Skeleton

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439 posts. Alias of HolmesandWatson.


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Sorry, folks. Heading into Easter, I thought I could get this jump started again.

However, I recently got the green light to pitch a screenplay for a tv pilot. I am completely redoing the original script (it was rejected several years ago). I realize now that I am going to have to cut out everything but family and work (which includes RPGs and Age of Conan..).

I apologize for not carrying this game through at least to the end of the first adventure. I haven't worked on a screenplay in several years and this was unexpected. But I can't pass up the opportunity to make this happen.

I enjoyed running this game and I might try to pick up the pieces down the line, but I can't see beyond this screemplay project right now.

Thanks for signing on and helping me figure out how to GM.


Sorry, folks. Heading into Easter, I thought I could get this jump started again.

However, I recently got the green light to pitch a screenplay for a tv pilot. I am completely redoing the original script (it was rejected several years ago). I realize now that I am going to have to cut out everything but family and work (which includes RPGs and Age of Conan..).

I apologize for not carrying this game through at least to the end of the first adventure. I haven't worked on a screenplay in several years and this was unexpected. But I can't pass up the opportunity to make this happen.

I enjoyed running this game and I might try to pick up the pieces down the line, but I can't see beyond this screemplay project right now.

Thanks for signing on and helping me figure out how to GM.


Howdy. I've got some RL issues going on at the moment. I'm going to put the game on hold until next week. Nothing health related, but still..

Apologies. Hopefully I'll be back with it on Monday.


Howdy. I've got some RL issues going on at the moment. I'm going to put the game on hold until next week. Nothing health related, but still..

Apologies. Hopefully I'll be back with it on Monday.


Round Six - Patracleus - Muddy Slog (Location Eight)

The goal is near. The (misnamed) Low Road runs atop a nearby hill, across a [b]Muddy Slog.]/b]

DC10 Perception check to identify the dry spots within the slog; or
DC15 Strength check to power through the mud.

One check, two checks, mark the trail, spell, wait or go back


Round Six - Beau, Wix - Treacherous Path (Location Five)

The last few fallen trees create a Treacherous Path across a swollen brook.

DC10 Acrobatics check to balance on slippery logs; or
DC15 Swim to make a quick swim across the brook.

One check, two checks, mark the trail or spell.


Round Six - Shane, Darpan - Crack in the Earth (Location Seven)

Beyond the snakes, a clear path is suddenly rent by a deep, stony Crack in the Earth.

Marked by Shane
DC 13 Acrobatics check to make a giant leap across; or
DC 8 Survival to finda way around this crack.

One check, two checks, spell, wait or go back.


Round Five - Troll

GM Only:
1d20 ⇒ 15

Beau and Wix can hear the Troll crashing through the woods.


Okay. Safe travels.

I'm playing the tank for almost two weeks in the other game. I'm a utility player...


Round Ten - Gyness, Lucien, Desmond, Zane - At Low Road (Done)
Zane climbs atop one of the rocks and sees Corvus begin up the hill.

You all hear a bellow of rage from the troll, back near the woods.

Round Ten - Troll

GM Only:
1d20 ⇒ 5


Ridiculous work day yesterday. Next time somebody tells you government workers are lazy and don't do anything, tell me where they work!

Round Ten - Corvus - Steep Hill (Location Nine)

Past the slog, a Steep Hill ascends towards the safety of the Low Road.

Trail marked by Gyness
DC8 Climb check to carefully climb the steep hill; or
DC13 Reflex save to avoid slipping back down after a quick climb.

One check, two checks or spell.


Guess I'm Desmond for a week or so. hmm...

You can't see the Troll and you don't hear that it's imminently close. That's all you get at the moment.


@Lucien - What Gyness said...

Ignore my erratic round numbering, please. Yeesh.

Corvus, pushing her frustration down into some well inside herself, easily locates some dryer spots and moves through the mud.

Desmond's second attempt at getting over the rocks goes much better than the first and he joins Zane by the Low Road.

Gyness plods up the hill to find himself confronted by a wall of large stones. "Does this trek never end?!"

Zane scouts the area on each side of the road but doesn't see any threats.

Lucien's turn. I'll do the Troll now

Round Nine - Troll

GM only:
1d20 ⇒ 14

Still no sign of the Troll being hot upon your trail.


The current pushes Beau back to the same side of the brook.

Darpan dances nimbly past the nest of snakes.

Petracleus finds a difficult but manageable way across the path. Shane marks it for those who will follow; including himself!

[ooc]Wix, then the troll..]/ooc]


Round Five - Shane, Petracleus - Crack in the Earth (Location Seven

Beyond the snakes, a clear path is suddenly rent by a deep, stony Crack in the Earth.

