GM Shady's The Dragon's Demand

Game Master shady18

Current date: Pharast 4, 4710 AR; XP - 1400 each | Roll20 link | Map of Belhaim

Key to Map:

4 The Wise Piper Inn
5 Xemne's Tonics
9 Tymek's (general store)
11 Soorey's Garments
15 House of Abadar
16 Baccus Smithy
22 Bassy's home
26 Devy Stables
27 Devy Manor
28 Wizard's House
34 Grellen & Sons - moneychanger
36 Chance's Smithy
38 Biton Lodge - hunting lodge
47 Kandos Weavers


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Male Gnome Animal Speaker Bard 1 | HP 9/9 | AC 15 (13FF/13T) | F+1, R+4, W+2 | CMD 10 | Init +4 | Perc +6 | Bardic 8/9

Still here! Pip's just sulking after Arnon gave him a stern talking to, but by the morn he'll be poking everything and making a mess again. When it comes to the social graces of human society, he's a bit of a slow learner.

Sad to see Garrek go! Who will Pip hide behind without the scary green folks?!


Stats:
CN Human Male Sorcerer(Arcane) 1 | HP: (7/7) | AC: 12 (T: 12, F: 10) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +2 | Init: +8 | Perc: +2* | Speed 30ft | Effects:

The mighty Avogadro of course!!!

... You'll have to lie down though, Avogadro's probably unconscious...

Sad to see Garekk go. But glad you're still about pip.


Pipernortin wrote:
Still here! Pip's just sulking after Arnon gave him a stern talking to, but by the morn he'll be poking everything and making a mess again. When it comes to the social graces of human society, he's a bit of a slow learner.

Phew. Excellent, thanks.

Quote:
Sad to see Garrek go! Who will Pip hide behind without the scary green folks?!

If you pick Avogadro he might give you a job as his shadow.

Speaking of which, I'm wondering whether to ask the new player to pick a more exotic race. It might be interesting to have one in the group. Thoughts?


Not a lot of responses here. Everyone/anyone still around?

I have a new player interested. It strikes me that, beyond the requirement for a melee character, you need someone to deal with traps and locks. I think I'm going to nudge the player towards slayer. That won't give you coverage of magical traps, though. The halfling (former) thief might be able to help with that.


INACTIVE - GAME DIED

Still here, too new to have many opinions!


Stats:
CN Human Male Sorcerer(Arcane) 1 | HP: (7/7) | AC: 12 (T: 12, F: 10) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +2 | Init: +8 | Perc: +2* | Speed 30ft | Effects:

Not going anywhere. I bow to your superior knowledge on what we need, slayer sounds good and I'm all up for exotic races. All I would say is it might be nice to have a talkative character, everything's gone a bit quiet.


INACTIVE - GAME DIED

Sorry Avo - Leng is pretty bland (10 Charisma) and doesn't know enough about the adventure so far to have much to talk about. :/

The Exchange

I don't mind what we get since I'm not very balance orientated. A rogue would be nice. A slayer gives us that combatant as well - but definitely a roleplayer is best of all.

Cheers


Leng the Wanderer wrote:
Sorry Avo - Leng is pretty bland (10 Charisma) and doesn't know enough about the adventure so far to have much to talk about. :/

Sorry but I don't buy either of these as reasons not to post. If the character doesn't have anything to say, post internal dialogue. From my point of view, if we don't have regular and reasonably substantive posts here the game will die.

The original recruitment thread expected at least daily posting, at least on weekdays. We need to get back to that.


INACTIVE - GAME DIED

I see. I typically avoid internal dialog as I prefer to let a character's motivations remain personal, as most people aren't telepaths. Will take some adjustment.


Leng the Wanderer wrote:
I see. I typically avoid internal dialog as I prefer to let a character's motivations remain personal, as most people aren't telepaths. Will take some adjustment.

I get it, but we're in danger of Avogadro doing all the heavy lifting here. I think there are some decent posts on PbP (it's late otherwise I would go look for them) where it talks about players being able to keep a separation between what they learn through internal dialogue versus the flow of the game.

That last post btw was not specifically directed at you, but I wanted to respond to the post.


Male Human (Taldan) Cleric 1 | HP 9/9 | AC 11 T 11 FF 10 CMD 13 | F +2 R +1 W +5 | Init +3 | Perc +3 | Status: Diseased

For one, sometimes I get "lost" and not sure what to do, or where to go...
Sorry for that, but that is what's happening with me.


Arnon Marquez wrote:

For one, sometimes I get "lost" and not sure what to do, or where to go...

Sorry for that, but that is what's happening with me.

