AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 ***A bit ago***
The withered kobold nods in appreciation. "Demm tad-draguni am fine. Your healing am work good. Maybe your water magic am not as useless as Demm tad-draguni believes." This is the closest thing to a compliment the others have heard in quite a while. ***Now***
Diplomacy Aid (Djahan): 1d20 + 5 ⇒ (11) + 5 = 16
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Just curious, but didn't we have one of our own posted as a guard outside the elf's door? Is there another way into his quarters that we missed?
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Fort vs DC 16: 1d20 + 2 ⇒ (1) + 2 = 3
GM Reroll Fort vs DC 16: 1d20 + 2 + 1 ⇒ (9) + 2 + 1 = 12 Currently at zero Strength. So there's that
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Fort vs DC 16: 1d20 + 2 ⇒ (1) + 2 = 3
Well, this can't be good.
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Demm continues to wretch at the rear of the cabin. Nauseated kinda limits what Demm can do.
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Fort: 1d20 + 1 ⇒ (3) + 1 = 4 Demm staggers away from the assault. Withdraw.
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Demm rises from the cot, slides the wand from his wrist sheath, and activates the magic contained within. Cast Mage Armor
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Wondering where the elf is that we are supposed to be protecting. Demm would want to get there as soon as possible.
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 "So we am protecting of Sephriel's body? We am set guard then?" It would make sense that as escorts/bodyguards we would stand watch. Probably not in the room, but at the door? I doubt there is time to Know: Local on the boat and crew, and Demm lacks the skill anyway, but I wanted to toss it out there just in case.
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Demm waves at the tiefling with the closest thing resembling warmth the group can recall. "Djahan Ruuh, you am still live. Am good." The kobold listens as Aurora leans in and shares her thoughts on the Venture Captain. He smiles and nods, "Fleshies am only think of fleshies. No am care they using offensive talk words."
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Everything looks good here. Thank you for an enjoyable scenario.
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Bah! This is my fault. Food Critic: 1d20 + 4 ⇒ (17) + 4 = 21
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 A look of stunned confusion rolls across the wizard's face at Tsmara's offer. Am bold of furry female to assume Demm tad-drauni would want to share such knowledge! They am want to read, they am should study to be learning how.
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Linguistics (DV): 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13 GM Reroll: 1d20 + 7 + 2 + 1 ⇒ (18) + 7 + 2 + 1 = 28
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Demm scurries along the wall towards the weird fish lady. Double Move
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Unable to leap across the pit, or perhaps just unwilling to try, the kobold merely waits. He cranes his neck in an effort to see any possible spell recipients.
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Not much to do with the pit there, lol.
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Demm climbs out of the leather bag that is the dead darkmantle. Assuming that is a full round action
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Why am he move? How am he know Demm tad-draguni is being tricksy? However, the wizard immediately has other problems. Inside, Demm rakes at the (softer?) skin. Claw: 1d20 + 1 ⇒ (16) + 1 = 17
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Nature: 1d20 + 7 ⇒ (10) + 7 = 17
"How am you all let this happen? He am right there." Demm conveniently forgets that he also failed to recognize the threat. His chaotic mind is already on to other issues. Readied Action (Bad guy begins to cast a spell): He quickly mutters an all too familiar spell. Two darts conjured from the essence of magic itself weave through multiple combatants until they slam into the spell-casting adversary.
Cast Defensively vs DC 17: 1d20 + 7 ⇒ (20) + 7 = 27 Toppling Magic Missile vs Gremlin: 2d4 + 2 + 3 ⇒ (4, 1) + 2 + 3 = 10
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Demm was hoping for something more...spectacular? Obvious? In either case, he begins to search the area for any arcane auras. Perception {Detect Magic}: 1d20 + 5 ⇒ (16) + 5 = 21
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Dungeoneering: 1d20 + 7 ⇒ (11) + 7 = 18 "These body-sized holes am used for much things. Sleeping, catching, storing. Am nothing interesting."
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Demm smiles his approval. "Finally! Am good working fish lady"
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Perception: 1d20 + 5 ⇒ (7) + 5 = 12 In an effort to ignore the conversation Demm rolls his head back as he looks at the ceiling with intense interest. All them am do is talking. Blab at sewer monster. Then blab at plant man. Now blab at wall. Why am fleshies always am think others want to hear them drone on and on? No wonder they am so hated by everyone.
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Demm extends his defenses by tapping himself with a wand. If it has been close to an hour.