DC 15 Acrobatics check to make a giant leap across; or
DC 10 Survival to finda way around this crack.

One check, two checks, mark the trail or spell


Round Five - Darpan - Angry Snakes (Location Six)

Across the brook lairs a nest of Angry Snakes.

DC15 Stealth check to pass by, making no sudden movements; or
DC15 Fortitude save to avoid being delayed by snakebites

One check, two checks, spell or go back

No need to do a Fortitude check for failing the Stealth check. It's just part of the options available to do one or both checks in a Turn.


Round Five - Wix - Blocked Path (Location Four)

A series of trees felled by the intense storm have created a Blocked Path.

DC 10 Acrobatics check to scaramble over the fallen trees; or
DC15 Survival check to identify a safe way around.

One check, two checks, mark the trail or spell.


Round Five - Beau - Treacherous Path (Location Five)

The last few fallen trees create a Treacherous Path across a swollen brook.

DC10 Acrobatics check to balance on slippery logs; or
DC15 Swim to make a quick swim across the brook.

One check, two checks, mark the trail or spell.


Round Four - Troll

GM Only:
1d20 ⇒ 3

Beau and Wix look back but don't see any sign of the Troll. Yet...

BTW, I mismarked Beau - he was at the Blocked Path (Location Four) not Narrow Path - Location Two.

SUMMARY through Round Four
Petracleus and Shane are on to Location Seven
Darpan is at Location Six
Beau is at Location Five
Wix is at Location Four (no good deed goes unpunished...)


Darpan re-roll
1d20 + 7 ⇒ (1) + 7 = 8

Well, that didn't help much, did it?


Round Seven - Zane - Low Road

Zane, roll a Perception check, please.


Round Seven - Corvus - Muddy Slog (Location Eight)

The Low Road runs atop a nearby hill, across a Muddy Slog.

Trail Marked by Zane
DC8 Perception check to identify the dry spots within the slog;or
DC13 Strength check to power through the mud.

Usual options: One or both skill checks or spell.

Maybe you should pray to Desna before you go...


Round Nine - Gyness - Steep Hill - Location Nine

Past the slog, a Steep Hill ascends towards the safety of the Low Road.

(Marked by Gyness)
DC8 Climb check to carefully climb the steep hill; or
DC13 Reflex save to avoid slipping back down after a quick climb.

One check, two checks, spell or just wait


Round Nine - Desmond, Lucien - Slippery Rocks - (Location Ten)

The Low Road is bordered by a wide shoulder of rain-wet, Slippery Rocks

(Markedby Desmond)
DC 13 Acrobatics check to nibly scramble across the rocks; or
DC 13 Reflex save to avoid slipping while crossing the rocks.

Skill check, spell, wait, or move back one Location


Lucien gets up the steep hill without too much trouble, just in time to see Desmond slipping off some rocks. That may be a little tougher.


Round Eight - Troll

GM Only:
1d20 ⇒ 12

Corvus can hear the Troll some distance behind.

Summary through Round Eight
Zane completed Location Ten and is done (He is now standing at the edge of the Low Road)
Lucien and Desmond at Location Ten (which is marked)
Gyenss at Location Nine (which is marked)
Corvus is at Location Eight


Desmond loses his footing and slides off the side of a stone, smacking his elbow smartly.

Zane mentally marks out a path up and follows it with only mild difficulty. Reaching the top, calls down to Desmond with a smile, "What might be tough?"


Monday away from the game for work (that annoying thing that pays the bills), but I'm back.

Corvus
As Corvus leapt into the air, a gust of air blew up from the rent in the ground and pushed her upwards and across to the other side. She landed awkwardly on her side, but stood up and glared at the obstacle now behind her.

1d4 ⇒ 11 point of damage from the landing

That dice roller might never have let her make it...


Round Two- Beau, Wix - Location Two - Narrow Path

The hedge opens onto a Narrow Path lined with dense trees, their branches forming a canopy. There is no sign or sound of the troll.

DC10 Acrobatics check to take careful steps along the path
DC15 Perception to discover a wider game path.

One check, two checks, spell.


Round Four - Petracleus, Shane, Darpan - Angry Snakes (Location Six)

Across the brook lairs a nest of Angry Snakes.

DC15 Stealth check to pass by, making no sudden movements; or
DC15 Fortitude save to avoid being delayed by snakebites

One check, two checks, spell or go back


Petracleus, Shane and Darpan all easily navigate the treacherous path and come to a halt as they hear, then see, a nest of angry snakes blocking the path.

Wix, realing the cleric is no longer with them, moves back along the path.

GM only:
1d20 ⇒ 7

Round Three - Troll

Beau gives a worried glane backwards but does not see any sign of the troll approaching.


