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I3lack_dragon's page
19 posts. No reviews. No lists. No wishlists.
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The group I'm with uses a 3'x 4' dry erase board. Initially we just drew the squares in with a permanent marker until we got tired of having to redraw the squares 'bout every 2 or 3 game sessions, so we ended up using a boxcutter to edge the grid into the surface. Works out great as the players can write their init's and spells they have going in combat as well as their current h.p.'s on the board at their seated locations. If we ever have to wrap up a session in the middle of something, most info is writtin on the board so we know where to pick it back up at.
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Too busy knocking boots with the seven sisters, thats why they cant handle it either.
Back in my day it was GI joe and 6 million dollar man making raids against Capt. Kirk and the dolls from space 1999 in their Enterprise collector case getting away in Ranger Jim's Rv, while the eagle who could flap his wings by pressing his legs flew overhead. Now I think the crew has been demoted to spider killers in my daughter's Barbie dream house, or seat ornaments for her pink corvette
I would say no. The disease effect wouldn't stack unless stated otherwise which in most cases is 24 hours.
Once they have a disease, they have it, if they dont then they may have a chance to catch it again at a later time, at least 24 hours.
After almost a year without D&D(although I do DM online for NWN-NeverwinterNights) I have to say I am very excited about starting a new group in the Savage Tide. My last party ending rather quickly on the A.o.W when they foolishly tried to storm the tower of the exiled artist and a Mordenkainen's disruption spell ruined the party's day (for about 9 months I guess you could say). Now I have a party of 6, 2 of the players are coming from said adventure with hopes in mind of completing this one. At the present time after one session the party has boarded the Blue Nixie in hopes of recovering the vessel for Lavinia. The party had ended the last session with the many of the thugs abandoning ship as the wizard of the group opened the door to the cargo hold revieling the rhagodessa munching upon the remains of common thug. One session into the AP and things are looking promising-I'm hopeful at least =)
Achilles would take Conan and not deem him enough challenge to drag him behind his chariot around the city in which he had fallen.
As the party attempts to take control of the blue nixie they consist of the following:
Human fighter
Human cleric(tempus)
Human conjuror
Human warlock
Half-elf druid
and soon to be joining them race unknown as of yet 'ahem' Rogue
:=) Thanks, yeah they usually arrive within the first week of being sent out or early in the following week. Figured I'd give some time to make sure.
Still no sign of the Wormgods return in east central IN.
Where O' where has my Wormgod gone,
Where O' where can he be.
Just recently re-newed my sub. (had like 3 issues remaining) and was worried this may have caused some chaotic spark of strangeness in the universe, which in turn from the chain reaction caused some postal carrier to misplace said magazine.
Thanks

(Possible Spoiler Alert)
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I to look forward to the next AP as it will be one of my players turn to take the reins to DM the next path (no more headaches for me, LOL)
Currently the group has just defeated the ulgurstasta N'vesh-N'kar, uncovered the coin purse and have turned their sights to Thessalars keep(guided by the spirit in the bag).
Dont want to go into too much as I know some of my players take sneak peaks at the forums here.
Group consists of
Roscoe Thorngage - halfling(stout) arcane trickster
Slyne - halfling(ghostwise) druid/master of many forms
Marceon Marceon - human doomguide of Kelemvor
Nym - Elven (wild) monk
Earaviel - Elven (moon) bard/virtuoso
and a cohort of Slyne's
Stella - human sorceror
All party members have died at least once and some moreso than others. No TPK's as of yet but alot of close calls. I kind of expected alot more but I think the players were a bit more cautious during this AP as the shackled city AP ended after the third party through ended with a TPK in the 'Secret of the Soul Pillars' which ultimatly lead to me running the 'Age of Worms'
Kudos to all those working on these AP's. A true gift to the gaming community and to us DM's with little extra time on our hands.
The Party I am running for has just reached to portal of Storms on the Island of Storms. 'The library of Last Resort' issue 132.
Started in August and run 1 session/week (all afternoon and evening saturday thing)
Reading through this thread I noticed someone looking for a gaming group, VedicCold from Indy I think it was. I'm here in Albany IN, about 70 miles N/E from you. We game every saturday and there is room for you if its not too far of a drive.
Many Thanks you folks are great!
And as the Deep gnome said to his giant companion as he patted its stoney knee "Ye Rock"
Issue 128 arrived safely in the mail today but #127 is still a no show, just a friendly reminder.
Thanks
Well I'm here in Indiana and still looking for Dungeon issue 127 to show up in the mail box. Have I been forgotten :(
I have been a Forgotton realms fan since its intro in '88 I think it was, I was stationed in Germany with the U.S. Army so I didnt get the old gray boxed set until '89, and been in the realms ever since. My players only know the 'Realms so thats where I'm running AoW.
At the begining of Whispering Cairn the group consisted of the following:
Halfling(stout) Rogue
Halfling(ghostwise) Druid
Elf(wild) Monk
Elf(moon) Bard
Half-Orc Barbarian
As of Saturday the whispering cairn was completed with the loss of the Half-orc Barbarian.