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Demm impatiently rolls his eyes before offering a disingenuous smile. Diplo aid: 1d20 + 5 ⇒ (7) + 5 = 12 Better to just blow them all up and get on with our business.
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Demm is eager to destroy the stringy fungi, but thinks that might ruin their chance to make friends with the plant man. I could try Burning Hands and use my Admixture ability to make it cold damage.
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Demm leans against the tunnel wall waiting for any revelations his allies may surprise him with. Demm does not have any of those skills.
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Demm leaps to the other side of the tunnel, then scampers forward, pulling out a wand as he goes. Acro: 1d20 + 2 ⇒ (15) + 2 = 17
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Demm watches the team struggle. With a casual shrug of effort, he sends a missile at each of the visible thugs. "Pfft. There am only two of them." Toppling MM vs RED: 1d4 + 1 + 2 ⇒ (4) + 1 + 2 = 7
Toppling MM vs BLUE: 1d4 + 1 + 2 ⇒ (2) + 1 + 2 = 5
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Demm rolls his eyes. "Fleshie thieves am not mission. Better to ignoring them."
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Demm watches as the combat unravels. Delay for the moment.
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 The kobold posits on the best course of action. "It am goodest strategy to focus killing one firstly." on Demm raises his claw and launches a pair of sorcerous darts at the monster at the end of the hall. Sorcerer Magic Missile (CL3) vs BROWN: 2d4 + 2 + 3 ⇒ (2, 1) + 2 + 3 = 8
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Data is on the tracker twice. Is one of those Demm?
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Sense Motive: 1d20 ⇒ 16 Dungeoneering: 1d20 + 7 ⇒ (18) + 7 = 25
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Demm hardly listens to the fleshies and furries complain about the light. He drinks two vials before entering the sewers, just as a precaution. It is certainly not an admission of potential dangers the tunnels may present. Anti-plague and vermin repellent as well, though now that I think about it, I believe the vermin repellent is applied, not consumed. None of those Knowledges Perception: 1d20 + 5 ⇒ (2) + 5 = 7
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Must I teach them everything? With a sigh, "Sad fleshie tunnels am good for moving in city. They am dark and am going everywhere important. All rich and powerful fleshies am need tunnels so their houses no am stink."
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Dungeoneering: 1d20 + 7 ⇒ (11) + 7 = 18 Demm looks at the others, "There am fungus for eating too, if you am liking to eat that."
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 The kobold in purple robes loudly slurps from the cup. He wrinkles his nose. "Am there anything spicier?" He then realizes introductions are being made. He nods perfunctorily, "Demm tad-draguni am Demm tad-draguni. Demm tad-draguni am studies powerful arcane magic-ing. Now, am there drink with more bite?"
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 I am good burning replays if needed, but I have not played Slave Pits. Demm is looking forward to Call of the Copper Gate whenever we can get to it. Also, I saw the link to Aurora's chronicle, but did the rest of us get one yet? I admit I may have just missed it.
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Demm once again attempts to fell the demon monster! MM Damage: 2d4 + 5 ⇒ (1, 4) + 5 = 10
CL vs SR: 1d20 + 4 ⇒ (14) + 4 = 18
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Demm watches the others attack. "Finally!" He hisses out a spell and a pair of arcane missiles unerringly crash into the 'thin man'. Toppling MM (CL 4): 2d4 + 2 + 4 ⇒ (1, 2) + 2 + 4 = 9
CL vs SR: 1d20 + 4 ⇒ (18) + 4 = 22 Oh, no worries Aurora, Demm is staying away.
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Planes: 1d20 + 7 ⇒ (4) + 7 = 11 "Great! Am more undead."
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Demm just stands near the rear. More fleshie children am found. Then just leave them? They am monsters too for certain. Now we am down here looking for MORE trouble? They all am going to kill Demm tag-draguni.
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Sure. Unless we die. Then I am, and will always have been, against it.
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Definitely seems to be fickle at times.
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 Pfft! Furry am so weak-willed.
AC 17 {T:12/FF:16} HP 25/25 Init+2, Perception +7 | Fort +2, Reflex +3, Will +3 | Darkvision 90' | Tracked Resources: Versatile Evocation 6/6 | Dancing Light 3/3 | Reroll 1/1
Wizard: Toppling Magic Missile {CL 5}3/3 | {CL 3} 1/1 | Thunderstomp {CL 4} 1/1 Sorcerer:
Magic Missile {CL 3} 2/3 I hear you. We all sleep in separate rooms to limit contact. Everyone in the house is double boosted, but we still do not want to take any chances.
