GM Ancalima's Murder's Mark (Inactive)

Game Master ElenionAncalima

Carnival Map | Combat Map | Loot List

Alenka 3/13 | Fain -3/11 | Jenni 8/12
Luk Luk 2/7 | Thrym 7/10 | Vard 4/11


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Cool, thanks for the warning. Have a safe journey.


Male Human Oracle (Spirit Guide) 3| HP: 24/24 | AC: 20 (10 Tch, 20 Fl) | CMD: 13 | F: +3 R: +3 W: +4 | Init: +0 | Perc: +4 SM: +7 |
Spoiler:
Ancestral Weapon 3/3, Sacred Council 3/3, Spells: 1st 6/6, Active effects: Wisdom of the Ages

Another extended weekend away from home approaching... this time I should be able to post - upon occasion - but until Wednesday, I might be a bit slow to reply.


CN half-orc bloodrager 1 HP: 12/12 | AC: 15 (11 T, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +2, W: +1 (+2vsFear) | Init: +3 | Perc: +4, SM +0 Bloodrage 6/7 | Active conditions:

Grrr....sorry, got Bo and Jenni mixed up! Dang! Anyway to delete that post after an hour, and resubmit it?


Jenni Skullsplitter wrote:
Grrr....sorry, got Bo and Jenni mixed up! Dang! Anyway to delete that post after an hour, and resubmit it?

I don't think so. That's why you are stuck with GM Ancalima in you're game...


CN half-orc bloodrager 1 HP: 12/12 | AC: 15 (11 T, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +2, W: +1 (+2vsFear) | Init: +3 | Perc: +4, SM +0 Bloodrage 6/7 | Active conditions:

I made GM Ancalima inactive in my game - did that take it off your campaign page? Can you try making Bo inactive in yours? Not that it really matters, it's just the OCD in me that cares.


For you I will do it...

Spoiler:
Also for pretty much anyone else for I also have the OCDs...


CN half-orc bloodrager 1 HP: 12/12 | AC: 15 (11 T, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +2, W: +1 (+2vsFear) | Init: +3 | Perc: +4, SM +0 Bloodrage 6/7 | Active conditions:

Success! Thanks!


Looks like things are starting to wrap up, so I will move things to the next morning tomorrow. So get in any discussion you want in before then!

@Thrym: Let me know if you are healing yourself before resting.


Male Human Oracle (Spirit Guide) 3| HP: 24/24 | AC: 20 (10 Tch, 20 Fl) | CMD: 13 | F: +3 R: +3 W: +4 | Init: +0 | Perc: +4 SM: +7 |
Spoiler:
Ancestral Weapon 3/3, Sacred Council 3/3, Spells: 1st 6/6, Active effects: Wisdom of the Ages

Nope, natural healing is fine. That's one of Thrym's little quirks... he believes a body may become dependent on magical healing if it is too readily accessible. Thus using it in mortal danger or mid battle is fine, but outside those situations one is better letting nature take its way.


Male LG Halfling Paladin 3 | HP 25/25 | AC: 18 Touch: 12 FF: 17 | CMB: 4 CMD: 15 | Fort: +9 Ref: +7 Will: +8 | Init: +1 | Perc: +2 Sense Motive +6 | Speed 20ft | Smite Evil: 1/1 | Lay on Hands (1d6): 4/4

Pah! Daily training will keep your body in good condition! Gotta work up a sweat, get the heart pumping and blood flowing. Magical healing allows you to wake up in peak condition. :)


@Fain: I sent a PM with the response to your Kn: Local question

@Everyone: I'll need to know where people are actually going. So far I have heard:

-Go to the temple
-Talk to the river merchant (Braeton)
-Gather info about Filton in town
-Talk to the fortune teller (All Seeing Hajeck)
-Talk to Amara
-Find and "squeeze" the Skulks (or someone else...just generally hit something).

As your GM I feel honor bound to advise you against spreading yourselves too thin. There are thieves and murderers about after all... ;)


Female Elf | HP 18/18| Init +3| AC:16/11F/14T| Fort +2, Ref +4, Will +4| Perc +8| Sense Mot +2 Sorcerer Brass Draconic 3

Luk Luk favors a 3 step plan. Go to Temple first, gathering info on Filton second, and meeting up to squeeze some Skulks third. Profit is not part of the plan, but Luk Luk hopes fun is :p


Male LG Halfling Paladin 3 | HP 25/25 | AC: 18 Touch: 12 FF: 17 | CMB: 4 CMD: 15 | Fort: +9 Ref: +7 Will: +8 | Init: +1 | Perc: +2 Sense Motive +6 | Speed 20ft | Smite Evil: 1/1 | Lay on Hands (1d6): 4/4

Merchant and temple first, then split up and do all the other stuff.