I'm not sure what that means. For these encounters, the Diplomacy attempts have been fine. In general I'd suggest either joining in, or basically posting to say, you're fine to move on. The other characters can decide to stay if they have something to ask.

@Leng - thanks for giving it a go. In general, at the apothecary's, if you want to buy something go ahead.

Generally what I'd like to do is complete your shopping list of encounters, the last being the halfling thief, get to tomorrow and go and explore the kobold camp. OK?


Also - we're tomorrow morning (its currently 11pm here) going on our annual family vacation, for 2 weeks. I believe I'll have Internet access throughout but will try to avoid getting too dragged into the computer. I will try to ensure I post at least once a day.


Human Druid1 | Init +3| Hits 11/11 | AC 18/20, tch 14, fft 14/16 | F +3, R +3, W +4 | Perception +6

After a few combats and life saving situations, it would be normal for us to start bridging the gaps and talking. 10.5 is average charisma and so Leng (and Den) are not that far off normal.

Den is not a great conversationalist but I am looking for opportunities to get to know the party. Unfortunately that could be the kiss of death since the last two people he befriended left the game..

Have a good two weeks, DM Shady.


Per the Gameplay thread, I need to sort out the new player. This will take at least another day. Given lack of posting by Pip in Gameplay I am going to go round and check whether we need 1 new player or 2. As I said, "the character has nothing to say" isn't an excuse for not posting.


I've asked the new player to introduce himself here.

I've PM'd Pip's player to ask what he wants to do. He has been posting in other games. I'll give it till the weekend.


Hi guys, just wanted to drop a line here to introduce myself - it seems the group is undergoing some change?

Are there any particular roles you guys think you need - I know GM Shady had spoken about some beefier character that could hold his own in a scuffle, and perhaps had some skills to the mix? Is there something else?


Male Human (Taldan) Cleric 1 | HP 9/9 | AC 11 T 11 FF 10 CMD 13 | F +2 R +1 W +5 | Init +3 | Perc +3 | Status: Diseased

Welcome Albion.
Not sure. I say you go with you want most.


INACTIVE - GAME DIED

Our current group dynamic could benefit from a character who can do:
* Fightin' (replacing a half-orc barbarian)
* Trapfinding (we don't have any of that right now)
* Talkin' (not necessarily diplomacy skills; but, most of our group talking has been carried by one player, so having an outgoing personality would help to create more role-playing opportunities)

So you might consider a beefy rogue, a slayer, or maybe a fighty character with an archetype that helps with traps?

Of course the most important part is to play something you enjoy and are invested in!


Human Druid1 | Init +3| Hits 11/11 | AC 18/20, tch 14, fft 14/16 | F +3, R +3, W +4 | Perception +6

So whatever it is it should have good str for fighting, good dex for traps and good cha for social stuff. Of course a decent Con always helps too.

We tend to be a bit directionless at times so a leader would be ideal.

Otherwise welcome to the game and good to have you on board.

Cheers


Stats:
CN Human Male Sorcerer(Arcane) 1 | HP: (7/7) | AC: 12 (T: 12, F: 10) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +2 | Init: +8 | Perc: +2* | Speed 30ft | Effects:

I agree with everything said so far, especially about playing what you want to play. I would also stress what Den said about directionlessness, maybe someone with a stick code of ethics, a pally maybe?


Thanks for the input guys. It is not easy to pile on the beefiness with frontlining combat, and trapfinding ;)

(Tried poking GM Shady to let me get the Trapfinder trait, but he sent me along my merry way :)).

That being said, I kinda would like to play a Bard Dervish of Dawn, since he can do 'most' of what you guys pointed out (Except the traps...). I know the Archetype is kinda selfish, but then again the group doesn't seem too martial inclined, so the 'usual' Bard buffs might not be so sorely missed?


INACTIVE - GAME DIED

Basically if we don't get someone who's a frontline heavy, that'll probably fall on the druid, Den, as he has the best AC. Leng is so-so but he's really set up for skirmishing and doesn't really "turn on" until 3rd level.

Fighty or semi-fighty archetypes that can deal with traps include:
Ranger: Trapper
Ranger: Urban (3rd level)
Bard: Archaeologist (this archetype doesn't technically have trapfinding, but gains it in bits and pieces as it gains levels and can disarm magical traps at level 6)
Bard: Detective (arcane insight at level 2 gives magical trap disabling)
Oracle: Seeker
Hunter: Patient Ambusher

Slayers can take a talent at level 2 that gives trapfinding.

The investigator class also natively gets trapfinding.

