Finding The Fall: Moral Decay in Taldor (Inactive)

Game Master Molech

A few goodly adventurers in the Duchy of Mulcrow in Taldor, though they begin their tale fighting for justice, benevolence, righteousness and tolerance, are doomed to become tainted and jaded through their ambitious adventures, only to tragically find that they have Fallen from grace into depravity, nefariousness, and villainy.


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male human magus (kensai) 4 | hp 40/40, AC 18, touch 17, ff 11, CMD 18 | Fort +6, Ref +5, Will +3 | Init +4, Perception -1 (status: nothing)

I personally prefer the posts happening in order and the GM posting for the enemies' actions rather that summarizing the PCs actions - my Wrath game's GM does it very well.

Then again, I'm concerned with aesthetic quite a lot. It's a stylistic choice, and as long as I know when it's my turn then I'm satisfied.


current effects:
weapon of awe, aspect of tiger
human, female inquisitor (sacred hunter) 4 // HP40/40
vitals:
AC 17 (T 12, FF 15) // Fort +7, Ref +4, Will +9 // Move 30' initiative +6 Perception +11, spellcraft +5

Simplest way i find is for the gm to list the parties initiative macros on a word document, and cut and paste it into the forum at need, adding npc's initiative as required.

Then i divide the action up. Depends on the rolls. You divide the rolls into groups, first, second and so on.

Example
Initiative rolls
Fighter 5
Mage 12
Rogue 18
Cleric 14
Orcs 13

The rogue and cleric act. Then the orcs, the the rest of the party.
Post it like this
Rogue and cleric first
Orcs
Rest of party.

Of course the easiest way is old school. One roll per side. Not fond of that, loses much flexibility.


I will be unable to post this coming week due to work. Please bot me as you see fit (don't get me killed). It's possible I'll be able to post a few times but unlikely. Thank you for understanding.


I've been thinking about this for a while now and it's finally come up--

In my homegames I have always allowed healing spells better than minimum healing, thus a PC can ALWAYS reroll 1s on healing. Whether from a Happy Stick or a spell or a potion, whether for an NPC or PC, I always allow PCs to reroll 1s for healing -- only healing (not Restoration, though, for example).

But PbP may be different.

I would prefer if all nat 1s for healing were rerolled, but what do you guys think?

Liberty's Edge

Native Outsider (Aasimar)
Cavalier of the Dragon:
Level 4 / Hp - 48 [48] / Temp Hp - 48 [48] / AC - 21 / T - 11 / FF - 20 / Resistances - 5Acid, 5Cold, 5Electricity / Fort +7 - Ref +3 - Will +3

I think it is a pretty good house rule. I mean... Healing should be good. Like maybe it shouldn't always do really high numbers but Nat-1 on a healing dice is such a let down. You are just after slaying all of the minions and are ready to stare down the bad guy but you have a couple turns to prepare, every heal counts or the world gets destroyed and THEN you roll a 1. Perfect. :P I like the re-roll 1s on healing/


male human magus (kensai) 4 | hp 40/40, AC 18, touch 17, ff 11, CMD 18 | Fort +6, Ref +5, Will +3 | Init +4, Perception -1 (status: nothing)

It's a buff, I'm not going to complain about it. It's not something I use at my tables, though.


Well, obviously I can't allow it in PFS but, it's just nice to be able to reroll a one for healing -- and it's especially funny when someone rerolls and gets a two!


Human Cavalier Lvl 4 | HP: 37/52 (6 non-lethal) | AC: 22 T:11 FF:21 | F: +7 R: +4 W: +4 | Init: +2 | Perc: +1 | Hero pts: 1 |
Status Effects:
DM Ray wrote:

Aliesah Leafborn does NOT see a mischievous little Gremlin hiding in one of the small cauldrons under the table!...

In regards to meta-game discussion on the game play page

When I've run games in the past, I always struggled with what to do with the information the PCs miss or never even had the opportunity to learn, like the background to the module the sets everything up so it all makes sense. Personally, its a mixed bag for me. If it's important to the plot, I'd prefer it get worked in another way. If it is unimportant then I don't mind knowing.

The one draw back might be that given the size and activity of this PBP unimportant information, discussions, and stuff the pcs don't know might fill up the page and make it hard to follow what is happening and what someone knows and doesn't know.

