Captain Elreth

GM - Captain Mayhem's page

87 posts. Alias of Lost Gamer.


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Lantern Lodge

Combat Over

Bakechochin finishes off the last of the rats and the room becomes quiet after the exciting din of battle.

Numerous (still tied) commoners step up to the group and thank them over and over for saving them.

Lantern Lodge

The group makes it's way to Sephriel's cabin with Mario leading the way.

Knocking at the door their is no answer and they find it unlocked and open.

Rushing in they discover the room exactly as they had left it not ten minutes earlier, except for Sephriel lying face down on his bloodied bed, his back full of stab wounds and slashes. And Thanzeril lies on the floor at the foot of the bed looking unwounded, just unconscious.

It seems to the group Sephriel got his wish after all.

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Round 5, group is up - one to go.

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Beckett faces the last rat alone and it seems in a rabid fury due to the killing of it's brothers.

Combat:

Initative order:
Round 4:
Bakechochin(09/10) - attack hit dmg=11 (that was a critical threat but since the damage was enough to kill it there wasn't a need to roll to confirm)
Beckett(04/08) - attack miss
Rhesus(08/11) - attack miss
Szardur - attack miss
Valerion - gave up; going round to the other side
Rat - attack Beckett 1d20 + 1 ⇒ (2) + 1 = 3... 1d4 + 0 ⇒ (4) + 0 = 4
Cultist(-5/10) - stable
Rat Companion(-06/11) - dying

________________________________________

COMBAT MAP

Lantern Lodge

The people still tied up and gagged squirm as the combat draws closer to them. Their muffled cries for help can barely be heard.

Combat:

Initative order:
Round 4:
Bakechochin(09/10) - IS UP
Beckett(04/08) -
Rhesus(08/11) -
Szardur -
Valerion -
Rat -
Cultist(-5/10) - stable
Rat Companion(05/11) -

______________________________________

COMBAT MAP

Lantern Lodge

Beckett crushes the spine of the rat before him with a double axe handle to the back. It lies there motionless as the others fight on.
Beckett and Rhesus have trouble getting in a good blow but the charging Szardur has no troubles and the rat companion turns to bite at the warrior who just cut it.

Both rats fail to hit their intended targets.

Combat:

Initative order:
Round 3:
Bakechochin(09/10) - attack hit dmg=18
Beckett(04/08) - attack miss
Rhesus(08/11) - attack miss
Szardur - attack hit dmg=3
Valerion - break down door?
Rats - attack Beckett 1d20 + 1 ⇒ (13) + 1 = 14... 1d4 + 0 ⇒ (2) + 0 = 2 MISS
Cultist(-5/10) - 1d20 - 3 ⇒ (13) - 3 = 10
Rat Companion(05/11) - attack Szardur 1d20 + 2 ⇒ (8) + 2 = 10... 1d4 + 0 ⇒ (2) + 0 = 2 MISS

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The captain walks about the deck as the men pick themselves up and others clear away grindylow bodies. "You'll be ridin' the rest of this trip hanging from the main yard if you don't get to some work Mario!" the captain bellows as he stands around chatting.

"See to our passenger. I didn't see any of them sea-goblins getting away from the deck, but you never can be to careful."

Lantern Lodge

The death of another grindylow helps Kale scare off the creature hovering above Erina. It withdraws like all the others and as quickly as the squid-like goblins rushed on deck they have fled.

In their wake are numerous sailor's lying on the deck hurt as well as those still unconscious. The captain kills the blinded and stunned grindylow with a thrust of his cutlass and starts barking off orders.

"Throw them dead sea goblins over board! Gather the wounded around the main mast, hurry in case some be at death's door. Killik! KILLIK! Heal them soon as they are gathered! Don't look at me like that man it's an order!"

Channel energy x2 4d6 + 0 ⇒ (5, 5, 1, 5) + 0 = 16

Soon everyone is feeling better than they were and the unconscious crewmen rise to their feet.

