A Tiny Little Frozen Village

Game Master Goddity

Five brave adventurers vs the mysteries of a disappearing wizard
Kegan's House


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Tiefling Symbiat 3 | 24/24 HP | 17 AC 17 T 14 FF (+1 vs traps) | 17 CMD (+2 vs deft maneuvers) | F +3 R +7 (+1 vs traps) W +4 | Init +4 | Perc +8 (Trap Spotter 10 ft) | SM +7 | Knowledge (Nature) +11 | Concentration +6 | Spell Pool 8/9 | Psionics 11/12

Hey all, I'm sorry but I've had a rough sick day today. I don't know that I have a gameplay post in me this evening, so feel free to skip my post today or bot me to move things forward.


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Ganzorig, I would say it's a trick (see quote). I think you've laid out the correct series of rolls, although you did miss on out on opening the envelope in such a way that you can close it again without anyone noticing. You're probably gonna need to melt some wax.

I do love wacky hijinks, and I really want this to work.

Alter wrote:


You may make minor changes to objects or creatures up to your Illusion maximum size, such as changing their color, making them appear clean or dirty, making writing appear, or other minor alterations. This counts as having a disguise kit when making Disguise checks (which take the usual time instead of a standard action), but such a disguise still counts as being magical for the purposes of detecting magic or for spells and effects that allow a target to see through magical effects and illusions.

Morsel, it's fine. No worries. Still in the planning and information gathering phase, so you're not missing much you can't catch up on.


Tiefling Symbiat 3 | 24/24 HP | 17 AC 17 T 14 FF (+1 vs traps) | 17 CMD (+2 vs deft maneuvers) | F +3 R +7 (+1 vs traps) W +4 | Init +4 | Perc +8 (Trap Spotter 10 ft) | SM +7 | Knowledge (Nature) +11 | Concentration +6 | Spell Pool 8/9 | Psionics 11/12

Do you think that I could use a Disable Device check to open the envelope? I'm thinking something like using a sharp, thin part of my tools to lift up the wax without damaging it, then carefully melting it back on. The Disable Device skill says it can be used on locks, but can also "sabotage simple mechanical devices." A wax seal seems like a pretty simple device to me.


If we feel like trying our hands at having multiple events at the same time, Ganzorig and Morsel can start rolling for their scheme now, while the rest of the party continues their nice pleasant conversation. Keep it in spoilers, and remember that this happens after everyone else decides to go to bed.

Apart from that, tomorrow comes whenever you're ready for it.

Morsel, I reckon you could. It seems to be in the DC 15 range to me. So, the sequence of rolls is:

Ganzorig: Alter Morsel to look like Morrow: Disguise(+10) check (-4 for race and gender) vs Perception(Phe)
Ganzorig: Throw own voice, ask Phe for a spare key: Bluff(+10) check vs Sense Motive(Phe)
Ganzorig: Sneak into the room: Stealth(+7) check vs Perception(Morrow) (-10 for unconscious)
Ganzorig: Steal the message: Slight of Hand(+8) check DC 20 vs Perception(Morrow) (-10 for unconscious)
Morsel: Separate and reattach seal: Disable divice check DC 15, requires a source of heat
Ganzorig: Return the message: Slight of Hand(+8) check DC 20 vs Perception(Morrow) (-10 for unconscious)
Ganzorig: Sneak out: Stealth(+7) check vs Perception(Morrow) (-10 for unconscious)


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Ganzorig HP:27/27[26] AC:12 F:+3[+2] R:+2 W:+2 Init:+2 Perc:-1 Spell Points:5 Shadowmarks:2 Hope:1 Addiction:14 ~  Pyrope HP:24/24 AC:14 F:+3 R:+3 W:+1 Init:+2
Skills:
Bluff:+10 Disguise:+10 Intimidate:+9 Craft:Traps:+9 Kn:Arcana:+9 Perf:Comedy:+8 Slight of Hand:+8 Stealth:+7 ~ Disguise:+6 Stealth:+6 Kn:Planes:+3

Is it bad that I want the letter to burn?