Either way, you're running the game so your style is your style. Go with what makes it fun for you to run the game.


male human magus (kensai) 4 | hp 40/40, AC 18, touch 17, ff 11, CMD 18 | Fort +6, Ref +5, Will +3 | Init +4, Perception -1 (status: nothing)

What about when we're rolling more than one dice? Do we re-roll all 1s or the whole set of dice?
To make things simpler, especially with a whole pile of rolls, I'd prefer if it were something like all 1s are actually 2s. Thus, it would prevent situations like this from happening:

Cast cure serious wounds, rolls 3d8:
5, 1, 1
Re-roll 1s:
3, 1
Re-roll 1s
5

Total healing: 5+5+3+CL (when at first I rolled 1s? Also, I had to roll three times for a cure spell?)

In terms of IC versus OOC knowledge: I prefer to not be given any information that my PC doesn't have. I already have a lot of OOC knowledge that my PCs don't have, just from being a DM who looks stuff up a lot. I don't like more than that.

Also, I find it's easier to wait for everybody to roll before stating results: It really cuts down on posts.


current effects:
weapon of awe, aspect of tiger
human, female inquisitor (sacred hunter) 4 // HP40/40
vitals:
AC 17 (T 12, FF 15) // Fort +7, Ref +4, Will +9 // Move 30' initiative +6 Perception +11, spellcraft +5

Information that is character specific. Spoiler it with their name(s). People will still look, but it specifies who knows what, and it helps roleplay interactions.


Thanks guys -- some food for thought for me to chew on.

Regarding the OOC knowledge I think I'm leaning to keeping my occasional mischievous habits (such as mentioning the gremlin) when I don't feel it will affect the game so much -- but I WILL go ahead and use Spoiler tags a bit more often so that A} Players that don't want to know the (I think) fun little metagame bits can avoid them, and B} Players who don't want info-overload to clutter their Gameplay when perhaps things are a trifle confusing, or if they're unsure if some bit of info is important afterall, can avoid it altogether.

Regarding rerolling 1s for healing,... Yeah, in an O-t-T game it's super easy and simple to just grab a one and reroll it, but I can see how some Players feel it may become cumbersome. ...I think I'd like to think more on it and maybe see how it plays -- and more importantly, get y'all's feedback.
-- Yes, I'm DM so my "style," as it were, is in strong consideration. But I'm not a fan of DMing with the prerogative that since "I'm the DM..."

Hey, we're all choosing to devote quite a bit of our precious little free time to this endeavor, we should be open about the things we enjoy more and less. As a Player I'm equal to any other Player at the "table," regardless of being DM.

Anyhoo, enough of that of which we already know!
Let's find some little blue devils so they can either kill you or turn you to the Dark Side!
Mwahahahaha!


This is the last time I will be checking the boards before I head off into the woods for work. Please bot me as needed. I may or may not be able to get a post or two in sometime this week but if not I will be back on Sunday for the weekend before I leave for another week.
I'm very sorry for the inconvenience.


Mature Pureblood Azlanti Adult **WIP**

Catching up, between work and July 4th, I was not available to post.

Grand Lodge

Ungodly busy at work -- please be patient with me.


Mature Pureblood Azlanti Adult **WIP**
W E Ray wrote:
Ungodly busy at work -- please be patient with me.

Likewise ... :-)


@ Aerodus,
Under the "Characters," group, check out "Monster Treasure." I post all treasure under that alias.

Liberty's Edge

Native Outsider (Aasimar)
Cavalier of the Dragon:
Level 4 / Hp - 48 [48] / Temp Hp - 48 [48] / AC - 21 / T - 11 / FF - 20 / Resistances - 5Acid, 5Cold, 5Electricity / Fort +7 - Ref +3 - Will +3

Thanks DM. Okay so this is the list

Sin Spawn
Magical Cloak
Magical Ring
Magical Amulet
Bag of Holding I
+1 Silver Dagger
Magical Boots

Rudwillas Stuff
2 potions of Lesser Restoration
2 potions of Cure Moderate Wounds (CL 8)
5 potions of Cure Light Wounds (CL 8)
1 potion of Tree Shape (CL 8)
1 Elixir of Love
1 MWK Silver Dagger
1 Bag of Holding 2

Stalkers
3 +1 Dark Swords (Slashing, 2d4 18-20 x3, can hold applied poisons several rounds, Exotic Weapon, the weapon has a -1 Attack & Damage in Daylight conditions)
3 +1 Silvered Daggers
6 potions
3 cloaks (magic)
3 boots (magic)
several onyx and topaz gems

So the important stuff... 4 Magic Cloaks, 4 Magic boots, a Magic Ring and a Magic Amulet. There is enough gear to share out here and then keep the rest in the Bag of Holding to sell. So who has a Magic Cloak already? I have a Cloak of Resistance +1


Mature Pureblood Azlanti Adult **WIP**

So we don't know what the Boots, Cloaks, Ring, and Amulet are?


