The Broken Age Discussion


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Game Master
Pazeek Splitbeak wrote:
As an aside, Pazeek could probably fix a lot of that broken gear, if someone thinks to mention it. The whole camp should probably be aware by now that he has some skill at a forge.

The broken gear is actually irreparable. The wood literally shattered into a million little pieces when they killed the Treant. Speaking of which, Iraldia, don't you need a new bow?


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Ah, got ya. Well, to reiterate Pazeek's stance; check out ruins or craft some stuff for the camp to gain access to materials for his own projects. Stay or go, each has its own pros and cons, but he doesn't know enough about the situation to intelligently comment either way beyond general advice about each choice.


Male Halfling Luckbringer - 5, Mythic Trickster - 1
Stats:
AC 14 (12/13), HP 44, F 4, R 5, W 1, Init 1, Perc 10, MoC 7/8, NiW 3/6, LS 1/1, MP 5/5, AL 4/4

I'll second the bag of holding bit, that is just too valuable to pass up for a group!


Male Ilidari Transmuter Wizard (Archmage) 6(1) HP: 40/51 | AC:22 T: 14 FF: 22 | Fort: +4 | Ref: +4 | Will: +7 | Perception: +5 Initiative: +2, Darkvision 60 ft.

Even though we are in the hinterlands we are still deep in enemy territory. My vote is to toss the ruins for a couple of weeks, rest and recoup. When the adventuring party arrives we kill them and see if we can't get a prisoner to interrogate and find out some more information. At that point we make another decision whether to stick around to explore the ruins some more (2 weeks isn't enough for a place this big) until we finish and then pack up or fortify the place OR we hide the bodies of the adventurers and bail. Rescuing the dwarves can be decided later.


M Half-Orc Brawler 6 (Shield Champion) / HP(43/94) / AC 22 T14 FF 18 / Saves F+11 R+11 W+5/ CMB +12 (grapple +14) CMD 26/ Init +4

Food was the other thing I was worried about. Thanks for the reminder and clarification on stuff!

Assuming 1 lb. of rations is 1 days worth of food for 1 individual, if our total group (NPC's included) is between 20 and 30, that gives us approx. 130 to 200 days worth of food, not counting any meat our hunters bring in.

Octavian's plan sounds good to me. i need to start digging some more pit traps anyways.


Game Master

Just a reminder, you guys are driving right now. I'm awaiting the group to ICly finish your discussion before the NPC's will react and take action.


Male Halfling Luckbringer - 5, Mythic Trickster - 1
Stats:
AC 14 (12/13), HP 44, F 4, R 5, W 1, Init 1, Perc 10, MoC 7/8, NiW 3/6, LS 1/1, MP 5/5, AL 4/4

Seems like we do have a solid plan, should we just implement it? In terms of IC stuff I'm still kind of at a lack for entering into these discussions, but Toyer is ready and raring to explore the ruins. New adventures are always good as far as he's concerned!


M Half-Orc Brawler 6 (Shield Champion) / HP(43/94) / AC 22 T14 FF 18 / Saves F+11 R+11 W+5/ CMB +12 (grapple +14) CMD 26/ Init +4

If I could requisition the construction of a bag of holding? Smallest size should be sufficient, and would cost about 1,250 gp in materials to craft. If anyone wants to go halfsies or something on it, that's fine, but if not, that's ok too.

List as follows:
Bag of Holding (I) - 1,250 gp
Cloak of Resistance - 500 gp

and, if this one could become available within the 2 weeks between now and the adventuring party we are expecting...

Hat of Disguise - 900 gp


Game Master

In order to make the bag of holding, a proper forge and better leather crafting components will need to be secured. This goes with forging new weapons and such. There is only so much makeshift tools will do and currently the camp has none in the way. Enchantments of existing items are still doable, but to begin crafting artifacts, gear, and refined weapons, a forge will need to be found and secured.


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

How fortunate then that Pazeek has tools for his craft skills :D. Nothing fancy, but they'll get the job done. But hey, another good reason to raid the mines! Where there are mines, there's typically on-site metal working being done as well, and that definitely requires the appropriate facilities.