Seeker sorcerers gain tinkering abilities that give them the equivalent of trapfinding.

There are probably a lot more out there, but this is a start - hopefully a helpful one.


Male Gnome Animal Speaker Bard 1 | HP 9/9 | AC 15 (13FF/13T) | F+1, R+4, W+2 | CMD 10 | Init +4 | Perc +6 | Bardic 8/9

Pip's not much of a fighter (he's a lover, but mostly of animals because people can be jerks), but he does manage to cover the range of typical bardic buffs. I know an earlier discussion was tweaking Pipernortin's build to include some ability to deal with traps and I'm still not entirely opposed to that if you'd like to play something that doesn't get trapfinding.

I think it's more important that you find something you're interested in actually playing and keeping up with rather than something that fits that perfect niche we could use?


Cheers for the feedback peoples. Weekend is almost always family time for me. I'll put something up as soon as possible.

Would it be acceptable a rogue that multiclasses into fighter at level 2?

The Exchange

Sounds good to me.


Ok guys, after some jigging, I came up with this guy - what do you think? :D

Helien:

Helien
Angel-blooded aasimar (angelkin) ranger (trapper) 1 (Pathfinder Player Companion: Blood of Angels 21, Pathfinder RPG Bestiary 7, Pathfinder RPG Ultimate Magic 65)
CG Medium outsider (native)
Init +2; Senses darkvision 60 ft.; Perception +5
--------------------
Defense
--------------------
AC 16, touch 12, flat-footed 14 (+4 armor, +2 Dex)
hp 13 (1d10+3)
Fort +4, Ref +4, Will +1
Resist acid 5, cold 5, electricity 5
--------------------
Offense
--------------------
Speed 30 ft.
Melee longsword +3 (1d8+5/19-20)
Ranged sling +3 (1d4+3)
Special Attacks favored enemy (humans +2)
Spell-Like Abilities (CL 1st; concentration +0)
. . 1/day—alter self
--------------------
Statistics
--------------------
Str 17, Dex 14, Con 14, Int 14, Wis 12, Cha 9
Base Atk +1; CMB +3; CMD 16
Feats Power Attack
Traits armor expert, shield-trained
Skills Climb +6, Disable Device +6, Heal +7, Intimidate +3, Knowledge (nature) +6, Perception +5, Stealth +5, Survival +5; Racial Modifiers +2 Heal
Languages Celestial, Common, Draconic, Sylvan
SQ track +1, trapfinding +1, wild empathy +0
Other Gear lamellar (leather) armor[UC], heavy steel shield, longsword, sling, sling bullets (20), thieves' tools, 24 gp, 8 sp
--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Acid (5) You have the specified Energy Resistance against Acid attacks.
Energy Resistance, Cold (5) You have the specified Energy Resistance against Cold attacks.
Energy Resistance, Electricity (5) You have the specified Energy Resistance against Electricity attacks.
Favored Enemy (Humans +2) (Ex) +2 to rolls vs. Favored Enemy (Humans) foes.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Track +1 Add the listed bonus to survival checks made to track.
Trapfinding +1 Gain a bonus to find or disable traps, including magical ones.
Wild Empathy +0 (Ex) Improve the attitude of an animal, as if using Diplomacy.

Went with Humans as 'default' Favored Enemy but it may not be the best choice. Also on the fence between Trapper and Urban Ranger.

Level 2 he is taking Two-Weapon fighting and using weapon+shield in combat. Level 3 he picks up Improved Shield bash.


In the short term and given you're about to visit a bunch of kobolds you might want to pick them as favoured enemy, but that might frustrate a couple of the team's members - your backstory would have to involve you being anti-kobold and Pip and Den are of a dove-ish inclination as regards the whole kobold extermination issue.

Anyone - any opinions? We're basically waiting on the new character to move on.


Male Gnome Animal Speaker Bard 1 | HP 9/9 | AC 15 (13FF/13T) | F+1, R+4, W+2 | CMD 10 | Init +4 | Perc +6 | Bardic 8/9

I think human is a fine default Favored Enemy in a human-centric place like Taldor, but I don't know how useful it will be for the campaign (that's obviously more GM Shady's domain for input). Likewise, I don't think there's a problem being the anti-kobold man if that would be more beneficial in the short/long term. Having someone really focused on clearing the kobold problem will keep Pip on a leash, at least, and I think it would allow for some interesting interactions between the pacifist folks and Helien if you don't mind a bit of character friction.

More importantly, you look sufficiently capable of hiding a gnome behind you, so Pipernortin's pretty much sold on that alone! Admittedly, I myself am more curious who Helien is, though...


