Scrapwall and beyond. (Inactive)

Game Master Azih

Numeria
Iadenveigh Map
Iadenveigh Approach
Loot tracker

Book three started


51 to 100 of 307 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

no problems here!


Criek, I think maybe you missed the last bit from Dinvaya?


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

yeah, edited mine a bit after I noted yours, to add the suggestion that Dinvaya would want to keep a close eye on Anody.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

btw, when you said Anody was "now a technomancer", did you mean "kender"? ;)


Clockwork hound

Anody's gnomish heritage is showing through a bit isn't it? :).


Chill's original explanation for what the computer can do and the icons on it:

A book and pen
A note book function, allowing the taking of notes and memos. Also it includes an organiser.
A map and sextent
This is a large group of planetary maps of planets the starship visited. Each system and planet is given a numeric code.

A cross (maltese style)
A large listing of strange creatures from other worlds. Also if use to scan, more creatures can be added. +4 to know rolls to identify monsters, but takes a standard action

A cogwheel
The slates settings. The power supply is nearly empty. You think it needs a new battery

A rectangle with tiny letters on it
An email function. Not a lot of use as there is currently no one to send to.

A heart
A square with math symbols on it.
This is a calculator, with many functions you don't understand (heck, I still have problems with calculus)

A folder
stored files. This seems to be all the information files stored. Seems incomprehensible for now, but may be of great use.


And... Anody's finally out of your hairs!


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

As far as batteries for the gun (or tablet) go, I had 2 in my inventory from before the reboot that we'd picked up under Torch. I kept those, and counted them as 100gp each against my WBL -- is that legit? (Just asking since Anody's guidance seems to assume we have no spares.)


Legit. Just didn't recall. Still batteries are a rare commodity.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Yep. I kept those and the medlance / hemochem that I had in old-inventory, since I figured they were not readily available for purchase. :)


Long weekend coming up for me guys. Probably won't be able to post until Tuesday.

I can see why PBP slows down in the summer :)


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Enjoy!


Happy Belated Canada Day to any Canadians, and Happy Independance Day to any Americans from the two of you!

Don't forget the Healing Respite House Rule.


Pushed forward a bit. But you can do any healing or such you want as you travel.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3
GM Stargin wrote:
Don't forget the Healing Respite House Rule.

Quick query on that... does the Healing Respite House Rule also apply to the Cleric's Channel Energy Feature?


Yup!


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3
GM Stargin wrote:
Yup!

Good to know... it's a cool house rule BTW!!!


Thanks! Got it from the GM of another Pbp on another board.

I'll start the encounter tomorrow. Did you get your healings and everything taken care of?


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Sharae, do you want to channel? You're down enough hp to make a difference, and we may as well go in full?


Ball's in your court guys!


I'll assume no healing if Sharae joins the fight without posting anything about it.


Sharae, always glad to have a learning moment from a more experienced GM as in the other game I'm running the same thing just happened where the PCs get two standard actions and a move action before the enemy gets a chance to respond.

So, the manticore isn't aware of Criek or you when you popped out of the corner and took a shot. That's surprise round. Then, since I'm using block initiative (just because PBP can be a slog without it) and all three in your party rolled really well on initiative while the manticore rolled mediocre the party gets a first round action as well.

By that method Sharae can, mechanically speaking, get to shoot three before the manticore can ask (suprise round shoot, first round rapid shot).

Is there something I might be missing?


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Nah... you've got it covered there fine!!! One Standard Action in the Surprise Round followed by the normal suite of Actions in Round One (and Sharae has elected not to use Rapid Shot as she is conserving ammo at this stage)... I was merely flagging that Sharae's action was her Surprise Action (within the Surprise Round) rather than her action initiating a Surprise Round in which she gets another Surprise Action... All is good!!!!

It was just this...

GM Stargin wrote:
Alright so you guys barely won initiative so you and Criek get a surprise round, then you, Criek and the hound get to go again

...that led me to clarifying that I thought (and you agree) Sharae has already taken her Surprise Action.


That was some nova! Combat over.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Welp, there's a reason I can only do that a few times a day -- and, yeah, a full round and a half of party attacks, in short range, is quite a thing.


So, how do you guys want to handle loot tracking?

Also to speed looting up what do you guys think of rolling perception for the number of rounds you guys will spend searching in a place you want to loot?

In this particular situation you'll need a reflex save as well. But in most situations I'll just tell you in my next post what you found for your entire search (and if the place is empty I won't penalize you guys for time and just say it looks real empty).


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

So one perc check per round searching? Can do.

Here's a google doc for loot tracking. (View only, 'cuz I'm loathe to give editing links to a forum that who knows what bots are crawling. Means I'm stuck tracking loot now!)