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We have lost a Player to Real life sadly and are looking for a replacement. Preferably a martial type to go with a Magus, Sorcerer/Rogue, Alchemist & Cleric. Original recruitment thead here COTCT recruitment which has all the character build details. 5th level. 5th level gold to spend on equipment. Max HP at 1st, then roll for HP, if low take the average. Background skills & Elephant in the room are in use. Any questions just ask.
This is the recruitment thread where you can discuss your characters. For this campaign we'll be using Elephant in the room if you wish to take advantage of the option. I'll be asking our prospective 5th player if they're interested? Hopefully we'll get a quick response. Using the anniversary edition of Curse. But you still use the original Players Handbook for traits. 20pt buy.
From memory it's a heavily urban campaign, but with some wilderness sections as well. So don't over specialize. Any questions, you know who to ask.
This is the place to talk over your new characters among yourselves. 20pt buy.
I have one or two other players from my other games that I'm considering, they may be joining the discussion. Anything I've forgotten?
The party is on book 4 at the moment and sadly we have lost two players thanks to the real world hammering them. We are looking for two new players, one needs to be the groups martial type. Level 11, and gold is what you get at that level. Hp's are roll, take the average if your roll sucks. The other would preferably be a divine caster of some sort. Currently we Have an Oracle of metal.
20 point buy.
Here is the Play thread. Iron gods
We're a party of 5 players, just starting book two of the AP. It's a good group and the game has been very enjoyable for us. Sadly the GM has had to withdraw due to real life hitting him and we are hoping to keep the game going by finding a new GM. All the players are keen to continue so if you're interested please let us know.
My second table has lost their Cleric over the break and needs someone who can cover the healer role for the party. Currently we have in the party:
Starting level is 5th. The Crunch:
Looking for a quick recruitment, so closing by 17/1/19.
My group has just begun book 2 of Kingmaker and have lost our trap spotter. So We're looking for a replacement character, someone who can handle the trap side of things. 20 point buy.
The party currently has. Human Fighter (Aldori sworldlord)
The campaign thread is here. Footsteps The Bard and the Mesmerist are married and co-rulers. You don't need to create a dedicated Rogue, someone who can handle traps and do other things is fine, the party is dealing with politics and intrigue as well. I'll leave this up until the 27/7/18.
The party has just finished book 1 and is currently engaged in getting their kingdom details sorted to their liking. The party currently is:
The Oracle of Nature has ghosted on us and so we are looking for another player to round out the group. You can present any character you think could bring something to the party. Character details:
20 point buy. All Paizo classes and races are accepted. Though if it's really exotic or out of place you are going to have to sell it to me. No 3PP. No VMC. No Evil alignments. I am adding new parts so previous experience isn't a problem. Maximum HP's for your class at 1st. Use the average after that. You start with the gold for a 4th level character. Background skills are being used. 1 or 2 paragraphs telling me about your character 2 traits, as it's starting book 2 you don't have to take a campaign trait if you don't wish to. No drawbacks! Any questions or clarifications just ask me. Recruitment will close on the 8th. Here is the campaign thread for your browsing. The shadows behind throne
Carried over from the S&S recruitment. 25pt buy. Start at 2nd level.
Any other questions let me know. As this is closed to only those on the S&S thread I think you can talk among yourselves over who wants to be what class? We'll take as long as everyone needs to get ready, when thats done away we go. Previous experience with CC is no problem, I do change things to suit my style of gaming.
We've just started book 4 of the Skull & Shackles AP and our Magus has dropped out. So I'm looking for someone to cover the Arcane spellcasting side of things for the party. Currently we have a Barbarian/Rogue, Skald, Druid and Alchemist/witch making up the party. A hybrid and a cross class, so Arcane isn't covered to a great degree. Crunch:
25 point buy. 10th level. Max hp for first, average after that, or roll for it in this thread, taking what you get. (Rerolling 1's though) Standard wealth for 10th level. A very chaotic campaign. No Third party stuff. Two traits, one from S&S. Background skills are in use. No VMC. At least one post a day, sometimes more depending on how fast we're moving.
Due to real life our Gunslinger has had to withdraw from our game. The party has expressed their desire to have someone to cover the ranged combatant role. Original Character rules:
20 point buy. No 3PP please. 2 traits, one from the Iron gods players guide. No Drawbacks. Good or neutral alignment preferred. Background skills are being used. Feat tax is not. I run a fast game, so 1 or 2 posts a day minimum is needed. If you are unable to post for a time let me know and we can arrange for your absence. Iron gods has a nice range of challenges, including the monsters, so don't over specialize on Robot killing. It will bite you in the ass. :) We are on to book 2: The lords of rust. The party is now 5th level, so make your character that thanks. Starting wealth is 10500gp. A lot of the party have now taken the Technologist feat, and Firearms proficiency, so if you wish to try another ranged type feel free, but be aware the Gunslinger was doing well in the game.