Male Ilidari Transmuter Wizard (Archmage) 6(1) HP: 40/51 | AC:22 T: 14 FF: 22 | Fort: +4 | Ref: +4 | Will: +7 | Perception: +5 Initiative: +2, Darkvision 60 ft.

We have the basic tools that we got from the wagons, everything we need to craft. We just need a proper forge.


M Half-Orc Brawler 6 (Shield Champion) / HP(43/94) / AC 22 T14 FF 18 / Saves F+11 R+11 W+5/ CMB +12 (grapple +14) CMD 26/ Init +4

Well, this city had an armory. Odds are there's a forge somewhere as well.


M Half-Orc Brawler 6 (Shield Champion) / HP(43/94) / AC 22 T14 FF 18 / Saves F+11 R+11 W+5/ CMB +12 (grapple +14) CMD 26/ Init +4
Ishak wrote:

"It seems like there were people before us. Long ago they detailed the immediate surroundings. And a few notes on our area. But..." Ishak looked at everyone in turn, "It tells us where the temple is, the temple that the ugly king wants." He points in the north western part of the map, "The group before, they found the temple. In a log they spoke about possible treasures and stuff. That they went in but it seems like they never came back."

"They also noted a few places. Kitsune and I found this one, but no mention of deadly things there. They say it was a mining shaft into the tunnels below. There are a few other places too, an old wizards tower, a nearby barracks, an armory they couldn't get into. They also said things about a citadel deeper into the city."

From page 12 or so of gameplay, listing the buildings of note to explore.


Female Gnome Oracle 6 / Heirophant 1 HP: 45/60 | AC:22 T: 13 FF: 21 | Fort: +6 | Ref: +5 | Will: +9 | Perception: +7 Initiative: +3

Pretty sure we hit up the armory before the treant battle...think that's where we found the orb and the statues and minesweeper puzzle.


Game Master

Yeah, armory = garrison. Sorry for the name confusion! There are also quite a bit of 'unknown' locations. Which you can spend time finding. How that will work is a designated 'scout' will be chosen and that 'scout' will make skill checks on Survival.


Male Tiefling Barbarian 5 | AC 19, Touch 13, FF 16 | HP 65/86 | F +7, R +4, W +3 | Init +3 | Perc +10

Sorry for the lack of posting, I've had some personal matters to take care of.

I'm a bit confused on how we intend to spend our wealth. Does it just go directly into crafting?


Game Master

the wealth is primarily the value of the crafting components the group has found. So crafting is the only way to spend that wealth unless you find a way to sell the materials to actually get coinage. And in that event then you have to find a place to spend that wealth.


Game Master

Hoping to get things rolling here soon. You guys/gals think we'd get everyone ready to head out to the ruins this weekend without me doing a DMC?


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Pazeek is ready!


Game Master

If everyone is ready, I can advanced time and get everyone out of the camp. I just need a scout to be designated and them to roll a survival roll, and the direction the group will be going.


M Half-Orc Brawler 6 (Shield Champion) / HP(43/94) / AC 22 T14 FF 18 / Saves F+11 R+11 W+5/ CMB +12 (grapple +14) CMD 26/ Init +4

i nominate either Pazeek or Iraldia. Tsakua will be stealthing as we walk along as well.


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Iraldia has the higher Survival, by a point, but Pazeek gets bonuses for tracking--and higher yet for tracking humans or undead--which may or may not be relevant here. But Pazeek's Perception is by far the superior to Iraldia's, which may matter for detecting potential ambushes and traps, as the scout is pretty much guaranteed to encounter those first, if any are present.


Male Halfling Luckbringer - 5, Mythic Trickster - 1
Stats:
AC 14 (12/13), HP 44, F 4, R 5, W 1, Init 1, Perc 10, MoC 7/8, NiW 3/6, LS 1/1, MP 5/5, AL 4/4

I'm ready, though posting will be a bit infrequent. My fiance is the human embodiment of a puppy, so on weekends my posting is more gapped compared to during the week when I can post pretty much all day between patients.

