Kullen

Lareg's page

RPG Superstar 6 Season Star Voter. Organized Play Member. 1,779 posts (6,616 including aliases). 4 reviews. 2 lists. 1 wishlist. 1 Organized Play character. 15 aliases.


1 to 50 of 132 << first < prev | 1 | 2 | 3 | next > last >>

1 person marked this as a favorite.
Maps: Travel * Hut and more

One small work projected, but I don’t anticipate it impacting my posting as much as the pile of things I just wrapped up.


1 person marked this as a favorite.
Maps: Travel * Hut and more

Noticed the same. Haven’t heard, hesitant to move forward with this bit but don’t want things to stall.


2 people marked this as a favorite.
Maps: Travel * Hut and more

Hey all. Quick heads up. I'll be planning on posting as normal this week accept for the 26th (Thursday).

Hope everyone is as well as can be hoped for during this crazy time.


1 person marked this as a favorite.
Maps: Travel * Hut and more

I'm tempted to finds some kind of bath monster for you all ;-)


1 person marked this as a favorite.
Maps: Travel * Hut and more

Tick tock, tick tock, tick tock.

More like the crocodile...


1 person marked this as a favorite.
Maps: Travel * Hut and more

Findurel lets loose arrows and they all pierce the ape like creatures skin.
48 hp damage. The creatures may be related, but they are not the same.

Round Three: Party up other than Find. (Sakitu's magic missiles may count or actions may be revised.)

GM:
AK2:64 AK1:Dead Swarm HP:Dead AP1:57/57 AP2:57/57 AP3:57/57 AP4:9/57


2 people marked this as a favorite.
Maps: Travel * Hut and more

Findurel makes quick work of the areas the group has already been through. When he returns to the room that had been previously full of light he is met with an unexplored passage to the north and previously covered ground to the east.

Posted a rough sketch of area explored so far so you all can better choose where to head.


1 person marked this as a favorite.
Maps: Travel * Hut and more

Hi all. Had an all day online training today. Totally forgot to post. Sorry about that. Hope to have a chance post this afternoon / evening
@Findurel. No worries. I was worried my post gave the wrong impression, as I thought your post was fine given the timing constraints of online.


1 person marked this as a favorite.
M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

Jasno turns to Tristain, doing his best to whisper, but likely failing. "Don't listen to that last part. I'd love her too if I were you."


1 person marked this as a favorite.
Maps: Travel * Hut and more

The swarm seems to bask in the heat of the fire.

Combat Resumes: Tezuzu, Selena, and Bulvi are up.

Given that Selena has used snowballs in the past I will plan to GMPC that if we don't see a post after everyone has acted.


1 person marked this as a favorite.
Maps: Travel * Hut and more

Also keep in mind that Quasit picked the lock on the door. So there is also a door that can lock.


1 person marked this as a favorite.
Maps: Travel * Hut and more

Vertiginous cliffs surround the mesa top on all sides, though a rock wall backing the top of the figure's head rises above the plateau, creating some cover from the cold winds blowing across the mesa. From every direction the view is dizzying, offering a clear panorama of miles and miles of lobarian wilderness. A small copse of bare, weathered trees stands in the shelter of the rock wall, their knotted roots clinging desperately to the cold, hard stone. Dozens of bones litter the ground before the grove, some so ancient that the trees' roots appear to grow right through them. Behind the trees, a shadowy arched opening in the wall leads deep inside the rock.

Welcome to part three of book three of the AP!


1 person marked this as a favorite.
Maps: Travel * Hut and more

Have fun all. Poke me if there is a particular you'd like me to focus on specifically as you talk through flight. :-) Looks for an evil thing to put on the side of the rockface.


1 person marked this as a favorite.
Maps: Travel * Hut and more

Going to try and carve out some more time in the next couple days for some extra posting. Heading out of town this weekend and won't have internet for much of that time.

Typically I don't post on weekends, but I will try at least this Saturday. Leaving Sunday. Normal weekday posting won't be happening next week Monday - Wednesday. Normal posting will resume next week Thursday.


1 person marked this as a favorite.
M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

Jasno hopes that the harbor has similar protocol to what he is familiar with.

