GM Arkwright's DOOOOOOOOOM comes to Duskpawn (Inactive)

Game Master Arkwright

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Welcome, everyone.

Finish up your sheets, dot gameplay, add your states to your profile fields and we'll get started.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Hi all, GM Panic here, who's playing Rosa.

Nice to meet you all.
Just some info, I post a lot, this is my destress tool and so use it in place of other things like mob games etc.

I'm in Time Zone GMT+8 [I teach an university in China and so other Busyness things]

Im old, so very old, I want say how old but I started with DnD Red box, that old.

I GM two games on here and have a home game thats very off and on.

Rosa is a PC I like a lot, she is fun, sardonic and witty.
She thinks smart in fights and will heal and help you guys.
She is no Zealot she is a realist with a dark view of the world.


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

Davachido here, I'm in GMT +1.

Ah cool Rosa, I'm from HK but I'm now out here with the brits, though I'm trying for a way to move back if not just for the food.


haha Im a Brit in NW China, ye Brit food is sooooooooooo bad, fat, potato and more fat.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

I'm in the states so I imagine my posting is going to be poorly timed unless you guys have some weird hours.


weird hours is what I do best


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

US East Coast checking in. Hours are pretty random.
Panic, I think we were in a game a little while back. I played Rahdeem with your Calista.


wow yep that was some time ago, liked that game it was fun.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

I still need some mundane items and probably some potions. Any suggestions? I have 1800 left.


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

@Will Protection from (BLANK) is never bad, same with Resist Energy & Darkvision.

I took the trap-finding trait, and shifted some points to Disable Device. I'll get a full post in tonight.


Will Erland wrote:
I still need some mundane items and probably some potions. Any suggestions? I have 1800 left.

CLW is always good to have, Enlarge person, or Bull Str etc.


we just missing the one player then


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

I've got an idea for the townsfolk, though I just want to run it by the GM before I attempt it.

Basically, spend some time outside with hat of disguise changing to that of a human in similar garb to people outside and spend some time picking up their accent, using kn(local), perception or sense motive for that?

Then make up a new face and pick someone's clothing in the crowd and change into that. Use vocal alteration to pick up the local accent, then use detect thoughts while striking up some conversation. I'm doubting the townsfolk have good will saves so if I talk to one at least 3 rounds and prod around carefully with some questions (and a diplomacy roll) I might get some info? Since it'll make me look, sound and feel like one of them so at the very least their surface thoughts might be sympathetic if I don't get straight answers?


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

That could work, but also seems relatively complicated. Zerisi is a Bard after. If a level 9 Bard can't get information out of a crowd, what else is he good for?

Diplomacy to gather information takes a few hours, but could be useful. I could go start while you all investigate the room. Rosa is probably right that the people won't respond well to her...


Both would work fine.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

Will has some diplomacy and can at least aid if nothing else. I was thinking, if we don't decide to go to the swamp tonight, of watching the perimeter of the goat pen for whatever is stealing them. That seems a low priority for the moment but the thing he is probably best suited to. Horse has scent and low light vision, I have a darkvision potion, and survival.


O throwing her own sword at her, I like it.
Really Nice bit of roll play, Will.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

Thank you. Looked cool in my head.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3
Zerisi Ramanada wrote:
That could work, but also seems relatively complicated. Zerisi is a Bard after. If a level 9 Bard can't get information out of a crowd, what else is he good for?

Well, level 6 bard. Still probably the best Diplomacy.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Hope you like her responce, use used a Domain power to add to the coolness. hehe

So 2 and 2, split team, I sugest if head outside town we meet up and go as a group. But feel free to call me wrong.

:)


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12
Will wrote:
Well, level 6 bard. Still probably the best Diplomacy.

Good point. He's a bard at heart though! Really only needed the witch levels so my cards wouldn't get destroyed when I throw them, and they never run out.

And damn, 34+2=36 for diplomacy to gather information. If anyone in this town knows anything, we'll find out soon enough!


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

I do have a decent amount of social skills, I'm just lacking charisma. I got +13 to assist or do separate rolls as we need. Against a single person I'm a bit better.

We can get some info as well Rosa, we can look like some really strange outsiders considering we aren't human. Might get some different info from good cop bad cop routine?


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3
Rosa Luminass wrote:
Hope you like her responce, use used a Domain power to add to the coolness. hehe

Certainly adds a whole new level of martial sensitivity which I am always okay with. Your post implies he gauged her strength well enough to know it wouldn't hurt her or she would dodge. At least you hope that is the case. :)

Gathering info is supposed to take 1d4 hours so up to you what you fill the time with. Rosa and Dragash = Good cop/bad cop. Zerisi and Will = Good cop/bored cop.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

I think Rosa would like a drink to chat with
Dragash, they are after all in an Inn, the place more go to get intel. I think we can get something there in the Bar, a game of poker say. Some free ale and you can be amazed at he gossip you can pick up hehe and most who know the cook would be here.