Also, Toyer would probably be stealthing like Tsakua, but on the opposite side of the group to him. Sort of a look-out.


Male Tiefling Barbarian 5 | AC 19, Touch 13, FF 16 | HP 65/86 | F +7, R +4, W +3 | Init +3 | Perc +10

I've got a +11 to survival, but I'm not stealthy at all and my perception isn't as good.


Game Master

Oh that reminds me, I need to make Toyer's, Pazeek's, and Serins tokens for this. I'll get a marching order up from your descriptions.

Also Toyer your description of your fiance made me chuckle. Which to that affect,

I got engaged this week actually!

EDIT: Got the map set up at the top in the current map link. Also got all new players tokens, including the sharpbeak!


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Nifty. Of course, Google apparently hates the fact I'm on a tablet, and as such won't let me actually use that map thing the way its supposed to. So I'll be giving directions on how Pazeek and Sharpfeather move, and someone else will have to juggle the tokens on my behalf.

And congrats on your engagement!

If you're being held against your will and would like help escaping, blink once for 'yes'.


Game Master

Haha! I'm pretty sure I'm not being held against my will.... but that's what they would say wouldn't it?!

I can handle your token movement. As long as your specific enough where I can understand what the hell your blabbering about... of course.

Also, just throw it in a GM spoiler tag, and you can be as descriptive as you want with measurements. Also google is the best free option, not going to pay for licenses to run a virtual tabletop!


M Half-Orc Brawler 6 (Shield Champion) / HP(43/94) / AC 22 T14 FF 18 / Saves F+11 R+11 W+5/ CMB +12 (grapple +14) CMD 26/ Init +4

Congrats on the engagement!


Male Halfling Luckbringer - 5, Mythic Trickster - 1
Stats:
AC 14 (12/13), HP 44, F 4, R 5, W 1, Init 1, Perc 10, MoC 7/8, NiW 3/6, LS 1/1, MP 5/5, AL 4/4

I jest only a little, it's very true. And definitely congrats on your engagement too!


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

So, what are we doing, when are we doing it, and who's doing it with us?


Game Master

It seems like I'm going to have kickstart these things. Because of lack of responses from the rest of the party, Pazeek you will designated as scout. Between you and Tsakua, figure out what direction you want to go. I will post the advancement today once you and the active rest decide in the direction.

Also my apologies for being absent yesterday, things got a bit hectic.

Also to expediate things. Go ahead and make three survival checks Pazeek.


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Can Pazeek take 10 or 20 on these checks, if he feels the need? I figure he'll be looking carefully, it being both an unfamiliar location and one with minimal prior exploration done on top of that.


Game Master

Initially no, unless something appears to be of specific interest then yes. So first roll the three normally, I will give out descriptions based on those initial rolls, then depending on the situation, you may be able to take 10/20 on the subsequent checks.


M Half-Orc Brawler 6 (Shield Champion) / HP(43/94) / AC 22 T14 FF 18 / Saves F+11 R+11 W+5/ CMB +12 (grapple +14) CMD 26/ Init +4

I propose we head towards the barracks with the intent of funding a forge either along the way or upon arrival. Sound good?


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Works for me, I'll start it then.


Male Halfling Luckbringer - 5, Mythic Trickster - 1
Stats:
AC 14 (12/13), HP 44, F 4, R 5, W 1, Init 1, Perc 10, MoC 7/8, NiW 3/6, LS 1/1, MP 5/5, AL 4/4

Toyer will stick with the bulk of the group, but towards the outside edge sneaking along in case anything ambushes he can be relatively hidden. I'll post in the thread once things kick off including a stealth check.


Male Human Oathbound Paladin 5 | HP 70/70 | AC 18 T 11 FF 17 | Fort +10 Ref +5 Will +7 | Init +5 Perc +5

Serin will probably stay towards the front of the group, as he is meant to hit and get hit.

Also super congrats on engagement!