COMBAT OVER

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Updating the round tomorrow night - Beckett is up.

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Round 5

Grindylow spears fly all over the place and one gets close to Mario, 1d20 + 3 ⇒ (17) + 3 = 20... 1d6 + 1 ⇒ (3) + 1 = 4 slicing him across the forearm.

Splashes can be heard form both sides of the ship as most of the sea goblins are fleeing but there are still those trying to kill the group.

Kale and Mario up

Lantern Lodge

The sea goblin Mario left behind slithers after the quick tumbler. Mario finishes the beast surrounding Erina but the other takes the poor old diviner takes a spear from another.

Cursing Mario gets ready to fight for his life.

Kale finishes one sea goblin and the other fighting him flees in terror jumping back into the ocean. He steps up and sees Erina fall before a spear.

Combat:

Spells and Conditions:
Ro - unconscious
armor of bones - duration 1 hour

Initative Order:
Round 4:
Ro(06/08) - unconscious 02
Fortenns(-5/07) - will need stabilize roll on your next turn -edit: rolled = stable
grindylows(odd) - done
Kale(07/16) - attack hit dmg=6
Mario(11/11)- move(I-2), attack hit dmg=12
grindylows(even) - done
Erina(-5/10) - stabilize roll please

Rolls:

grindylow#2 - flees back over the side
grindylow#4 attack Erina 1d20 + 3 ⇒ (20) + 3 = 23... 1d6 + 1 ⇒ (6) + 1 = 7
confirming.. 1d20 + 3 ⇒ (20) + 3 = 23... 1d6 + 1 ⇒ (1) + 1 = 2
grindylow#6 attack Mario 1d20 + 3 ⇒ (5) + 3 = 8... 1d6 + 1 ⇒ (5) + 1 = 6

___________________________________________

COMBAT MAP

Lantern Lodge

Round 3

Szardur takes out the cultist with a huge blow across the gut. But the others have their hands full with the rat pack.

Combat:

Initative order:
Round 3:
Bakechochin(09/10) - IS UP
Beckett(04/08) -
Rhesus(08/11) -
Szardur -
Valerion -
Rats -
Cultist(-5/10) - dying
Rat Companion(08/11) -

Lantern Lodge

Bakechochin takes out the rat at his feet with an awesome blow and Rhesus has to move on to another target. The larger rat takes a slice across the flank from the fletchling's weapon and hisses in angry at it snaps back.

Beckett's healing is minor and one of the rats it was facing comes up to finish off the cleric while the other ducks under a table towards Bakechochin.

Meanwhile the eastern door rats and thumps as valerion tries desperately to get in to the tavern. Szardur and the cultist cross weapons. The shotel and magical club throwing off sparks as they content.

Combat:

Initative order:
Round 2:
Bakechochin - attack, hit dmg=10 (kills rat)
Beckett(04/08) - 5'step(G-18), channel energy(heal) 1 pt.
Rhesus - move(F-14), attack hit dmg=3
Szardur - attack 1d20 + 3 ⇒ (13) + 3 = 16, 1d8 + 2 ⇒ (6) + 2 = 8
Valerion - tries door still stuck
Rats -
attack Beckett 1d20 + 1 ⇒ (1) + 1 = 2, 1d4 + 0 ⇒ (3) + 0 = 3
attack Bakechochin 1d20 + 1 ⇒ (14) + 1 = 15, 1d4 + 0 ⇒ (1) + 0 = 1
Cultist(03/10) - attack Szardur (if alive) 1d20 + 2 ⇒ (14) + 2 = 16 2d6 + 2 ⇒ (6, 1) + 2 = 9
Rat Companion(08/11) - attack Rhesus 1d20 + 2 ⇒ (18) + 2 = 20 1d4 + 0 ⇒ (3) + 0 = 3

_________________________________________

Combat MAP: HERE

End Round 2

Lantern Lodge

CMD is 12 sorry to say.

