Adventurers-Upon-Return · Legacy archive
OOC: Back in the Day...
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Re: Back in the Day...
#41It's alright Muro. I knew what pain and suffering I was bringing upon myself when I signed up for this. -
Re: Back in the Day...
#42Aerex has been awarded *25* bonus experience points -
Re: Back in the Day...
#43XP:
Killed/Defeated: 2 Xaren (350 + 5 per hit point each...30 and 31 hp's)
Found(Treasure): small opal (value undetrmined), one vial of reddish phosphorus (value-??)
Problem Solving Points: 50 for the group
Mind-Blowing RP bonus: (Benevolent GM special bonus points): 50 for group
individual bonuses: 25 each for Dozus and Wulfhere
note: all your xp is divided by "6", except for individual bonus awards. If one member of the group, stays back in town to rest or something, however, or something similar, like being incapacitated, that PC does not share in the group's division. Gold piece is equivalent to 1/2 xp...so, "you find a gem...the dwarf looks at it..hmmm 100 gp on the market!"..that means you get 50 xp. This adds up people!!..Find treasure!! :P
after much deliberation...we are sticking with true old school. 2000 xp are needed for a warrior to become 2nd level, 2000 for priest, 1,500 for rogue, 2,500 for mage (sorry Pariah). 3rd? dont worry about it yet.
dont worry...you'll all level up. all will be well. (unless you DIE ofcourse)
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Re: Back in the Day...
#44In case you're wondering, it works out to 1005 xp for the two Xaren, plus 100 more*. Divided up, that works out to 184.16repeating decimal apiece. (That reminds me, are we rounding decimals up, down, the way that math books say...?)
Dozus and Wulfhere can add their own bonuses.
*This doesn't count the treasure, since it hasn't been appraised yet.
Does anyone want someone to keep track of XP, or should everyone keep track of their own, or what? I don't mind doing it if people want me to. -
Re: Back in the Day...
#45you certainly have my blessing.
round up I guess. -
Re: Back in the Day...
#46- - - Moruz has left the building! - - -
Lets get everyone up and going, hey ladies and gents? Mustn't let the scenes linger too long :D -
Re: Back in the Day...
#47yes folks...what SE said! I cant be expected to post mini-epics every day...free-form your way somewhere!
Fear not! Another mini-epic IS coming however. :P
If you dont get going, I'll take control and make you go where I want!! bwahaha...lets not get to that stage if we can avoid it. :P
my 2 cents: That opening sequence was the most fun I've ever had in one week on forum!
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Re: Back in the Day...
#48I hope that I was not too presumptious. It seemed that we were in agreement at this point and we certainly don't have the ability to equip ourselves meaningfully. Please let me know if there's a more apropos way to kick things into gear. -
Re: Back in the Day...
#49No that's good. -
Re: Back in the Day...
#50yes thats very good!
Way to take charge Wulfhere, and how about a plan people? Your off to kill some bandits and find a thief..ok. Aerex has found a passage that while not completely illuminating certainly qualifies as enough information to start discussing what your tactics may be. Having said that, all your posts have been fun to read, and this game kicks ass!! Rock on!
I will be posting lots of stuff shortly. We will have a exciting weekend, featuring a new PC, and a surprise! Apparently certain Strolenites have suggested taking on the roles of certain NPCs!!!!! WOO-HOO!!!!! Full blown interactive adventure!
c'mon folks..lets get hard-core!!!...dont just "walk or sit around" until something blindsides you. Oh and on behalf of Scras, I would like to say that he has been a bit swamped with Real Life, but has intimated he's coming FULL-FORCE to RP shortly!
yee-haw to all and to all good gaming!!! -
Re: Back in the Day...
#51Character Bio Commencing in 5...4...3...2...1...