Will Ye Rosa is still no 100% on will aiming to hit or to miss, it took her by shock so she's still trying to work out what that was about.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

The "you forgot something" implied "you forgot your weapon" and "you forgot this thing can hurt people of it own free will". Or at least that is the impression he gets from the blade. May need to spend a Ki Point to sense motive on that level though.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

Since we're level 9 I put Will's background in the Kingmaker campaign between books 3 and 4. That is what all those adventures were. That would mean a decent nobility or local while going through the River Kingdoms or Restov may do it. They might give you something about the fledgling nation formed in the Stolenlands of the River Kingdoms. It would also give you the names of his companions who are equally as strong. He'd have taken the general position.


All good Will, its really great stuff this, I like the way this played out. Sets out our PCs nicely with a really nice dynamic.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

I agree. Can't wait for combat. So many options with this character.

And I still have yet to introduce Arion, Valiant Steed.


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

Hrm, I can take 10 and hit DC 15s on History or Local. If that wouldn't do it, I'd roll for it.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3
GM Arkwright wrote:
Some rumors may be relevant; question is just how much time are you willing to spend. One more rumor tonight, if there are more you'll get them tomorrow morning. Saying 'I look for rumors specifically about X' isn't going to work I think; the only way you're getting information from these townsfolk is a mix of luck and gentle prodding.

I thought you meant no posts tonight cause you were going offline.

Also: Gather Information: You can use Diplomacy to gather information about a specific topic or individual. To do this, you must spend at least 1d4 hours canvassing people at local taverns, markets, and gathering places. The DC of this check depends on the obscurity of the information sought, but for most commonly known facts or rumors it is 10. For obscure or secret knowledge, the DC might increase to 20 or higher. The GM might rule that some topics are simply unknown to common folk.

The rumors are certainly adding more to the story but Gather Information lets you get info on specific people and topics.

I vote just visiting the swamp tomorrow.


I'd normally agree, but this module is quite specific; roll diplomacy, then roll on the rumor table. I'm not too fussed about it; taking a gamble by spending extra hours to listen to rumors just in case seems a reasonable moral/practicality question.


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

OK Will, so that's Zerisi acknowledging your history a bit with the "General" and the salute. I don't think you've mentioned it in character yet so that should be a nice little hint. I love that you put him in a Kingmaker campaign, I'll think a bit on some more specific accomplishments for Zerisi and post them up, because you def earned them with that Kn roll.


GM

Been thinking about Rosa and the way she has come out in this game,
I really feel the Torture/Destruction Domain is all wrong for how she has been acting, Shes a hound not a Torturer, she gets sent to check things out, before they call in the hell knights. Tortures are more after the event and it feels all wrong for her now.

So, as I have not used ANY of the spells or powers linked to it.
I have altered her second Domain to Thought-Knowledge Domain as it seems more fitting and is on the Hell's pantheon range.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

I feel like she should have been an oracle of battle with legalistic curse. Might be just as beefy in melee. Not sure. But it fits with the contract you posted.

But yes, she hasn't come across as one to needlessly torture or destroy.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

was thinking Oracle but it always feels a bit whimsical as a class, Cleric just feels harder and to the point.

As we are doing Kn Local on who we are are.

Lets give Rosa some.

Rumors about Rosa

KN Local DC12 [If made roll 1d4]

1:

They say she once throw a noble lord off a city wall for summoning a Demon.

2:

The say Rosa once took out a whole underworld gang once just for disrespecting her.

3:

In the Battle of Newhall she stood alone with her hell blade for 2 hours fighting Demon cultist. When they got to her they had to dig her out from under the dead all but dead herself.

4:

Rosa has a nickname, 'The Dammed Bride' they say she was to be wed once but it was just a ruse to uncover a plot, she laid was to her own wedding ceremony.

KN Planes DC18 [Roll 1d4]

1:

They says Rosa was Sold to hell as a Child

2:

Hounds of hell AWAYS have Intelligent Weapons who oversee what they do.

3:

They say Rosa once killed a powerful Rebel Devil, and that is why she was made a Hound.

4:

Its said that Mephistopheles oversees the Hounds and the bureaucracy that supports them.


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

I'm curious Rosa how is your initiative +15 I tried quite hard to get mine to +13 so I was wondering if you took like domain stuff or something?

Also I think frog 4 the rightmost frog is out of 30ft range for PBS so remove +1 attack and +1 damage on the last dice roll. (Still in first range increment though.)


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

Its +3 in her statblock. How is yours 13 though? I only see +4 dex, +4 familiar, and +4 Improved init.


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12

And +4 for the familiar, and +1 for the ioun stone.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3
Rosa Luminass wrote:
was thinking Oracle but it always feels a bit whimsical as a class, Cleric just feels harder and to the point.

Depends on the god I think. And a battle oracle would be one chosen by their god specifically for battle potential. With cleric its (usually) a choice.


