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Good luck - there have been a great many successful 4E PbPs on here in the past, so don't let anyone put you off.


Hope you're all ok; I'm getting better slowly, but looking for a job. I'll try to post an intro to Wellspring for you all to interact within.


Rev is experiencing connection problems


Rev is experiencing connection problems


Rev is experiencing connection problems


Rev is having connection problems, and will be back asap.


Ah yes, also gain an extra 50 XP each as Akahale read the Bloody Book, thus achieving his Minor Quest - The Stars Aren't Right

LOOT

400gp - you found a chest full of coins and gems, but only took some.

Dreamstone Maul - Grafire
Dreamstone Weapon
Level 12 Uncommon
This hammer has a brutal head made of black stone veined with dimly glowing light. As you heft it you hear susurrus that you find disturbing despite being unable to discern any meaning.
Price: 13,000 gp
Weapon: Hammer
Enhancement: +3 attack rolls and damage rolls
Critical: +3d6 radiant damage
Property: Anyone who touches a dreamstone weapon hears whispers in Deep Speech that portend the coming of great star entities and the end of the world. When a wielder swings a dreamstone weapon, the weapon audibly gives voice to the wielder’s thoughts, which typically means murderous ideas when the wielder is engaged in battle, in the same susurrant voice but in the speaker’s native tongue.
Power (Daily): Free Action. Use this power when you attack with the weapon. Attack Will instead of the defense the attack normally targets.

Dreamstone Amulet - Akahale
Level 12 Uncommon
This amulet consists of a piece of onyxlike stone shot through with dimly glowing veins set in gold and hanging on a gold chain. The stone is carved to look like an eye, and its gold setting is like the lids of that eye. The glowing veins make the inky eye appear bloodshot with light. As you look at it, the golden lids blink, and the eye turns to focus on you.
Price: 13,000 gp
Item Slot: Neck
Enhancement: +3 Fortitude, Reflex, and Will
Property: While asleep, you don't take the -5 penalty to Perception checks.
Power (Daily): Minor Action. Use this power to remove the blinded condition and gain blindsight until the end of your next turn.

Lifedrinker Longsword - Hadarai
Level 10 Uncommon
This weapon transfers an enemy's vitality to you.
Price: 5,000 gp
Weapon: Any melee
Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 necrotic damage
Property: Whenever you drop an enemy to 0 hit points with a melee attack made with this weapon, you gain 5 temporary hit points.

Deathcut Armor - unassigned
Level 10 Uncommon
Crafted from the hides of creatures slain by necromantic magic, this armor radiates unease and offers protection against similar magic.
Price: 5,000 gp
Armor: Leather, Hide
Enhancement: +2 AC
Property: Resist 5 necrotic and resist 5 poison.
Power (Daily • Necrotic): Immediate Reaction. You can use this power when an enemy hits you with a melee attack. Deal 1d10 + Charisma modifier necrotic damage to that enemy.


Hi gang, thanks for the good wishes. Getting better by the day. Please could you send your wishlist and CB file (if using) to christopher dot wellings at gmail dot com. If anyone's on Google Plus, I'm the Chris Wellings holding a baby. If you want an invite, I can give you one.


IF you have any questions re: running a PbP, I'll be happy to help. I've been running PbP games on Paizo for 4 years. :)


I've started a blog discussing (amongst other things) Labyrinth Lord and converting material to those rules:

BLADESHARP


Hi gang, I am getting better slowly, thanks to drugs and altering my work situation. Briefly, I've been diagnosed with Anxiety Disorder, which leads to me getting anxious in something of a feedback loop (1 doctor said I had Depression, the other pooh-poohed that - I think I have both illnesses).

Anyway! In terms of the game, please could you all update to Level 10, and prepare a wish list for me of items up to Level 17. It doesn't have to be lengthy (unlike certain other players on this board who shall remain nameless...) ;)

Cheers, folks. Please could you pop your list in a post on this thread. Also, Rosey, I believe you volunteered to do a loot list from the Tomb; please could you pop that as post here too? Ask me if you need help.