Tiefling Symbiat 3 | 24/24 HP | 17 AC 17 T 14 FF (+1 vs traps) | 17 CMD (+2 vs deft maneuvers) | F +3 R +7 (+1 vs traps) W +4 | Init +4 | Perc +8 (Trap Spotter 10 ft) | SM +7 | Knowledge (Nature) +11 | Concentration +6 | Spell Pool 8/9 | Psionics 11/12

Only if you were planning on reading it, or getting it back to Morrow without him knowing it was ever gone. In that case, it's bad for your first plan but good for whatever you want to burn it for!


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Tiefling Symbiat 3 | 24/24 HP | 17 AC 17 T 14 FF (+1 vs traps) | 17 CMD (+2 vs deft maneuvers) | F +3 R +7 (+1 vs traps) W +4 | Init +4 | Perc +8 (Trap Spotter 10 ft) | SM +7 | Knowledge (Nature) +11 | Concentration +6 | Spell Pool 8/9 | Psionics 11/12

I love that there are three pets so far in this game, and only one of them is a class feature. :D


Orc Blacksmith HP (22/25) Fort (+5) Ref (+2) Will (+5/+7) AC [23/25] (20/11/19) & (shield.+2 or +4) CMD (20) Initiative (+1) Perception (+8) Darkvision Scent

I realised I need an orc naming scheme...


Hob, thus far, I've just been picking names that 'sound right'. There isn't a consistent system. I'm not anywhere near enough of a linguistics person to even begin to build a consistent scheme formally.

I do like Bjarl!


I'm going to see if I can have a map up by tomorrow. I need to create a version without spoilerific notes scrawled all over it, 'Fog of War' it, then upload it. How fun.

I kind of regret using grid paper. No undo button.


Tiefling Symbiat 3 | 24/24 HP | 17 AC 17 T 14 FF (+1 vs traps) | 17 CMD (+2 vs deft maneuvers) | F +3 R +7 (+1 vs traps) W +4 | Init +4 | Perc +8 (Trap Spotter 10 ft) | SM +7 | Knowledge (Nature) +11 | Concentration +6 | Spell Pool 8/9 | Psionics 11/12

Hey all,
I'm really sorry again about my posting delay. It's turning out that I just don't have the free time I thought I did for a PbP game right now. Regrettably, I'm withdrawing. I know you just got through recruitment, but perhaps one of the other applicants will work for you. Sorry again, but I've had a good time with what little I've played with you!

xoxo
mechaPoet

P.S. BBEGM, please feel free to use Morsel in whatever capacity you wish going forward. As an ally, rival, enemy, whatever your heart desires. :D


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Ladies and gentlemen, we have a map!

I won't have a post for another few hours, but you now have my fine art skills to tide you over while you wait. The area to the left is the garden, and Thurin is standing next to the front door. The man is Morrow. Yes, there is a door between the garden and the house. It is also locked and warded.


AC (18/12/16) Saves (5/4/8) CMD (16) Init (+3) Duergar Soulknife (1) Wounds (0) HP (14) Power Points (4/4)

Morsel, sad to see you go

Also, nice map!


Morsel wrote:

Hey all,

I'm really sorry again about my posting delay. It's turning out that I just don't have the free time I thought I did for a PbP game right now. Regrettably, I'm withdrawing. I know you just got through recruitment, but perhaps one of the other applicants will work for you. Sorry again, but I've had a good time with what little I've played with you!

xoxo
mechaPoet

P.S. BBEGM, please feel free to use Morsel in whatever capacity you wish going forward. As an ally, rival, enemy, whatever your heart desires. :D

Truly sorry to see you leave, but I do understand that life can be hectic. It was very nice to have you, and I wish you luck in all your future gaming endeavours.

I promise to use Morsel for awesome. *evil grin* For now, we'll just say that she never turned up for today's trip and I'll work her back into it later.


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Thurin, my reading of break enchantment is that one spellpoint gives you one check against each ward. Do you only want to bring down Opon's ward, or are you interested in the others (as Ganzorig is frantically hoping you are)?

Also, I think you mistyped the dice line. Shouldn't it be +6?