Profession (sailor), take 10. 15 OR Profession (sailor): 1d20 + 5 ⇒ (5) + 5 = 10

"Ma'am, if I am not mistaken. The harbor master must oversee boarding when it comes to concerns of contraband, stowaways, or suspected criminals."


1 person marked this as a favorite.
Maps: Travel * Hut and more

@Selena Wands will need to be wands. There are some spells and items that could accomplish what you have in mind (e.g. Weaponwand).

Things get really messy once items are able to do things other items are able to do. The primary issue with a vest that functions as a wand is that it undermines established rules.

Spellscribed Armor:

Source: PZO9467

The myriad of threats that adventures face often go well beyond mere weapons, so many spellcasters trained in the use of armor seek to augment it with spells.

Any spellcaster with both Craft Magic Arms and Armor and either Scribe Scroll or Brew Potion can create spellscribed armor. A single suit of armor can be inscribed with a number of spells equal to its base armor bonus (not including its enhancement bonus).

For example, a suit of breastplate armor (which has a +6 armor bonus) can have up to six spells inscribed on it. If you are using the piecemeal armor rules, only a piece of armor that grants an armor bonus can be spellscribed.

The maximum level for spells contained in spellscribed armor depends on the type of armor being inscribed.

Light armor, a buckler, or a light shield can hold up to 3rdlevel spells; medium armor or a heavy shield can hold up to 6th-level spells; heavy armor or a tower shield can hold up to 9th-level spells.

An inscribed spell is a spell-completion item that only the wearer of spellscribed armor may activate, and only if he is proficient with the type of armor worn. The inscribed spell vanishes when activated. The inscribed spell must be visible to the wearer and must be touched as part of its activation. Otherwise, suits of spellscribed armor are treated as scrolls (except that using them doesn’t provoke attacks of opportunity) and use the rules for spell-completion items.

The process to create spellscribed armor requires access to expensive etching and scribing materials worth an amount of gold pieces equal to the inscribed spell’s level × the creator’s caster level × 100 (plus the price of any expensive material components).

Spells inscribed on armor can be dispelled as if they were separate magic items (treat them as scrolls), wholly independent of the suit of armor on which they are etched.

Imbalance caused by such an item is clear when you consider the cost of Holdout wand wrap


1 person marked this as a favorite.
M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

Jasno takes a second look at the captain once above deck and tries not to watch to closely as they go ashore. "That is unsettling. This whole thing is putting me off to sleeping altogether."


3 people marked this as a favorite.
Maps: Travel * Hut and more

Erdija shakes her head, "It is rare from anyone among my tribe to travel beyond the river. Most of what I know of the area is only what our chief shared and the few stories from the oldest of the scouts. She pauses. Although after encountering Operal I might do well to recall those tales from the old scouts in a bit more detail."

As Findurel continues onward, making himself seen occasionally to note the clear path ahead, it is clear Erdija is trying to piece together a tale she heard. As afternoon wears on, she nods as if finally piecing bits together.

She slows her pace only slightly as teases Quasit, "I was trying to remember one tale in particular. You remind me of her. The oldest of the scouts used to give me a hard time. There was a time when female among the centaur wouldn't have been permitted to serve as scouts. He told me this tale to try to put me in my place. It turns out that the actual legend, as he himself heard it, put him in his place."

