Wrath of the Righteously Inept GM (Inactive)

Game Master Unruly

My first run at PbP GMing. Wrath of the Righteous AP.
Date: 18 Arodus, 4713 Location: Kenabres, Mendev
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The vast tavern spreads out before you, deceptively spacious compared to the exterior appearance. Thoroughly cleaned tables fill the room, though most remain empty at this time. The few tables that have patrons seated at them are littered with scraps of food and spilled drinks, but no one seems to care. Everyone seems too engaged in fervent discussion to notice. Which is odd, because despite the size and emptiness of the room, nothing can be heard. The only way to know that a discussion is taking place at a table is to watch the people sitting there for a moment. You can see gesturing, laughing, and yelling at every group. At the bar, a single bartender lazily cleans glasses and a waiter sits idly on the only stool.

Please feel free to discuss anything and everything relating to the game here. If you have any suggestions on how I should do things, advice, or questions, please put them here or in a PM. You aren't going to hurt my feelings if you come out and say "YOU SUCK, LOSER!" though I do want you to explain why I suck and offer suggestions on how I could get better. Simply saying I did something wrong doesn't help me without the reason why it was wrong, after all.


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

Checking in, and getting on mechanical revisions now.

Can we please have the gameplay thread opened?

Even if you aren't ready to kick the game off, we players can post there, then delete the post. The site still marks the post and adds the thread to our Gameplay tab, which is really handy for keeping track of updates.


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The gameplay thread is now open, though if you would only do what Kel said, the post and then delete, I'd appreciate it. I don't want to actually start the game until I hear from everyone who's been accepted.


Aasimar Paladin [Oath Against Fiends (Hospitaler, Warrior of the Holy Light)] Init +0, AC 18, 10, 18; CMD 13; F +6, R +4, W +6; HP 25/25; Per +3, Detect Evil, Smite Evil 1/1

Kosz, checking in for play. Hello again, Kel!


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

I'm really happy Kosz and Kel are in the same game again. They're quite the odd couple.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Tina runs in hoping to find some demons to explode.

Pop goes the demon!


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Kel the Guardsman wrote:
I'm really happy Kosz and Kel are in the same game again. They're quite the odd couple.

The healer and the guy who insists on getting smashed in the face? Yea, I can see that. You're Oscar and Kosz is Felix.

"I'm telling ya, Kel, you can't just keep throwing yourself into the enemy's weapons like that. One of these days it's gonna catch up with you."

"Yea, well, that's what you're around for, Kosz. You get to pick up the pieces when it does."


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

An aasimar paladin and demon-blooded tiefling. The possibiilties are endless!


Male Human Gunslinger (Pistolero)/3 Init +4 (+2), Per+7, AC 19/T15/FF14 CMD 14; F+5/R+7/W+3; HP:30/30

Red Five standing by.


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

Satisfying my own curiosity here. What mythic paths are people thinking of taking? Maximillian (unsurprisingly) is going Archmage.

@Kel - I noticed that Kel took the Fiendish Heritage feat. However, I don't think that feat is necessary any longer in order to be Demon-Blooded. The Blood of Fiends book removed that requirement. (Obviously final decision goes to the GM.)


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Trickster

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

I just got the good news! Glad to see you all.

Also, posted and deleted in the gameplay thread as instructed.


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Now that everyone has checked in, I'd like you to use this thread to introduce yourselves and go over your characters with each other. I'll be giving you some time to introduce yourselves to each other in game, but I don't want to focus on that for more than a day or so because it's pretty much the most boring part of the game. I also want everyone to double check their gear and make sure they have everything they want. Without giving anything away, the AP starts kinda rough and I'm not a fan of the 15-minute day.

I'm doing some modifying of the AP to accommodate all 6 players, as well as rewrites of some of the descriptive text, and once I get it all sorted out and set up for easy reference I'll start the game. Expect it to take around two days. Maybe more, depending on my free time at work. It definitely shouldn't take me past Saturday night to get it done though.