Name: Tristan Karomir
Player: Chaosmark
Class: Triguian Cleric
Attributes
Str: 12
Dex: 12
Con: 10
Int: 16
Wis: 14
Cha: 11
Skillz (Cleric)
Weapon Skillz (2)
Mace (Favored weapon of Trigu)
Signature Move - Smite (A divinely empowered attack, with a much larger effect against evil creatures)
Other Skillz (7)
2 - Herbalism
2 - Deep Theology
1 - Horseriding
1 - Literacy - Common Tongue
1 - Literacy - Old Language
Color Intro
Tristan is a priest of Trigu, and like all members of his order, after completing his formal studies must travel the world helping others, so that when he finally settles down in a permanent location he will have a better grasp of people's needs everywhere. He has formal crimson robes with him at all times, a rising sun on white background emblazoned on the chest, but most often he will travel in much lighter garb, usually a brown pair of pants and a brown shirt, with matching boots. At his waist will always hang his mace, the only weapon priests of Trigu may wield. As for the man himself, he has reddish-brown hair and blue eyes, and slightly tanned skin wherever it's exposed.
Kewl Powerz
1) Divine Healing - 4/day
2) Exorcism - 1/encounter
3) Holy Weapon - 1/day
Items
One-Handed Mace
Robes of the Crimson Order
Traveling Garb
Backpack with a rolled up cloak attached
Day's Rations - 2 left
Water Skin
Belt with Pouches
Standing Orders Table
Surprise Attack - Will draw his mace and defend himself, dodging as much as possible.
Basic Attack - Will try to disuade attack, but will defend himself as needed.
Attack of Opportunity - Will not attack, unless the target is an obviously evil creature (vampire, demon, undead, etc. Nasty supernaturals.)
Injured - Will fall back if possible and bandage himself, otherwise will pray for divine intercession ("Give me the strength to go on", etc.) and continue fighting.
Injury - If in combat, will help if practical, otherwise will wait till after immediate combat is over. Outside of battle, will bandage/apply medicine, and pray for divine healing on the worst of injuries.
Special - Not especially violent, but not a pacifist. Will try to difuse a situation, but will fight as needed.
Religion
Diety - Trigu
Position - Wandering Priest of the Crimson Order -
Re: Back in the Day...
#52Yay, two clerics! -
Re: Back in the Day...
#53Dang right two clerics. Though the other one is more of a palladin than a cleric, but whatever. I can't say that Tristan is a traditional cleric either. Also, Muro, do you have a special intro post, or should I just post? -
Re: Back in the Day...
#54intro coming tomorrow...plus other stuff!
yes, 2 clerics...lessens the need for healing potions. :P -
Re: Back in the Day...
#55We could find potions? Alll RIIIGHT! -
Re: Back in the Day...
#56I gotta gets mah hand on some o' dem Powshunz!
fo shizzle! :woot: -
Re: Back in the Day...
#57I"ve got some phosphorus, if anyone wants it. :| -
Re: Back in the Day...
#58DM post coming later today!! get ready for a wild and crazy weekend of RP! -
Re: Back in the Day...
#59First off I would like to apologize for my absenteeism. The phone company axed my DSL connection this weekend and sia dit would be 3 to 5 days until connection was restored. Buncha sorry jerks! Anywho, I am accessing via a computer from the county library...WHEE!
On to post.
BTW, I should have full access sometime today, or so the lady at bellsouth said. -
Re: Back in the Day...
#60yay! welcome back!!
2 hours and counting to descriptive interactive gm scene-setting post!! its going to be a fun weekend folks!! -
Re: Back in the Day...
#61and were off!!!
--remember, clerics can turn undead
--remember to coordinate your efforts
--remember to have fun! (before you die) :P
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Re: Back in the Day...
#62And certain necromancers can make undead... :twisted: -
Re: Back in the Day...
#63:chimera: :club; :sdragon: :banshee: :giant: :purdragon: :dracoliche: :babyd: ??????
:bat: -
Re: Back in the Day...
#64Dujek has easily identified the scroll, as one containing several general mage spells. 3 usables spells in total, 2 1st level, one 2nd level, though the propensity for a 'miscast' is slightly greater when you cast from scrolls.
