Gorilla

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Organized Play Member. 135 posts (12,433 including aliases). No reviews. No lists. 1 wishlist. 23 aliases.


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr is confused on what Kelgan is trying to say wjile his mind is clouded, so he shrugs his shoulders and hits the monster.

Power Attack with Scything Blow: 1d20 + 10 + 2 ⇒ (16) + 10 + 2 = 28 Ignore 2 Points of opponent's Armor+Shield Bonus
Damage: 1d8 + 16 + 2 ⇒ (7) + 16 + 2 = 25

Status HP 41/52 Int 5 (Down from 10)


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Still around. Just away for the holiday


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I still dream of the day meeting somewhere for a weekend and gaming the whole time knocking this one out! ;)


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The Archmage Manzorian waits for the party at his desk. A sixty-year-old man, Manzorian remains in good health but is not muscular. His hair is streaked with gray, and he has a prominent aquiline nose. His blue robes bear the sign of a thin scimitar, as this is a part of his coat of arms.

Perception DC 25:
The arrangement of the dragonchess pieces are the same as the one Allustan used to have in his house before the dragon destroyed it

Waiting with Manzorian in his study is a stern middle-aged man in a black robe covered in stars. You have seen this man at the temple and know his to be the priest Agath. Manzorian introduces him and tells you he is here just to observe to keep up to date.

Manzorian has already looked over Eligos’ research, but now he wishes to hear the party’s full story of recent events. He listens intently, his expression darkening as the group’s tale draws to a close.

Once done Manzorian begins to speak, "“The Age of Worms is foretold in a prophecy that speaks of a coming apocalypse, an age of death and writhing doom. Normally such rumors should be dismissed—doomsday prophecies are typically the product of nothing more sinister than madness. This prophecy is different. It can be traced back, through various incarnations in books, tablets, and carvings on walls, for over thousands of years. It does not change in content during this time—it has not evolved through clumsy attempts of fanatics desperate to reword its predictions to support their agendas."

“This alone would be enough for it to merit further study. But even more interesting is the fact that in the last few years several of its predictions have actually come true. In one prophecy, it predicts the ‘ruin by fire of a city built in a bowl in the spire’s shadow.’ Just last year, far to the south, the city of Cauldron—built in the caldera of a dormant volcano only a few miles from Kyuss’ one-time home, the Spire of Long Shadows—was nearly destroyed by a volcanic eruption. Other prophecies speak of the recrudescence of the worm-eaten dead, the recovery of potent artifacts from ancient tombs, the destructive manifestation of an immense demonic tree in a distant city across the sea, the return of the Runelords, and the cleansing of an evil taint from a city besieged in the past by giants."

“These events have all come to pass, and quite recently. In fact, there are only two prophecies remaining to be fulfilled. The first of these mentions the reunification of a tripartite spirit—I assume this is a nod to the goals of the Ebon Triad. The second remaining prophecy reads: ’And on the eve of the Age of Worms, a hero of the pit shall use his fame to gift a city to the dead.’ I believe this last line may have been speaking of Loris Raknian, certainly a hero from the gladiator’s pit, and his recent attempt to sacrifice thousands at the end of the Champion’s Games. Yes, I’ve heard of this, and I know you played a role in its prevention. It remains to be seen if your actions actually made a difference or not, but it would be foolhardy to assume that those who are trying to fulfill the prophecies will abate their efforts.”

Manzorian pauses for a moment then looks at Trevor while continuing, “Kyuss is an enigma—what we know of him is sparse. We know that he was once a mortal, a powerful priest who ascended to godhood. He ruled a city named Kuluth-Mar far to the south in the Mwangi Expanse, and was famed for the creation of undead. A former companion of mine, and your father Trevor, a man named Balakarde, made an extensive study of Kyuss and his ways. You might even say he was obsessed with Kyuss.”

