edits let me know and I will make it editable. The treasure tracker is editable and will be the go to doc for what you do and do not have. Please update the Initial cell with your remaining gold.

Maps will be on roll20. Is that an issue for anyone?


Female Half Elf Oracle (Spirit Guide) 2 | HP: 19/22 | AC: 19 (T: 12, F: 17) | CMB: 14, CMD: 16 | F: +2, R: +2, W: +2 | Init: +2 | Perc: +4, SM: +5 | Speed 20'

Happy New Year everyone!


Sorcerer 2 | AC 13 FF 11 T13 | HP 18/18 | Fort +3 Ref +2 Wis +3 | CMD 11 |Per +2 | Init +2

Happy New Year.


Female Half Elf Oracle (Spirit Guide) 2 | HP: 19/22 | AC: 19 (T: 12, F: 17) | CMB: 14, CMD: 16 | F: +2, R: +2, W: +2 | Init: +2 | Perc: +4, SM: +5 | Speed 20'

Or in the modern colloquial 'screw you and your boss, you thug life wannabes. Now piss off'.

Looks like we're fighting!


Sorcerer 2 | AC 13 FF 11 T13 | HP 18/18 | Fort +3 Ref +2 Wis +3 | CMD 11 |Per +2 | Init +2

I should have explained my battle plan in advance so you folks would have easy saving throws against the illusions. I'll make sure I do next time.


Male Human, Celt Skald (Dragon Skald) 5, hp: 62 , Ac 22 t 12, ff 19, fort 8, ref 5, will 5. Perc+11, Init +5, Active Effects: NONE

Do we want to try and trade with the ratfolk?


DM / GM / The man behind the curtain

Just a clarification as to your original mission, it is not just to trade away your wares but to use them as examples of the goods available and attempt to establish trade back to the homeland. Depending on where you are, you may find that no longer feasible but it was the intent of the trip.

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