Squeezing skulks is good, but we have to find them first. Hmm.. did we actually ask the two we caught where they lived?


Halfling Ranger (skirmisher) 3 | HP 25/25 | Init +3(+5in woods) | AC 18/15F/14T | Fort +4/Ref +6/Will +2 (+2vs fear) | BAB+3 CMB+2 CMD15 | Perc+7/+9 in woods SM+7/+9animals| Ad. Luck 3/3

I vote for that. The temple is probably ‘closest’. Let’s go there first


Halfling Ranger (skirmisher) 3 | HP 25/25 | Init +3(+5in woods) | AC 18/15F/14T | Fort +4/Ref +6/Will +2 (+2vs fear) | BAB+3 CMB+2 CMD15 | Perc+7/+9 in woods SM+7/+9animals| Ad. Luck 3/3

I think I wrote that gameplay post five times


CN half-orc bloodrager 1 HP: 12/12 | AC: 15 (11 T, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +2, W: +1 (+2vsFear) | Init: +3 | Perc: +4, SM +0 Bloodrage 6/7 | Active conditions:

Still here. Or I guess, here again. Jenni just doesn't have anything to add right now.


Female Elf | HP 18/18| Init +3| AC:16/11F/14T| Fort +2, Ref +4, Will +4| Perc +8| Sense Mot +2 Sorcerer Brass Draconic 3

I tried like 4 before the thread was replaced by the annoyed Ysoki repair rat :D

I guess I should've been checking more regularly as my dialogue that I'd saved up had gone and got outdated. Oh well. To the docks I say!


Halfling Ranger (skirmisher) 3 | HP 25/25 | Init +3(+5in woods) | AC 18/15F/14T | Fort +4/Ref +6/Will +2 (+2vs fear) | BAB+3 CMB+2 CMD15 | Perc+7/+9 in woods SM+7/+9animals| Ad. Luck 3/3

This site is down more than a pessimistic elevator ... than a siberian eagle owl? ... anybody? anybody? ... more than a British town abbey??? Ok. I'm done.


We'll see if it stays up this time. Paizo keeps being like...


Female Human CN Alchemist (Vivisectionalist/Chirurgeon) 3 | HP: 27 | AC: 14 (11 touch; 13 FF) | CMB +4, CMD 15 | F +4, R +4, W +2 | Init +1 | Perception +7 | Sense Motive +1 | Speed 30ft | Active Conditions: Mutagen (Str19, Int14, +2AC)

If our search of the rooms didn't yield anything then Alenka is good with moving on. Would our search have found secret compartments/hidden things? Or would we have had to roll and specifically say that we were looking for stuff hidden in the rooms?


I would have told you. I don't think it's helpful in a PbP to require that level of specificity, since it slows everything down. I'll move things to the river merchant in the morning, assuming no objections.


CN half-orc bloodrager 1 HP: 12/12 | AC: 15 (11 T, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +2, W: +1 (+2vsFear) | Init: +3 | Perc: +4, SM +0 Bloodrage 6/7 | Active conditions:

I'm crying laughing at that gif. And those owls!!! So downy!!!

River river river!


Male Human Oracle (Spirit Guide) 3| HP: 24/24 | AC: 20 (10 Tch, 20 Fl) | CMD: 13 | F: +3 R: +3 W: +4 | Init: +0 | Perc: +4 SM: +7 |
Spoiler:
Ancestral Weapon 3/3, Sacred Council 3/3, Spells: 1st 6/6, Active effects: Wisdom of the Ages

"Stable like an epilepsy patient in ice," was what a teacher back in Uni used to say when faced with a program that liked to do a firm faceplant on the tarmac every few minutes. Best get some posts out before the forum realizes it's up again and acts to fix the situation.


Halfling Ranger (skirmisher) 3 | HP 25/25 | Init +3(+5in woods) | AC 18/15F/14T | Fort +4/Ref +6/Will +2 (+2vs fear) | BAB+3 CMB+2 CMD15 | Perc+7/+9 in woods SM+7/+9animals| Ad. Luck 3/3

So there was Sister Woodmere and two clerics? The clerics heard about Esrelda and came to the scene and that's when the temple was hit?
Things got a little confusing for me in the stop-and-go


You've pretty much got the gist of it.

-At the time of Sister Woodmere's murder, she and two clerics were living at the temple (Filton hadn't been staying there for a few days)
-The guards came and told the clerics that the Sister was was dead.
-They hurriedly followed the guards to the carnival and didn't think to lock the doors
-When they returned with the body someone had come in, taken the chalice, broken the lock in the backroom and taken the tithe money.

