Umagro

Shulme-Silule's page

221 posts. Alias of Coriat.


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1d20 + 2 ⇒ (13) + 2 = 15 Religion.


1d20 + 7 ⇒ (12) + 7 = 19 Persuasion


1d20 + 4 ⇒ (15) + 4 = 19


Mezentius's Last Stand?

1d20 + 6 ⇒ (14) + 6 = 20 aoo

1d20 + 6 ⇒ (9) + 6 = 15

1d20 + 6 ⇒ (19) + 6 = 25 butt


1d20 + 6 ⇒ (10) + 6 = 16
1d20 + 6 ⇒ (12) + 6 = 18

1d10 + 6 ⇒ (5) + 6 = 11

1d20 + 6 ⇒ (19) + 6 = 25
1d20 + 6 ⇒ (18) + 6 = 24

1d4 + 6 ⇒ (2) + 6 = 8


1d20 + 3 ⇒ (1) + 3 = 4 history 1
1d20 + 3 ⇒ (19) + 3 = 22 history 2
1d20 ⇒ 10 insight


1d20 + 1 ⇒ (3) + 1 = 4


6d20 ⇒ (8, 9, 16, 11, 16, 20) = 80

6d20 ⇒ (15, 8, 5, 18, 14, 14) = 74


1d20 + 19 ⇒ (3) + 19 = 22 Ruthless Week 26
1d20 + 14 ⇒ (10) + 14 = 24 Ruthless Week 26
1d20 + 14 ⇒ (16) + 14 = 30 Ruthless Week 26
1d20 + 14 ⇒ (12) + 14 = 26 Ruthless Week 26

8d6 ⇒ (5, 1, 2, 4, 1, 5, 2, 5) = 25 people

1d20 + 12 ⇒ (14) + 12 = 26 Espionage Week 27


1d20 + 14 ⇒ (5) + 14 = 19 peasants Week 12
1d20 + 19 ⇒ (2) + 19 = 21 criminal week 14
1d20 + 14 ⇒ (18) + 14 = 32 peasants week 14
1d20 + 19 ⇒ (13) + 19 = 32 criminal week 15
1d20 + 14 ⇒ (8) + 14 = 22 peasants week 15
1d20 + 19 ⇒ (7) + 19 = 26 criminal week 16
1d20 + 14 ⇒ (7) + 14 = 21 peasants week 16
1d20 + 19 ⇒ (7) + 19 = 26 criminal week 17
1d20 + 14 ⇒ (9) + 14 = 23 peasants week 17

10d6 ⇒ (2, 5, 5, 2, 4, 6, 2, 6, 3, 6) = 41 peasants
32d6 ⇒ (6, 2, 4, 2, 2, 6, 2, 6, 3, 5, 2, 1, 5, 3, 4, 4, 4, 4, 5, 3, 6, 5, 2, 3, 4, 3, 4, 6, 1, 1, 1, 3) = 112 criminal

PC LEVEL UP

1d20 + 16 ⇒ (19) + 16 = 35 tiger hunt week 19
1d20 + 16 ⇒ (11) + 16 = 27 tiger hunt week 19
1d20 + 16 ⇒ (4) + 16 = 20 tiger hunt week 19
1d20 + 16 ⇒ (17) + 16 = 33 tiger hunt week 19
1d20 + 14 ⇒ (7) + 14 = 21 peasants week 20
1d20 + 14 ⇒ (15) + 14 = 29 criminal week 20
1d20 + 19 ⇒ (9) + 19 = 28 criminal week 20
1d20 + 14 ⇒ (6) + 14 = 20 criminal week 20
1d20 + 14 ⇒ (20) + 14 = 34 criminal week 21
1d20 + 14 ⇒ (9) + 14 = 23 criminal week 21
1d20 + 19 ⇒ (14) + 19 = 33 criminal week 21
1d20 + 14 ⇒ (5) + 14 = 19 criminal week 21
1d20 + 14 ⇒ (8) + 14 = 22 peasants week 24
1d20 + 14 ⇒ (10) + 14 = 24 peasants week 24

6d6 ⇒ (1, 5, 5, 1, 6, 6) = 24 peasants
36d6 ⇒ (5, 4, 5, 6, 6, 5, 4, 5, 3, 3, 2, 5, 1, 1, 1, 3, 3, 1, 2, 1, 5, 2, 5, 5, 6, 1, 5, 2, 6, 5, 2, 2, 1, 2, 1, 6) = 122 criminal (+20%)
27d6 ⇒ (1, 4, 6, 4, 4, 2, 2, 6, 6, 3, 1, 2, 3, 2, 3, 2, 1, 4, 1, 6, 1, 2, 5, 2, 5, 3, 2) = 83 normal criminal

On to the current Week 25...