“When Balakarde learned Kuluth-Mar was the likely location of Kyuss’ divine apotheosis, he could barely restrain himself. I cautioned him against going to investigate the ruins. One does not simply teleport into an unknown region without doing some research. Yet Balakarde wouldn’t listen. He left immediately, returning two weeks later with a wild look in his eye. He wouldn’t say much of what he’d found there, and before he moved on he asked me to hold on to some of his notes. He promised to return later and tell me more, but that time was short and he had to follow a new lead. He vanished without a trace not long thereafter. Trevor, I understand his obsession caused you some issues in your earlier life, and for that I am sorry. I intended to try to track him down, but unfortunately, other events conspired to take my attention away. I suspect he is dead now. Or worse. ”

Manzorian looks at all of you before continuing, "“The notes Balakarde left with me are unfortunately rather sparse. They confirm that Kuluth-Mar is located in the Mwangi Expanse, far to the south, and estimate that Kyuss ruled the city more than four thousand years ago from a fortress called the Spire of Long Shadows. Balakarde believed that this spire was the site of Kyuss’ ascension to god-hood. Kyuss built a ziggurat to serve as the foundation of the Spire of Long Shadows. Balakarde writes how the ziggurat was a powerful magical focus for the ritual that propelled him to divinity. Much of Kyuss’ might has since left the city of Kuluth-Mar, but powerful undead servants and lingering touches of Kyuss’ own miasma make the ziggurat a fell and dangerous place. Balakarde visited the ruined city several times, but never penetrated the spire itself. I never found the journal pages that described his earlier visits.”

"I understand this is a lot of information to take in all at once, but my time with you is limited. So I need you to process this quickly and ask me any questions that you have now before I must leave again."


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Reflex Save with Evasion: 1d20 + 7 ⇒ (15) + 7 = 22

Jaegr senses something wrong just in time and manages to dive out of the way of the dangerous trap.


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr indicated he has already saw that and was testing Kelgan


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I have to admit, high level play in Pathfinder is not my favorite. Before pathfinder we never went past level 12 or so in 3.x rules. In my Monday home game we have finished Runelords, Crimson Throne, Way of the Wicked, and Carrion Crown. Those all ended around 16-18. I also played in King Maker and a Pathfinder version of Temple of Elemental Evil which both stopped around 14-16. This was my first level 20 campaign.

So some thoughts:

First we drink heavily in these times we get together so we are not always at our best mentally by the end of the night, though I would also add this as making it easier too! :)

The opportunities to role play begin to wane as the levels increase, so while we love combat, it turns from all the crazy shenanigans we did as players between combat to the crazy combat things which aren't as memorable, though we had some good ones!

Playing less frequently and having a slew of abilities tended for us to "forget" some things that playing more frequent would have helped.

High level play begins to introduce more combat situations where buffs are needed and damage going back and forth can be crazy. So everyone had to be on their game a little bit more and damage mitigation/healing was important. So the cleric (which ended up being a cohort after the cleric went to inquisitor) turned into the healer/buffer/debuffer.

We also had a list of buffs for each player that was the "default" setting once we got past 15th level (assuming no surprise attack or mass debuffing situation) so we didn't have to constantly re-do everything. The Wizard had the wizard feat which allow him to use wands as his level and cranked out wands for everything we wanted. (Barkskin, Shield of Faith, stoneskin for the front line, Death Ward eventually, etc). Then with 5 people we generally figured out how much that would cost and pooled money for that. Sometimes the 5 charges last a fight, sometimes we could get more out of them. Money around level 18 or so really wasn't an issue anymore.

Overall we play to have fun and hang out together. We are looking forward to a new start though!


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I hated the repetitive shoveling quest I kept getting


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thejeff wrote:

Are there unnecessary or even bad regulations? Certainly.

Are there needed regulation that are not in place? Certainly.

Does either of those imply that we have either too much or too little regulation? No. It implies we have some wrong regulation.

Anyone talking about too much regulation in the abstract is likely trying to get some good regulation removed under cover of there being too much. Bad regulations can be pointed out and removed on their own. Good ones have to be snuck out. No one actually argues that we need more regulation in general, though plenty of people argue for specific regulations they think are needed. Again these are often opposed on the grounds of "too much regulation" when they can't be opposed on their own merits.

I would argue that unnecessary and bad regulations would be the definition of too much regulation.


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Awesome idea! As I am about to start one of these!


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Male Half-Elf Paladin (Undead Scourge) of Phaulkon 5 HP 52/52 AC 21 FF 20 T 11 CMD 21 Init +4 Per +2

Senniki call upon Phaulkon to aid him in the battle to save the town from this monstrosity. He fires twice at the creature, the first sails wide, but Senniki breathes deeply and calms his nerves and the second arrow flies true.