Lady of the wood:
When the centaur were young, running the wood wild with no care in the world they encountered a lady of the wood. When game was scarce or weather harsh, she would make sure the centaur had what they needed to survive. In this way, the centaur prospered. In their strength a few centaur began to fight over leadership of the growing tribe. Erdija halts the tale to interject, At this point the old scout wanted me to believe that a righteous male leader arose to address these growing differences, but I would later learn the true legend. She smiles as she continues. To especially stubborn males, not particularly strong or skilled, but whose voices were easily heard above the others. Rose to power. They each gathered followers and begun sponsoring duels. And so the strongest warriors that followed each of these loud ones would fight. Many died each season simply to provide these loud ones with something to boast about. In time warlike strangers came to the lands of the centaur and the prospect of conflict became unavoidable. And so again, the loud ones arranged a duel of their best warriors to establish which of them would lead the centaur in the coming war. As the two warriors approached one another the lady of the wood stormed in the camp. First she challenged the loud ones, but they would not face her. Instead the tasked their warriors to silence this improper female. And so with great skill she knocked each of these warriors to the ground with nothing more than a branch. Mortified both loud ones had no choice but to face her. And so she fought them. Her skill was like nothing any centaur had ever seen. Where these loud ones lashed out in anger and power, she stepped aside with grace and agility. Not only were the loud ones left exhausted and utterly embarrassed, but she had taught all an important lesson. Wisdom is rarely loud. The lasting lessons are hidden in the wood. The strength of the trees isn't their size, but their flexibility to bend, rather than break in the raging storms. They make no effort to be louder than the storm. Rather they gather their strength from the wisdom of the earth. Living in harmony with the animals around them. And though the strong buck seems majestic as it runs through the wood, it falls all the same at point of the hunters arrow if continues to crash through the forest with no regard for the quiet grace of the fawn."


1 person marked this as a favorite.
Maps: Travel * Hut and more

Selena is able to swim to the surface and make her way to a section of ice. Str, Selena: 1d20 ⇒ 4. She is unable to climb out of the icy water. Additional 6 hp of non lethal from cold. Only 2 hp makes it through resistance. Total 4 hp non lethal.

Boat is an additional 350 feet from where Selena fell. Findurel is correct. As in the section of the river on the map, the river is free flowing water in the middle with partially thawed ice closest to the shore.


1 person marked this as a favorite.
Maps: Travel * Hut and more

Just a heads up. Based on player activity and AP suggestions I am going to ere on the side of player levels / player numbers being a bit more powerful and tweak as we play.

With that in mind you should start working on leveling your character to 8 as the group will level before entering Artrosa.

No need to post changes yet, but wanted to give you all notice as I anticipate posting wise we may get to that point end of this week / over the weekend if I can care out some weekend posting time.


1 person marked this as a favorite.
Maps: Travel * Hut and more

Let me simply say that with a spell like Blood Money there are some wonderful story telling opportunities that may very well present additional challenges to the party. GM nod's yes with mischievous grin.

There do seem to be some pretty steep draw backs and specifics concerning the creation of magic items so be sure to review those before you decide.


1 person marked this as a favorite.
Maps: Travel * Hut and more

Findurel, yes to the ring. Maybe on the belt. This merchant doesn't have another, but thinks a fellow he knows might. Bulvi, there is a crafts person that could made the modification to your shield. However, it would take additional time (more than just today).

2nd belt, high good: 1d100 ⇒ 64

Findurel is in luck on the belt. 4000g flat. Quasit's roll was that good. She saves an additional 200g (3800g total for her).

@Sakitu No worries. Take care of you. This is a good space game wise to slow for a time. With all that is going on it makes sense that posting would take a hit for people.


2 people marked this as a favorite.
M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

Jasno sees Tenebrynn bleeding, steps away (5 foot) to safety if he can, and casts cure light wounds heal: 1d8 + 5 ⇒ (2) + 5 = 7.

"Bleeding can be stopped by a DC 15 Heal check or through the application of any spell that cures hit point damage (even if the bleed is ability damage).


1 person marked this as a favorite.
Maps: Travel * Hut and more

Oparal smiles as the exchange unfolds, continuing the telepathic conversation. "No need to worry. It is my companion that is able to speak to our minds. Such a thing is out of my reach. I am simply thinking of what I was speak if I could speak and Aria is helping. Of course, when you speak I can hear you. She glances back at the tree line before continuing. I do wish I had a chance to properly introduce myself earlier. I am sure you understand that caution is important when encountering strangers. I initially headed north due to the rumors of frost giants being on the move in large numbers. That is, thankfully not a typical occurrence. As we trailed the frost giant's retreating Aria noticed Findurel. She glances toward her fellow elf happily. It hasn't been since I crashed upon these shores that I have seen another elf alive. I simply had to meet him. And of course, I couldn't stand by and let a creature of the forest have him for dinner."

Erdija looks on in amazement. She watches this new elf sit by the fire as if she might vanish at any moment. Beside herself, she speak something in centaur that the magical devise she described to you earlier struggles to put into words everyone understands. What you hear is. Is she really here?