1st level- Find Familiar, Kiss of Sleeping
Kiss of Sleeping (Enchantment/Charm)
Reversible
Range: 0
Components: S
Duration: 10 rounds per level
Casting Time: 1
Area of Effect: Creature touched
Saving Throw: None
When a wizard casts this spell, he must kiss the intended victim and the victim must be able to receive a kiss (cannot be in combat). After the kiss, the victim goes into a deep comatose slumber. Slapping or wounding awakens the affected creature but normal noise does not. Awakening requires one entire round. The reverse of this spell is kiss of awakening, which will awaken a person who is magically asleep.
2nd Level- Ropetrick (X2) though one ropetrick spell is "burned" from the scroll, leaving 1 spell.
While the blue opal also radiates magic, you would need to "identify" it first to know what it is. 'Identify' is also btw a 1st level spell you may wish to select at some future point. Lacking the spell, sages or mages may be consulted. -
Re: Back in the Day...
#65remember, Rogues can "hide in shadows" and then "backstab" their opponents the following round incorporating "surprise". This single, risky attack if successful, does mucho damage:
Rogue level 1-3 (X2)
4-7 (X3)
8-11 (X4)
12+ (X5) -
Re: Back in the Day...
#66Remember, "called shots" (at least two have just been attempted thus far) are harder to pull off. The called shot comes with a slight penaly to hit, due to the specific desired result. -
Re: Back in the Day...
#67--Vee and Tristan are near death.
--The light spell lasts a while, so everyone can see fine.
--I have rolled initiative for the next round. Aerex gets his second arrow, and an additional action. Aethelstan and Talia have free reign. Moruz and Red Hatchet have simultaneous initiative! Moruz' first strike will be a 'called hamstring shot'.
--waiting on Dujek, who also has free reign.
--Aerex can still choose to "hide and shadows" and attempt "backstab" the following round, if he so chooses.
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Re: Back in the Day...
#68Moruz, your first belly strike was the "missed" hamstring shot. You didnt roll the required # to connect on your 'called shot', but you rolled high enough to still hit. Savay? -
Re: Back in the Day...
#69Aethelstan is awarded *25 xp* bonus..for this... :lol:
“Fie, sirrah! Thou churlish, beef-witted hedge-pig! Try MY mettle, and I shall smite thee proper!” -
Re: Back in the Day...
#70Oh PLEASE let that closed fan get planted in Red Hatchet's back... you'll be amused by the subsequent carnage.
And we might actually survive this... -
Re: Back in the Day...
#71
Aethelstan is awarded *25 xp* bonus..for this... :lol:
“Fie, sirrah! Thou churlish, beef-witted hedge-pig! Try MY mettle, and I shall smite thee proper!”
Please... give him 50! :up: That's gold, that is!
Oh! And also: Nice fight, Muro! Exciting stuff, this is! :D -
Re: Back in the Day...
#72:D
I'm having FUN!
well, i will let Dujek and Tristan get a chance to post today...if not...off we go again!! Wheeeeee!
fingers flying, people dying, Dujek crying...I am a poet.
(Also, I cant wait till the survivors check out the cave!!!) -
Re: Back in the Day...
#73nice post Tristan!! -
Re: Back in the Day...
#74Sorry, lost access to internet for about 40 hours. *Grumbles* -
Re: Back in the Day...
#75XP: :hyper:
Killed/defeated: 1 bad-ass 4th level dwarven berserker...Red Hatchet (though when the local bards tell their tales in their local inns, many years from now, the fearsome dwarven bandit, 'Red Hatchet' shall be renamed "Glassbeard")
400 + 9/hp (46 hp)!! Boombaclot!!
Flind (superior gnoll) 90 +5/hp (18 hp)
Found/Treasure (so far): Flindbar (30 xp...could be used or sold to a weapons enthusiast for quite a sum...and more xp), ceremonial flind sickle, Four Master-work steel dwarven axes...two weighted throwing axes , two hand-to-hand slightly larger hatchets, two fingers and one toe, belonging to Moruz. (hehe..sorry SE)
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Re: Back in the Day...