And once again, if there's anything you need clarified or expanded on, don't be afraid to ask. I'll try to get a list of house rules into the campaign tab, but aside from not being a stickler for encumbrance and food/water, I can't really think of any that I use off of the top of my head.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)
Maximillian Akorius wrote:

Satisfying my own curiosity here. What mythic paths are people thinking of taking? Maximillian (unsurprisingly) is going Archmage.

I'm going trickster, mostly focusing on evasion and potions.

Deia


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

To the extent you can afford it, don't forget to gear up with cold iron weapons. Doubles the cost of weapons but invaluable against many demons.


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5
Maximillian Akorius wrote:
@Kel - I noticed that Kel took the Fiendish Heritage feat. However, I don't think that feat is necessary any longer in order to be Demon-Blooded. The Blood of Fiends book removed that requirement. (Obviously final decision goes to the GM.)

Really!!!?

GM? Would you mind weighing in on this?


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Tiny Tina here and yes I am a fan of Borderlands. COnsider her to be a more cheerful and more sane version of the one in the game. Tina will be helping with healing and buffs with her infusions and eventually wrecking havoc with her bombs, but due to right now her bombs being fire based she will not be very effective against demons until she rises in level.


Male Human Gunslinger (Pistolero)/3 Init +4 (+2), Per+7, AC 19/T15/FF14 CMD 14; F+5/R+7/W+3; HP:30/30

Trickster for me. Seemed the best path for a gunslinger.


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

That makes 3 tricksters. We have a very tricky group indeed!


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

Guardian here.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Well, hello everybody.

I'll be your witch on this journey through Mendev. Please don't eat any of the apples, no matter how good they look.

Here is how I see my roles:
- In combat: debuffs, crowd control, buffs, heals, damage in that order. If you want more (or less) of something, say something now so I can start planning for it.
- Out of combat: knowledge skill go-to girl, item identifier, fun person to hang out with

I had planned on taking cauldron hex and working on brewing potions in downtime, but I'm not sure if we need 2 people to do that. Opinions?

I'll also do a final character and gear check tonight or tomorrow.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Sister, we'll keep everyone in potions. So many potions that we will make those potion hats that have little hoses to people's mouths.


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

More potions than your body has room for!!!


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Kel the Guardsman wrote:
Maximillian Akorius wrote:
@Kel - I noticed that Kel took the Fiendish Heritage feat. However, I don't think that feat is necessary any longer in order to be Demon-Blooded. The Blood of Fiends book removed that requirement. (Obviously final decision goes to the GM.)

Really!!!?

GM? Would you mind weighing in on this?

D20PFSRD still has the variant tieflings requiring Fiendish Heritage. But, because I don't like the fact that aasimar get their variants for free while tieflings don't, and the variants for both races affect the same things, I'm going to say you can get rid of Fiendish Heritage and still remain a demon-spawn. Of course, you'll lose the DR 2/silver that was also granted by the feat, but in my opinion that's not worth a feat.

Kel the Guardsman wrote:
More potions than your body has room for!!!

You'll have uncomfortable amounts of potions!


Male Human Gunslinger (Pistolero)/3 Init +4 (+2), Per+7, AC 19/T15/FF14 CMD 14; F+5/R+7/W+3; HP:30/30

I think we have a pretty solid group, all the bases are pretty much covered, except disarming traps. Do we have anybody who can search/disarm for traps?


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Tina can, but can't do magical traps.


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

We can do it like a polish minesweeper and just stomp around until we find something.


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Rex Kayn wrote:
I think we have a pretty solid group, all the bases are pretty much covered, except disarming traps. Do we have anybody who can search/disarm for traps?

That's what I was aiming for, and a large part of why I decided on going with 6 players.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

A few suggestions to help make things go smoothly,

When doing attack rolls, do attack and damage all at once regardless of whether or not you hit. Also include special attacks such as cleave, and critical hit effects in case you crit.