Are you sure you want to do that?
Restov. 24th of Calistril. Though the long hard Brevoy winter has left finally the midday air still holds a chill edge, even in the bright spring sunlight. You step from the town hall, blinking at the midday sun. You look at your fellow party members, None of you known to each. Thrown together by chance and necessity more than by fortune. You watched as several other groups were granted charters to explore regions different from that area you have been given. Some looked like veteran adventurers, others were more mercenary in appearance. It still gave you the knowledge that a group would be needed to get that final charter, and so you and the others banded together in a desperate scramble and presented yourselves as one such party. They must have seen something in the group for you have achieved your first goal. A new charter held in your hands. Around you Restov bustles with life. With the end of winter the trade ships and caravans have arrived. The market is crowded with those wishing to end winters hardships and enjoy a taste of plenty again. The streets are filled with people and a ceaseless barrage of sounds. Your destination lies south. a small trading post manned by Oleg Leveton and his wife Svetlana. Perhaps now would be a good time to discuss the parties equipment and travelling needs, and also to learn more of the people you will be entrusting your life to in the coming days?
Are you sure you want to do that?
Restov. 24th of Calistril. Though the long hard Brevoy winter has left finally the midday air still holds a chill edge, even in the bright spring sunlight. You step from the town hall, official charter clutched in your hand and look around the bustling square. You look at your fellow party members, some you know well, some only met in the last few days. You have the feeling there is more to this than stated on your charter? You watched as several other groups were also granted charters to explore regions different from that area you have been given. Some looked like veteran adventurers, others were more mercenary in appearance. Around you Restov bustles with life. With the end of winter the trade ships and caravans have arrived. The market is crowded with those wishing to end winters hardships and enjoy a taste of plenty again.
I'm running two PBP games currently, my Skull & shackles game has started the 3rd book, with two of the original players even! My Iron Gods game is just closing in one the end of the first book. I've run Kingmaker for my live group and enjoyed it a lot, so I've decided to run it again on PBP, inspired by the many great additions people have posted for it here. I like a fast game, with a post a day minimum, though weekends are a bit slower naturally. I prefer characters with a personality that shows through in their role playing. Rather than those where the weirdest combo of Race/Class/Archetype is considered an interesting character. The crunchie bits.:
Minimum 4 characters. Maximum 6. 20 point buy. All Paizo classes and races are accepted. Though if it's really exotic or out of place you are going to have to sell it to me. No 3PP. No Evil alignments. I am adding new parts so previous experience isn't a problem. Maximum HP's and gold for your class. 1 or 2 paragraphs telling me about your character 2 traits, one campaign, one of your choice. No drawbacks! Any questions or clarifications just ask. It will close on 17/09/17. (Sep 17th)
I'm looking for a small adventure to run, preferably lvl 4 and up. I'd like it to be mostly urban. Something that would suit the skillful classes hopefully. I enjoy this sort of game, and have been part of two, one where the GM stated he wanted to try a murder mystery style game. The other where we were all part of a fantasy CSI team. Both sadly died before really getting started so I've decided I'd try and run one myself as a Pbp. I've already looked at The house on Hook street and decided I wouldn't use it.
Sadly our Cleric of Besmara seems to have fallen prey to real life and hasn't posted for a week. Luckily it has happened in the pause between books, so a new crew member is easy to fit into the party. We are looking for someone to fill the role of the party healer in fact. Details:
7th level. 25pts. Max Hp's at 1st level, take the average + 1 after that, or roll online, rerolling 1's. Normal gold for a 7th level character. No one is evil so avoid that if possible. All races considered, but do read the S&S players guide to see what fits. Two Traits, one from the players guide. Current party is a Human Skald, Human Magus, Half-orc Barbarian/rogue, and a Traveller Gnome Alchemist/Witch. You don't have to be purely the healer as long as you can cover it well. Game thread Here Any questions or problems let me know.
Are you sure you want to do that?
This is the discussion thread. Please check in and introduce yourselves to each other. Roga is new in Torch.
So most of you will know each other, at least slightly or by sight.