Male Human (Taldan) Cleric 1 | HP 9/9 | AC 11 T 11 FF 10 CMD 13 | F +2 R +1 W +5 | Init +3 | Perc +3 | Status: Diseased

There are some that don't like the kobolds that much, and would welcome a Kobold-hunter.


INACTIVE - GAME DIED

I thought that the whole idea of "You are anti-<enemy type>" was just an artifact of 2e AD&D's Hated Enemy, and was dropped in 3e/PF. You can have a favored enemy as a result of study, familiarity, or special training without having to hate them/always want to kill them.


Stats:
CN Human Male Sorcerer(Arcane) 1 | HP: (7/7) | AC: 12 (T: 12, F: 10) | CMB: -1, CMD: 11 | F: +1, R: +2, W: +2 | Init: +8 | Perc: +2* | Speed 30ft | Effects:

Yeah, I once had a GM try to convince me that choosing a sentient, non evil type as a favoured enemy was an evil act... That discussion didn't last long.

Kobold would definitely prove useful short term but human might have more long term value. I don't know what the rest of the campaign holds. But again, just take what fits the character.


I think I will go with a more straightforward approach this time - if we're going to face kobolds, I'll take kobolds as Favored enemy. I usually try to think in the long run, but most of the times the game doesn't get there :D

I agree with Leng - Helien has no particular hatred of Kobolds. He simply has faced them before, and more than once.

That being said, as far as ranger FE is concerned, Kobolds are... Humanoids (Reptilian)? Humanoids? Not sure :D

Apart from that, and a few last purchases, I think Helien is good to go? Should I set up the alias?


Albion, The Eye wrote:

I think I will go with a more straightforward approach this time - if we're going to face kobolds, I'll take kobolds as Favored enemy. I usually try to think in the long run, but most of the times the game doesn't get there :D

I agree with Leng - Helien has no particular hatred of Kobolds. He simply has faced them before, and more than once.

That being said, as far as ranger FE is concerned, Kobolds are... Humanoids (Reptilian)? Humanoids? Not sure :D

Apart from that, and a few last purchases, I think Helien is good to go? Should I set up the alias?

Yes, humanoid/reptilian - I actually think having an Indian hunter character who has "cleaned out" kobold/lizardman lairs for gold is a good hook for a character in this - both for characters to like and to dislike. My general take for Belhaim and the kobolds is "What if a small town in Dorset found an Apache encampment on its doorstep?". The first thing is that, naturally, the Apaches would be blamed for everything.

Should add - the plan to intro the character is to have him ride in with the returning sheriff in the morning. One potential intro (which I thought of, while writing this post ...) is that the character's been hired in Cassomir as a "plan B" for dealing with the kobold threat.

"Yes, I've plenty of experience with kobolds, sheriff. Why, I remember, back in the kobold wars of 92 we burned their villages along the border."

Anyway, your character so figure it as you will.

As a reminder, my plan is to move to another published scenario after this module is complete, if people want to stick around. I have no clue what that would be, so giving you a long term plan re potential enemies probably isn't useful.

Please set up the alias. Please include a para background on the character as well.


Current Status:
HP: 13/13 || AC: 18 = 10 + 4[Armor] +2 [Dex] +2 [Shield] || Effects: Bless, Favored Enemy
Female angel-blooded aasimar (angelkin) ranger (trapper) 1 || CG Medium outsider (native) || Init +2; Senses darkvision 60 ft.; Perception +5 || AC 16/18 with shield, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 13 (1d10+3) Fort +4, Ref +4, Will +1 Resist acid 5, cold 5, electricity 5

Alias setup, para background setup also.

And I also hope we move to other published scenarios - but first let us get on with the show ;)


INACTIVE - GAME DIED

Woohoo! :D


Hi - flying back home tonight, end of vacation (unfortunately). Should pick up regular pace again from Wednesday, UK time.

We'll kick off on the kobolds at that point so pls assume we're ready. As you'll (no doubt) remember, the path to the camp is down a tunnel from within the crypts beneath the collapsed tower.


Map is now up on Roll20. We have some people round this afternoon so will post this evening, but in the interim Helien and Leng please can you chime in on Roll20 chat so I can identify you and allocate your tokens.

I think Den's away but he has never done this either, I think, so could do for him to do the same on his return.

Note I have changed the tokens from round to square as easier to manage now I have worked out how to autoset the grid on the map. I've assigned the tokens to their owners where I do know them.