AoO vs Fortenns 1d20 + 3 ⇒ (8) + 3 = 11, 1d6 + 1 ⇒ (5) + 1 = 6

Unfortunately Fortenns never made it to the railing on the north side of the ship as a spear takes him in the back.

The grindylows press their assault against the group and crew of The Throaty Mermaid.

Rolls:

grindylow#3 attack Kale, 1d20 + 5 ⇒ (11) + 5 = 16, 1d6 + 1 ⇒ (4) + 1 = 5
grindylow#5 attack Erina, 1d20 + 3 ⇒ (11) + 3 = 14, 1d6 + 1 ⇒ (4) + 1 = 5
grindylow#7 attack Erina, 1d20 + 3 ⇒ (19) + 3 = 22, 1d6 + 1 ⇒ (3) + 1 = 4

Combat:

Spells and Conditions:
Ro - unconscious
armor of bones - duration 1 hour

Initative Order:
Round 4:
Ro(06/08) - unconscious 02
Fortenns(-5/07) - will need stabilize roll on your next turn
grindylows(odd) - done
Kale(07/16) - IS UP
Mario(11/11)-
grindylows(even) -
Erina(06/10) -

Kale and Mario are up.

Lantern Lodge

Update tommorow evening will give Rhesus a chance to take an action, before DM-PCing him.

Also is Valerion about?

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Fortenns is up as Ro is out cold.

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Might have put you in a better spot for this turn though.

Ernia and Mario both take a damage from a grindylow spear. As a few of the creatures are fought back around them by various other members of the crew.

Combat:

Spells and Conditions:
Ro - unconsious
armor of bones - duration 1 hour

Initative Order:
Round 3:
Ro(06/08) - delay - failed will save = unconscious
Fortenns(07/07) - move(F-4), cast color spray
grindylows(odd) - varies
Kale(12/16) - attack miss
Mario(11/11)- 5'step(K-4), attack miss
grindylows(even) - varies
Erina(10/10) - IS UP

Rolls:

grindylow#2: attack Kale 1d20 + 5 ⇒ (6) + 5 = 11; dmg 1d6 + 1 ⇒ (2) + 1 = 3
grindylow#4: attack Erina 1d20 + 5 ⇒ (19) + 5 = 24; dmg 1d6 + 1 ⇒ (1) + 1 = 2
grindylow#6: attack Mario 1d20 + 3 ⇒ (16) + 3 = 19; dmg 1d6 + 1 ⇒ (5) + 1 = 6

________________________________

COMBAT MAP

Lantern Lodge

Round 2

The people that are still tied up and gagged scream and squirm as the combat continues in earnest.

Combat:

Initative order:
Round 2:
Bakechochin - IS UP
Beckett(03/08) -
Rhesus -
Szardur -
Valerion -
Rats -
Cultist(03/10)
Rat Companion -

____________________________________

COMBAT MAP

Lantern Lodge

The cultist screams like a wild beast and raises his glowing club over his head running towards Szardur. His Large companion runs under tables and chairs as it makes it's way to the main melee.

Meanwhile the doors on the east side shake as Valerion tries to break them down and enter the fight.

But Bakechochin and Beckett have their hands full dodging the half swarm of biting dire rats. Beckett getting the worse of it as he is bit on both shins.

Combat:

Initative order:
Round 1:
Bakechochin - 5'step(E16), attack - miss
Beckett - 5'step(H17), attack - miss
Rhesus - Move(D14), draw weapon
Szardur - move(F9), attack hit(dmg=7)
Valerion - try to open door unsuccessful
Rats - attacks vary see below
Cultist - move(G8), attack Szardur 1d20 + 2 ⇒ (14) + 2 = 16, dmg 2d6 + 2 ⇒ (3, 6) + 2 = 11
Rat Companion - double move(G15)

Rolls:

Rat(E15) attack Bakechochin - 1d20 + 1 ⇒ (2) + 1 = 3; dmg 1d4 + 0 ⇒ (1) + 0 = 1
Rat(I16) attack Beckett - 1d20 + 1 ⇒ (20) + 1 = 21; dmg 1d4 + 0 ⇒ (3) + 0 = 3
Rat(I18) attack Beckett - 1d20 + 1 ⇒ (18) + 1 = 19; dmg 1d4 + 0 ⇒ (2) + 0 = 2

possible crit vs. Beckett - 1d20 + 1 ⇒ (2) + 1 = 3; dmg 1d4 + 0 ⇒ (1) + 0 = 1

Lantern Lodge

Fortenns takes a nasty stab to the back as he tries to turn and help Ro. With blood leaking down the back of his leg he casts his spell and knocks one of the creatures and Ro out. The other seems very afraid of the magic and moves away finding another target - Kale.

The grindylow attacks the warrior from behnd but his armor negates the blow.

The two grindylows Mario left behind are slow to move on thier squid like legs. They lurch and slide around the lifeboat till they make they're way to the fighting.

Rolls:

AoO vs. Fortenns: 1d20 + 3 ⇒ (11) + 3 = 14; dmg 1d6 + 1 ⇒ (5) + 1 = 6

grindylow#1 save: 1d20 + 2 ⇒ (6) + 2 = 8
grindylow#3 save: 1d20 + 2 ⇒ (18) + 2 = 20
Ro save: 1d20 + 4 ⇒ (3) + 4 = 7

grindylow#1: if conscious - attack Fortenns 1d20 + 3 ⇒ (19) + 3 = 22; dmg 1d6 + 1 ⇒ (3) + 1 = 4
grindylow#3: if conscious - 5' step to G-4 attack Kale 1d20 + 5 ⇒ (1) + 5 = 6; dmg 1d6 + 1 ⇒ (5) + 1 = 6
grindylow#5: double move to H-3
grindylow#7: double move to I-3

Recap:

#1 and Ro both failed their saves.

So Fortenns took 6 points of damage from the AoO and then wasn't attacked again as #1 was unconscious. Please give me a grid to place your character I'm thinking your at F-4 is this correct?

#3 5'stepped to flank Kale and missed his attack.

Kale and Mario are up.

Lantern Lodge

Normally you would roll your Imitative but to get this started I had the enemy go in a surprise round and then for round 1 it is players first then bad guys.

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Sorry but that missed.

The timely channeling brings Ro back to consciousness but he is still on the deck at the mercy of two of the goblin-squids.

Combat:

Spells and Conditions:
Ro - prone
armor of bones - duration 1 hour

Initative Order:
Round 2:
Ro(06/08) - stand from prone(Acrobatics to avoid AoO - unsuccessful), 5'step(E-4) attack one hit dmg = 2
Fortenns(07/07) - 5'step(H-5), attack miss
grindylows(odd) - varies
Kale(12/16) - stand from prone, attack miss
Mario(11/11)- swashbuckler move to J-5 :)
grindylows(even) - varies
Erina(10/10) - attack miss

Lantern Lodge

A burst of positive energy erupts throughout the deck. Healing both ally and adversary. The ships medic, Killik looks sheepish but his help is timely.

As the party tries to surround the grindylows the creatures try and surround the group and sailors on deck.

Rolls:

channel energy - heal 2d6 + 0 ⇒ (4, 3) + 0 = 7
AoO vs Mario (for standing) - 1d20 + 3 ⇒ (1) + 3 = 4; DMG 1d6 + 1 ⇒ (4) + 1 = 5
grindylow#2 - attack Kale 1d20 + 3 ⇒ (14) + 3 = 17; DMG 1d6 + 1 ⇒ (5) + 1 = 6
grindylow#4 - attack Fortenns 1d20 + 3 ⇒ (5) + 3 = 8; DMG 1d6 + 1 ⇒ (6) + 1 = 7
grindylow#6 - 5'step(k-5) attack Mario 1d20 + 5 ⇒ (14) + 5 = 19; DMG 1d6 + 1 ⇒ (4) + 1 = 5

Ernia to finish the round. I should be able to update again tonight when I get back from work.