Other than that most of the questions were about Filton.


Female Elf | HP 18/18| Init +3| AC:16/11F/14T| Fort +2, Ref +4, Will +4| Perc +8| Sense Mot +2 Sorcerer Brass Draconic 3

Sorry for the late reply, I guess the website really doesn't like me. I check it and find it is up but when I go to post it is down. Twice.

It be like oh-lay fool! Or maybe they've a troll doing repairs. Either kind of troll mind you.


Female Human CN Alchemist (Vivisectionalist/Chirurgeon) 3 | HP: 27 | AC: 14 (11 touch; 13 FF) | CMB +4, CMD 15 | F +4, R +4, W +2 | Init +1 | Perception +7 | Sense Motive +1 | Speed 30ft | Active Conditions: Mutagen (Str19, Int14, +2AC)

@GM Ancalima: Even though blind, would you allow Alenka to drink her mutagen? She knows where it is on her person and she should be able to drink it if she can get her emotions under control :)


Yeah that's fine


Male LG Halfling Paladin 3 | HP 25/25 | AC: 18 Touch: 12 FF: 17 | CMB: 4 CMD: 15 | Fort: +9 Ref: +7 Will: +8 | Init: +1 | Perc: +2 Sense Motive +6 | Speed 20ft | Smite Evil: 1/1 | Lay on Hands (1d6): 4/4

Wait, What if it is the real father and the kids are evil shape shifters too!
*dons foil hat*


Male Human Oracle (Spirit Guide) 3| HP: 24/24 | AC: 20 (10 Tch, 20 Fl) | CMD: 13 | F: +3 R: +3 W: +4 | Init: +0 | Perc: +4 SM: +7 |
Spoiler:
Ancestral Weapon 3/3, Sacred Council 3/3, Spells: 1st 6/6, Active effects: Wisdom of the Ages

Safest thing to do, really, is to kill 'em all and let Bob sort 'em out.


Remember as certain RPGs claim, innocence proves nothing.


@Jenni: Looks like any round where you take a move and a standard, Borvius gains 20ft distance on you. However, any round where you both full move, you can close that 20ft gap. So by that estimation, you can attempt a trip or grapple every other round.

@Alenka: You are 30ft back and must double move to keep pace with Jenni and Borvius. Any round you want to take a standard action, you may, but you will lose another 30ft of ground.

@The pair of you: For the sake of everyone else I would rather not do this round by round, so here is what I am going to say. You have two more round before you reach the more populated part of town. That means two more rounds that you can attempt action where the only onlookers you have to worry about are any neighbors who have heard the commotion. After that you have another two rounds before the guards get involved, but anything you do during these two rounds will be observed by quite a few people on the streets. At the end of those four rounds the guards arrive at the scene, this chase ends and we are looking at a diplomatic affair. Please list out your intentions for those four rounds.


Female Human CN Alchemist (Vivisectionalist/Chirurgeon) 3 | HP: 27 | AC: 14 (11 touch; 13 FF) | CMB +4, CMD 15 | F +4, R +4, W +2 | Init +1 | Perception +7 | Sense Motive +1 | Speed 30ft | Active Conditions: Mutagen (Str19, Int14, +2AC)

Can she drink while running? I know I can but didn't know what the rules were around that.


Alenka Farkasova wrote:
Can she drink while running? I know I can but didn't know what the rules were around that.

It's a standard action to drink, so drinking an extract would cost you 30ft of distance. Not sure what action retrieving the extract is for alchemist.


Female Human CN Alchemist (Vivisectionalist/Chirurgeon) 3 | HP: 27 | AC: 14 (11 touch; 13 FF) | CMB +4, CMD 15 | F +4, R +4, W +2 | Init +1 | Perception +7 | Sense Motive +1 | Speed 30ft | Active Conditions: Mutagen (Str19, Int14, +2AC)

How much ground can she make up enlarged?


Male Human Oracle (Spirit Guide) 3| HP: 24/24 | AC: 20 (10 Tch, 20 Fl) | CMD: 13 | F: +3 R: +3 W: +4 | Init: +0 | Perc: +4 SM: +7 |
Spoiler:
Ancestral Weapon 3/3, Sacred Council 3/3, Spells: 1st 6/6, Active effects: Wisdom of the Ages

Growing up from Medium to Large doesn't increase movement speed at all, but it would increase your reach by 5'. But not a good trade here, I think.


Female Human CN Alchemist (Vivisectionalist/Chirurgeon) 3 | HP: 27 | AC: 14 (11 touch; 13 FF) | CMB +4, CMD 15 | F +4, R +4, W +2 | Init +1 | Perception +7 | Sense Motive +1 | Speed 30ft | Active Conditions: Mutagen (Str19, Int14, +2AC)

That seems weird. If your legs are longer, can't you cover more ground? If your arms are longer so that you have reach, shouldn't the same apply to your legs?