AC (18/12/16) Saves (5/4/8) CMD (16) Init (+3) Duergar Soulknife (1) Wounds (0) HP (14) Power Points (4/4)

Sorry about that. So yes, bring down Opon’s Ward.

Now I get that Ganzorig wants the other Ward to come down. But does Thurin know that? And IC why would he want an anti-fey Ward down? If it helps the party bring it down, but IC if someone could help me think of reasons to justify it...


Ganzorig HP:27/27[26] AC:12 F:+3[+2] R:+2 W:+2 Init:+2 Perc:-1 Spell Points:5 Shadowmarks:2 Hope:1 Addiction:14 ~  Pyrope HP:24/24 AC:14 F:+3 R:+3 W:+1 Init:+2
Skills:
Bluff:+10 Disguise:+10 Intimidate:+9 Craft:Traps:+9 Kn:Arcana:+9 Perf:Comedy:+8 Slight of Hand:+8 Stealth:+7 ~ Disguise:+6 Stealth:+6 Kn:Planes:+3

I think Pyrope can still be in Long range (520') without line of sight, but if not, I'd just have to roll concentration.

On an unrelated note, it looks like I might have misread Spell Conduit. I thought it meant I could cast illusions within Close range of Pyrope as well as Ganzorig, but even if that were true we'd have to be touching...


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Female half-elf Incanter 3, HP: 25/25, 3 temp HP, AC: 11:11:10, CMD: 10, Saves: 5:2:3 Skills: Diplo +11, Sense M +3, Spellcraft +7, Stealth +8 (+9 in forests), Craft (glass) +9, Prof (gardener) +6

I'm a little puzzled as to what the illusion of Kegan is supposed to accomplish.


Ganzorig HP:27/27[26] AC:12 F:+3[+2] R:+2 W:+2 Init:+2 Perc:-1 Spell Points:5 Shadowmarks:2 Hope:1 Addiction:14 ~  Pyrope HP:24/24 AC:14 F:+3 R:+3 W:+1 Init:+2
Skills:
Bluff:+10 Disguise:+10 Intimidate:+9 Craft:Traps:+9 Kn:Arcana:+9 Perf:Comedy:+8 Slight of Hand:+8 Stealth:+7 ~ Disguise:+6 Stealth:+6 Kn:Planes:+3

It's supposed to scare people.

Spoiler:
Thurin shouldn't bat an eyelash, and that should keep the party together. Pip, on the other hand, seems skittish.


Thurin Foehammer wrote:

Sorry about that. So yes, bring down Opon’s Ward.

Now I get that Ganzorig wants the other Ward to come down. But does Thurin know that? And IC why would he want an anti-fey Ward down? If it helps the party bring it down, but IC if someone could help me think of reasons to justify it...

You actually had it on your third try, so you can keep 3 more spell points if you want.


AC (18/12/16) Saves (5/4/8) CMD (16) Init (+3) Duergar Soulknife (1) Wounds (0) HP (14) Power Points (4/4)

Great! Thank you


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Ganzorig:

I appreciate what you're trying to do with the illusion. But I'd like to ask you to kindly refrain from trying to scare the party off quest sites in the future.

I'm sorry, and I feel awful for saying no to a player, this is just edging too close to a pvp for my tastes and I'm worried about how Katsa's taking it.


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Orc Blacksmith HP (22/25) Fort (+5) Ref (+2) Will (+5/+7) AC [23/25] (20/11/19) & (shield.+2 or +4) CMD (20) Initiative (+1) Perception (+8) Darkvision Scent

Hey Ganzorig, I'm not sure what you're going for here ooc.
Hob is a berserker, complete with sphere. I held off having him flip completely as there's already been one illusion, a bunch of wards, and at least one fae in the area.
Were you looking to have Hob berserk on him?