I'll be rolling perception and disable device when examining things even if there is nothing there.

Our GM should handle Initiative rolls for all of us when combat starts and Perception if there is someone lurking about.

Any other ideas?


Aasimar Paladin [Oath Against Fiends (Hospitaler, Warrior of the Holy Light)] Init +0, AC 18, 10, 18; CMD 13; F +6, R +4, W +6; HP 25/25; Per +3, Detect Evil, Smite Evil 1/1

Keep in mind that Kosz cannot use scrolls, wands or any other spell trigger items as he has no caster level and never will. Over time he will have more healing than a normal paladin including, channeling outside of his lay on hands as a cleric of three levels lower.

I was waiting to see how others were leaning towards the mythic paths. I guess Kosz will go for Marshal.


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TinyTina wrote:

A few suggestions to help make things go smoothly,

When doing attack rolls, do attack and damage all at once regardless of whether or not you hit. Also include special attacks such as cleave, and critical hit effects in case you crit.

Agreed. If everyone previews their posts that contain attack rolls, they can see if they've rolled in their crit threat range. If they have, place the crit confirmation rolls and crit damage rolls at the bottom of the post rather than directly below the original attack roll. With the way the forum dice system works, if you place a new roll between two existing ones either through an edit or after a preview, it will screw up the rolls. Also, if you could label your rolls in the following manner it would be helpful -

Attack Roll: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

or

Power Attack: 1d20 + 4 - 1 ⇒ (1) + 4 - 1 = 4
Power Attack Damage: 1d8 + 3 + 2 ⇒ (1) + 3 + 2 = 6

And, because I got a lucky preview and assuming a x2 weapon,
Attack: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Crit Confirmation: 1d20 + 4 ⇒ (2) + 4 = 6
Crit Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Basically, name your dice rolls to reflect what you're doing with them. To name your dice rolls, in case you don't know how, you type the BBcode as (dice=rollname)1d20(/dice), replacing the ( with [ as necessary. It's the same way you name spoilers as something other than "Spoiler." You can also name them by using OOC tags before the rolls if you want, but directly naming them in the dice code takes less time to type out for me.

Quote:
Our GM should handle Initiative rolls for all of us when combat starts and Perception if there is someone lurking about.

I have no problems with this.

Quote:
Any other ideas?

I'll be assuming that everyone is doing a Take 10 on Perception checks every time they enter an area unless there is a reason for me to directly roll for you. I'll still spoiler the results of the checks, in case you want to play your character as unobservant, but I won't make you roll for the low DC stuff. Knowledge checks will work in much the same way, but in order to Take 10 you'll have to have at least 1 rank in that particular knowledge skill.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

I'm good with posting all of the rolls at once. That should help keep things moving.

When casting targeted spells, do you want us to include save type and DC in the post or are you going to look it up?

I'm OK with the GM making most rolls for me if I missed something as well. It's not like there are actual dice where I feel like I can affect the outcome :)


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I'd much rather have you post the save DC. A majority of my posting is actually going to be done at work, so the less I have to look up the better.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Not a problem at all. That's why I asked; confusion avoided.


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

The Catacombs - Round 1

I suggest that in combat, we identify the round we're in at the top of the post. The way I've seen it done, there's a name for the battle and then the name of the round, as I did above. It's sometimes not clear who has or hasn't taken an action, so that might be helpful.

Deia wrote:

Well, hello everybody.

I'll be your witch on this journey through Mendev. Please don't eat any of the apples, no matter how good they look.

Here is how I see my roles:
- In combat: debuffs, crowd control, buffs, heals, damage in that order. If you want more (or less) of something, say something now so I can start planning for it.
- Out of combat: knowledge skill go-to girl, item identifier, fun person to hang out with

Obviously there's overlap, but I'll try to complement Deia. So perhaps more focus on buffs, area damage, and other things good for creatures immune to mind-affecting spells.