At the moment I'm looking at +6 (half level) +3 (hide armour) +3 (enhancement) +3 (earthhide) +2 heavy shield for AC 27 normally, AC 28 until someone hits you thanks to your shield

Your hammer expertise will have an additional effect now, thanks to errata -

Bludgeon Expertise
Benefit: You gain a +1 feat bonus to weapon attack rolls you make with a hammer or a mace. This bonus increases to +2 at 11th level and +3 at 21st level.
You also gain a +1 feat bonus to the number of squares you push or slide creatures with weapon attacks you make with a hammer or a mace.

Sorry, Rev, you know me! ;)


I'm really sorry, gang, but due to health issues, I'm putting both games I'm running and all my PCs on hiatus until I feel better. I can only apologise for the inconvenience.


Wellspring it is. I'll have to put the game on hiatus, due to health issues, but I am keen to continue. I'll put a post in this thread and the dicussion thread to alert you to the new game's start.


It's a sub-forum under Gaming.


You need to go to the Gamer Connection forum.


Yep, started with Black Box Basic in 1992. Loved it. Now into Labyrinth Lord.


But... in answer to your question, the thrall is proficient with whatever melee weapon you arm it with. Yep, that means fullblade a-go-go for your mindwiped slave! :D


Thrallherd seems like the most overtly evil Paragon Path. Not sure I'd be comfortable in a group with it.


Sister Naenia replies, "I thank you, but now you have dealt with these cultists, we should be able to return in relative safety."


500 XP each for completing a major quest - Retrieve Sir Malagant's remains and the relics.

Sister Naenia informs the party that the pilgrims will return to their temple.

So, where now? On to Wellspring (i.e. the next adventure), or do you want to explore the Tomb some more?


The latter. It doesn't stipulate how that power point must be used.


I'll get working on a ranged striker, either arcane or martial.


"It does not do to peek behind the curtain too much," the girl says innocently to Akahale, but in a way that to him seems far too knowing.

Sister Naenia takes a breath, "Yes, well..." she adds, "Whither do you go now, my friends?"

Otto replies, "We were going to take these two to Wellspring, but... yeah... anyway. That's where we were headed too. The temple of Ioun might have some more information on these freaks."


The sword is a +2 lifedrinker longsword.
Lifedrinker Weapon
Level 10 Uncommon
This weapon transfers an enemy's vitality to you.
Price: 5,000 gp
Weapon: Any melee
Enhancement: +2 attack rolls and damage rolls
Critical: +2d6 necrotic damage
Property: Whenever you drop an enemy to 0 hit points with a melee attack made with this weapon, you gain 5 temporary hit points.


The strange girl smiles sweetly.

"That seems like an awful lot of bother," she replies.

She places each of her small palms on the foreheads of Volkanth and his foulspawn confederate. They move to flinch away but seem held in place. Smoke starts to appear on their foreheads, as they begin to scream in pain.

And seemingly as soon as it began, it is over. The two slump over dead. The ravenhead symbol of the goddess of death has been seared into their foreheads.


Sister Naenia blinks and smiles weakly at the offered sleepwear; she takes it graciously.

"The sword you may keep." she says kindly.

The Sibyl looks at Grafire steadily, "And what were you going to do with these two?" she asks innocently.


Sister Naenia smiles and extends a hand to Akahale, "It is we who are grateful. No doubt the goddess found you worthy servants. Continue to carry out the edicts of fate against those who would pervert the natural order."