MAP: HERE

Lantern Lodge

Rhesus is up for an action.

Will update the round tomorrow night.

Lantern Lodge

Super busy weekend update tomorrow.

Lantern Lodge

The two goblin-squids to the north advance on Ro Tessu. The monk has little area to move in with his bow as combatants are all around him. He goes down both to an enemy spear and the dozens of tentacles at his feet.

Mario is in a similar ind as the creatures try to surround the pirate and take his feet out from under him once more. He is successful in dodging the two spears but not in the half dozen squirming tentacles. They rogue drops once more to the deck.

Rolls:

grindylow#1(03/05) - 5'step(E-3) attack Ro 1d20 + 3 ⇒ (19) + 3 = 22; trip attempt 1d20 + 4 ⇒ (6) + 4 = 10
DMG: 1d6 + 1 ⇒ (3) + 1 = 4
grindylow#3 - 5'step(F-3) attack Ro 1d20 + 3 ⇒ (13) + 3 = 16; trip attempt 1d20 + 4 ⇒ (20) + 4 = 24
grindylow#5 - 5'step(M-3) attack Mario 1d20 + 3 ⇒ (3) + 3 = 6; trip attempt 1d20 + 4 ⇒ (7) + 4 = 11
grindylow#7 - 5'step(N-4) attack Mario 1d20 + 3 ⇒ (12) + 3 = 15; trip attempt 1d20 + 4 ⇒ (12) + 4 = 16

Kale and Mario are up.

Lantern Lodge

The group finds three sets of double doors on each side of the building. Figuring to cover them all the group splits up.

Valerion goes to the eastern set and gets into postion, while Korijitsu and the boy guard the southern doors.

Leaving Szadur and Rhesus to move towards the western set.

*CREAK*

"So much for stealth," the half-orc says as he nears the door. Leaning a ear up to it he steps back quickly, "Great someone in there is mumbling a spell or something. Stand back!"

Raising a steel-toe boot the half-orc splinters one of the doors off it's hinges. The other swings open and the two companions see...

A small group of common folk huddle in the corner guarded by large rats with spikes going down their backs. Near the bar they see a bald man standing next to another man who is hog tied atop the bar. The prisoner looks like he has been beaten thoroughly and is barely conscious.

A fourth and larger rat than the others sits near the bald man who holds a glowing cudgel in his hands.

___________________________________________________

Bakechochin and Beckett sit among the prisoners both waiting for the right time to strike. That time has arrived.
___________________________________________________

COMBAT MAP

Lantern Lodge

Ok after much debate I am moving this forward. Will finish my character checking soon. But until then Beckett your normal posting account is also your alias??

You might wish to make a different one (under the My Account area) so as to keep them apart. You can use all the same stats and such. And Yes to having a cleric that doesn't follow a particular deity.

Will see everyone in the gameplay thread for a little combat.

Lantern Lodge

I am going to start listing everyone current HP in case rolls change.

Right now I do believe Kale was missed by the attack but tripped.

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Hmm.. What about editing in fluff? You think it chances if you say go back and edit more than two or three times?

I think the less editing the better so I will try that for now.

Lantern Lodge

Ok finally done updating..

Does anyone know what I might have done wrong to get the results of my rolls to change like they did. I remember it being a miss and then coming back and seeing a hit (added fluff) but then didn't go back and check as I thought it was a miss from before.

Lantern Lodge

Round 2

The grindylows swarm the ship and seem to be everywhere. The group and the crew were surprised but maybe now that they have regrouped they can beat back the little beasts.