Lots of knowledge checks here as well - he's going to get really good at a few knowledge skills (especially Knowledge(planes)... haven't figured out the rest yet). He's also good at diplomacy. I was thinking that to avoid overlap, Max might drop some skill points into item crafting and take the Crafting Mastery archmage ability, to help the party gear up.


Male Human Gunslinger (Pistolero)/3 Init +4 (+2), Per+7, AC 19/T15/FF14 CMD 14; F+5/R+7/W+3; HP:30/30

Proposed method of dice rolls sounds good to me.


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

Having never even looked at the item crafting rules before, I never realized that it just needs Spellcraft checks. Well, more skill points for other things!

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

I triple checked everything in my profile and I think I'm ready to go.

Max (can I call you Max?) - I think the diplomacy could be super helpful. I'm not so good at interacting with the upper class folks.

Deia


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I've updated the campaign info tab with some pertinent information, most of it being what has been discussed here. If I've missed anything or there is something else you think I should add, tell me and I'll add it in.


Aasimar Paladin [Oath Against Fiends (Hospitaler, Warrior of the Holy Light)] Init +0, AC 18, 10, 18; CMD 13; F +6, R +4, W +6; HP 25/25; Per +3, Detect Evil, Smite Evil 1/1
Deia wrote:

Max (can I call you Max?) - I think the diplomacy could be super helpful. I'm not so good at interacting with the upper class folks.

Deia

I have diplomacy in case you need your skill points.


Aasimar Paladin [Oath Against Fiends (Hospitaler, Warrior of the Holy Light)] Init +0, AC 18, 10, 18; CMD 13; F +6, R +4, W +6; HP 25/25; Per +3, Detect Evil, Smite Evil 1/1

I just went through the Campaign Info tab. To encumbrance, I would remind everyone that it directly affects our characters movement rates, maximum dexterity bonuses and armour check penalties. I agree with Unruly GM that it is not his task to track it, but we should track the mechanical effects on our own characters.


Male Human Gunslinger (Pistolero)/3 Init +4 (+2), Per+7, AC 19/T15/FF14 CMD 14; F+5/R+7/W+3; HP:30/30

House rules look good, can't wait to get started.

Should we purchase exploration type of equipment (torches, trail rations, 10' poles, etc.) before we start?


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Rations I'm not that worried about tracking.

I would recommend that you have at least some exploration gear though. You never know what's going to come in handy and when.


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |
Kosz Trumpeter wrote:
Deia wrote:

Max (can I call you Max?) - I think the diplomacy could be super helpful. I'm not so good at interacting with the upper class folks.

Deia

I have diplomacy in case you need your skill points.

We can work together and Aid Another. But if you or Kel can get your hands on some Intimidate, we can play Good Cop, Bad Cop.

And yes, you can definitely call him Max. He has a really ostentatious name (Maximillian Akorius III) mostly to reflect some crazy heritage that he doesn't actually know anything about.


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

Checking in. Ready to go.


Aasimar Paladin [Oath Against Fiends (Hospitaler, Warrior of the Holy Light)] Init +0, AC 18, 10, 18; CMD 13; F +6, R +4, W +6; HP 25/25; Per +3, Detect Evil, Smite Evil 1/1

I've obviously missed it, but how much is the starting gold?


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Standard I believe


Aasimar Paladin [Oath Against Fiends (Hospitaler, Warrior of the Holy Light)] Init +0, AC 18, 10, 18; CMD 13; F +6, R +4, W +6; HP 25/25; Per +3, Detect Evil, Smite Evil 1/1
TinyTina wrote:
Standard I believe

Standard? Does that indicate average or maximum or rolled?


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

Average starting gold for your class.


Aasimar Paladin [Oath Against Fiends (Hospitaler, Warrior of the Holy Light)] Init +0, AC 18, 10, 18; CMD 13; F +6, R +4, W +6; HP 25/25; Per +3, Detect Evil, Smite Evil 1/1
Maximillian Akorius wrote:
Average starting gold for your class.

Thanks!

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