It's silly, but definitely the rules. I wish I could remember the name, but there is definitely an Order of the Stick comic that makes fun of it. I guess the reasoning is that size plus movement is way to strong for a level 1 spell.


Sorry for the delay in posting but a good chunk of my state lost Internet for a while. It is back now.


Female Human CN Alchemist (Vivisectionalist/Chirurgeon) 3 | HP: 27 | AC: 14 (11 touch; 13 FF) | CMB +4, CMD 15 | F +4, R +4, W +2 | Init +1 | Perception +7 | Sense Motive +1 | Speed 30ft | Active Conditions: Mutagen (Str19, Int14, +2AC)

@GM Ancalima: would you allow Alenka to use her dissection tools for disable device checks or will she need to take the -2 penalty on her check?


Alenka Farkasova wrote:
@GM Ancalima: would you allow Alenka to use her dissection tools for disable device checks or will she need to take the -2 penalty on her check?

Maybe let's compromise and say -1 penalty, since you have tools but they are not the right ones for the job.


Deciding how to open a door...possibly the greatest challenge of a PbP game, haha...

To simplify the discussion, let's have everyone vote on the following:
--Warehouse vs. Shop
--Side door vs Front door
--Stealth approach vs. Open approach vs. Send a scout (Fain?)


CN half-orc bloodrager 1 HP: 12/12 | AC: 15 (11 T, 14 Fl) | CMB: +4, CMD: 15 | F: +5, R: +2, W: +1 (+2vsFear) | Init: +3 | Perc: +4, SM +0 Bloodrage 6/7 | Active conditions:

Warehouse, Side Door, Scout.

Ms Peacock in the library with a noose.


Female Elf | HP 18/18| Init +3| AC:16/11F/14T| Fort +2, Ref +4, Will +4| Perc +8| Sense Mot +2 Sorcerer Brass Draconic 3

Warehouse, side door, scout.

Mister Green in the hall with the revolver.:
It was even on film!


Male LG Halfling Paladin 3 | HP 25/25 | AC: 18 Touch: 12 FF: 17 | CMB: 4 CMD: 15 | Fort: +9 Ref: +7 Will: +8 | Init: +1 | Perc: +2 Sense Motive +6 | Speed 20ft | Smite Evil: 1/1 | Lay on Hands (1d6): 4/4

Shop, Front Door, Open Approach Scout. (Vard wants to just burst in but will be persuaded to send a scout first)

da-da, da-da da da, dah!:
I, am, your singing telegram


Darn you guys. Now I just want to play Clue...but have to be at work. *Shakes fist*

So I'd say one more vote for warehouse side door and we have a majority opinion. Send Fain scouting through the warehouse side door.

Though one thing to note, that I may not have been clear about. The shop side door is locked. The warehouse "side doors" are also on the front. They are more like service/loading entrances and they are not locked, just shut.


Male LG Halfling Paladin 3 | HP 25/25 | AC: 18 Touch: 12 FF: 17 | CMB: 4 CMD: 15 | Fort: +9 Ref: +7 Will: +8 | Init: +1 | Perc: +2 Sense Motive +6 | Speed 20ft | Smite Evil: 1/1 | Lay on Hands (1d6): 4/4

Are there any windows?


Halfling Ranger (skirmisher) 3 | HP 25/25 | Init +3(+5in woods) | AC 18/15F/14T | Fort +4/Ref +6/Will +2 (+2vs fear) | BAB+3 CMB+2 CMD15 | Perc+7/+9 in woods SM+7/+9animals| Ad. Luck 3/3

Fain will gladly scout ahead - warehouse, side door


@Fain: Sabotaging the ladder would require Disable Device, which unfortunately, you are not trained in. You can easily sneak your way over to the North east, though. Are you checking the door or just positioning?

@Everyone: Are you entering in? Is the plan to attack?


Halfling Ranger (skirmisher) 3 | HP 25/25 | Init +3(+5in woods) | AC 18/15F/14T | Fort +4/Ref +6/Will +2 (+2vs fear) | BAB+3 CMB+2 CMD15 | Perc+7/+9 in woods SM+7/+9animals| Ad. Luck 3/3
GM Ancalima wrote:
@Fain: Sabotaging the ladder would require Disable Device, which unfortunately, you are not trained in. You can easily sneak your way over to the North east, though. Are you checking the door or just positioning?

Yes, makes good sense. I'll listen to the door carefully then head over to the door in the south west of the warehouse. I'll do the same there, then report back to the team.

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