Oparal looks up at the centaur with gentle eyes and nods.


3 people marked this as a favorite.
M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

Jasno nods as if he can accomplish such things. He cannot.

"That sounds like it will take lots of practice. Maybe one day I will be able to do what you do. I'd say I'm glad you were able to because of the help it provided, but that sure does sound painful."


1 person marked this as a favorite.
Maps: Travel * Hut and more

Another bolt from Quasit lands, further puncturing the giant that is beginning to look like a pin cushion. With fire from Maka, the giant looks more like a flaming skewer. Uninterested in grabbing the flaming giant, the hut back peddles and side steps to grab a giant near the tree line (6).

claw: 1d20 + 38 ⇒ (17) + 38 = 55, dmg: 2d6 + 19 ⇒ (5, 3) + 19 = 27, grab: 1d20 + 46 ⇒ (3) + 46 = 49

The giant yells as talons go right threw the creature and lift it into the air. Planning to roast the creature, the hut carefully holds the grappled giant over its flaming fellow.

Round two: Sakitu, Tezuzu, and Selena are up.

@Findurel. Thanks for the poke. I reviewed the specifics on perfect strike and it looks like I have been running it wrong. I was treating it as a separate attack when it is meant to replace an attack roll. I have updated the troll HP accordingly, adding both damage rolls rather than just one. Giant is down 108 hp at this point, including 6 from the plant thing from Tezuzu.

GM:
FG1: DEAD. FG2: 120/133. FG3: 122/133 FG6: 106/133 FG7: 25/133


1 person marked this as a favorite.
Maps: Travel * Hut and more
Selena Snoe Yelizaveta wrote:
Selena shrugs, "I would think...

Ratibor considers more words, but only for a moment. "It sounds like you'd be better served speaking with your fellow travelers than a stubborn warlord." With a slight nod he makes his way to his post toward the front of the room.

Should have the library map up this morning. Day off with the fam always leads to a void in gaming :-)


2 people marked this as a favorite.
M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

"I see." Jasno doesn't.


1 person marked this as a favorite.
Maps: Travel * Hut and more

Blame the AP. I'm just following directions :-P

I'll make you a deal. If we finish all the books of this AP I will personally run a group where such a wine bar is established...


1 person marked this as a favorite.
M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

"They grabbed him. They grabbed Al. But he did put some dirt on himself. I'm not sure why he does that, but it seems to help."


1 person marked this as a favorite.
Maps: Travel * Hut and more

Might I suggest considering phrasing when expressing curiosity about other individual's character motivations.

I find this sort of discussion really gets people thinking in neat ways about characters, but that phrasing comes off a lot like 'I don't agree with the way you play your character.'

Try something like, 'I'm curious how you connected your charater choices to being lawful at that moment?'


2 people marked this as a favorite.
Maps: Travel * Hut and more

"I'm sure you understand. I simply can't desert all of you to fulfill Lady Nazhena's orders on your own. I'm sure you all are more than capable, but it wouldn't be prudent for the guard to walk away from such important work. She has turned and begun walking back to the north, pointing to the east. So I take it you were all headed in this direction next?"

Sense Motive, DC 12:
Her fear has evaporated. This is a wonderful opportunity for advancement. TO turn a disaster like being stuck in this forest and loosing her fellow guard into an opportunity to impress Lady Nazhena. This can't be missed.


1 person marked this as a favorite.
Maps: Travel * Hut and more

Heh. I gravitate toward RPGs to tell a story. When the story involves multiple people guidelines are helpful. If we were simply just telling a story we could pass around a virtual stick.

For many being a character comes alive with the kinds of structures DnD and the various RPGs after it built around group story telling. Others enjoy these structures in much the way I enjoy legos - finding out what can I build with the things.

In all, I think people come to games (and RPGs) for all kinds of reasons. Perhaps a good guideline for us might be to keep detailed rule discussion in, well "Discussion." A quick rule clarification or heads up for the non rule inclined GM (me) in the play thread is fine.

I appreciate that you all brought this bit about armor here as I honestly find it pretty jarring to have in the game play thread (thus why I simply moved on).