Combat:

Spells and Conditions:
Ro - prone
Kale - prone
armor of bones - duration 1 hour

Initative Order:
Round 2:
Ro(03/08) - stand from prone(Acrobatics to avoid AoO - unsuccessful), 5'step(E-4) attack one hit dmg = 2
Fortenns -
grindylows(odd) -
Kale -
Mario -
grindylows(even) -
Erina(04/10) -

AoO's vs. Ro:

1d20 + 3 ⇒ (5) + 3 = 8
1d6 + 1 ⇒ (3) + 1 = 4

1d20 + 3 ⇒ (16) + 3 = 19
1d6 + 1 ⇒ (4) + 1 = 5

_____________________________

COMBAT MAP: HERE

Lantern Lodge

Very odd that first attack roll was a miss and now it shows a hit? How does that happen?

Going with what it was first time around but will be double checking from here on out.

_____________________________________________

End of Round 1

Combat:

Spells and Conditions:
Ro - prone
Kale - prone

Initative Order:
Ro - attack: miss
Fortenns - 5'step; draw dagger, total defense
grindylows(odd) - varies see above
Kale - 5'step(G-50 attack; miss
Mario - stand from prone(acrobatics to avoid AoO - successful), draw weapon
grindylows(even) - varies see other page
Erina - draw weapon, armor of bones(su)

Lantern Lodge

Incase you miss it (since we started a new page) Erina is still up as she was only attacked by one grindylow.

Kale and Mario were attacked by the others.

Going to houserule standing from prone without Drawing AoO - DC will be high but for now I think Mario got it.

What do you think of 15 + CMB (highest of those threatening) +1 to DC for every other combatant who threatens?

I just can see a backward roll to get away and stand up as possible.

Lantern Lodge

Nope only attacked by one grindylow. Each person they are attacking is listed.

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Kale hits the deck next, the squid like tentacle tripping the warrior.

Ernia takes a spear to the thigh but manages to avoid the squriming tentacles of the creature.

Mario finds himself ganged up on as another one of the grindylows joins the first.

Actions:
grindylow#2: attack Kale - 1d20 + 3 ⇒ (10) + 3 = 13 - trip 1d20 + 4 ⇒ (16) + 4 = 20
grindylow#4: 5' step(I-5) attack Erina - 1d20 + 3 ⇒ (15) + 3 = 18 - trip 1d20 + 4 ⇒ (7) + 4 = 11
DMG - 1d6 + 1 ⇒ (5) + 1 = 6
grindylow#6: 5' step(L-5) attack Mario - 1d20 + 3 ⇒ (7) + 3 = 10 - trip 1d20 + 4 ⇒ (10) + 4 = 14

Erina to finish the round.

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Looks good and you are up btw.

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Thought it read as fighting defensively my first go through. Which is a little different than total def. Were on the same page.

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The small blue creatures swarm over the sides of the Throaty Mermaid and join combat with the group and crew.

Two creatures savagely spear Ro Tessu and the monk goes down to the deck. Gleefully the creatures start to stab at the prone figure.

One grindylow targets Erin and sends it's spear straight at her. The spear arcs through the air and pierces her thigh biting deep.

Mario is beset by a creature and it uses one of it's tentacle like legs to pull the man off his feet. As he falls a spear slices through his side drawing first blood.

Actions:

grindylow#1 - 5'step(E-2); attack melee(Ro) 1d20 + 3 ⇒ (19) + 3 = 22 - trip attempt 1d20 + 4 ⇒ (17) + 4 = 21
dmg - 1d6 + 1 ⇒ (5) + 1 = 6
grindylow#3 - 5'step(G-2); attack melee(Ro) 1d20 + 3 ⇒ (20) + 3 = 23 - trip attempt 1d20 + 4 ⇒ (20) + 4 = 24
possible crit - 1d20 + 3 ⇒ (1) + 3 = 4
dmg (no crit) - 1d6 + 1 ⇒ (4) + 1 = 5
dmg (if crit) - 3d6 + 3 ⇒ (5, 1, 5) + 3 = 14
grindylow#5 - 5'step(L-2); attack range(Erin) 1d20 + 3 ⇒ (16) + 3 = 19
dmg - 1d6 + 1 ⇒ (5) + 1 = 6
grindylow#7 - 5'step(M-5); attack melee(Mario) 1d20 + 3 ⇒ (17) + 3 = 20 - trip attempt 1d20 + 4 ⇒ (14) + 4 = 18
dmg - 1d6 + 1 ⇒ (3) + 1 = 4

