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Thread: Istao game

  1. #136
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    Agreed on Addadun. That was the whole point of this trek!

    Can't wait for Autumn Knight or Order of the Green Lion.

  2. #137
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    Hi Umiushi,

    I have to be out of town this weekend, and won't be able to make the game Saturday night. I'll probably still be able to drop in once or twice to the Acqua Alta thread.

    --T

  3. #138
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    The Wolf that Howled Under a Moonless Sky, Part Four: The Battle at the Gates of Mollu

    Over the course of the next few weeks, the leaders of the Duchy of Calanque proclaimed loudly in their courts and halls that they were dissatisfied with the results of the Black Trident Plan, even though the Barony of Mollu had turned into a wasteland of refugees and undead overnight.

    What remained of that realm's militia desperately regrouped to protect the survivors. Their one consolation was that no Calanquian warrior had any desire to set foot in the cursed territory.

    During those grim days, first of many to come, the Mollu got their hands on orders for the enactment of a "second Black Trident Plan." Rather than a seaborne invasion invasion of ghosts, a dark ritual known as Fatal Risen would tear the dead out of their land-bound graves and send them marching into the barony directly. The Mollu warriors reacted predictably, and gathered the last of their strength to assault the southern route around Serpent's Thicket. The force they assembled was considerable. Originally, the raids against Elanglond consisted of opportunistic knights and brigands. Now, every last person capable of fighting was present to try to avert the ultimate catastrophe for their country.

    This, however, was a subterfuge on the part of the Duke. There is no second Black Trident Plan. Rather, the information was calculated to force Mollu into a pitched battle, giving them no alternative but to seek one out. If the Mollu militia is allowed to reach Elanglond, it is numerous enough to raze that village to the ground; but if it is crushed en route, Mollu will not be a threat to anyone, even into the next generation.


    With the Wolf Spear in the Elanglond Thaumaturgical Company's possession, you and your fellows will be the centerpiece of the counterattack against Mollu. Together with the surviving members of the Peregrin Thaumaturgical Company, you will utilize the artifact's might to summon a punishing rain of arcane thunderbolts down on the heads of the Mollu wretches.

    The battle will revolve around your ability to direct the Wolf Spear's ritually-conjured storm. Scouts from the Calanquian army will locate elements of Mollu's force. The captains in charge will determine the best targets; it is important to not expose our own warriors to the devastating power of the Wolf Spear.

    These targets will be relayed to the ritualists, led by Hemen Marn. The ritualists will be off to the rear flank, well away from the actual fighting, and so unable to determine the targets for themselves.

    Captain Prochin Blein will maintain an intermediate post between the site of the ritual and the main force, in order to deal with any parts of the Mollu army that somehow find themselves in that area, and convey information from the main force to Hemen. This is where you will be stationed. Your responsibility will be to defend this post and act as couriers for the information about targets.

    May the Four Courts and the Six Heavens favor this, our final endeavor against the Barony of Mollu.


    This final part of the first Istao Mission Adventure will begin on Saturday, July 10th, at 3:30 pm PDT. I expect it will take three to four sessions to complete.

  4. #139
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    If you are planning to participate in the above chat session, please let me know as soon as possible.

  5. #140
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    I plan on attending. Sounds like a fun wrapup to this adventure!

  6. #141
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    Enjoyable indeed. Count me in.

  7. #142
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    These are the players and characters that I believe will attend Saturday's game:

    • Blydden, playing Quarion
      • 735 XP
      • Treasure: 145 sceatas

    • Palpatim, playing Ohr
      • 695 XP
      • Treasure: 45 sceatas, a potion of healing, and two greatspears



    Palpatim, you may be recording your character as having 845 XP. I found a point where I mistakenly quoted a 320 XP reward when I meant to say 170 XP.

    Please confirm that the black onyx gem went to Laqua.

    During the intervening time, you may use your funds to purchase additional equipment, subject to posts 12 and 14 of this thread.
    Last edited by Umiushi; 07-10-2010 at 05:34 PM. Reason: added greatspears to Ohr's treasure

  8. #143
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    Prompt as can be!