Thanks for taking on the loot responsibilities Criek!

Hope everyone had a good weekend also.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Big weekend for me - Headed up the road to a huge (2,000 strong) re-enactment of the Battle of Tewkesbury... brought history to life somewhat!!! And a hot day for the poor folks to be trudging around in full plate armour!

Gameplay post coming a little later....


Sounds like a lot of fun Sharae.


Post to come tomorrow.


So what do you guys think about Starfinder?

And Criek, do you think your cat is the kind to yowl or the kind to roar?


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Am thinking yowl on the cat.

I'm definitely interested in Starfinder -I was a fan of Spelljammer back in 2e days, so hoping Starfinder allows for some of the same ridiculousness, rather than taking itself too seriously. The past few years, though, most of my gaming crew (including me) have been having kiddos, so it's gotten a lot harder to round up people to try a, new game. I'm going for SF organized play to pop up nearby on a schedule I can swing.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

I'm intrigued by Starfinder... there are lots of things that sound interesting; the setting, the commitment for AP's and how they are running them to include rules and campaign setting stuff, and the new ruleset... I'm probably going to adopt a wait and see attitude though, I've got way too much gaming stuff headed towards my letterbox this year!!! (Hardcopy of the Blight, Hardcopy of Legendary Planet, The Apocrypha Card Game, Gloomhaven... and I went big on Kingdom Death as well).

...I'll definitely be looking to join a PbP game though :)


Seeing as most of the games I'm actually playing in are dying I'm thinking of starting up Starfinder.

That GM round had the weirdest attack rolls. Two 6s followed by two 20s and then a lot of crazy high rolls.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Yeah, I definitely suffer from the pattern of "If I buy this game, then I'm magically buying enough time to play it, right?"

So my not-yet-played queue currently includes Numenera, The Strange, 13th Age, Maze of the Blue Medusa, a couple Savage Worlds settings, The Blight coming soon....Not even counting the various APs I've picked up over time, or that super-sale copy of the Ptolus PDF.

One of these days, my kids will be old enough to game, and I hope that'll help chew into the backlog -- not that the Blight or Blue Medusa will be age-appropriate any time soon!


Had a crazy busy weekend on this side. So many kids birthdays. How about you all?


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Packing and driving mostly - on vacation all this week with grandparents to distract the kiddos. So should have plenty of time to post, but sorta unreliable connection.


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Near the end of school term for my lads so multiple events over the weekend... circus plus juggling workshops, a birthday party at the local dry ski slope (whizzing down the slopes on inflatable rings) and a view visits to the park... all good but relieved to get back to work for a rest!!!!

...and tonight, I get to immerse myself back in Westeros for an hour or so - let's see what kind of nefarious things will get inspired into my GM'd games (noting that I have purposefully stayed away from posting here after watching the Handmaid's Tale on Sundays just in case I get too dystopian!!!)


So that's our first day in Scrapwall pretty much done save for whatever rp you guys want to do (as much as you want! let me know when you want to move on).

Thoughts on how the game is going so far?


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Sorry for the couple days delay; tail end of vacation got busy.

Definitely enjoying it so far! Thanks for doing the heavy lifting with the Dinvaya and Anody Show to get things rolling!


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Yeah, really enjoying it... loving the pace (although I have to apologise for Friday's absence... it was a very long week!!!) and looking forwards to kicking some Smiler B*tt... enjoying that we haven't lost Anody per se and the characters of other NPC's are shining through...


Thanks for the kind words. Glad that everybody's enjoying the game. I'm ready to push on to the next day if everyone else is. Let me know.


Dinvaya used a Remove Disease and a Lesser Restoration so Criek should be good to go. Still has a -1 to CHA though!


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Cool... wasn't sure that was exactly what had happened :) Yay for Dinvaya!!!


Redtooth


Map of Scrapwall


Let me know if you guys can't see the map. Imgur is pretty good for this sort of stuff I think.


Male Ratfolk Alchemist (trap breaker) / Ranger (skirmisher) 7 | Init +3 (+5 underground) | HP 22/53, AC 20 t15 ff17, CMD 21, F+7 R+9 W+4 | Perc +10 / +13 vs traps | Bombs 12/12 Tricks 4/4

Map works for me!


AC 20, T14, FF16, F+6 R+8 W+10, HP 35/46, 1 CON damage, Initiative +2, Perception +4, Channel Energy 4/8, Bit of Luck 7/7, Agile Feet 7/7, Grit 3/4, Panache 2/3

Yeah, map's cool...

51 to 100 of 307 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Scrapwall and beyond. Discussion All Messageboards

Want to post a reply? Sign in.