Human Cavalier Lvl 4 | HP: 37/52 (6 non-lethal) | AC: 22 T:11 FF:21 | F: +7 R: +4 W: +4 | Init: +2 | Perc: +1 | Hero pts: 1 |
Status Effects:

I have a cloak of resist +1 too. No one has taken the time or has the means to identify the magic loot.

Liberty's Edge

Native Outsider (Aasimar)
Cavalier of the Dragon:
Level 4 / Hp - 48 [48] / Temp Hp - 48 [48] / AC - 21 / T - 11 / FF - 20 / Resistances - 5Acid, 5Cold, 5Electricity / Fort +7 - Ref +3 - Will +3

Pretty sure Gregary did look through and figure out what they were but I cant find the post.


Mature Pureblood Azlanti Adult **WIP**

I found part of it ...

Three of the potions that the Dark Slayers carry are potions of Cure Moderate Wounds. One of them is a potion of Gaseous Form and, though Gregary is unable to identify the other two, they seem remarkably similar to the other potion of Gaseous Form. It's likely that each Dark Slayer had one of Cure Mod & one of Gaseous Form. The three Cloaks each give magical protection against sunlight, allowing the wearer to reduce any penalty associated with Daylight conditions. The Boots give the wearer an enhancement when climbing: +4.

@GM Ray - do the cloaks extend the daylight conditions extend to the swords? Because if they do, Cayosin would be interested in one of the cloaks and (2) swords.

The others not listed, I believe he was distracted by activities.


Now that Rudwilla is back, she can see if anyone takes any of her stuff -- she has given already the two potions of Lesser Restoration, and may give other stuff as well, if you ask.
.
.
.
@ Cayosin,
I'm not sure I understand,... The Dark Slayers' Cloaks, when worn, will reduce the penalty a character takes for being in Daylight conditions. So if, for example, a Dark Folk (who is Dazzled in Daylight Conditions) wears one of these cloaks, the penalty is reduced.

Liberty's Edge

Native Outsider (Aasimar)
Cavalier of the Dragon:
Level 4 / Hp - 48 [48] / Temp Hp - 48 [48] / AC - 21 / T - 11 / FF - 20 / Resistances - 5Acid, 5Cold, 5Electricity / Fort +7 - Ref +3 - Will +3

I think Cayosin is wondering if the Cloak will offset the -1 to ATK + DMG that the swords take in the light.


Mature Pureblood Azlanti Adult **WIP**
Aerodus Aluain wrote:
I think Cayosin is wondering if the Cloak will offset the -1 to ATK + DMG that the swords take in the light.

Exactly.


Ah!

Yes they will.

.
.
.

Wish me luck, folks, I'm going to explore the third level of The Emerald Spire tonight!


Mature Pureblood Azlanti Adult **WIP**

Thank you!

I wish you luck and fun tonight.

Liberty's Edge

Native Outsider (Aasimar)
Cavalier of the Dragon:
Level 4 / Hp - 48 [48] / Temp Hp - 48 [48] / AC - 21 / T - 11 / FF - 20 / Resistances - 5Acid, 5Cold, 5Electricity / Fort +7 - Ref +3 - Will +3

Good luck DM. I just joined a Emerald Spire PbP. We havent even got in to the dungeon. Haha


Mature Pureblood Azlanti Adult **WIP**

Sin Spawn
Cloak of Resistance +1
Ring of Lesser Sustenance (Food Only)
Amulet of Natural Armor (+1 to AC) - Wulfrun
Bag of Holding I
+1 Silver Dagger
Magical Boots
Holy Symbol of Demon Lord Graz'zt - Aerodus

Rudwillas Stuff
(2) potions of Lesser Restoration
(2) potions of Cure Moderate Wounds (CL 8)
(5) potions of Cure Light Wounds (CL 8)
(1) potion of Tree Shape (CL 8)
(1) Elixir of Love
(1) MWK Silver Dagger
(1) Bag of Holding 2

Stalkers
(3) +1 Dark Swords (Slashing, 2d4 18-20 x3, can hold applied poisons several rounds, Exotic Weapon, the weapon has a -1 Attack & Damage in Daylight conditions) - (2/3) - Cayosin
(3) +1 Silvered Daggers
(6) potions - (3 CLW, 1 Gaseous Form, and (2) that look like Gaseous Form)
(3) Daylight Cloaks (Removes all Light Sensitivity Weaknesses) - (1/3) Cayosin
(3) Boots of Climbing +4
several onyx and topaz gems

GM Ray, there are one more pair of boots that we do not know what it is?