Combat:

Spells and Conditions:
Ro - prone
Mario - prone

Initative Order:
Ro - attack: miss
Fortenns - 5'step; draw dagger, total defense?
grindylows(odd) - varies see above
Kale - IS UP
Mario -
grindylows(even) -
Erina -

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Round 1

Ro Tessu quickly draws an arrow and sends it streaking at the closest grindylow.(#3)

The arrow hits the railing in front of the creature and it hisses back at the bowman showing rows of sharp shark-like teeth. Each creature holds what looks like a spear made of coral or from shipwreck salvage.

Combat:

Spells and Conditions:
None

Initative Order:
Ro - attack: 1d20 + 4 ⇒ (5) + 4 = 9
Fortenns - IS UP
grindylows(odd) -
Kale -
Mario -
grindylows(even) -
Erina -

OOC:
There are more combatants and monsters than what the map below shows. The map is only the PCs part in the upcoming fight.

_______________________________________

COMBAT MAP: HERE

Lantern Lodge

The sun is about halfway to setting as the group stands out on deck speaking of what to do next. The wind is light abd the sky only slightly overcast when suddenly the bosun yells out.

"GRINDYLOWS!"

And then all around the group the deck erupts into chaos as little blue squid-goblins jump over the railing and onto the deck. Sailors draw weapons and prepare to fight off the invaders.

"To arms! To arms send this bastards back into the sea!" the captain yells from the aft castle drawing his blade.

Rolls:

Stealth DC 1d20 + 14 ⇒ (9) + 14 = 23
Ro Perception 1d20 + 6 ⇒ (6) + 6 = 12

INIT
Fortenns 19
Kale 13
Mario 12
Erina 3
Ro 1d20 + 6 ⇒ (18) + 6 = 24
monsters(even) 1d20 + 2 ⇒ (2) + 2 = 4
monsters(odd) 1d20 + 2 ⇒ (12) + 2 = 14

Surprise round ended

Lantern Lodge

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Everone has to start somewhere. And of course there are no dumb questions. :)

The answer is yes, after you spend your 20pts you then add in your racial modifier(s).

Glad you chose a monk will be easier to have you as an escaping prisoner. i.e. no need for weapons

Lantern Lodge

GM - Captain Mayhem wrote:

Looking over your character and I couldn't find this stuff -

Character Gene:

- Ability Scores: point buy using 20pts.
- Races: Any race from CORE + aasimar, tiefling, tengu, fetchling, and undine(will be known as mermen)
- Classes: Any from available sources.
- Skills and Feats: Any available from sources.
- Traits: Chose one trait from sources available and one from the player's guide. (PG is not out yet so sorry only one trait to start)
- Hero Points: Yes. I will try these rules for this.
- Equipment: Maximum starting gold for class.
- Hit Points: Standard (Max at 1st lvl and will use house rule after that.)

Sources

- Pathfinder CORE
- Pathfinder Chronicles - Campaign Setting (I have the older book.)
- Advance Player's Guide
- Ultimate Magic
- Ultimate Combat
- Adventure's Armory
- Pahfinder SRD third party material only by GM approval

Now maybe I will know what I am looking at.

You sure can hughcares, and welcome.

Above is the character gene info let me know when you are ready and I will post your character into the game. Possibly as a prisoner who has just freed himself of his bonds as the group enters the inn.