1d20 + 10 ⇒ (19) + 10 = 29 Spread Disinformation Week 25
1d20 + 7 ⇒ (15) + 7 = 22 Legitimate Enterprise week 25

9d4 - 9 ⇒ (2, 1, 3, 3, 1, 4, 2, 2, 4) - 9 = 13 legitimate enterprise


1d20 + 7 ⇒ (8) + 7 = 15
1d20 + 7 ⇒ (9) + 7 = 16
1d20 + 7 ⇒ (8) + 7 = 15
1d20 + 7 ⇒ (17) + 7 = 24

Binding barbazu - opposed Charisma rolls to coerce service.


1d100 ⇒ 70 Teleport mishap chance - viewed once.
1d100 ⇒ 25 return trip - very familiar.


1d20 + 14 ⇒ (17) + 14 = 31 Grumble fort vs death (rolled nat 1 ruth above)


1d20 + 15 ⇒ (9) + 15 = 24 ruthless peasants (Melrov)

1d20 + 14 ⇒ (4) + 14 = 18 ruthless criminal (Grumble)
1d20 + 15 ⇒ (12) + 15 = 27 ruthless peasants (Melrov)
1d20 + 14 ⇒ (7) + 14 = 21 ruthless criminal (Grumble0
1d20 + 15 ⇒ (3) + 15 = 18 ruthless peasants (Melrov)
1d20 + 14 ⇒ (3) + 14 = 17 ruthless criminal (Grumble)
1d20 + 15 ⇒ (5) + 15 = 20 ruthless peasants (Melrov)
1d20 + 14 ⇒ (1) + 14 = 15 ruthless criminal (Grumble)
1d20 ⇒ 20 monthly event
1d20 + 11 ⇒ (19) + 11 = 30 monthly Connections check aided by Kaitlyn


1d100 ⇒ 91


Weekly actions:

1d20 + 8 ⇒ (8) + 8 = 16 Abduct unaided
1d20 + 16 ⇒ (2) + 16 = 18 Criminal Enterprise aided by Melrov

-

Monthly event:

1d20 ⇒ 20

-

2d6 ⇒ (6, 1) = 7
8d6 ⇒ (5, 4, 3, 4, 4, 6, 4, 1) = 31 coin


Sizing up:

1d20 + 24 ⇒ (19) + 24 = 43 (with +5 for time)


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

I'm back in black.


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

My laptop is kaput. While it gets repaired, or, more likely, written off and replaced (hooray extended warranties), my presence may be intermittent.


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

I think we can handle any pauses that crop up.


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Still around, still interested, still evil.


Rynjin wrote:
Dark Tapestry (my personal favorite)

Hell yeah.


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6
Xanos wrote:

I'm playing a necromancer in another game. It's just not the same.

How's everyone doing?

Been holding off on more pbps as other things are taking up much of my attention.

.

Like watching the stars. Watching... and waiting...


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

I'm sorry to hear this, but, do what you need to and I wish you good luck with work and life. It's been fun, thanks!


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Shulme leans on his spear for a moment, distracted, uneasy, feeling something on the faint edge of his awareness. Perhaps the echo of Xanos calling upon the old arts, as he must be doing even now? Or perhaps...

The sorcerer gives a baleful glance upwards, his gaze meeting only Balentyne's ceiling. He shivers, recovering, and looks to his companions, ready to provide aid.


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

I hope things ease up for you soon Mark.

I have good news and bad news. I will be in the backcountry for a week starting tomorrow. No posting after today until I return. Please feel free to NPC Shulme as necessary.

However orchard peak season is over and when I return I will have a lot more time and attention free.


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Shulme keeps his attention on the nearest guard, spear lashing out again and again in eerie silence as the sorcerer attempts to overwhelm the Talirean's defenses.

Attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d8 + 7 ⇒ (7) + 7 = 14


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Shulme curls his lip, maneuvering through the surprised guards and rounding on his prey from the other side - but he encounters no more luck than before.

Flanking Power Attack: 1d20 + 8 ⇒ (1) + 8 = 9

No AoO (flatfooted) but grumble grumble dice grumble


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Shulme reacts to Price's invective with surprised admiration, but his chosen target unexpectedly bursting into flames seems to throw the sorcerer's aim off.

Power Attack: 1d20 + 6 ⇒ (3) + 6 = 9


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6
Cain, the beast! wrote:
Should I be waiting for Alaric and Shulme to post to move things forward with Cain?

Nope!


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Shulme is probably not the best high stakes bluffer given his tongue's propensity to switch itself to Aklo. I could see that being a little awkward. ;)

On Leadership: I have been looking into taking that and I have had some beginning ideas for a cohort, but I am not yet married to anything, particularly followers wise. I would be entirely happy with largely handwaving followers into some sort of joint team evil organization, or just handwaving them altogether, or whatever works.

OTOH, a system HIGHLY based on Cha is good for me... :p

Probably I will look into the Ultimate Campaign stuff (is the evil organization stuff from WotW also available?) and get back to you.


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

"Not I." the sorcerer's low reply comes from a nearby shadow. "In times of... interest... my tongue is not to be relied upon."