The town of Torch has long enjoyed a singular claim to prosperity-a violet flame that burns atop Black Hill in the heart of the town. This flame burns incredibly hot, and while it's usually the size of a bonfire, several times a year the fires spew up into the heavens in a brilliant beam of purple violence. These eruptions are presaged by about an hour of soft rumbling, giving nearby smiths a chance to retreat before the fires can consume them. At all other times, the violet energies allow for the smelting of all manner of skymetal. Torch is one of the only locations where skymetal can be worked with relative ease outside of Starfall, and its entire economy has risen around these purple flames, with traveling smiths coming from across Avistan to pay for the opportunity to work with them. Of course, Torch needs all the visiting trade and coin it can gather, for while the
The town prospers, but the bulk of its income does not belong to it.
I have just completed the Iron gods AP for my live group and had a lot of fun with it. So while it's still fresh in my mind and heart I thought I'd see how another group deals with the challenges in this fun AP? Torch is looking for 4-6 bold heroes to find out why the purple flames have died and restore the towns source of fame and wealth if possible. Details:
I have 1 player already selected, playing a Barbarian. 20 point buy. No 3PP please. 2 traits, one from the Iron gods players guide. No Drawbacks. Good or neutral alignment preferred. I run a fast game, so 1 or 2 posts a day minimum is needed. If you are unable to post for a time let me know and we can arrange for your absence. Iron gods has a nice range of challenges, including the monsters, so don't over specialize on Robot killing. It will bite you in the ass. :) Any questions or builds you wish me to consider let me know.
We seem to have lost our Witch. The party has just reached 3rd level and could use an Arcane caster of some form in the party. details:
25 point buy.
This is the game so far. Game thread
We have a party of five that has just started Skull & Shackles. Male Human Witch. (Time patron)
The Wizard is very busy sadly and I'm botting him until the player can get more time. So we're looking for one more player to join the party to make a core group of around four; as some of the other players may also have problems posting from time to time. Character creation: 25pt buy. No Occult or 3PP. 2 traits, one from S&S. Give me a line or two to show your background.
Skull & shackles is tough, and rewards good roleplaying, cunning and charm. But don't forget the muscle.
Are you sure you want to do that?
You awaken to the feel of your uncomfortable bed swaying under you. Your head aching, your stomach queasy you blink in confusion? Slowly you realize you are on a ship, but you can't remember how you got here? Barnabas II and Kung. The last thing you remember was enjoying an evening at the Formidably Maid Tavern. Make a perception test. Ghilda and Dorgan. You both recall you were wandering Port peril the last evening, until a blow to the back of your heads sent you to sleep. Struggling to rise you find you have been stripped down to little more than your clothing, no weapons, armor, spellbooks or holy symbols. Any coin you had is long gone also. As you finally reach your feet you realize you are not alone, looking around you can see four others in the same state as yourself? This is where you can introduce yourself to each other. I will bot Jane until I know if she's playing or not. Barnabas. Bosley is still with you, whoever stripped you of everything you owned obviously didn't think a Turtle important enough to bother with. Ghilda, As you reach your feet Chorley emerges from where he has been hiding in the wooden beams. Chattering with relief and joy to see you awake.
After pondering the matter for some time my Human Slayer,with the 'Orphaned by Giants' campaign trait took the plunge. Getting good and drunk She had her hand cut off and replaced with the Steel hand of Nargrim. After taking the 'Iron will' feat just in case. She's already fumbled a will save and slaughtered a pair of Stone Giants on a bridge. No idea if it was a possibly peaceful encounter of not? Anyone else given this interesting minor artifact a tryout? DBH
Our party is just starting part 3. Forge of the giant god. Branwen Alise - Human female. Slayer 7. Gilda Sintkilder - Dwarf female. Ranger 7. Jagged Heart - Gnome male. Cleric 7 of Hanspur. Domains Death & Travel. Valindra Shadowmantle - Elf female. Arcanist 7. The Slayer took the Rogue trapfinding talent at 2nd level and fills the party rogue role very well. DBH
A question regarding Witches and their spells. Gilbrok the tongue was captured alive and has been slapped in Shackles of compliance by my parties Witch, his familiar was also captured and charmed. The Witch has been doing unspeakable things to every magic user they captured or killed to gain new spells. Having captured Gilbrok she wants all his spells, his listing details all the spells he had prepared, but not any he wasn't using. The Witches player is arguing that Gilbrok should have more spells, which is a valid point, the other magic user NPC's all had unprepared spells in their listings. Is there anything about Witches drawing their magic from their Familiar that would prevent this? DBH |