Male Tiefling Barbarian 5 | AC 19, Touch 13, FF 16 | HP 65/86 | F +7, R +4, W +3 | Init +3 | Perc +10

This weekend I have a very large tournament to attend (I'm an umpire) which will take up most of my time from Friday to Sunday. I should still be able to check the boards later at night, but starting on Friday my posting will be very scarce until late on Sunday.


Game Master

Just a heads up, I will most likely be a bit inactive this weekend starting on Saturday, as it is my fathers day, me and my fiance are going out of town to visit her father. I may be able to squeeze in a post or two, but other then that I do not believe there is much edgewise. I will definitely be back Monday at the latest.


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

So, this deafness we just got hit with? Is this permanent, because I don't think anyone in the party has the requisite spell to treat it :p. And while there is a feat that allows a successful Heal check to do so, it's such a niche feat that I seriously doubt that anyone in the whole camp has it. Not that the group would get much benefit right now if someone in camp did have feat


Game Master

No, its not permenant, I will detail the duration once I get everyones posts :) It will be... quite interesting to see how the next events develop!


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

So who else thinks this fight is about to well and truly suck? Show of tongues, lol.

:p.


Male Ilidari Transmuter Wizard (Archmage) 6(1) HP: 40/51 | AC:22 T: 14 FF: 22 | Fort: +4 | Ref: +4 | Will: +7 | Perception: +5 Initiative: +2, Darkvision 60 ft.

Pff you got a wizard in the group. Just wait until I start spell slinging.


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Well, it's going to be dicey, but I have some ideas on how Pazeek can get through without ending up as tengu a la presse, lol.


Male Ilidari Transmuter Wizard (Archmage) 6(1) HP: 40/51 | AC:22 T: 14 FF: 22 | Fort: +4 | Ref: +4 | Will: +7 | Perception: +5 Initiative: +2, Darkvision 60 ft.

If s!&+ goes sideways jump into the canal. Shield just blocks either end, not the canal.


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;
Octavian Lucarin wrote:
If s&$! goes sideways jump into the canal. Shield just blocks either end, not the canal.

Ha, Pazeek can fly! No fish imitations for this bird, no sir!

But actually, the Furious Charge mythic attack bypasses DR, so Pazeek will be using that to get in some good nodachi shots. And when he sees Jietin livin' large, he'll amp the hurt by hitting Jietin's weapon with his lead blades spell, provided it gets past the 20% failure chance for casting while deaf. Finally, he'll try to lure the golem over to the side of the bridge, then try to somehow signal Jietin to bull rush the stone bastard into the drink.


Male Tiefling Barbarian 5 | AC 19, Touch 13, FF 16 | HP 65/86 | F +7, R +4, W +3 | Init +3 | Perc +10

I hope you guys are good at charades, because tactics are easier when you're blind than when you're deaf.


Game Master

To that note, to successfully convey information to deafened players, you have to roll Perform. That player trying to understand you must roll an opposing Perception check. This is to help simulate having to make hurried gestures in the heat of combat.

Ahem... where my popcorn now...


HP 43/58 | AC 22/14/19 (24/14/21 vs. humans or undead) | CMD 21 | Fort +4 Ref +8 Will +5 | Per +14 (+18 vs. humans, +16 vs. undead), Low-Light | Init +3;
Class and Skills:
Ranger (Infiltrator/Sky Stalker) 6 | Acro +6 Climb +6 Disable Device +13 Fly +10 Heal +9 Ride +7 Stea +13;
Combat:
30 ft. | Melee +7/+2/+8/+4 (k, w or t, and b); +9/+4/+4 (n and b); +9/+9/+9 (2 c and b); Ranged +9 CMB +8 | all attacks add +4 vs. humans, +2 vs. undead;

Tactics might be easier blind, but combat sure as heck is better deaf. I've heard some gaming horror stories about parties getting mostly, or even entirely blinded.


Male Tiefling Barbarian 5 | AC 19, Touch 13, FF 16 | HP 65/86 | F +7, R +4, W +3 | Init +3 | Perc +10

Ah I always did perform and sense motive, making their combined totals have to reach a certain DC depending on the complexity of the information.

Lol yeah. Ever seen the Wall of Blindness spell?

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