Gestalt Academy of Secrets Table 1 (Inactive)

Game Master drbuzzard

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Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

Should be done.


Looks good, you might want to add CMD just in case.


I could put them in a spoiler at the end of my posts if that helps. My stats will be changing a lot and I do not think I can even fit all of the things in there.

Or if you want something there could I get some preferance on what to put there.


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

Caster, just presume it's 0.


If you prefer a spoiler at the end of your posts, that will be fine as well.


What it says on the tin; Caffiene addict 20

Pardon the interrupt, I've been enjoying reading your gameplay thread and wanted to compliment the concept and playstyle. Very fun. Carry on.


Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35

so i just wanted to clarify what's been said by the head master to make sure i understood.

there are 7 keys all up?

there are 9 contestants?

and we all need our own key?

was there something about changing the rules for us so that would could enter as a group? and does that mean we still need our own key each?

thanks :)


I will pretty much handwave you getting in once you have a couple keys. The module assumes 4 people in the party and one of the other contestants will have a bad day.


Male Human Expert 2/Alchemist 1/Warrior 1

Edited the thing into my class field.


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)

p.s. If you get tired of me flirting with Irra, just say so.


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

Heh; I read in an advice post once that as a GM you should never give your players a closed door or an equivalent; it'll stall posts for days.

Not criticizing, honest.


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)

Can we retroactively apply the shield other to Gale? I'm looking guilty every time I see her 90 hp. Even if it undoes a chance to flirt, it's better for the party.


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

I was intending it for Rogard seeing as he'll be on the frontline; just venturing a view.


You can have it on Gale instead if you prefer.


Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35

Irra did you cast normal invisibility or greater on me? just want to check please.


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

Normal.


Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35

ok cheers thanks


drbuzzard wrote:


For future reference, you generally can't take 10 on spellcraft since it is like a knowledge check, but in this case since it is a scroll just sitting there, I'll say it is OK. For the use of determining what a cast spell is I'd say no to taking 10.

I am going to need a bit of a clarification here.

As far as I know spellcraft nor knowledge checks do not have any special rules in regards to taking 10. Apart from the usual immidiate danger or distraction.

And I do not how seeing casting a spell would fall under that either. Naturally if it is cast in combat but in of itself I do not understand the reasoning. If for example Rogard casted a spell and one of the other characters for whatever reason wanted to know what it is, why could they not take 10 on the check?

Now I am not trying to argue here, about the matter but if I am either mistaken or you run it differently/houserule it. I would like to know, either to be corrected or to understand what route of logic you use to determine when one can and can't take 10.


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

Bard getting it as a special ability suggests it doesn't work for knowledge checks


Take it as a house rule. I tend to think of knowledge checks as being you know it or you don't (unless you happen to have a reference handy).


@Irra: I am not sure if it is a FAQ or Errata but it has been noted on that front that it is a mistake there. Do not quote me on this but I belive the original intent was even when you normally can't take 10.

That is the way it works already....take 10 does not magically allow you to retry on knowledge checks.

That being said I am fine with the houserule.


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)
drbuzzard wrote:
Basically the options with extreme stealth cheese are to not have many shadows for you to hide in, or make you effectively invulnerable. Guess which I prefer?

We are going to be going up against mythic foes. Cheese may be our only option, and even then mythic cheese often overwhelms non-mythic cheese. However, if you are effectively disallowing one of my levels, may I retrain it?


Go ahead.


Updated with rogue


Male Human Expert 2/Alchemist 1/Warrior 1

I'm going on a weeklong surprise holiday starting tomorrow. I won't have access to internet until next saturday, I think.

Just thought I'd better drop you a heads-up.


A botting we will go.


Sylph shaman 13/slayer 13 Init +12, Percep +28 HP 90/90 [AC 24/26 v Range] [FF 19] [T17/21 v Spells] Fort +12 Ref +17 Wil +16 Stealth +35

I just wanted to point out that i'm really enjoying my character (and the campaign!) thus far and i'm trying to flesh out her personality a bit more.

Being a sylph and a wind shaman the air is a large part of who she is so i'm trying to make her a bit flippant and nonchalant, she doesn't like to stay still for to long and likes to keep moving like the breeze.

I'm not trying to lead the party or be the face but i'm just trying to give Gale a bit more of a personality as sometimes being neutral can be a bit bland.

also i'm open to criticism and feedback as well


Female Gnome Sheet|HP 67/67|Fort 9|Ref 7|Will 8|Init 0|Perf 25/25|Myth 5/5|AC 14|TAC 10|FFAC 14

We're all pretty bad at straight-forward dungeon-crawl hack-and-slash, aren't we? Keep trying to RP.


I have a tradition as I run games, that the roleplaying will be as much as the players wish to do, not what I wish to do(and with me it depends on the game). As you folks enjoy your roleplaying, so I will accommodate it. I do no more or less than the players prompt.


