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Will you be attending the next session?

Yes
- 9 (39.1%)
No
- 14 (60.9%)

Total Members Voted: 23


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Author Topic: D&D: The mercenaries - Game Concluding  (Read 128688 times)

Lord Shonus

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Re: D&D: The Mercenaries
« Reply #165 on: August 12, 2010, 06:44:47 pm »

Paging Robocorn and RAM.


Edit: A chart showing the valuse of the other currencies in normal coins.

« Last Edit: August 12, 2010, 06:50:59 pm by Lord Shonus »
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On Giant In the Playground and Something Awful I am Gnoman.
Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

Lord Shonus

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Re: D&D: The Mercenaries
« Reply #166 on: August 12, 2010, 07:57:30 pm »

Ok, we REALLY need robocorn and RAM
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On Giant In the Playground and Something Awful I am Gnoman.
Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

RAM

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Re: D&D: The Mercenaries
« Reply #167 on: August 13, 2010, 03:12:24 am »

levelup
Bear Totem Barbarian 1
Bear Warrior 3
+50HP
+4 BAB, +3fort +1 other saves
+improved sunder feat
skills(16 14 oops, misread stats last time, took too many skills((didn't use tumble anyway)))
4 points to
 UMD
 listen
5 points to
 Jump
1point to
 Survival
hmmm, my sheet says I'm wrong, I will have it executed for treason...

http://www.myth-weavers.com/sheetview.php?sheetid=230003
« Last Edit: August 13, 2010, 03:18:49 am by RAM »
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

Lucus Casius

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Re: D&D: The Mercenaries
« Reply #168 on: August 13, 2010, 03:22:56 am »

Levelup

+29 hp

Base attack bonus (7/2)

Saves (Fort = 3, Reflex = 7, Will = 7)

+ Feat  (Leadership)

+1 Cha

Skills

+4 Bluff
+4 Concentration
+4 Diplomacy
+6 Knowledge (Arcana)
+2 Knowledge (Religion)
+2 Listen
+4 Perform (Stringed)
+7 Spellcraft
+5 Use Device
+1 Gather Information
+1 Disguise.

http://www.myth-weavers.com/sheetview.php?sheetid=229930
« Last Edit: August 13, 2010, 04:13:55 pm by Lucus Casius »
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Shoruke

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Re: D&D: The Mercenaries
« Reply #169 on: August 13, 2010, 03:54:15 am »

Levels: 2 in rogue, 2 in Sword Sage, last one in rogue
level 8 attribute increase: dex
feat: Improved Two-Weapon Fighting
skills: I lost track ksrsly (but I made sure to count the skill points I spent at each level and to only spend them on skills that were in-class for that class)
Spoiler: Manoeuvres (click to show/hide)

Seriously just go look at it for the skills...


I think I'll be putting a journal up tomorrow...
« Last Edit: August 14, 2010, 02:13:41 pm by shoruke »
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Lord Shonus

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Re: D&D: The Mercenaries
« Reply #170 on: August 15, 2010, 01:55:42 pm »

Recap:


     The destruction of the bridge proved a fateful decision. Blaming the Aprilian Empire, the Markavian Empire arms for war. In response, the mysterious Aprilian agent "Zero" hires the party to stand ready inside the Empire. In the event that open war breaks out, the company is to open the gates of the fortress and eliminate the Markavian high command.
     Accepting the contract, the company hires on as guards to a merchant convoy. In mid trip, the company rescues a lantern trumpet archon from a host of devils. The highly grateful being rewards the party with knowledge and departs.
     Upon entry into the Empire, the company is briefly entangled by Imperial law, but the situation is resolved peacefully.
« Last Edit: August 15, 2010, 04:21:01 pm by Lord Shonus »
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Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

Robocorn

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Re: D&D: The Mercenaries
« Reply #171 on: August 15, 2010, 03:23:49 pm »

Trumpet Archon. Shonus is good

Should we start writing another round of logs?
« Last Edit: August 15, 2010, 04:29:20 pm by Robocorn »
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Lucus Casius

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Re: D&D: The Mercenaries
« Reply #172 on: August 15, 2010, 03:50:22 pm »

Probably.  I'll have mine up later tonight.
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Lord Shonus

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Re: D&D: The Mercenaries
« Reply #173 on: August 15, 2010, 04:21:36 pm »

Yes. Write and post a log whenever you like.

Also, the next session will be in about 26 hours.
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On Giant In the Playground and Something Awful I am Gnoman.
Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

Shoruke

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Re: D&D: The Mercenaries
« Reply #174 on: August 15, 2010, 09:29:41 pm »


Also, I rearranged my skills just a little... I took two points away from skills I know I'd used on that last rogue level and bought a skill trick with them instead. Stand from prone for free? Yes please.
« Last Edit: August 15, 2010, 09:53:59 pm by shoruke »
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The Unforgotten Beast, Shoruke, has come! A pale-skinned human. It has heterochromatic eyes and moves in an unpredictable manner. Beware its rapier wit!

Lord Shonus

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Re: D&D: The Mercenaries
« Reply #175 on: August 16, 2010, 12:26:35 am »

A bit rambly in places, but quite amusing.
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On Giant In the Playground and Something Awful I am Gnoman.
Man, ninja'd by a potentially inebriated Lord Shonus. I was gonna say to burn it.

Lucus Casius

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Re: D&D: The Mercenaries
« Reply #176 on: August 16, 2010, 02:40:14 am »

« Last Edit: August 16, 2010, 10:35:46 pm by Lucus Casius »
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Robocorn

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Re: D&D: The Mercenaries
« Reply #177 on: August 16, 2010, 08:10:35 am »

I might as well do mine.
Spoiler (click to show/hide)
« Last Edit: August 16, 2010, 03:33:21 pm by Robocorn »
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Shoruke

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Re: D&D: The Mercenaries
« Reply #178 on: August 16, 2010, 11:46:33 am »

I'm going to be even later than usual today; my usual ride is currently some 400 km away and counting, so to get to and from work I have to pick between walking (45 mins) and taking the bus (55 mins, but easier).

Here's hoping I can bribe my coworker(s) into letting me carpool home with them in future.
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The Unforgotten Beast, Shoruke, has come! A pale-skinned human. It has heterochromatic eyes and moves in an unpredictable manner. Beware its rapier wit!

Mysteriousbluepuppet

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Re: D&D: The Mercenaries
« Reply #179 on: August 16, 2010, 12:22:07 pm »

If you can make a 400km walk in 45 mins you should go see the one in charge of olympic team right away.
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