2 people marked this as a favorite.
Male Half-Orc Monk 9 / Puppetmaster 2

I have received a mysterious parcel. The parcel was opened. A light reflected upon its contents and all has been made anew...


1 person marked this as a favorite.
Maps: Travel * Hut and more

Maka:
You get to decide if you grab the rope. However, even with the high roll on damage Tezuzu's plan saves you another two rounds of climbing. Just want to make sure you know that the following does not have to happen. Seems to me Maka would grab at the chance to rejoin her friends as soon as possible. You make continue to hold on to the rope and be pulled further or let go and stop where I have placed your token.

Tezuzu rushes forward, chirping at Yang. As he hits one of the boulders with a grappling hook, Yang takes the other end and drops it to Maka. As Maka makes her climb, she is greeted ever so briefly by Yang. She easily grabs the rope and is yanked from the hole at an angle that pulls her up, but also toward the spikes Ref, Maka: 1d20 + 12 ⇒ (3) + 12 = 15. Unable to dodge the remaining spikes, Maka is sliced further dmg: 1d6 ⇒ 6. An additional 9 hp to Maka (3 from climb and 6 from being pulled out) for a total of 29 damage.

Round 1: Sakitu is up.


1 person marked this as a favorite.
Maps: Travel * Hut and more

So this is a moment rich for RP. Selena has been pretty open about delayed posting at times so I'm not sure how quickly things will go here. With Bulvi away it seems a fine time to take our time for this moment. I'll keep checking in, but beyond this bit of transitional imagery I don't plan to intervene.

Additional GM thoughts:
On a related note, I have also gotten a pretty good sense of the groups posting pattern. Everyone has been open with how often some can post and pacing for posting for others. It seems posting rates have been working ok for everyone. My intention here is not to call anyone out, but rather share my approach going forward.

Follwing forward, I plan to run the AP as it is written in terms of encounter strength even though the party is technically larger. I realized from the clock tower that posting rates in combat have an impact on how challenging the combat is / isn't.

My solution to make things a little more challenging will tend to be outside of the scope of increasing CR (challenge rating). Instead I'll make small tweaks like the yarn / chair constructs outside Nann's room. Or the low CR doll just to add a small distraction that evokes mood, but is easily dealt with. And tweaking enemy feats (the Quasit wielding troll).

This may make the AP seem a bit hilly at moments as I respond to the group plowing through things quickly, by adding small tweaks. I plan to experiment a bit going into book 3 in terms of encounter strength. This is one of the reasons for the strange light / needle apperance. I'll leave the rest for you all to figure out. I'll continue to look for small ways to add to the AP without making to much work for myself or a disjointed experience for you all.

As always, if you have questions or concerns let me know.


1 person marked this as a favorite.
Maps: Travel * Hut and more

A ball of light moves from the halfling's collar, it appears to have a small winged figure flying within it. As it flies just above the halfling it is clear the newcomer is just as surprised to see the light as everyone else.

Just as suddenly a ghostly image of the interior of the clock tower appears, you see again Selena's death. The image is of someone or somethings perspective from the end of the hallway with all the boxes. It continues as the party advances into the room, destroying the wretched oven. It fades as it focuses on Selena's face, still as death. Winter's muzzle resting at her neck.

There is a transition in the image, you recognize the interior of the bath house. Winter paws at its collar, a strand of hair falls to the floor. In a flash you see Selena's face, as if reflected in water. Then it is Winter again, scratching at its collar with its other paw. Something has stuck from the collar, a bit of ointment. Winter touches the ointment to the hair. There is a stillness as Winter waits. Breathing.

When the image transitons a final time Winter stirs. Where the hair was a figure has formed. You recognize it as the halfling before you. The same light that appeared earlier at the halfling's collar seems to glow around who or whatever preserved this image. It focuses on the halfling, who now has Selena's clothing near. Brought by Winter. The glow intensifies as Selena's clothing seem to shrink to fit the halfling. The image fades.

Before you stands the same halfling, in the same clothing, with a slight light diming at it's collar. You can see a silver sewing needle neatly inserted just below the halfling's collar.