Sweeeeeeeeeet
Great job fellas, t'ank ye
e-mail huh? Is it too late to get in on that action. I hadn't planned on running AoW until this winter or early spring but on account of a TPK in the first adventure path (soul pillars to be precise) my players have conned me into an early running. Kudos to all involved in the firts AP and this one, awesome stuff for us working DM's who have little time to create stuff on our own.
Thanks
I3lack_Dragon, Dark Wyrm of the Flatlands
About Sandy Underhill
Sandy Underhill
Male halfling ranger (nirmathi irregular, warden) 8 (Pathfinder Campaign Setting: Inner Sea Magic, Pathfinder RPG Ultimate Combat 68)
CG Small humanoid (halfling)
Init +6; Senses Perception +14
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Defense
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AC 23, touch 16, flat-footed 19 (+7 armor, +1 deflection, +4 Dex, +1 size)
hp 75 (8d10+23)
Fort +11, Ref +14, Will +6; +2 vs. fear
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Offense
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Speed 30 ft.
Melee mwk rapier +10/+5 (1d4/18-20) or
. . light mace +9/+4 (1d4)
Ranged +1 longbow +15/+10 (1d6+1/×3)
Ranger (Nirmathi Irregular, Warden) Spells Prepared (CL 5th; concentration +6)
. . 2nd—cat's grace, cauterizing weapon
. . 1st—deadeye's arrow, faerie fire, longstrider
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Statistics
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Str 11, Dex 20, Con 14, Int 10, Wis 13, Cha 11
Base Atk +8; CMB +7; CMD 23
Feats Deadly Aim, Endurance, Point-Blank Shot, Precise Shot, Rapid Shot
Traits insider knowledge, tracker of the society
Skills Climb +3, Craft (carpentry) +6, Diplomacy +1, Escape Artist +6, Handle Animal +5, Heal +8, Knowledge (dungeoneering) +6, Knowledge (geography) +6, Knowledge (local) +7, Knowledge (nature) +8, Perception +14, Spellcraft +5, Stealth +18, Survival +12 (+14 while in your favored terrains, +14 to avoid becoming lost), Swim +3; Racial Modifiers +2 Perception, forest ghost
Languages Common, Halfling
SQ able explorer, favored terrains (forest +4, underground +4), live in comfort, master of terrain, swift tracker, terrain bond, track +4, woodland stride
Combat Gear oil of magic weapon, potion of darkvision, potion of neutralize poison, wand of cure light wounds (48 charges); Other Gear +3 chain shirt, +2 buckler, +1 longbow, arrows (20), dagger, light mace, mwk rapier, cloak of resistance +2, handy haversack, ring of protection +1, wayfinder[ISWG], bedroll, flint and steel, grappling hook, hemp rope (50 ft.), masterwork carpentry tools, mug/tankard, signal whistle, trail rations (7), waffle iron[UE], waterproof bag[UE] (2), waterskin (2), whetstone, winter blanket, 6,564 gp
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Tracked Resources
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Arrows - 0/20
Dagger - 0/1
Light (At will) - 0/0
Oil of magic weapon - 0/1
Potion of darkvision - 0/1
Potion of neutralize poison - 0/1
Trail rations - 0/7
Wand of cure light wounds (48 charges) - 0/48
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Special Abilities
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Able Explorer (Ex) At 5th level, when making an Acrobatics, Climb, Fly, Ride, or Swim check in any of his favored terrains, a warden can make two skill checks and take the higher. This ability replaces the ranger's second, third, and fourth favored enemies.
Deadly Aim -3/+6 Trade a penalty to ranged attacks for a bonus to ranged damage.
Endurance +4 to a variety of fort saves, skill and ability checks. Sleep in L/M armor with no fatigue.
Favored Terrain (Forest +4) (Ex) +4 to rolls when in forest terrain.
Favored Terrain (Underground +4) (Ex) +4 to rolls when in underground terrain.
Fearless +2 bonus to save vs. fear (stacks with halfling luck).
Forest Ghost +4 (Ex) Gain +4 bonus on all Perception and Survival skill checks made while in forest terrain.
Live in Comfort (Ex) At 2nd level, a warden is truly at home within his favored terrains. He knows all the signs of the wilderness. He rarely gets lost. He can easily live off the land in comfort, and can provide for companions. The warden can take 10 on any Survival che
Master of Terrain (Ex) At 1st level, a warden selects his first favored terrain. He gains another one at 3rd level, and then every five levels thereafter (for a maximum of five favored terrains at 18th level). This ability replaces the ranger's first favored enemy ability.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Precise Shot You don't get -4 to hit when shooting or throwing into melee.
Rapid Shot You get an extra attack with ranged weapons. Each attack is at -2.
Swift Tracker (Ex) Tracking penalties when moving at normal speed or faster are reduced.
Terrain Bond (Ex) At 4th level, a warden forms a bond with the land itself, enabling him to direct others in such terrain. When in his favored terrain, the warden grants all allies within line of sight and that can hear him a +2 bonus on initiative checks and Percepti
Track +4 Add the listed bonus to Survival checks made to track.
Woodland Stride (Ex) Move through undergrowth at normal speed.
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