    I'd like to use Quarion instead. Time for a change up!

    (Oh, and I believe that treasure stuff is correct, yes.)

  9. #144
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    Thanks, Umiushi. I'll update Ohr's character sheet accordingly.

  10. #145
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    Summary of Elanglond's Battle Plan

    Order of Battle
    Mollu Force
    Commander unknown, possibly Simalsey, Lady High Constable of the Barony of Mollu; there were rumors she survived and is in charge

    Militia - a heterogeneous mix of able-bodied survivors from the Barony of Mollu; exact composition unknown


    Elanglond Force

    Commander: Ezod Stoneburner Calanque, Lord of Gavinn Isle, adopted son of Duke Andag the Great, and Field Marshal of Calanque

    Cataphracts - warriors and knights organized as a "lost children company" (shock troops)
    Commander - Sir Pazog Calanque

    Calanquian Headquarters - a small encampment that houses, in addition to the commanding officers, a collection of divine relics of tactical significance, as well as several scouts and messengers; and is guarded by cataphracts, archers, and one company of mounted knights
    Commander - Lord Ezod Calanque

    Elanglond Levies - experienced levies and Calanquian marines serving as light infantry, including some slingers and archers, and forming the bulk of the middle guard
    Commander - Dame Simau Calanque

    Rear Guard - mostly composed of green levies with a handful of veteran leaders
    Commander - Sir Arless Navore

    Ritualists - Elanglond Thaumaturgical Company
    Commander - Captain Prochin Blein

    Scorpios - small-scale ballista crews
    Commander - Captain Syme Drogney

    Skirmishers - well-trained light infantry for scouting and ambushing, as well as forming an unconventionally dispersed vanguard
    Commander - various officers acting independently or reporting directly to Lord Ezod


    Tactical Discussion
    Extreme emphasis has been placed on avoiding Mollu scouting parties as well as maintaining mobility, so very little resources were directed to fortifying positions. However, the Mollu have been advancing steadily and will be attacked before they can complete the fortification of their own night's encampment. The Mollu militia is reported to have a slight numerical superiority (if the rear guard isn't counted) that should be more than compensated for by the advantage in training, terrain, and arcane might held by the Elanglond army.

    The Mollu have been deceived into believing they will be fighting a horde of the walking dead due to the false rumor of the Fatal Risen ritual. Consequently, the battle will be joined at sunset to further heighten the Mollu's discomfort. If a decisive victory cannot be achieved before twilight ends, the battle will recommence at daybreak.

    The cataphracts will begin the battle by charging the massed militia in order to break their morale and scatter them. They also hold the main path of the Southern Route against any overrun attempt by the Mollu. Skirmishers will harry isolated groups of milita while the Elanglond levies advance to reinforce the cataphracts. The skirmishers will also convey intelligence on the militia's location and composition for use by the ritualists.

    Additional skirmishers, as well as several traps, have been deployed in the swamp that borders Serpent's Thicket to prevent the militia from using it to sneak past the Elanglond forces. Any who do will be attacked by the rear guard, stationed at the western edge of the swamp. If the militia tries to avoid this engagement by veering southwards, they will be intercepted by more skirmishers; and the mobility of the light infantry as well as the conjured storm of the ritualists will be relied upon to engage them. Such a maneuver will add enough time to the Mollu's march that the rear guard can be redeployed to meet them before they reach Elanglond itself.

    The Calanque headquarters is a small encampment defended by a shell of knights trained to a level on par with the cataphracts. Furthermore, it is flanked by the scorpio companies which have clear lines of fire down the slope to any militia that try to advance in the open. Headquarters will be maintaining lines of communication between the various elements of the army, but each company captain is already versed in the overall plan as well as their own roles.


    Party Role
    Hemen Marn and his ritualists are located due south of the Calanquian headquarters, off to the rear flank of the main fighting force. Prochin's outpost is about one quarter of the way between Hemen and the HQ. As stated earlier, the party will be responsible for delivering messages between Prochin and Hemen, and keeping that route free of enemies.

  11. #146
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    August 14th Istao Mission Adventure canceled

    Palpatim will not be available on August 14th.