You all gain the following Divine Boon: The Raven Queen's Shroud
Level 13 Uncommon
The Raven Queen cloaks her champions in a shroud of darkness, a halo of divine magic that aids them in enforcing the dictates of fate.
Price: 17,000 gp
Divine Boon
Power (Encounter): Minor Action. Choose a target within 10 squares of you. That target gains the mark of the Raven Queen until the end of the encounter. On your turn, you can reroll the result of one damage die against that target. This reroll does not alter the damage for other targets hit by an area or close attack.
Power (Daily * Teleportation): Minor Action. You teleport adjacent to the target that bears the mark of the Raven Queen. You gain a +1 power bonus to attack rolls and a +2 power bonus to damage rolls against the target until the end of your next turn.

"You will kneel also," the Sibyl says simply to Volkanth and the seer.

"You heard the girl," Otto says and shoves them to the ground.


The group head back to the pilgrims and are greeted joyfully by Sister Naenia, "You have the horn and the sword?" she asks excitedly.

The Sybil also stirs, the old women following behind her at a shuffle, "And more besides," the albino girl adds meaningfully, looking at the prisoners.

Think Luna Lovegood from Harry Potter.


Let's say 545 XP. I am a munificent god.

The group retreats back underground, and finds some Urikite ceramic coins on the bodies of the silt runners.

40 gp worth of coins.


I'll go with that then - everyone under the effect of regen can regen until not bloodied, whilst you retreat and drag the bodies down into the underground hall.

The group grab the bodies and under the effect of Taanak's magic, heal their wounds.

Short Rest. 87 XP each


No checks. I just wanted to remind you of its presence.


The group heads out with their reluctant companions in tow (literally). You reach the icy river, the corpses of the dead still strewn around, along with the icy zombies you fought. There are still many holes evident in the ice.


OK, we'll stay in init order.

Initiative

Ojal 11 - DELAY

Monoc 10 regen 2 whilst bloodied
Lemris 5
T'klik 22 1 failed death save, regen 2 whilst bloodied
Taanak 16 : Spirit of Athas (adjacent allies gain +1 to defenses), anyone adjacent to scorpion companion gains +1 to hit and +5 Perception until eoTaanaknt
Shamash 14 Bloodied, regen 2 whilst bloodied


R2 dead. And then Shamash kills D1.

Shamash breathes poison death over the spear armed runner, who falls to the ground choking. He then throws his sword at the darter, impaling the unfortunate reptilian, who also collapses dead. The obsidian blade returns to Shamash's hand.

Your choice as to whether to stay in combat rounds or not.


Everyone else got an Extended Rest, so it's only you who's fragile. :D


Taanak, all your attacks hit. Shamash - your breath attack will only get 1 of the enemies. Your choice.

Taanak and Shamash spring into action, galvanised by the primal spirits perhaps.

Monoc, Shamash, T'klik can heal 10 as a minor action (ending regen).

Initiative

Ojal 11 - DELAY

Shamash 14 Bloodied, regen 2 whilst bloodied - to confirm attack
Silt Runner Rager 13 ?
2
Silt Runner Darter 13 ?
1 Marked by Shamash
Monoc 10 regen 2 whilst bloodied
Lemris 5
T'klik 22 1 failed death save, regen 2 whilst bloodied
Taanak 16 : Spirit of Athas (adjacent allies gain +1 to defenses), anyone adjacent to scorpion companion gains +1 to hit and +5 Perception until eoTaanaknt


Hadarai is able to lend a hand to rigging up a system of slip knots and nets to haul the glaring prisoners up like sacks of flour.

125 XP EACH

The group fin themselves in the chilly late evening. If you make good time, you can get to Sister Naenia and the pilgrims before it gets too dark and cold.


Manny, I'll take your roll as Dungeoneering for a total of 17, which is a success.

The old man tries shoving the reluctant prisoners with some success. Perhaps they are repelled by his odiferous robes?

3 successes, 0 failures. Hadarai to roll.


Akahale's threats have some weight. Either that or the captives are tired of listening to him.

2 successes, 0 failures. Hadarai and Manny to put in their oars. :D


Oh. Whoops. Huh. It saved the wrong version. Sorry. Yes, the darter shifted back 1. The rager has reach 2. I'll put the right one in... doh.

