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Everything posted by Vil-hatarn

  1. Caught a couple of movies flying cross-country yesterday. Assassin's Creed was better than I'd heard but about as bad as I had expected. The assorted easter eggs and callouts to the games were fun at least. Ghost in the Shell was quite enjoyable, at least as someone with no familiarity with the source material. The aesthetics took me right back to my recent playthroughs of HBS's Shadowrun games.
  2. I passed due to the cost and past KS concerns...wasn't clear to me that piecemeal was an option or I might've gone in for some of the elves. Guess I'm waiting for retail.
  3. Shadowraven, Beremor will actually get to act this round--I forgot I was GMPCing the cleric. I'll retcon the post later today.
  4. Alexi efficiently cuts down another of the bandits. Vonthra calmly sidesteps Auchs next swing, and forces him back with her counterattack. A piercing screech sounds from inside the owlbear pen, followed shortly by a thunderous impact. The gate bulges outward, splinters spraying Alexi from behind, before settling back into place. It doesn't seem likely it will hold for long. Ellandar clobbers the restrained Stag Lord, who falls limp. Removing the stag helm, she is greeted by a horrifically scarred face and the stench of too much alcohol. Alexi's defensive posture serves him well, the remaining bandit unable to draw close. In the shadows near the gate, you see another bandit--he appears to be removing the bar holding it shut, with some difficulty. Aldrath rushes over to Beremor and calls upon the aid of Brigh to heal his wounds (2d8+3=10). And start round 4! Auchs attack d20+9=16 Vonthra attack d20+6=17 Vonthra damage 1d10+3=7 Owlbear initiative 12 Owlbear STR d20+4=17 Bandit attack d20+2=18
  5. MtG tournament on the 11th, nothing else on the calendar so far...
  6. Kangaroorex, you're a round or two ahead of everyone else. Grats on single-handedly taking out the Stag Lord though. Burning Hands Reflex saves d20+1=6, 10 The two bandits are incinerated along with their bedrolls. Alexi moves to join Beremor, blocking the path to the owlbear gate. Vonthra marches forward to confront the approaching bandit, and cuts him down in a single efficient strike. Vonthra waraxe d20+6=25 damage 1d10+3=11 The two remaining bandits throw themselves at Beremor with cries of fury (8 damage). Bandit attacks d20+4 = 12, 23 Crit confirmation = 6 Bandit damage 1d6+1 = 2, 6 Auchs lumbers through the doorway to the upper level and roars wordlessly when he sees Dovan's corpse. You see no sign of Akiros. Aldrath readies his crossbow. Start round 3 (second coup by Ellandar w/ failed save). 19 Alexi 17 Auchs 15 Vonthra 12 Ellandar 8 Beremor 7 Bandits 5 Akiros 2 Aldrath Auchs crashes into Vonthra, wielding a large nail-studded club; the force behind the blow causes her armor to buckle (8 damage, 21 hp remaining) Auchs attack d20+11=27 Damage 1d6+7=9
  7. Though just to be clear, going back through the posts--round 1 Ellandar tied him up, round 2 failed to knockout, the second coup will have to wait for round 3. Waiting on Alexi, Vonthra, and Beremor actions for round 2.
  8. Stag Lord Fortitude round 2: d20+4=22 (passed) Stag Lord Fortitude round 3: d20+4=18 (and he's out)
  9. Oops, forgot the saving throw part of the coup. I'm fine with a nonlethal knockout if he fails.
  10. Good luck! I'll be going tomorrow. Shame about the box, seems like a missed opportunity for a treasure chest.
  11. If you're actually trying to knock him out...you're going to be there for a while. I might recommend taking advantage of the few rounds your hex and knotwork has bought you instead.
  12. I might not have another update for you until the 23rd or so, going on vacation next week. Everyone can still go ahead and post their round two actions and I'll bring us back up to speed as soon as possible.