Current Status:
HP: 13/13 || AC: 18 = 10 + 4[Armor] +2 [Dex] +2 [Shield] || Effects: Bless, Favored Enemy
Female angel-blooded aasimar (angelkin) ranger (trapper) 1 || CG Medium outsider (native) || Init +2; Senses darkvision 60 ft.; Perception +5 || AC 16/18 with shield, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 13 (1d10+3) Fort +4, Ref +4, Will +1 Resist acid 5, cold 5, electricity 5

Roll20 dotted ;)


Helien wrote:
Roll20 dotted ;)

Thanks - I have had a clean-out of the two players who left. By process of elimination, I think Den is "Andrew A."

After a clean-out the URL changes - I will have reset it in the campaign header but you might want to check/reset it if you've bookmarked it.


Re languages - please check with me before using them. Draconic's already been used in the campaign - Nepalese.


Current Status:
HP: 13/13 || AC: 18 = 10 + 4[Armor] +2 [Dex] +2 [Shield] || Effects: Bless, Favored Enemy
Female angel-blooded aasimar (angelkin) ranger (trapper) 1 || CG Medium outsider (native) || Init +2; Senses darkvision 60 ft.; Perception +5 || AC 16/18 with shield, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 13 (1d10+3) Fort +4, Ref +4, Will +1 Resist acid 5, cold 5, electricity 5

Deal.


Thanks. BTW, I should add, just in case anyone is concerned that I'm railroading the kobolds into an aggressive path by ignoring the diplomacy attempts - this is per the scenario as written.


Current Status:
HP: 13/13 || AC: 18 = 10 + 4[Armor] +2 [Dex] +2 [Shield] || Effects: Bless, Favored Enemy
Female angel-blooded aasimar (angelkin) ranger (trapper) 1 || CG Medium outsider (native) || Init +2; Senses darkvision 60 ft.; Perception +5 || AC 16/18 with shield, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 13 (1d10+3) Fort +4, Ref +4, Will +1 Resist acid 5, cold 5, electricity 5

Damned treacherous kobolds!!

*Shakes fist*


Male Gnome Animal Speaker Bard 1 | HP 9/9 | AC 15 (13FF/13T) | F+1, R+4, W+2 | CMD 10 | Init +4 | Perc +6 | Bardic 8/9

Going to be out of town for a few days, so bot me as needed.


Male Gnome Animal Speaker Bard 1 | HP 9/9 | AC 15 (13FF/13T) | F+1, R+4, W+2 | CMD 10 | Init +4 | Perc +6 | Bardic 8/9

Back!


Have to say that whoever wrote these rules (and I think Kusari-gama was introduced to 3.5 in Dragon magazine article or some such and then eventually lazily inherited by Ultimate Combat) has no idea how the weapons work. The Kusari-gama is basically a weighted chain lasso (kind of like a single weighted bola) with a one handed sickle at the other end. The lasso captures the target (but takes time to throw, because you have to generate the momentum/spin of a lasso), typically by wrapping around the opponent's weapon, then the idea is that you pull the target in and you attack with the sickle. I guess you could "flurry" with the sickle, when/if the target is dragged in.

Technically what should be happening here is a kind of disarming grapple, with a casting time (but let's assume the user is already spinning the lasso in preparation), followed by an attack, but which leaves the target (if it survives) adjacent to the attacker (one party needs to move; the stronger will pull the other forward). IMO.

Actually, found a number of threads with people saying the same thing.


Current Status:
HP: 13/13 || AC: 18 = 10 + 4[Armor] +2 [Dex] +2 [Shield] || Effects: Bless, Favored Enemy
Female angel-blooded aasimar (angelkin) ranger (trapper) 1 || CG Medium outsider (native) || Init +2; Senses darkvision 60 ft.; Perception +5 || AC 16/18 with shield, touch 12, flat-footed 14 (+4 armor, +2 Dex) hp 13 (1d10+3) Fort +4, Ref +4, Will +1 Resist acid 5, cold 5, electricity 5

I just saw Daredevil fight someone (Nobu) with what I believe was a Kusari-gama :D

Also to say that Helien is waiting for everyone to act to see if she can get to the front - if not, then she probably will not do anything :P


Oh, it gets used all kinds of ways in comic books. I think they're used as twin weapons in Ronin (take someone out with the ball and sickle at the same time, holding the chain in the middle - that's basically not possible with the ball/chain/sickle combination in a way that would also allow the main lasso mechanism to work - the weight of the ball needs to be balanced to that of the chain) so of course that finds its way into the rules as well. To be clear, I appreciate this is all fantasy and nothing works the way it should (and views change over time as well) but this is why I don't like oriental seasoning in fantasy RPGs.

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