Right, link should point to correct map now. Lemris maintains his flaming orb.

Initiative

Ojal 11 - DELAY

T'klik 22 1 failed death save
Taanak 16 : Spirit of Athas (adjacent allies gain +1 to defenses)
Shamash 14 Bloodied

Silt Runner Rager 13
2
Silt Runner Darter 13
1 Marked by Shamash
Monoc 10
Lemris 5


OK, short Skill Challenge - Lifting the captives out of the Tomb:
4 successes before 3 failures. Skills are Athletics, Dungeoneering, Intimidate, and any other skills/powers that you can convince me are useful.

I'll count Grafire's last roll as an Athletics check (which of course succeeds!)

Grafire rigs up a system of ropes and grapples that will assist in both your escape and in transporting the prisoners. Now you need to get both them and you out...

1 Success, 0 Failures


>>>>MAP<<<<

Initiative

Monoc 10 Bloodied
Ojal 11
Lemris 5

T'klik 22 1 failed death save
Taanak 16 : Spirit of Athas (adjacent allies gain +1 to defenses)
Shamash 14 Bloodied
Silt Runner Rager 13
2
Silt Runner Darter 13
1 Marked by Shamash


R2 uses Brutal Spear on Shamash vs AC:
1d20 + 6 ⇒ (17) + 6 = 234d6 + 4 ⇒ (1, 6, 6, 3) + 4 = 20
20 damage to Shamash
Darter recharge?
1d6 ⇒ 3
Nope. Darter shifts and attacks Shamash with blowgun vs AC:
1d20 + 8 ⇒ (5) + 8 = 131d10 + 4 ⇒ (3) + 4 = 7
Miss.

Shamash sees another runner dart down the gap between two ruined buildings. The snarling reptile-man stabs Shamash hard, and sneers with satisfaction. The darter backs away hurriedly and fumbles with its blowgun.


The Spirit of Athas is stationary.

Taanak joins his comrades in the ruins, and he once more sees the open sky. The ghostly scorpion joins him, scuttling silently up the stairs.

Initiative

Silt Runner Rager 13
2
Silt Runner Darter 13
1 Marked by Shamash

Monoc 10
Ojal 11
Lemris 5
T'klik 22 1 failed death save
Taanak 16 : Spirit of Athas (adjacent allies gain +1 to defenses)
Shamash 14


Otto looks suspiciously at Akahale, "Yeah... You might want to not keep reading that. So, what's the plan?"


Yep, a miss.

The dray emerges from the ruined building and finds himself in a larger complex of ruins, with paved pathways connecting each. The darter yelps in surprise as it dodges Shamash's attack.


Akahale:
You can make an Insight check to determine if they are under outside influence. You can tell them til you're blue in the face, but it's up to each player to roleplay the conflict between what their comrades tell them and what they are experiencing.


R1 dead.

T'klik lets fly and the stone strikes the silt runner in the head, and the little lizardman falls to the ground with a horrid head wound.


Lemris narrows his eyes and sighs.

"Right, time to play for keeps."

He intones some arcane syllables and a ball of fire appears, rippling and roaring next to the runner. The reptile man squeals as his skin burns.

Flaming Sphere - Effect: You conjure a Medium flaming sphere that occupies a square within range, and the sphere attacks. Any creature that starts its turn adjacent to the sphere takes 1d4 + Intelligence modifier fire damage. As a move action, you can move the sphere 6 squares.
1d20 + 7 ⇒ (12) + 7 = 192d6 + 5 ⇒ (4, 1) + 5 = 10

>>>>MAP<<<<

Initiative

T'klik 22 1 failed death save
Taanak 16 : Spirit of Athas (adjacent allies gain +1 to defenses)
Shamash 14

Silt Runner Rager 13
1 Bloodied
2
Silt Runner Darter 13
1
Monoc 10
Ojal 11
Lemris 5

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