Lantern Lodge

No problem Shanosuke I know what it is like ( I am at my limit at the moment) Good luck in all your games and have fun.

Lantern Lodge

Character Check: Mario

- First let may start by saying I dislike the rogue(swashbukler) archtype. I always thought it should have gone to fighter with the loss of some armor proficiencies, armor training, and martial weapons to gain sneak attack damage. But that is me.
- Not sure but want you to look at all your options. I found Cad a nice alternative to swashbuckler. Maybe take one level of rogue(pirate) for skills and sneak attack. Just how I would play it.

ok ok checking...

- You have three languages list in one area and two in another.
- favored class bonus went to HP? If so should be listed as 1d8+2+1
- dagger not listed under ranged attacks
- Martial Training(Ex) not listed under Special abilities - weapon chosen not listed under feats
- Skills = hardest spot to check as there are differences in what you have listed above the line and in the spoiler.
- First you have Skill Ranks 6 - I think it should be 10 = 8 class + 1 INT +1 human
- You have no ranks in Perception(under spoiler) but have it listed as +3 above? That's what it would be with a rank but -1 without.
- I think the skills above the line are right and you just forgot to add the other 4 ranks in the spoiler section.
- Under combat Base Attack should be +0 (unless you were a Cad)
- CMD should be 15
- Adventurer's sash isn't on any of the approved sources but I found it (goggle helped) - not sure how it plays but will allow it.
- Have leftover money at 88gp, 6sp, 1cp
- Carrying 63lbs - medium load(when outfitted), but on board I guess no need to carry rope or bedroll so 48lb - light load

Ok not in combat (yet) so you have time for a little switching around if you like. Your character but I just don't see where swashbuckler gives you anything to work with. But let me know when you have updated your sheet either way.

Lantern Lodge

Don't worry about OP for this game as I am not using it here. It is like having a private campaign wiki for a game. Very helpful to the GM.

I have to leave for work in a hour will go over your character tonight.

For now please roll Perception and Initiative with the others in the Gameplay tag as Mario is up on deck (night watch maybe?) along with a few other sailors.

Lantern Lodge

ooc:
Sense the poison isn't a major part of this I will allow for the purify food & drink to make the food edible.

Sense Motive: The boatswain must have had some bad dealings with elves in the past. She doesn't know Sepriel personally so it has nothing to do with whatever plans he made before the trip.

Diplomacy: The captain has no time for pleasantries and actually hates dock hands. He calls them "Sailors afraid of the sea."

Anyone who has tried to go to the kitchens has been chased out by a one-eyed, sore-toothed dwarf. The poison is in everyone's food. Fortenns could scan everyone's bowls while he walks on deck. They all have the same weak poison in them.

"I will have to stop eating the food from the cook," Sephriel says with a hint of relief. "If someone poisons me to death then finding out who it was and who they work for will be very difficult."

The group has found out little the past week from the tight lipped crew, but plan on a more diligent search tomorrow. Bidding Sepriel goodnight they leave his cabin to speak as a group up on deck.

Perception and Initiatives please

Lantern Lodge

Guess I should asks for a Roll Call to see who all is still here.

Please post up and let me know if you still have time for this or not. I am thinking of re-recruiting starting MON if I don't hear back from those players who haven't posted in over a week.

Lantern Lodge

Welcome Aboard :)

The rules for character generation are in the first post of the recruitment thread. Please make your rogue and I will fit you into the story.

Lantern Lodge

Didn't know Mr. Bigby had detect poison.

The cantrip used by the wizard to check Sephriel's food turns up a weak poison at every meal. Figuring out what it is is easy enough, but the weakened state of it is the enigma. It would take someone four to six months to kill someone poisoning them this way. And after some discrete checking the past couple days Mr. Bigby has detected it in everyone's bowl he has come across.

Having brought a little of his own food the elf shares it with the others but it is running out and with a week left in the trip the group may need to start eating the lightly poisoned gruel or dip into their own rations.

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