  13. Alexi cuts down Dovan as he turns to flee (nice roll, managed to overcome his Mobility bonus).
  14. Dovan turns aside at the last moment, Alexi's powerful strike passing inches from his face, but no amount of dodging can prevent his pummeling by Beremor's arcane projectiles. Vonthra steps forward alongside Alexi and before Dovan can recover deals him a powerful blow; his grim expression turns to surprise as he realizes you've wounded him. Aldrath calls upon Brigh and grants the party a blessing (+1 on attack rolls for the remainder of the encounter). Akiros stirs in the darkness of his quarters. Round 2 Dovan assesses his odds and turns tail, shoving his way past the night watchman who just came down the stairs, giving Vonthra and Alexi an attack of opportunity. The Stag Lord struggles semi-consciously for a moment before Ellandar brains him with her staff (you can roll coup damage--as a confirmed critical--either lethal or nonlethal, your choice). Map's been updated, same link. Vonthra waraxe d20+6=23 damage 1d10+3=9 Vonthra AoO d20+6=14
  15. The one to the east of Alexi (with the gold border) is Akiros. In case that matters
  16. Initiative 19 (+3) Dovan 19 (+2) Alexi 17 Auchs 15 Vonthra (rolled by GM) 12 Ellandar 8 Beremor 7 Bandits 5 (+4) Stag Lord 5 (+1) Akiros 2 Aldrath Dovan leaps into combat, assaulting Beremor with a rapier, shadows playing on the walls of the fort as the torch in his other hand swings wildly. Rapier d20+6 = 16 Damage 1d6+3+2d6 = 13 Ellandar spends the round trussing up the Stag Lord (you can brain him next round as a coup de grace), while most of the bandits groggily stir awake from their sleep. I still need round 1 actions for Alexi, Vonthra, and Beremor (I'll GMPC Aldrath for now).
  17. No roll required, the DC to escape is set by your CMB. I think that's involved enough that there might be a small chance of waking him--let's say a DC 15 Dexterity check to avoid giving him a new saving throw.
  18. Initiative 19 (+3) Dovan 19 (+2) Alexi 17 Auchs 15 Vonthra (rolled by GM) 12 Ellandar 8 Beremor 7 Bandits 5 (+4) Stag Lord 5 (+1) Akiros 2 Aldrath Reminder poke for y'all
  19. One of my recent favorites has been O Human Star; it's LGBT-friendly, set in the near future, and explores interactions between robots, people, and technology. Two issues already in print and the third is going up a page a week. I'd also strongly second the recommendations of Erfworld (note that it draws heavily on references to the last several decades of pop culture; I've found I'm young enough that I miss some of them), Star Power (meeting of classic comics with a great sci-fi storyline), and Questionable Content.
  20. September 24th is the only day I might be available...busy month at home and at school.
  21. Stag Lord's Will save: d20+1 = 2 Ellandar successfully makes her way into the Stag Lord's chambers, the crude wooden door barely making a sound as it swings open, and sets her hex upon the Stag Lord, who is passed out on a crude bed among numerous empty bottles. He passes from a drunken stupor into an even deeper sleep, drooling all the while (3 rounds). Not a second after Ellander slips through the door, Dovan, carrying a torch, rounds the corner from area Z9 to Z10 and sees the rest of your group up and about. "Well what do we have here? Thinking you could cheat the rest of us out of our share?" Beremor's sputtered insistences that you were on your way to relieve the night watchmen are unfortunately rather unconvincing, and Dovan draws his rapier with a wicked grin. "I'm going to enjoy making you suffer. Awake lads, there's killing to be done!" I'll count that as the surprise round--everyone please roll initiative before we continue. Here's the map; icons with a purple circle next to them indicate characters that are just waking up. Also note that there is an upper level to the fort, consisting of a number of walkways and towers--if you've counted correctly, Auchs, Falgrim, and Jex are up there. The only light sources of note are a dying campfire in area Z5 and the torch Dovan is carrying.
  22. Yeah, Gamers 2 is a classic. I wasn't as impressed with the recent Gamers 3, but the upcoming Shadow Menace (early viewing just went live for KS backers) is decent.
  23. Hmm, a map would probably help at this point. I'll get one loaded up this evening. As far as you know the Stag Lord's quarters are his alone, and the entrance is out of sight of anyone at least so long as Akiros remains asleep.
  24. Will Ellandar be proceeding through the door? Any specific plans from the rest of you (saving the Bluff rolls until some bandits get involved?
  25. The camp slowly winds down for the night. A few bandits remain on watch, and a few others disappear to remote corners of their fort, apparently preferring to take their rest in solitude. You wait until the bandits remaining in the common area appear to have fallen asleep, and you see no light or movement from Akiros' quarters. DM rolls: 19, 4, 6, 12 By the light of the dwindling campfire, Ellandar approaches the Stag Lord's quarters, her elvish vision just enough to make out the door. It does not appear to be secured in any fashion; from what you've seen and heard, the Stag Lord's temper is enough to keep any of his followers from disturbing his rest.
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