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)

*staps all that fooling around and begins standard door-opening routine #14*

Oh, I remember all that old-school overly focused style. Brings back traumatic memories.


As to not clutter the game thread further. Scent was an example, if for whatever reason there is say an illusion of someone that I know the smell of, but the illusion is purely visual, I would not need to close my eyes for my scent to tell me that this is infact is not the person in question or person at all due it smelling like nothing.

It really is no issue as I do not lose anything by closing eyes in this situation. But excatly where does it say that you need to get rid of senses that illusion effects to not be effected by it if another sense makes it a non issue?


Scent pinpoints things to a 5' square. All the illusions and her are within the same square so how exactly is scent going to help?


I suppose my lack of natural speaker is making me be unclear.

Scent was an example to illustrate the principle. The principle of that other senses being active do not dismiss the information another sense gives even if they are contrary to eachother.

The sense in question is blinsight(hearing based one)

Now how excatly does rogard seeing prevent him from relying on the blindsight, he gets the information on it regardless of if sees something or not. Well in this spesific case lack of information, as the images are immaterial and thus blindsight does not sense them. The point being is that if Rogard has his eyes open and blingsight, he will see the images but won't "hear" them. This just grants him information upon wich to base his actions. In this case it would make sense for him to(if it was his turn as was targetable) target the woman he can observe with both senses.

Is that clearer explanation of the matter?


Argh. I've been thinking you're talking blindfighting, not blindsight. You don't need to close your eyes (this is what I get for running two tables at once).


Ahh well that certainly explains it. I was getting rather confused as you were likely too.

It certainly does not help that you have.

Blindfighting
Blindsense
Blindsight


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)

ooh! ooh! I think I know what one of the SLA's is.


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)

@Rogard, If you're trying to go while you still have improved invisibility then you're going before the search is done. Facing things alone with the party split is not the best idea. Leaving the possibility of useful things behind because we're not searching is not the best idea. Not having a trapfinder check things out first is being very brash.

I think we need to vote as a party if we're going to be rushing from one thing to another heedlessly or if we want to try and survive this.


Idea was more to have a look and return before it runs out. To avoid the same result that we had last time of enemy having time to preare/buff before our arrival. So not a case of push on before solving issues, more making use of the resources allready spent. Naturally there IS a chance of him getting spotted by just poking his head in, but I see that as acceptable risk given the relatively low chances of that happening. I figured the IC statement would have made it clear that he was going scouting instead of pressing on.

Also unless I am mistaken you already searched that corridor for traps, additional perception check was more a case of Rogard not really having a reason to trust Arvaldos skill to that extenct yet.

EDIT: But yes we should come up with some sort of standard operating methods especially in a pbp format.


My concern is that you might trigger the next attack. While you are invisible, you still need to open the door. A smart enemy will know that that's significant. It means that we start a fight without our buffs and spread out all over the place. If they do notice the door and you slink away, then you've given them the warning to start buffing.

I think a couple people still need healing too.


That is pretty damn big if though, naturally now I know few things but even before that.

1) There is someone with LOS at the door
2) They are actually paying attention to the door.(I would assume otherwise the stealth check will take care of drawing actual attention to it and Rogard has pretty good stealt without relying on invisibility)
3) That they actually have cababilities to buff.

Yes scouting is risky. It is always a risk versus benefit assessment. Was it the right call to make? Probably depends on who you ask. The other option would have been to let the spell run out and then try to scout perhaps using up another spell. And it would have still had most of the same risks.

All that is irrelevant the action happened already when the discussion started, what we should be talking about if any is how we should handle the future.


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)

By default, you can't stealth against a target that's aware of you, or in this case, the door. Since you're large, you either had to open both doors or open one really wide and take the squeezing penalty. You got lucky that they were occupied. Hopefully you'll be lucky getting out.

We also have other stealthy people who can do invisibility. I can do it at will. That way, we can scout when people are ready to support the scout.

I agree that scouting is often a good risk. Doing it at a bad time merely to use a resource isn't helpful. It's the sunk cost fallacy.

I suggest we plan moving to a new room next time.

In any case, people may disagree with me. Let's vote. All in favor of finishing one room before moving on to the next say yea. All those in favor of rushing on as quick as possible, say nay.


I fail to see what you are trying to say, doors do not observe anything(well okay this is fantasy so expections exist), I was talking about not making sounds or something of that nature by opening the door.

That is bit of a false choice in my opinion, and setting up a strawman.

I doubt anyone with half a brain cell is advocating rushing into things as quickly as possible. Instead I would say that a smart alternative would be to normally follow the suggested look through everything.

However use the scouting after finished with an area. And if there is a reason for us to use considerable amount for buffing before moving on, short duration buffs in particular. Then we should deal with all of the area that has been scouted beforehand to save up resources, if possible. Then look over these areas as before.