    Since all the confirmed players also have characters in Order of the Green Lion, I will plan to run that instead. Please let me know if this affects your attendance plans before Thursday, August 12th.

  12. #147
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    who agree's with me that umiushi needs to get the PH 3? :P

  13. #148
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    Quote Originally Posted by LincolnGeertsen View Post
    who agree's with me that umiushi needs to get the PH 3? :P
    Meeh... Granted, I'd love to be a Warforged Battlemind, but it is his prerogative to shape his world.
    "I'm not going crazy. I'm going sane in a CRAZY world!"

  14. #149
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    The next game will commence on Saturday, August 28th, at 3:30 pm PDT.


    • Blydden, playing Quarion
      • 960 XP
      • Treasure: 160 sceatas
    • DiscipleofYawgmoth, playing Liam
      • 0 XP


  15. #150
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    At long last, the second Romance of a Fallen Country adventure is starting. It will be held Saturday, September 25th, at 3:30 pm PDT.

    Here is the character information:

    • Blydden, playing Blydden
      • 1659 XP
        • 2349 stycas
        • 84 sceatas

      • a potion of healing
      • 8 days of rations remaining
      • 1 full waterskin

    • DiscipleofYawgmoth, playing Mikal
      • 365 XP
      • 10 days of rations remaining
      • 1 full waterskin



    Additionally, I have prepared Companion stats for Daknia and Sada. I would like DiscipleofYawgmoth to control them until such time as his own character can be introduced into the party.

    Original Player: Feantari
    Character Name: Daknia

    Role: Striker (Rogue)
    Race: Razorclaw Shifter
    Size: Medium
    Gender: Female
    Height: 5'8"
    Level: 1

    Stats
    Strength: 14 (+2)
    Constitution: 9 (-1)
    Dexterity: 18 (+4)
    Intelligence: 10 (+0)
    Wisdom: 14 (+2)
    Charisma: 14 (+2)

    Initiative: +4
    Movement: 6
    Vision: Low-light
    Passive Insight: 12
    Passive Perception: 12
    Action Points: None
    Hit Points/Bloodied: 21/10
    Healing Surges/Surge Value: 5/5
    Armor Class: 16
    Fortitude Defense: 12
    Reflex Defense: 16
    Will Defense: 14
    +1 to AC and Reflex with Razorclaw Shifting

    Languages: Elven, Istaoan

    Skills
    Acrobatics: 11
    Arcana: 0
    Athletics: 2
    Bluff: 2
    Diplomacy: 2
    Dungeoneering: 2
    Endurance: -1
    Heal: 2
    History: 0
    Insight: 2
    Intimidate: 2
    Nature: 2
    Perception: 2
    Religion: 0
    Stealth: 11
    Streetwise: 2
    Thievery: 4

    Trained Skills: Acrobatics, Stealth
    Armor Proficiency: Leather
    Implement Proficiency: None
    Weapon Proficiency: Dagger, Hand Crossbow, Blade Dart (Shuriken), Sling, Short Sword

    Normal Load: 140lb
    Lift: 280lb
    Push/Drag: 700lb

    Weapon: Short Sword, 3x Dagger, 5x Blade Dart, Sling (20 bullets), 2x dragonfire tar
    Armor: Leather
    Equipment: Feyleaf Vambraces, climber's kit, thieves' tools, belt pouch, Istaoan adventurer's kit (4 days of rations remaining)
    Funds: 152 sceatas, 3333 stycas

    No Action
    Sneak Attack (Round) +1d6 damage on a hit against a target granting combat advantage

    Minor Actions
    Razorclaw Shifting (Encounter) if bloodied

    Move Actions
    Normal: 6
    Razorclaw Shifting: 8
    Shift: 1

    Standard Actions (Basic Attacks)
    Blade Dart 6/12 +8 vs. AC 1d4+4
    Dagger +8 vs. AC d4+2
    Dagger (thrown) 5/10 +8 vs. AC d4+4
    Improvised Thrown 5/10 +5 vs. AC d4+4
    Short Sword +8 vs. AC d6+2
    Sling 10/20 +7 vs AC 1d6+4
    Unarmed +5 vs. AC d4+2