Liberty's Edge

Native Outsider (Aasimar)
Cavalier of the Dragon:
Level 4 / Hp - 48 [48] / Temp Hp - 48 [48] / AC - 21 / T - 11 / FF - 20 / Resistances - 5Acid, 5Cold, 5Electricity / Fort +7 - Ref +3 - Will +3

Nope. I already had a +1 Cloak. I just picked up the Holy symbol. Hmm


Mature Pureblood Azlanti Adult **WIP**
Aerodus Aluain wrote:
Nope. I already had a +1 Cloak. I just picked up the Holy symbol. Hmm

Did you already have a Cloak of Resistance or did you take the one from above?

Adding the Holy Symbol in.

Liberty's Edge

Native Outsider (Aasimar)
Cavalier of the Dragon:
Level 4 / Hp - 48 [48] / Temp Hp - 48 [48] / AC - 21 / T - 11 / FF - 20 / Resistances - 5Acid, 5Cold, 5Electricity / Fort +7 - Ref +3 - Will +3

I bought a +1 Cloak before the adventure, yes.


Will post the intro to Jojo's tomorrow -- long Monday & too exhausted to do anything now but sleep.

Sleep...


current effects:
weapon of awe, aspect of tiger
human, female inquisitor (sacred hunter) 4 // HP40/40
vitals:
AC 17 (T 12, FF 15) // Fort +7, Ref +4, Will +9 // Move 30' initiative +6 Perception +11, spellcraft +5

I can use the cloak of resistance, and the boots of climbing would be nice if no one else wants them.

Liberty's Edge

Native Outsider (Aasimar)
Cavalier of the Dragon:
Level 4 / Hp - 48 [48] / Temp Hp - 48 [48] / AC - 21 / T - 11 / FF - 20 / Resistances - 5Acid, 5Cold, 5Electricity / Fort +7 - Ref +3 - Will +3

I might take one of the pairs of boots if they are spare too. There are three pairs right?


Human Cavalier Lvl 4 | HP: 37/52 (6 non-lethal) | AC: 22 T:11 FF:21 | F: +7 R: +4 W: +4 | Init: +2 | Perc: +1 | Hero pts: 1 |
Status Effects:

Do we want to establish some sort of loot rules now or should we just ffa? I imagine there will come a time when we start selling stuff we found and possibly even really usful stuff that more than one person would like to have.

Liberty's Edge

Native Outsider (Aasimar)
Cavalier of the Dragon:
Level 4 / Hp - 48 [48] / Temp Hp - 48 [48] / AC - 21 / T - 11 / FF - 20 / Resistances - 5Acid, 5Cold, 5Electricity / Fort +7 - Ref +3 - Will +3

Well I was going to suggest that till we get to somewhere we can sell it, the gear is free to use for anyone who wants it. Then, when we start to sell, they can buy the item for 50% cost from the party pool. Sound good? The only things I think we should leave totally ffa are potions, scrolls and wands. If it benefits the party, it shouldn't cost anything.


CG aasimar cleric-4 40/40 Born in Taldor worshiper of Calistria
Defenses and Movement:
AC: 17 T: 12 FF: 15 | Fort: +5 Ref: +3 Will: +8 | Move: 30

I don't have a cloak of resist yet, and I wouldn't mind a dagger (the MW one is fine if no one wants it).

It might be wise to set up a loot system, even if it's as simple as whoever it is the best upgrade for. That might be somewhat off on total value at times, but it does tend to keep the party as a whole in fairly good shape.


Mature Pureblood Azlanti Adult **WIP**

Purchase? How about someone makes a claim and if no one disagrees, the player can have it. If there is competition, either a roll off or a reason for the claim and who have has the best claim receives it or both.

Liberty's Edge

Native Outsider (Aasimar)
Cavalier of the Dragon:
Level 4 / Hp - 48 [48] / Temp Hp - 48 [48] / AC - 21 / T - 11 / FF - 20 / Resistances - 5Acid, 5Cold, 5Electricity / Fort +7 - Ref +3 - Will +3

That doesn't really work out though. Okay so say I just keep the boots and we sell everything else, and we all get an equal share. Now my loot is exactly so many hundred or thousand GP ahead of everyone elses, as I have the same gold value AND the boots.


male human magus (kensai) 4 | hp 40/40, AC 18, touch 17, ff 11, CMD 18 | Fort +6, Ref +5, Will +3 | Init +4, Perception -1 (status: nothing)

On the other hand, Aerodus, your rules might bring up the following situation:

"I, Gregary, have just defeated a foe and looted him! Oh, he carries a very nice falcata, my specialized weapon! Excellent, I will use this fine weapon."