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AC (18/12/16) Saves (5/4/8) CMD (16) Init (+3) Duergar Soulknife (1) Wounds (0) HP (14) Power Points (4/4)

I’d say an unarmed strike would be warranted. It’s nonlethal damage, can’t result in character death even with a crit. A safe way to stay true to one’s character without risking PC death


Ganzorig HP:27/27[26] AC:12 F:+3[+2] R:+2 W:+2 Init:+2 Perc:-1 Spell Points:5 Shadowmarks:2 Hope:1 Addiction:14 ~  Pyrope HP:24/24 AC:14 F:+3 R:+3 W:+1 Init:+2
Skills:
Bluff:+10 Disguise:+10 Intimidate:+9 Craft:Traps:+9 Kn:Arcana:+9 Perf:Comedy:+8 Slight of Hand:+8 Stealth:+7 ~ Disguise:+6 Stealth:+6 Kn:Planes:+3

At the very least, we won't feel bad throwing me into traps...

I'll keep quiet...


Ganzorig, I sent you a PM.

Not much else for me to say, until someone goes for the dramatic entrance.


First combat! Good luck guys.


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Female half-elf Incanter 3, HP: 25/25, 3 temp HP, AC: 11:11:10, CMD: 10, Saves: 5:2:3 Skills: Diplo +11, Sense M +3, Spellcraft +7, Stealth +8 (+9 in forests), Craft (glass) +9, Prof (gardener) +6

May I make a suggestion? Don't use standard Pathfinder initiative in PbP games. It's too prone to this wretched thing we call "life", with the result that when Player C gets busy and can't post for five days, everything grinds to a halt because nobody else can go.

What I have seen used successfully in other PbP games is group initiative: you roll initiative for the baddies as a group, the players as a group, and any allied NPCs as a group. When the players are up, any of them can post in any order, when and as they can. When the baddies are up, the GM does them all in a block, and ditto for allied NPCs.

Everyone gets to go quickly, and if there's one player remaining who hasn't posted, the GM can step in and "bot" their action, usually by taking some obvious action such as attacking the same monster as last round, or moving for a flank, or whatever.

The primary advantage is that it keeps things moving, which is vitally important for keeping players engaged in this medium.

The primary disadvantage is that it allows the baddies (and NPCs) a greater degree of tactical coordination than what they might otherwise have been able to achieve. When the GM is free to arrange the their actions in any order they choose, it can make them significantly stronger.

To combat that, the GM could either just be careful not to over-use that power; or, if it really becomes an issue, you could roll an initiative list for the baddies distinct from the overall initiative, which determines the order of their actions within their own group.

For a good example of this in practice, go read The Defense of Brookside. You'll see some good botting by the GM during the first combat, when the character Titania was unable to post for a while. Later the adventure leads up to a large scale fight with somewhere on the order of 60 or so combatants that only took a couple of weeks to finish.


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AC (18/12/16) Saves (5/4/8) CMD (16) Init (+3) Duergar Soulknife (1) Wounds (0) HP (14) Power Points (4/4)

Our first combat! And I didn’t roll a 1!

But yes, block initiatives for enemies tends to make PbP go faster, which is essential for games being sustained

——

Also, man it’s hard to be a well rounded mage hunter with 2 skill points per level. Poor Thurin has no idea what these elemebtals are.


Ganzorig HP:27/27[26] AC:12 F:+3[+2] R:+2 W:+2 Init:+2 Perc:-1 Spell Points:5 Shadowmarks:2 Hope:1 Addiction:14 ~  Pyrope HP:24/24 AC:14 F:+3 R:+3 W:+1 Init:+2
Skills:
Bluff:+10 Disguise:+10 Intimidate:+9 Craft:Traps:+9 Kn:Arcana:+9 Perf:Comedy:+8 Slight of Hand:+8 Stealth:+7 ~ Disguise:+6 Stealth:+6 Kn:Planes:+3

If you keep the enemies all in one clump, you can have a few PCs beat the the first round and still have free-for-all's between mob turns.

I don't think any of us uses any of the stuff they're immune to, but I could be wrong.

Sorry...


Thanks for the helpful reading Katsa. I'll make sure to do block initiatives starting from now. We'll say that Ganzorig and Thurin reacted fast enough to get an attack off, the elementals get their turn, then the party turn. Is that okay?

