Ajbal Kimon

Belegorn of Erastil's page

245 posts. Organized Play character for ThorGN.


RSS

1 to 50 of 245 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>
Grand Lodge

Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Well, mark as Inactive at least.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Ditto. Given the lack of progress we have taken in this scenario I do not think there are any issues with ending it.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Initiative: 1d20 + 1 ⇒ (19) + 1 = 20

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    I think we are waiting on you, GM.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Can you make it so we can edit the map please?

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Belegorn casts Shield of Faith on Jake.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Any way we could move this along a little more consistently? I would like to be able to use this character again before next year.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Hey catman, what gives man? Do we need to troll up another GM?

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Belegorn unlimbers his hammer and takes a look around. Now these folks have no respect for the forest!
    Perception: 1d20 + 8 ⇒ (18) + 8 = 26

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    While they are walking, Belegorn walks up and slaps Calanthe on the back. Buck up girl! This is wonderful! The smell of the forest, the wind in the branches, the crunch under your feet; There is no where I would rather be!

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1
    catman123456 wrote:
    The path runs through a small collection of buildings deep in the forest. This place appears to be a successful lumber camp— nearly a small village—but seems abandoned. A few open doors bang softly in the wind, hanging askew on their hinges.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Oh no, for the love of all that is good, DON'T change gameplay threads on us for every act of the scenario. That is annoying, unneeded, and won't be linked together. Please just use the same threat for the whole scenario.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    GM:

    Belegorn leans in close. I’m curious Falbin, did your friends Aviniza and Gorbenil ever made it to Sothis?
    Sense Motive: 1d20 + 7 ⇒ (14) + 7 = 21

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Belegorn lags a little behind as the party leaves to have a quick word with the gnome.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Hey guys, GM, I know life gets crazy. I too have a lot of irons in the fire. If this scenario is not going to continue at a reasonable pace, I would like to back out now before I know too much to play the scenario another time. GM, if you are unable to continue, then please let us know. No hard feelings, but we should know now rather than later. Please let us know.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Belegorn uses his Smelling Salts to wake up the Gnome.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    GM, we are waiting on your hunters.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Belegorn runs around the house toward Falbin (10’ south of the Gnome.) What is going on here? Are you in trouble? Are those men with bows trying to hurt you?

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    I will be unavailable Friday through Sunday.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    How far away are these guys? Is there terrain we need to know about? Do you think we will get that map up soon?

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Senken, I will let you take this.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    GM, A Google Drive map is easy enough to set up. I highly recommend it. If you cant, you could send me the map and I could set it up.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Initiative: 1d20 + 1 ⇒ (16) + 1 = 17, +2 if I act in the surprise round.

    Belegorn scans the area for threats and the source of the fire.
    Perception: 1d20 + 8 ⇒ (20) + 8 = 28

    GM:
    I think it saves time if you just roll for the entire party when combat starts.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Should be good to go.

    And what to you mean by old school maps?

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Causing trouble for Druids in their native territory would be suicidal for most folks. For us, it’s just another day...

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Kn History: 1d20 + 5 ⇒ (8) + 5 = 13
    Kn Nature: 1d20 + 5 ⇒ (17) + 5 = 22

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Well Met, Jake. I trust this will be more fun then that nasty Blakros business. I will be glad if I don't see a Musk Creeper for the rest of my life. I hate yellow...

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    And the fact that the party is full in the Recruitment thread.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Belegorn takes a long pull on his pipe. Hmm, sounds intriguing. May Erastil bless our passage in his forests as we help this town.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Down, definitely.

    Who is going to be the 6th player?

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    GM, I will post here to say hi, but I need the final word if I am in or not.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Good to go.

    Are you going to mark this campaign as inactive soon? Please?

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    I may be using this character in a session this weekend, so I would appreciate having my Chronicle by Thursday night if possible.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    I will not be continuing on with this group. I have enough other irons in the fire.

    If some of you want to continue, there is plenty of interest out there to fill your empty slots.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    FYI, No Day Job here.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Belegorn casts Enlarge Person on Jake, and then retrieves his hammer to help smash the jar to dust.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Jake, try to stop that spell!
    I am hesitant to start a full round cast when it seems she is doing the same.

    Belegorn moves down and takes a swing at the jar. (Q6:R7)
    Sunder: 1d20 + 4 + 1 ⇒ (13) + 4 + 1 = 18
    Damage: 2d8 + 4 ⇒ (4, 6) + 4 = 14

    This is the last round of Enlarge for me.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    I have Enlarge Person that I can use next round if you want to go that rout.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    I have rope.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    A nice thought, but we need to live long enough to take care of it!

    I'm all for helping the girl, but half our party is unconscious. I think we need to deal with the immediate threat first. Marchello could maybe relieve her of that wand? I should have tried, but I forgot about it when I posted.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Well then,

    Belegorn swings at the lady, as severing the tentacles has not stopped her.
    Waraxe: 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
    Damage: 2d8 + 4 ⇒ (7, 4) + 4 = 15

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Belegorn is waiting for Jake's action to resolve before he decides what to do.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Will Save: 1d20 + 5 + 5 ⇒ (7) + 5 + 5 = 17

    Belegorn will swing at a tentacle if there still is one, otherwise he will swing at her.
    Waraxe: 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
    Damage: 2d8 + 4 ⇒ (6, 8) + 4 = 18

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    So are you saying that severing those tentacles will do nothing?

    Also, if this informs any of your personal strategies, I can sit there and take wand to the face all day long and be fine, so feel free to pull back and shoot her from range.

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Belegorn will drop his hammer swing at the remaining tentacle with his axe, seeing as how swinging at her is getting no where.

    Waraxe: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
    Damage: 2d8 + 4 ⇒ (1, 8) + 4 = 13

    She must not be wearing a yellow dress...

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Was there something in the beginning about making sure she came back alive, or no?

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Belegorn stays large and keeps swinging. Step up if I need to.

    Hammer Blow: 1d20 + 4 - 2 + 1 ⇒ (3) + 4 - 2 + 1 = 6
    Damage: 3d6 + 4 - 2 ⇒ (5, 2, 2) + 4 - 2 = 11

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Woot! Guidance makes the difference!

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Oh, darn. Yes, that does seriously mess with my spell range. Can we just retcon that I cast Guidance on myself instead? If not, I guess my only available target for Enlarge Person is Mordecai.

    Belegorn grows increasingly concerned as he sees his companions dropping like flies. Perhaps this calls for a bigger hammer! With that, Belegorn grows to becomes a giant of a Dwarf and swings at the lady with the wand. Now in N6:O7.
    Hammer blow: 1d20 + 4 - 2 + 1 ⇒ (13) + 4 - 2 + 1 = 16
    Damage: 3d6 + 4 - 2 ⇒ (3, 2, 1) + 4 - 2 = 8
    Lame...

    Grand Lodge

    Character Stats:
  • 21 HP
  • AC 18 (T 12 : FF 17)
  • Fort +8: Ref +4: Will +6
  • Initiative +1
  • Perception +8
  • Cleric 2 / Ranger 1

    Belegorn steps down to M7 and begins a full round cast.

    1 to 50 of 245 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>