1 person marked this as a favorite.
Maps: Travel * Hut and more
Selena wrote:

Winter found a good spot in the bath area, figuring Solveig would be along in a bit, and circled the spot. She then tugged Selena's hair off her collar and got to work.

Once she finished, she sat and watched for the second time, as a strange new body was formed before her, this it seemed small and child-like.

Dancing lights:
There was a momentary feeling of being exposed as Selena's senses adjusted to all the new feelings of this unfamiliar body. Initially it seemed a play in her field of vision, a bit of light that was not there. But then it was clear. Winter too saw it. It was dancing lights and yet there was something else.

A small figure - like a bug - but with arms and legs - almost like this new body. It's wispy wings moving quickly as it navigated toward her, the smallest of spears in hand. Or no, it's a sewing needle. The strand of thread that seemed to fly from it made its purpose clear. Soon the feeling of being exposed was gone. A simple outfit had been stitched around her faster than seemed possible. The only hint of what had occurred was the needle, left neatly near the collar of the freshly made shirt.

Something similar happened shortly after she retrieved her belongings. Just as the frustration of all her clothing being at least a size to big, there was a flash of dancing lights. Soon after her old clothing had been adjusted. I didn't see any armor in Selena's profile, but cloth armor would have been similarly adjusted.


1 person marked this as a favorite.
Maps: Travel * Hut and more

I imagine it will be the last time a troll surprises you with that one.

In all honesty, I swapped out feats for the ice trolls because it was clear from the clock tower that you all would just keep plowing through them. Was surprised one even survived the initial sneak up and color spray.

That is probably the thing I like least about APs. If followed to the letter they quickly become out classed by new features. The fun stuff Maka is using didn't even exist when this AP was written. These are also things that GMs try anticipate when starting a game, but it makes no sense to me to come in and try to make you all redo your characters.

Figured I'd swap out feats if it'll slow down the troll grinder a bit. Lol. As I said, I'll post it in the rules thread and see what others think.


1 person marked this as a favorite.
Maps: Travel * Hut and more

Solveig is troubled at what happened to Selena. Though she can also make sure Selena's body is preserved, there isn't much she can do at this time in terms of restoring her.

Working on map still. Hope to have it up this morning. Most of the maps in the AP are pretty straight forward for copy / paste. This one is a little more involved. Going to see if I can find a decent substitute. For now what I have should work fine, but I'd rather have everything lined up before we get started. Waiting to hear back from Selena so at this point planning on moving into next part with the group as is. Can work at an appropriate arrival when ready.


2 people marked this as a favorite.
Maps: Travel * Hut and more

I'm open to the companion. Not all the encounters end up as close quarters as the clock tower so the plethora of characters and companions / familiars should be a bit more manageable.


2 people marked this as a favorite.
Maps: Travel * Hut and more

Ok, everyone get's a bump in level. Feel free to RP as you like the aftermath / time back at the bathhouse.

I'm on the road tomorrow so posting will likely be delayed until late evening. Should be back to normal come Sunday.


1 person marked this as a favorite.
Maps: Travel * Hut and more

Bella peaks her head through the trapdoor, being sure to not to disturb Winter. "I was going to warn you about the mirror man I spotted at the base of the tower, but I'm pretty sure the dragon just landed on it."

The tremor from the dragon landing on the ground shakes the tower, shattering the icy wall. If the mirror man wasn't crushed by the dragon's body, surely the chunks of ice falling from the top of the tower have finished it off. With one of the fireworks let loose into the air, the chaos surrounding the clock tower seems to make its way across the city as you can hear the sounds of upheaval across the city which manage to rise above the grind of the clock. Plumes of smoke can also be seen. Such is the spread of chaos that the party is easily able to return to the bathhouse where Bella is cheerfully greeted by Solvig, who embraces her and doesn't let go as she thanks the group profusely.

The dragon's hoard:
A +1 heavy wooden shield, an adamantine Warhammer, a magical serpentine owl figurine, a bone scroll tube containing a scroll of blink, a scroll of scorching ray, and a scroll of see invisibility, a wand of silent image (12 charges), a wand of true strike (5 charges), a gold censer with a platinum inlay of Desna's holy symbol, and five tourmalines in addition to coin totaling 24 pp, 628 gp, 1,905 sp, and 7,326 cp.