Elf, Alchemist | HP 10/75 | Bombs 5/20 | 1st 6/7 | 2nd 6/6 | 3rd 2/5 | AC 22, Touch 15, Flatfoot 17, CMD 25 | Fort +13, Ref +16, Will +6 | Init +15 | Perception +12, Darkvision 60 feet | Loot pile
Venjorwile:
Sage Scorpion | HP 37/37 (fast healing 5) | AC 20, Touch 15, Flatfoot 17, CMD 13 (25 vs trip) | Fort +6, Ref +9, Will +2 | Init +3 | Perception +8, Darkvision 60 feet

+4 dex, familiar, improved init
+1 ioun stone.

+4+4+4+1 = +13

I could've taken reactionary I guess, though that's a boring trait.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

are just looked again at what the gm rolled i see the problem,

her init is +3 GM

the spoiler under skills in intimidate +15 not initiative

i have changed it stop confusion

here initi for this fight is 10 not 22

Will Erland wrote:
Rosa Luminass wrote:
was thinking Oracle but it always feels a bit whimsical as a class, Cleric just feels harder and to the point.
Depends on the god I think. And a battle oracle would be one chosen by their god specifically for battle potential. With cleric its (usually) a choice.

her back story kind of covers that, also orals spells at 9th tap out at 4th, and Curses are just annoying for me, thinks like Legalistic etc, all the fun [and ones that fit like marked] are 3pp ones :(.

this is academic really. i picked her class and it fits mt needs, channel being a big part of it. she is a cleric of the hells.


Whoops, my bad.

By the way everyone, if you haven't already, please add your stats to your profile fields under your names. HP, init, saves, etc


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3
Zerisi Ramanada wrote:
Any chance I can get a Knowledge check to see if I've actually heard of Will or his exploits? Having actually heard of him or not will definitely change my answer, and there can't be THAT many level 9s running around, especially who are Generals (of something)...

I forgot to comment on this. I think Golarion actually has a number of decently high level people in it. Any AP set in this setting has high level NPC's, not just monsters. And if I am not mistaken, to be King in the Land of the Linnorm Kings you must defeat a Linnorm alone. Lowest CR linnorm is 14 and that is assuming a party of four. That is some heavy specialization, luck and planning to take one down anywhere near level 14. There is also every swordsman that actually holds the Swordlord title. The feat named after the title requires BAB of +12 so its likely all the Swordlord's are at least 12.


Male Human Witch 3 Bard 6 | HP 46/68 | AC: 21, T: 13, FF 18 | Fort +5, Ref +10, Will +10 | Init: +2; Perception +12
Inner Sea World Guide wrote:
Power Levels: Throughout this book, particularly in Chapter 2, key NPCs are mentioned by name. Experience levels and classes are not presented for these NPCs, in order to maintain a level of versatility and freedom allowing adventure writers, hobbyists and professionals alike, to adjust these NPCs as they wish. Nonetheless, there exist guidelines for how powerful most rulers and heroes and city guards are in the Inner Sea region. The vast majority of humanity are “standard,” ranging in level from 1st to 5th—most with NPC classes like commoner, expert, or warrior (it’s uncommon for a character with only NPC class levels to be above 5th level). A significant number of a nation’s movers and shakers, along with other leaders, heroes, and notables, are “exceptional,” ranging in level from 6th to 10th. “Powerful” characters, ranging in level from 11th to 15th, are quite rare—typically only a handful of such powerful characters should exist in most nations, and they should be leaders or specially trained troops most often designed to serve as allies or enemies for use in an adventure. Finally, legendary” characters of 16th or higher level should be exceptionally rare, and when they appear should only do so as part of a specific campaign—all legendary characters should be supported with significant histories and flavor.

I was basing my statement off this from the ISWG. I figured 9th put us on the rarer side of uncommon, but there's definitely a lot of room for interpretation.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

That's actually really high powered. A handful of people in a single nation of 11th-15th level? That is a lot in one place. Especially if you read and agree with this article. It mentions Aragorn is a 5th level character. But that's mostly because no one in the realm is really more than 1st.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Guys Im going on a Biz trip at short notice, will be away until next Monday, my hope is the Hotels have interweb etc, if so ill post if not bot me GM. thanks.


yerrr, Hotel has internet, 10pm here and long day, flights then meeting, but not hot in Seoul, food nice.


Mystic 5/Investigator 5 | HP 33/33 | AC 19, Touch 12, FF 15 | CMB +4 | CMD 18 | Fort +3, Ref +7, Will +8 | Init +4 | Perception +10 (+12 vs Traps) | Extracts: 1st 5/5 2nd 3/3

Loot:
+2 shortsword
two potions of water breathing
three potions of CMW
125gp each

Don't suppose anyone wants the shortsword so that can go under "to be sold".

I'll take a potion of water breathing cause I have no means to do that. I have a cure moderate though.


Female looking Tiefling [Devil Blooded] [outsider (native)] Cleric (LAW)

Rosa takes nothing of that lot.
Her Hell blade want let her use any other 'manufactured' weapon.
Other stuff is better with you guys

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