Rapid Shot #1 mw Comp Longbow and Smite Evil: 1d20 + 8 - 2 + 4 ⇒ (1) + 8 - 2 + 4 = 11
damage: 1d8 + 2 + 4 ⇒ (5) + 2 + 4 = 11

Rapid Shot #2 mw Comp Longbow and Smite: 1d20 + 8 - 2 + 4 ⇒ (20) + 8 - 2 + 4 = 30
Confirm Rapid Shot #2 mw Comp Longbow and Smite: 1d20 + 8 - 2 + 4 ⇒ (16) + 8 - 2 + 4 = 26
damage: 3d8 + 6 + 12 ⇒ (7, 1, 7) + 6 + 12 = 33


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

In a less scrupulous party, I'd take the over for "1/3 of the way" on that wager


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Seeing you roll for a miss chance for Kelgan reminded me that I forgot to roll for my miss chance due to it being sunny

Miss Chance: 1d100 ⇒ 69


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Male Dwarf HP 45/45 AC 18 FF 17 T 11 F +8 R +3 W +4 CMD 17 Init +1

Durgen takes out his tiny hammer and opens the door after tapping it on the door a couple times Keep it clean!

Squeak: 1d20 + 10 ⇒ (11) + 10 = 21
Squeak: 1d20 + 10 ⇒ (14) + 10 = 24
Squeak: 1d20 + 10 ⇒ (16) + 10 = 26


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Male Human Inquisitor of Muir 3 Init +3 | Per +8 | HP 25/29 | AC 16 FF 15 T 11 | F +5 R +2 W +5 | CMD 17

And I forgot my header. Doh! Round 5 for me


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Many an allowance went to those Gazetteers and other Mystara stuff.

Glantri was my favorite and the orc one had a great drawback chart that we used.


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Now you just made me realize that I am missing Gazetteer #14, The Atruaghin Clans. I may have to track that one down

Here are Stephen Fabian's Mystara covers.


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Is it with basic rules? :)


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

"Well I suppose it is a good thing we got here when we did. The town is safer, for now at least. We may need to try and track down this Donaldson. We may also need to speak to Dispar if he can be tracked down. "


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Reflex Save: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17

Heal (First Aid): 1d20 + 9 ⇒ (17) + 9 = 26

Jeagr's dverge heritage manages to help avoid the worst of the damage. As Kelgan administers aid to Miranda, he applies some salve on himself and anyone else that needs it.

Not sure if I can take 10, I know I can take 20. If take 10 is allowed then the check is 19 for whomever else needs healing. (So 19 or 29 healed to whomever needs it)


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Male Human Inquisitor of Muir 3 Init +3 | Per +8 | HP 25/29 | AC 16 FF 15 T 11 | F +5 R +2 W +5 | CMD 17

Level 3 changes:

HP +7 to 29 total
BAB +1
CMB/CMD +1
Reflex +1
Skills Improved by 1 (Intimidate, Knowledge (nature), Knowledge (religion), Perception, Sense Motive, Survival
Feats Gained Power Attack, Paired Opportunist (Teamwork) - Maybe..
Spell Gained guidance, compel hostility
Class Skills Solo Tactics and the free Teamwork Feat

I'm up for ideas about the teamwork feat. I like Paired Opportunist, but need you guys to get AoO so I can work off of them. Otherwise I was thinking Shake it off, outflank, or Pack Attack for now.


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Male Half-Elf Paladin (Undead Scourge) of Phaulkon 5 HP 52/52 AC 21 FF 20 T 11 CMD 21 Init +4 Per +2

Senniki shoots at the remaining creature holding Sverrir, sinking two arrows, one in the creature's eye.