For future reference, who's initiative bonus should I use on the party check? A rounded average?


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Orc Blacksmith HP (22/25) Fort (+5) Ref (+2) Will (+5/+7) AC [23/25] (20/11/19) & (shield.+2 or +4) CMD (20) Initiative (+1) Perception (+8) Darkvision Scent

The easiest way I find is just to use the average of the npc's bonus and roll once.

if A, B, NPC, C, D
then A and B go, then the NPCs, then A B C D, then the NPCs (then A B C D etc)

Means those players who invested in high init still get a bonus, and those of us who move like a wet log still cop the penalty ;)


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Female half-elf Incanter 3, HP: 25/25, 3 temp HP, AC: 11:11:10, CMD: 10, Saves: 5:2:3 Skills: Diplo +11, Sense M +3, Spellcraft +7, Stealth +8 (+9 in forests), Craft (glass) +9, Prof (gardener) +6

I'm not wedded to any specific initiative mechanics. As long as it's clear and keeps things moving briskly, it'll be fine.

EDIT: Oh, and heads-up, I'm going to be at GenCon. I'm flying there this coming Tuesday, then flying back the following Monday. I'll try to keep up on posting, but if I go silent it's because there I'm GM'ing on Wednesday, Thursday, Friday, Saturday, and there are 12,000 other events to attend during the convention as well. So I may be busy.


Have fun at GenCon!


I'm sorry for the delay. Paizo's been down every time I've looked at it over the past few days, except for this morning when I got distracted with the Playtest document.


Female half-elf Incanter 3, HP: 25/25, 3 temp HP, AC: 11:11:10, CMD: 10, Saves: 5:2:3 Skills: Diplo +11, Sense M +3, Spellcraft +7, Stealth +8 (+9 in forests), Craft (glass) +9, Prof (gardener) +6

GM, for future maps it might be worth labeling the columns/rows -- say, letters across the top, numbers down the side -- so that we could say "I'm moving to N11 and then M12."

Alternatively, I believe there may be a way to make it possible for people to move their own tokens on Google Slides documents, which would sidestep the whole issue. The downside is that it can be a bit harder to track where someone was before moving, which is occasionally needed.


Ganzorig HP:27/27[26] AC:12 F:+3[+2] R:+2 W:+2 Init:+2 Perc:-1 Spell Points:5 Shadowmarks:2 Hope:1 Addiction:14 ~  Pyrope HP:24/24 AC:14 F:+3 R:+3 W:+1 Init:+2
Skills:
Bluff:+10 Disguise:+10 Intimidate:+9 Craft:Traps:+9 Kn:Arcana:+9 Perf:Comedy:+8 Slight of Hand:+8 Stealth:+7 ~ Disguise:+6 Stealth:+6 Kn:Planes:+3

Welcome back Katsa!

Another option would be to use cardinal directions. EG: Moving N, N, NE


I'm away from my laptop, so I can't edit the map tonight. I can look at what you suggested tomorrow, Katsa. Welcome back, and how was Gencon?

I also want to let you guys know that I'm going camping for two weeks starting next week. It's likely the game will have to pause for some of that, or be a little slower. I'm really sorry. I'll post whenever possible, it just might become more reduced. I promise I'll be back it within two weeks. You guys have been really great and I'm enjoying this thus far.


AC (18/12/16) Saves (5/4/8) CMD (16) Init (+3) Duergar Soulknife (1) Wounds (0) HP (14) Power Points (4/4)

Have fun, thanks for threads up!


I've updated the sharing such that anyone with the link can edit. You guys may now feel free to move your pawns on your turns if you wish. You can also keep giving me directions and let me sort it out.

The blue outlined Thurin is the illusionary one.


AC (18/12/16) Saves (5/4/8) CMD (16) Init (+3) Duergar Soulknife (1) Wounds (0) HP (14) Power Points (4/4)

Nice. I mostly post from my phone, so I give permission for anyone to move Thurin after I post.


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Sorry for the delay. I'm back now!


AC (18/12/16) Saves (5/4/8) CMD (16) Init (+3) Duergar Soulknife (1) Wounds (0) HP (14) Power Points (4/4)

Welcome back!