    Standard Actions
    Dragonfire Tar 5/10 +6 vs. Reflex ongoing 5 fire (save)
    Fox's Gambit (Encounter) +8 vs. Reflex d6+4 and negate target's marks, target cannot mark until ENT; shift 1 (d4+4 w/ dagger)
    Piercing Strike +8 vs. Reflex d6+4 (d4+4 w/ dagger)
    Second Wind: heal 5 hit points and gain +2 to all defenses

    Personality Notes

    • Careful about how her talents are presented
    • Cautious
    • Curious



    Original Player: Palpatim
    Character Name: Sada

    Role: Controller (Wizard)
    Race: Deva (Immortal)
    Size: Medium
    Gender: Female
    Height: 6'1"
    Level: 1

    Strength: 12 (+1)
    Constitution: 13 (+1)
    Dexterity: 11 (+0)
    Intelligence: 18 (+4)
    Wisdom: 16 (+3)
    Charisma: 10 (+0)

    Initiative: +0
    Movement: 6
    Vision: Normal
    Passive Insight: 14
    Passive Perception: 14
    Action Points: None
    Hit Points/Bloodied: 23/11
    Healing Surges/Surge Value: 7/5
    Armor Class: 14
    Fortitude Defense: 12
    Reflex Defense: 14
    Will Defense: 16
    +1 to all defenses against attacks made by bloodied creatures
    Resist 5 Necrotic and Radiant

    Languages: Elven, Istaoan, Wizard's Cant

    Skills
    Acrobatics: 0
    Arcana: 9
    Athletics: 1
    Bluff: 0
    Diplomacy: 0
    Dungeoneering: 3
    Endurance: 1
    Heal: 3
    History: 11
    Insight: 3
    Intimidate: 0
    Nature: 3
    Perception: 3
    Religion: 6
    Stealth: 0
    Streetwise: 0
    Thievery: 0

    Trained Skills: Arcana, History
    Armor Proficiency: None
    Implement Proficiency: Orb, Staff, Wand
    Weapon Proficiency: Dagger, Staff

    Normal Load: 120lb
    Lift: 240lb
    Push/Drag: 600lb

    Weapon: Dagger
    Armor: None
    Implement: Orb
    Equipment: Ritual book (Comprehend Languages), Vonim's Chronicle, potion of healing, primitive amulet (20 sceatas), primitive crystal amulet (100 sceatas), Istaoan adventurer's kit, 3 extra days of trail rations
    Funds: 60 sceatas, 3383 stycas

    No Action
    Memory of a Thousand Lifetimes (Encounter): Add 1d6 to an attack roll, saving throw, skill check, or ability check.

    Free Actions
    Orb of Imposition (Encounter): extend duration of an active spell to end of next turn

    Minor Actions
    Light 5
    Mage Hand 5

    Move Actions
    Normal: 6
    Shift: 1

    Standard Actions (Basic Attacks)
    Dagger +8 vs. AC d4+1
    Dagger (thrown) 5/10 +7 vs. AC d4+0
    Improvised Thrown 5/10 +5 vs. AC d4+0
    Magic Missile 20 +5 vs. Reflex 2d4+4 force
    Unarmed +5 vs. AC d4+1

    Standard Actions
    Ghost Sound 10
    Icy Terrain (Encounter) Burst 1/10 +5 vs. Reflex 1d6+4 and knocked prone; effect: area affected is difficult terrain ENT, can be ended as a minor action
    Prestidigitation 2
    Second Wind (Encounter) heal 5 hit points and gain +2 to all defenses

    Appearance
    Arcs of pale white line Sada's blue-gray skin, ending in a starburst pattern on her forehead. Her white hair, which she wears long, has a single streak of blue along her left temple.

    Personality Notes

    • Absent-minded
    • Blunt
    • Concerned with etiquette
    • Distant
    • Haughty
    • Thick-skinned
    • Three of her past lives were spent among royalty
    Last edited by Umiushi; 09-25-2010 at 03:06 PM.

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