How about we go with 'what is done is done' and not worry about it? He's an octopus, those can squeeze through amazingly small spaces, so even large he probably has to open the door less then a normal human would.


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)

Rogard, I was referring to the door being visible opening. Normally, that's a DC 0 perception check.

I already accepted that this is done, but I just want to discuss this for the future so that we are all on the same page. This time it worked out. I don't expect it to work out all the time.


I think we are talking past eachother on the door business but yes let's consider the future.

Well let's start with the very basics. The list is not intended to be conclusive in anyway just what comes to mind as I write this.

1) Will we utilize scouting? Unless the answer to this is yes most if not all following ones will not matter.
2) In what configuration should we scout with?
A)Single person has the advantage that the chances of someone messing up the roll is lesser than say 1 out of 3 persons rolling low. The other advantage being that any possible resources used will be a lot less if only one person goes.
B)Multiple people have the advantage of multiple rolls on perception and knowledge(and likely more skills covered on the latter) and in case of failure multiple people are not overwhelmed as quickly. Also allows option of scouting multiple locations at once.
3)When to scout?(aka what started the current discussion)
A)When all other avenues have been dealt with. This is the safest one, though it sacrifices speed for it.
B)When hostiles have been dealt with. More risky, but gives possibility to catch any ambushes that creatures noticing our activity.
C) After hostiles have been dealt with and party is in full power.(healed etc.) A compromise between the two.
4) How far to scout?
A) To the next possible threat. This is the least risky option but also gives the least amount of information.
B) Far enough that no threaths further than the first can join in as a surprise.(At least acording to educated guess.) High risk high reward tactic.
C) As far off as the scouts belive they can get away with reasonable risk. Compromise between the two, but puts lot of trust in the judgement and ability to make educated guesses on their chances of the scout(s).

My opinion on the matter:
1) Yes obviously. We have multiple people with abilities to scout would be a waste not to utilize those abilities.
2) I would say B, the overwhelmed aspect to me is the defining aspect here. That being said we should be willing to fall back on single person when our resources for the day is starting to falter.
3) C Here, I think my biggest mistake previously was not thinking about the aspect that some people were not yet in condition to fight yet. I would note however that when something noteworthy unknown aspect is confronted we should default to A.(Say an unknown altar with someone sacrificed upon it or seemingly nonhostile creature as examples.)
4) C Again, I think our fight with the tentacle woman is a prime example because we did not know of them while they knew about us, we got a lot harder fight on our hands than it could have been. It wasn't an issue this time, but say if it was something like a boss fight...


Male Gnome Kineticist/Rogue Rog13/Kin 13; Init +7; Percep +29 (+35 trap spotter); HP 159/159; THP 25/45; NL 65/159; AC 30 TAC 21 FFAC 22; Fort +21, Ref +22e, Will +11 (+4 charm/comp, +2 ill, +2 fear/despair); Stealth +36 (works vs BS)

Very comprehensive. I mostly agree with you.

1) Of course. As two of the potential scouts, I agree.
2) Since we have multiple scouts that are really good, we should do B as a standard.
3) I say A should be the default. I expect that if we don't, we'll miss something important. B would only be when we're absolutely sure there's a threat nearby and we all agree we're in decent shape. With A we should still be able to get 2 fights out of minute/level buffs. Round/level buffs will be gone.
4) C. Yes, it should be the judgment of the person in the situation.


Female Human Monk(Sohei)//Paladin(Oath of Vengeance) 13.Perc. +14|Init +10|hp 134/134|AC varies, base 27, T 12, FF 25|CMD 29|Fort +22, Ref +19, Will +18

"I'm back."

I'll read through the gameplay I missed, and see what's going on.


Can we get the map opened up so we can see the baddies?


done


Okay I have had it with this bullshit. I have been trying to be understanding, letting shit slide. But I have no interest in continuing with a game that has such monumental asshattery.

Okay let's see.

1) House rules mentioned after making my character. Houserule was not bad even reasonable but that thing wasted around 2 hours of my time.
2) Because can't cope with PC having stealth you just decide everything is in bright light, requiring in one player changing a whole damn level.
3) Somehow neither rogards blinsight or the ridiculously high perception(50ish I recall) check by gale I belive somehow the tentacle woman was not noticed. Also somehow the people who were in stealth and presumably not noticed by the woman did not partake in the surprise round she got.
4) After politely explaining how things actually work in the rules. Your response is to get panties in a twist, instead of suggesting an an alternative and working with me. We could have easily retconned the spell I was talking about into effect and I would have been fine with that, sure I would not have been excatly pleased about another houserule dropped in after game started but it would have been fine.
5) Your general attitude seems to hostile as hell towards players.

Here is free piece of advice. Do not start up a game with the idea of testing gestalt versus mythic if you can't cope with characters being able to break all sorts of "rules".

To the rest, good gaming in the future.

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