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This is the worst part of GMing. When no one goes unconscious in a fight, I feel like I'm going too easy and not providing a good challenge. But when someone does go unconscious, I feel awful for taking them out of the game for a while and want to apologize profusely.


Orc Blacksmith HP (22/25) Fort (+5) Ref (+2) Will (+5/+7) AC [23/25] (20/11/19) & (shield.+2 or +4) CMD (20) Initiative (+1) Perception (+8) Darkvision Scent

It is, indeed, the dilemma. Made all the worse by the randomness of the dice.


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Female half-elf Incanter 3, HP: 25/25, 3 temp HP, AC: 11:11:10, CMD: 10, Saves: 5:2:3 Skills: Diplo +11, Sense M +3, Spellcraft +7, Stealth +8 (+9 in forests), Craft (glass) +9, Prof (gardener) +6

Hrm. I don't see it that way; not every fight needs to be potentially lethal. I've had some fun encounters where the baddies never did any damage at all, because they were focused on some other goal (such as keeping the PCs from getting ahold of an artifact, etc).

It does suck when you're out of the action, but I think it's less an issue in PbP. At a regular table you have to sit there and do nothing while everyone else keeps playing; but in a PbP you can go do other stuff and just keep an eye on the thread until you're either back on your feet or its time to roll a new PC.


Ganzorig HP:27/27[26] AC:12 F:+3[+2] R:+2 W:+2 Init:+2 Perc:-1 Spell Points:5 Shadowmarks:2 Hope:1 Addiction:14 ~  Pyrope HP:24/24 AC:14 F:+3 R:+3 W:+1 Init:+2
Skills:
Bluff:+10 Disguise:+10 Intimidate:+9 Craft:Traps:+9 Kn:Arcana:+9 Perf:Comedy:+8 Slight of Hand:+8 Stealth:+7 ~ Disguise:+6 Stealth:+6 Kn:Planes:+3

A solution I learned from an old DM of mine was to create a lose condition other than death. Protect the artifact, reach a location in time, find and activate switches, steal something off an enemy, etc. That way you can threaten the party's success without taking anyone out of the action.

Doesn't work with all encounters or modules, but it does get players thinking about their abilities differently when you find an opportunity to pull it off.


Good points. I'll work on it. I have some plans for future encounters that use those techniques, so I'll step them up a little. This was supposed to be a straight fight with the added complication of limited room and ambush tactics. There's some better stuff in the other rooms.

What are your opinions on the monsters taking a turn once every 24 hours regardless if everyone's posted? You can take two turns afterwards or we could adopt a botting policy. Or you could agree that that's too much and that would be fine too.


Ganzorig HP:27/27[26] AC:12 F:+3[+2] R:+2 W:+2 Init:+2 Perc:-1 Spell Points:5 Shadowmarks:2 Hope:1 Addiction:14 ~  Pyrope HP:24/24 AC:14 F:+3 R:+3 W:+1 Init:+2
Skills:
Bluff:+10 Disguise:+10 Intimidate:+9 Craft:Traps:+9 Kn:Arcana:+9 Perf:Comedy:+8 Slight of Hand:+8 Stealth:+7 ~ Disguise:+6 Stealth:+6 Kn:Planes:+3

I don't want to spoil any twists, but I can't wait for Pyrope to burn down Ganzorig's house after he's collected the rest of the stuff for the ritual.


Ganzorig HP:27/27[26] AC:12 F:+3[+2] R:+2 W:+2 Init:+2 Perc:-1 Spell Points:5 Shadowmarks:2 Hope:1 Addiction:14 ~  Pyrope HP:24/24 AC:14 F:+3 R:+3 W:+1 Init:+2
Skills:
Bluff:+10 Disguise:+10 Intimidate:+9 Craft:Traps:+9 Kn:Arcana:+9 Perf:Comedy:+8 Slight of Hand:+8 Stealth:+7 ~ Disguise:+6 Stealth:+6 Kn:Planes:+3

Survived the hurricane largely unharmed. Hope everyone else is okay.

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