Rapid Shot #1 mw Comp Longbow: 1d20 + 8 - 2 + 1 - 4 ⇒ (17) + 8 - 2 + 1 - 4 = 20
damage: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Rapid Shot #2 mw Comp Longbow: 1d20 + 8 - 2 + 1 - 4 ⇒ (20) + 8 - 2 + 1 - 4 = 23
damage: 1d8 + 2 + 1 ⇒ (8) + 2 + 1 = 11

Confirm Rapid Shot #2 mw Comp Longbow: 1d20 + 8 - 2 + 1 - 4 ⇒ (16) + 8 - 2 + 1 - 4 = 19
Extra damage: 2d8 + 4 ⇒ (2, 3) + 4 = 9


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

I hear you. I have an almost 7 year old and love him to death, but a thought of another one scares me! But someone else having one? Awesome!


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Maybe classes could have inherent bonuses to key stats and start at a slightly higher number than 10, say 12 or 13.

Rogues with Dex and Con. Wizards could start with a 12 or maybe 13 in only intelligence. A Fighter might allow more flexibility and have a 13 in two of three from Str/Dex/Con or could start with 12 in Str, Con and Dex.


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr looks up from his drink, "You had me at Devil Boar"


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I am also good with this trait if no one wants to play a straight up rogue or if someone wants to do a little retooling.


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

I like all of those ideas Kirth!

Jaegr sleeps light when Cricket is on watch with the elf woman. Of course he always sleeps light when Cricket is on watch.....


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr makes a joke, which he could use some help with his timing and not growling the words while saying it, "I haven't cast one yet!"


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)
Kirth Gersen wrote:
20-ft. land speed and no mounts sucks, when it comes to getting places before others do!

Walking is perfectly acceptable while underground. You get there when you get there. These surface dwellers are frustrating in their modes of transport and endless skies above!


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Male Half-Elf Paladin (Undead Scourge) of Phaulkon 5 HP 52/52 AC 21 FF 20 T 11 CMD 21 Init +4 Per +2

As far as I am concerned, sver can have whatever he needs to stay upright so I don't have to go into melee!


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Well then I am not going to wish bad luck on his rolls, feel pretty lucky none of the hits have landed yet!


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Adjusted hps in status bar. However HPs is not my main worry in this fight! ;)

Also had a great idea to use grit to obtain Ghost Strike for a round, but not high enough level for it to really help yet!


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Reflex Save Mimic #2: 1d20 + 5 ⇒ (16) + 5 = 21

Will Save Mimic #2: 1d20 + 7 ⇒ (15) + 7 = 22

Fort Save Mimic #2: 1d20 + 6 ⇒ (12) + 6 = 18

Well you managed to force me to make one of each!

Tobar is up last before the mimics!


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Rauno's spell gets disrupted before it is finished. He is up first in round 1!

Quote:

Round 1

Initiative Order - Rauno, Quintus, Rowena, Trevor, Jirin, Kelkzar

?? AC T FF CMD


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Male Half-Elf Paladin (Undead Scourge) of Phaulkon 5 HP 52/52 AC 21 FF 20 T 11 CMD 21 Init +4 Per +2

My mercy can now remove the sickened condition. (Although I wish I would haven taken fatigued at 3, I can still take fatigued at 6th) At 9th I will be able to remove the nauseated condition.

Eventually we can have fun where you drop out of rage and get fatigued/nauseated, I lay on hands and remove those, and you can re-enter rage and re-use the once per rage powers!


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Male Half-Elf Paladin (Undead Scourge) of Phaulkon 5 HP 52/52 AC 21 FF 20 T 11 CMD 21 Init +4 Per +2

At least Sverrir could have moved back before he got sick. It's like the grease spell never left!


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Male Half-Elf Paladin (Undead Scourge) of Phaulkon 5 HP 52/52 AC 21 FF 20 T 11 CMD 21 Init +4 Per +2

After his last shot taking out the cleric and Markus's amazing blow taking out the guard, Senniki was feeling good about their chance of winning this fight without any casualties on their side. However when it is apparent Sverrir is out of the fight, and Lucid is caught between both of the remaining cultists, Senniki decides to use his smite on the orc to help Lucid, despite wanting to save it for their leader.

"Phaulkon, aid my shots so we can be victorious!"