#76Post Battle Hit Points:
Full- Talia, Aerex, Dujek
Not Full: Vee, Aethesltan
In a Bad Way- Moruz, Tristan -
Re: Back in the Day...
#77Talia gets *25 bonus XP*...nice revenge ritual!!
Dujek gets *25 bonus XP*...for creative spellcasting! :P -
Re: Back in the Day...
#78I see the fingers weren't enough for you, Muro! You had to taste more blood! :P
So... someone should do a thorough search for phat lootz! If Moruz is to lose fingers and a toe over this, he wants as much lootz and xp as he can get! :D -
Re: Back in the Day...
#79--loot :P
--Pariah, I love that your introducing the element of magic into the game, but you do realize, that you cant cast more than 1 spell per day right? you need rest...then you can summon gut-demons again tomorrow to your heart's delight. BTW, how does that gut-creature spell work anyway? -
Re: Back in the Day...
#80Animate Parts
Necromancy
Level: Clr 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: One or more body parts touched
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell allows you to animate dead body parts, granting them unlife and mobility. The parts to be animated must come from a humanoid of Medium size who died within 1 day per caster level. Once animated, the body parts are completely under your control. They can obey only simple commands such as “Attack” or “Stay here” (the exception to this is if you animate a necerebro, which is quite intelligent). You may animate a total number of undead body parts equal to your caster level with a single casting of this spell. No mater how many times you cast this spell, you can control only up to half your caster level in Hit Dice of undead body parts. Undead created by this spell do not count towards the limit for other spells, such as animate dead.
Use the statistics for the indicated creature, based upon what body part(s) you animate (statistics for these creature can be found here):Origins
Deathgut
Small Undead
Hit Dice: 2d12 (13 hp)
Initiative: +2
Speed: 20 ft. (4 squares)
Armor Class: 13 (+1 size, +2 Dex), touch 13, flat-footed 11
Base Attack/Grapple: +1/-2
Attack: Tentacle +4 melee (1d3+2 plus 1d3 acid)
Full Attack: Tentacle +4 melee (1d3+2 plus 1d3 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, constrict 1d3+2 plus 1d3 acid, improved grab
Special Qualities: Blindsense 30 ft., undead traits
Saves: Fort +3, Ref +3, Will +2
Abilities: Str 14, Dex 14, Con —, Int 10, Wis 8, Cha 4
Skills: Hide +11, Move Silently +7, Search +4, Spot +4, Swim +5
Feats: Great Fortitude
Environment: Any
Organization: Solitary or digestion (2-7)
Challenge Rating: 1
Treasure: None
Alignment: Usually neutral
Advancement: —
Level Adjustment: —
An oozing pile of some revolting substance sits on the ground. Without warning, it lashes out towards you with a slick tentacle.
A deathgut is a revolting undead creature created from the organs of a freshly killed humanoid. It constantly oozes and bubbles, its body covered in a caustic acid. Deathguts, unlike other corpus morti, are active hunters, and unchecked deathguts are often evil, killing any living creature it comes into contact with. Although it actually needs very little to survive, a deathgut will consume anything it encounters, adding the slain creature’s organs into its mass.
Deathguts are the most difficult corpus morti to control, as their natural instinct is to attack everything. If a necromancer is not careful, he could very easily wind up being a victim to his own familiar. Deathguts do not speak, but they understand any languages spoken by their creator. An average deathgut weighs about 25 pounds.
Combat
Deathguts, if left uncontrolled, attack anything they view as food. They usually grapple an opponent and try to dissolve it as quickly as possible with their acid.
Acid (Ex): A deathgut secretes a digestive acid that dissolves only flesh. Any melee hit or constrict attack deals acid damage.
Constrict (Ex): A deathgut deals automatic tentacle and acid damage with a successful grapple check.
Improved Grab (Ex): To use this ability, a deathgut must hit with its tentacle attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Also, I guess it's all in 3 or 3.5 Muro, and I never played 1st, so you's gets to convert.