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

While Price does her work, Shulme, still wary of the priest at large, ensures that these fallen guards, at least, will not rise again.

Coup de grace


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Still alive, just slow to respond.

As with this season last year, I am picking up extra work at an apple orchard, as this is the busy time of year. I do encourage Mark to feel free to bot me if I haven't posted w/in a short time of needing to; I won't be disappearing, but I am checking a bit more intermittently.


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Under cover of Price's attack Shulme sweeps around the guards' flank in sinister silence, deadly spear lashing out even as he cuts off their retreat.

1d20 + 8 ⇒ (9) + 8 = 17
1d8 + 7 ⇒ (3) + 7 = 10

Flank with Price and longspear attack (so add 2 to Price's attack after me in the init Mark); Escape Route with Price means no AoO for the guard I believe.


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

So I think taking and holding the gatehouse as a chokepoint is a good idea but past gaming traumas have left me with an intense phobia of cramming the party into a confined space with an enemy arcane caster outside. Think we could kill him first?


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Assuming that the info posted in the OOC gathered by Price is now team known info

"What of the priest - and the magister? A priest could strengthen their counterattack most powerfully... but even more, the mage that Price warns of might turn the gatehouse into a charnel pit for us, if he wields the right magics."

Shulme offers a knowing smile.

"No... I have learned that the best way to fight a wizard is to take him unaware. The soldiers here cannot see in the dark. I think that men who were just sleeping, who have few leaders left, and who cannot see their way without light will take time to organize against the tower. We should use that time to slay the magister at least, and the priest too if we may. And only then on to the gatehouse."


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Heh, yeah.

And now fully leveled up.


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

1d4 + 4 ⇒ (4) + 4 = 8

Mwa ha ha...


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Still present and accounted for.

I know nothing about roll20, which means that I have nothing against it :p


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

I agree with Fargo and Price (provided that you do not find the posting to be burdensome given the busy job).


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Stealth 1d20 + 9 ⇒ (17) + 9 = 26


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Sounds good.


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

The sorcerer pays the bugbears so little heed that they might not have been present at all, but he acknowledges Cain's compliment with a nod.

"We should not linger here, though. Let us take what we wish and begone."

He bends his attention to healing the wolf-man's wounds in preparation for their departure, and mutters a few lesser charms.

1d8 + 4 ⇒ (7) + 4 = 11
1d8 + 4 ⇒ (7) + 4 = 11
1d8 + 4 ⇒ (2) + 4 = 6
Spellcraft to ID shield with detect magic; take 10 = 19


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Cain, in addition to a (relatively irrelevant right now) +2 intimidate, this spell will allow you to discharge it upon a successful hit to force a DC 17 Will save vs nauseated.


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Shulme lifts his spear, impaled soldier and all, and with a quick violent motion flings the corpse from the point. A crunch of bone can be heard as the unfortunate Talirean strikes a nearby boulder and slumps into a messy heap at its base.

The lean Osirian turns and stalks towards the remaining few soldiers, pausing briefly near Cain and incanting an ancient word of command.

A small bit of the sorcerer's shadow detaches and takes a life of its own, crawling towards Cain's blade and gathering around it. The falchion's edge begins to gleam faintly through the shadowy strands, and the entire weapon acquires an air of suppressed energy to those who look upon it, resonating subtly in sympathy with something in the pit of the stomach.

Instrument of Agony


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6
Cain... wrote:

Well, then Im' sorry for pesticating, man. I certainly don't mean to add to your stress.

Just ignore me. :)

No worries, it doesn't bother me. I've just been being unusually forgetful. But other than that, life is good. Busy, but good busy.


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6
Xanos wrote:
Yeah, its on him. He's been having posting issues lately. Hope everything is ok.

Everything is okay, just that life is resisting the idea of becoming less busy atm. On top of work, my sister who has just graduated from college arrived to visit yesterday.

Which is great, but I have a low wisdom on the least busy of days, and so now I keep losing track of various things. Apologies (again).


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Shulme fails to note the soldier rushing up behind him in time to bring his spear into play, but the errant blade ringing off his armor alerts him quickly to the danger. The sorcerer glances warily behind him, looking for a better route to retreat, but hemmed in by undergrowth he allows himself to be backed up against the riderless horses as he strikes back at the swordsman.

1d20 + 6 ⇒ (6) + 6 = 12 AoO, guessing that misses
1d8 + 7 ⇒ (1) + 7 = 8
1d20 + 6 ⇒ (17) + 6 = 23 5' step and attack
1d8 + 7 ⇒ (7) + 7 = 14


Percep +4. Init +8 -- Hp 50/50. AC 18, t12, ff16. Fort+4, Ref+4, Will+6

Shulme calls something out in Aklo as he moves into battle, though whether it the sibilant words form a curse, an incantation or a battle cry is unclear.

1d20 + 6 ⇒ (17) + 6 = 23 Power Attack vs mounted ranger
1d8 + 7 ⇒ (5) + 7 = 12 Damage


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