-two days later, we return to town- "Alas, I cannot afford this nice weapon that I've been using to vanquish foes for two days that nobody else can use. I must relinquish it to the party fund!"

I propose a system in which we:

1.) Keep track of how much wealth we have individually
2.) We have a public record, maintained by somebody, that contains everyone's loot level
3.) Whomever has the most loot cannot claim new loot.
4.) If there is a dispute between players about a loot item, the player with less loot receives the loot item.
5.) Anyone who wants an item can claim it, assuming they don't have the most loot currently.

Liberty's Edge

Native Outsider (Aasimar)
Cavalier of the Dragon:
Level 4 / Hp - 48 [48] / Temp Hp - 48 [48] / AC - 21 / T - 11 / FF - 20 / Resistances - 5Acid, 5Cold, 5Electricity / Fort +7 - Ref +3 - Will +3

The fact that the player buys the item not from a vendor but from the party pool for 50% means that the character will either A] Always have the gold, due to the fact he is about to receive his share of the other loot, Or b] Have the ability to give an IOU to the party till he has the funds.


I'm very big on equal shares for the party. Keep in mind I'm only one vote but here's my 2 copper:

-We start with everyone being fair and go from there.

-All loot is added up and everyone gets an equal share of the value; there is no secret loot (So the Thief can pick a merchant's pocket in the market but has to come up with a way to split the goods with the party.).

-When a PC wants an item of loot that no one else wants then the PC gets it and 50% of the cost of that item is counted as part of his or her share of loot.

-When more than one PC wants the same item then we as players look to see which PC needs the item more, so.... If PCs 1 and 2 want the Ring of Deflection +4 we look to see who has the crappiest AC and also consider which PC is often in the front of combat taking more hits.

-Finally, we keep a bit of treasure as party treasure for things such as Bags of Holding, Happy Sticks, Potions of Get me the f#+& out of here, a Silver Raven maybe, and other things that the whole group benefits from.

.

I've found that this works very well in a group of mature, experienced gamers and when newbies and munchkins come along and join the group, they quickly see the value and fairness of the system -- and submit to fair play.

As DM I just need to have the PCs being pretty equal to each other, overall, so I can better design encounters that are fair and ensure we don't have one PC grossly stronger or weaker than the party average.


Mature Pureblood Azlanti Adult **WIP**

DM Ray's explanation works for me. Can we trade items into the pot? For example, trade in my quarterstaff for one of the Darksword +1s?


Oh absolutely -- I think it's common, for example, that the PC that gets the Ring of Deflection +4 gives his or her old Ring of Deflection +2 to the next PC.


current effects:
weapon of awe, aspect of tiger
human, female inquisitor (sacred hunter) 4 // HP40/40
vitals:
AC 17 (T 12, FF 15) // Fort +7, Ref +4, Will +9 // Move 30' initiative +6 Perception +11, spellcraft +5

Ok, if we are dicing for the cloak of resistance

1d20 ⇒ 1

well dang.

I guess I get a set of the boots, since there are three sets


CG aasimar cleric-4 40/40 Born in Taldor worshiper of Calistria
Defenses and Movement:
AC: 17 T: 12 FF: 15 | Fort: +5 Ref: +3 Will: +8 | Move: 30

You're welcome to the cloak if you want it Aliesha, I'll go for the next one we stumble on.


current effects:
weapon of awe, aspect of tiger
human, female inquisitor (sacred hunter) 4 // HP40/40
vitals:
AC 17 (T 12, FF 15) // Fort +7, Ref +4, Will +9 // Move 30' initiative +6 Perception +11, spellcraft +5

Ok then, thanks muchly. With my rolls lately, dicing for something has been a losing proposition. You definitely next


current effects:
weapon of awe, aspect of tiger
human, female inquisitor (sacred hunter) 4 // HP40/40
vitals:
AC 17 (T 12, FF 15) // Fort +7, Ref +4, Will +9 // Move 30' initiative +6 Perception +11, spellcraft +5

Hell, I'm an idiot. I already have one. It's yours Terra.


CG aasimar cleric-4 40/40 Born in Taldor worshiper of Calistria
Defenses and Movement:
AC: 17 T: 12 FF: 15 | Fort: +5 Ref: +3 Will: +8 | Move: 30

Ha! Righto then, thanks.


CG aasimar cleric-4 40/40 Born in Taldor worshiper of Calistria
Defenses and Movement:
AC: 17 T: 12 FF: 15 | Fort: +5 Ref: +3 Will: +8 | Move: 30

On Wednesday July 29th when I leave for work I won't be home until August 2 due to my trip to GenCon Indy. I will post as I can during that time but it will likely be infrequent. Feel free to bot me during that time.

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