Rapid Shot #1 with Smite Evil on the Orc: 1d20 + 8 + 1 - 2 + 3 ⇒ (14) + 8 + 1 - 2 + 3 = 24
Damage: 1d8 + 2 + 1 + 3 ⇒ (3) + 2 + 1 + 3 = 9

Rapid Shot #2 with Smite Evil on the Orc: 1d20 + 8 + 1 - 2 + 3 ⇒ (13) + 8 + 1 - 2 + 3 = 23
Damage: 1d8 + 2 + 1 + 3 ⇒ (8) + 2 + 1 + 3 = 14


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Male Half-Elf Paladin (Undead Scourge) of Phaulkon 5 HP 52/52 AC 21 FF 20 T 11 CMD 21 Init +4 Per +2

Assuming that the guard is dead either by Sverrir and/or Markus, Senniki will fire at the next target which is the woman

After Senniki delayed his shot hoping for things to clear up, he sees the guard fall and the others find their way into the battle. Bolstered by the tide turning, and finally having a mostly open hallway, he unleashes a deadly shot with his bow.

mw Comp Longbow: 1d20 + 8 ⇒ (20) + 8 = 28
Confirm mw Comp Longbow: 1d20 + 8 ⇒ (19) + 8 = 27
Critical Damage: 3d8 + 6 ⇒ (6, 5, 5) + 6 = 22

"We almost have them now!"


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MMCJawa wrote:
I don't think Coulson is a zombie...I think he is some sort of clone

Well he did keep saying "Let Me die" over and over which has the same letters as "Life Model Decoy"


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Ooh, like Roanoke


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Tsarok, there is the reason the elders shouldn't let young lizard folk leave for the real world


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr will get some clothes and gear for when unarmored, but is quite comfortable in any weather while wearing his Forge armor due to the small piece of the plane of fire retained by it.

Jaegr nods at Kelgan's suggestion, "If you think you can guide us then let us head that way." Even though Kelgan is clearly a superior member of his race, Jaegr keeps his thoughts about the chance of running into other hill dwarves to himself.


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Spoiler:
It was a nice touch for him to learn the different types of bending in the same order as the cycle goes.


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Caspian, mountain dwarves come from the rock of the mountain. All I am saying

"Should we talk with the duke first before hunting down these bullywugs? Wouldn't want to start a war without him knowing about it first. Plus maybe we'll get some support from him."


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Male Half-Elf Paladin (Undead Scourge) of Phaulkon 5 HP 52/52 AC 21 FF 20 T 11 CMD 21 Init +4 Per +2

Hey everyone! Just finishing up my character and wanted to stop in quick and say hi! Hopefully I'll be able to dive into this soon with you!


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Male Mountain Dwarf Fighter/5 HP 41/52 (0 Temp) DR 3/- ; AC 27 FF 22 T 15 Fort +8 Ref +7 Will +4 Intuit +4; Fire Resist 8; CMD 24; Init +3 (+5 Underground)

Jaegr sits back and enjoys himself for maybe the first time since leaving home. As he watches the goblin make a fool of itself once more, and Caspian play that weird song, he reminisces about all of the things he has seen so far. The barghest, the jailer, the strange green stones, and all of the events in Kaiserberg. He glances down at his newly forged armor, made from the ceramic plates of the exploded forge. Even after all this time, the heat from the forge could still be felt, keeping him comfortable no matter the weather or temperature. Why had asked to put the symbol of their god on his armor?

His thought begin to drift to Rim and what he was actually supposed to be doing up on the surface but he quickly shifted his thoughts to his traveling companions. The dwarven society was stricter and more ordered than the surface. He would have never guessed he would travel with a hill dwarf, a goblin, a hobgoblin and a kid. At least his traveling partners could not get any stranger than they already were....


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I still have my Basic and 1st edition character almost all on loose leaf (I have a few I did on the computer which was very fancy back then).

I did a basic D&D game almost 2 years ago for my 40th and a follow up game earlier this year for my friend's 40th and everyone got loose leaf to do their character.


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Dryn sneaks past the front line and launches an explosive mix

Reflex Lizardfolk 1d20 ⇒ 14

Anala and Aarakess moves in with the witch casting a spell to blind them. The smaller of the two lizardfolk seem affected by it. The guardsmen are bound and uunconscious so not going to worry about them

Will Kotabas 1d20 + 5 ⇒ (14) + 5 = 19
Will Lizardfolk 1d20 ⇒ 4

Kilthan and his badger rush in and is unable to land a blow.

Tobar up last before Kotabas!