The party has time to recover, attempt to further identify magical items, and otherwise prepare to take advantage of the chaos to make it into the Market Square. Please advance your character up 1 level.


1 person marked this as a favorite.
Maps: Travel * Hut and more

Next time on I soloed the dragon..

As if anger itself had taken flight with the arrow, Findurel let's loose a string of vengeance. Unaware of all that had welled up within the tower below, Logrivich - young for a dragon - seems to second guess himself as scale gives way to flesh and bone. He falters but a moment, clipping a bit of the clocktower before mustering what is left of his confidence. Quasit sees bits of tower fall from above. Maka follows up by offering to cauterize the dragon's wound.

Round One: Tezuzu is up. Sakitu likely can get in view with ranged attack and Bulvi has moves. An attack would be unlikely unless you want to risk a charge over ice. And I'm sure Quasit has an ace up her sleeve, least she's outdone by an elf..

GM:
Breath recharge: 1d4 ⇒ 4, TDrag: 17/66 HP, Ref, TD: 1d20 + 7 ⇒ (2) + 7 = 9


1 person marked this as a favorite.
Maps: Travel * Hut and more

The AP is a bit xenophobic so I'm leaning toward the official table and even then may take some liberties in letting Selena pick around where the roll ends up.


1 person marked this as a favorite.
M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

Onward and dreamward then. I've not had much oppurtunity to play characters of this level beyond a monk. Most PbP games I've joined don't last long enough to get to this level. I'm fine seeing how Jasno falls into place over a longer haul.


1 person marked this as a favorite.
M Dwarf 55 hp. AC: 13* (f12/t13)*; CMD: 16; F: +6, R: +6, W: +9

"Got it. No fog and stay out of the way. Guess you've never seen ships navigate around a bank of fog. Can't imagine we'd be lucky enough to face something large and lumbering.

As the gug falls to the ground, Jasno whispers mostly to himself. "Hmm, that one seemed slow and lumbering."


1 person marked this as a favorite.
Maps: Travel * Hut and more

Computer updates at work so my normal lunch hour updates will be limited to narrative while I'm on my phone. I'll aim to get clock tower map up this evening so we can move on to the next bit.


1 person marked this as a favorite.
Maps: Travel * Hut and more

Thanks Tezuzu for crunching numbers. So far everything I'm seeing in thread(s) for gear is fine. The 2,000 to 2,500 gold range is totally fine.


1 person marked this as a favorite.
Maps: Travel * Hut and more

Come morning Solveig rises early, seemingly occupied with messages she recived just before morning. Likewise, Ringeirr returns with a surprise of his own.

Quasit:
Solveig smiles at your question, wishing very much she could go with the group. "There are many preparations to make to be sure that all those involved can capitalize on whatever comes of your attack on the tower. The best I can do is to make sure that when you all fire off the firework that I have for you is that everyone is ready to attack. That should clear the way for you to make it to the market square and the hut."

Ringeirr has a bundle and message from Rustgar - the clockwork priest several of the group member met with before meeting with Tezuzu.

Bundle & Message:
"I hope this message finds you all well in Winterthrone. I have sent the shield Bulvi asked about along with a few items that might be of interest. Our champion returned from their travels with a bow that caught his eye and some well worn items that you all might be able to restore. I hope they meet your needs."

Those who head to check out the merchants are easily able to sell whatever they wish for 1/2 value. Purchasing goods proves to be a bit more troublesome. Cloaks are the easiest to find so you all can assume that any of the cloaks you have asked about can quickly be purchased. Enchanting items is possible, but timing isn't in your favor. Anything you wish to enchant won't be ready for several days. The bundle from Rustgar includes the shield Bulvi asked about, an enchanted bow that will meet Fin's needs, a Sash of the war champion, and monk's robes. Both the sash and robes currently have the broken condition. As such they do not currently work, but also do not count at their full value (75% value) for wealth. They can be mended following normal rules and/or sold (half of 75%).

1 to 50 of 132 << first < prev | 1 | 2 | 3 | next > last >>