Round Eight - Corvus - Crack in the Earth (Location Seven)

Beyond the snakes, a clear path is suddenly rent by a deep, stony Crack in the Earth.

Already Marked by Zane
DC13 Acrobatics check to make a giant leap across; or
DC8 Survival to find a way around the crack

Corvus gives it a go again...

Usual options: One or both skill checks or spell.


Round Eight - Gyness, Lucien - Steep Hill

Past the slog, a Steep Hill ascends towards the safety of the Low Road.

Gyness already used his Round Eight Turn to mark this trail

DC8 Climb check to carefully climb the steep hill; or
DC13 Reflex save to avoid slipping back down after a quick climb.

(Lucien) One check, two checks, spell or just wait


Round Eight - Zane, Desmond - Slippery Rocks - (Location Ten)

The Low Road is bordered by a wide shoulder of rain-wet, Slippery Rocks

DC 13 Acrobatics check to nibly scramble across the rocks; or
DC 13 Reflex save to avoid slipping while crossing the rocks.

Skill check, spell, wait, or move back one Location


Gyness' post has the correct locations/checks.

GM Only:
1d20 ⇒ 6

Round 7 - Troll

Corvus still does not see any sight of the Troll approaching her.


Desmond marked the path at location 9. I don't see a Zane post this round.

Round Seven - Troll

GM Only:
1d20 ⇒ 3

Corvus, repeatedly looking back the way she came, still sees no sign of the troll. She does hear a bellow, but no sounds of, say, crashing through the underbrush.


Round Three - Beau - Blocked Path (Location Four)

No turn for Beau for failing both skill checks last turn.


Round Three - Darpan, Wix, Petracleus, Shane - Treacherous Path (Location Five)

The last few fallen trees create a Treacherous Path across a swollen brook.

DC10 Acrobatics check to balance on slippery logs; or
DC15 Swim to make a quick swim across the brook.

One check, two checks, mark the trail or spell.

Also, you can go back one Location (to fight or cast spell. No "Aid Another") on your turn. You'd have to pass the skill check again to advance.


Longstrider - oops

FYI: This is the BLOCKED PATH. TREACHEROUS PATH is Location Five (I listed both here in Location Four)

You can only make a skill check or mark the path. Darpan, since your roll is listed first, we'll go with that.

Wix, Patracleus, Darpan and Zane get past the Blocked Path.

Beau, his size suddenly becoming an impediment, fails to penetrate the blockage.

[ooc]Beau loses his turn next Round. Trying both checks is risk).

[b]Round Two - Troll

GM Only:
1d20 ⇒ 2

Beau, looking back, doesn't see any sign of the Troll.


Corvus, frustrated with herself, leaps, misses the edge, falls down a long way and dies.

Just kidding. Little Mazes and Monsters riff there

Gyness and Lucien move through the Muddy Slog. The cleric sighs in exasperation as he sees the steep hill now in front of him.


RL had me off line until this afternoon.

Folks can go back one Location per turn. They would have to, however, go through the skill check routine again.

No "Aid Anothers" allowed, alas.


Round Seven - Zane, Desmond - Slippery Rocks - (Location Ten)

The Low Road is bordered by a wide shoulder of rain-wet, Slippery Rocks

DC 15 Acrobatics check to nibly scramble across the rocks; or
DC 15 Reflex save to avoid slipping while crossing the rocks.

Last Location. Pass one test and you reach the Low Road (but not yet the bridge). One check, spell or mark trail.


Round Seven - Corvus - Crack in the Earth (Location Seven)

Beyond the snakes, a clear path is suddenly rent by a deep, stony Crack in the Earth.

Already Marked by Zane
DC13 Acrobatics check to make a giant leap across; or
DC8 Survival to find a way around the crack

Corvus gives it a go for the third time.

Usual options: One or both skill checks or spell.


Round Seven - Gyness, Lucien - Muddy Slog (Location Eight)

The (apparently misnamed) Low Road runs atop a nearby hill, across a Muddy Slog.

Trail Marked by Zane
DC8 Perception check to identify the dry spots within the slog;or
DC13 Strength check to power through the mud.

Usual options: One or both skill checks or spell.


Round Six - Troll

GM Only:
1d20 + 1 ⇒ (15) + 1 = 16

You don't hear the Troll.


The party proves to be adept at moving through the stormy night, hurrying down the Narrow Path and fiding a safe, quick route through a section of Tangled Forest.

Round Two - All - Treacherous Path (Location Four)

You come upon a series of trees felled by the intense storm, which has created a Blocked Path.

DC 10 Acrobatics check to scramble over the fallen trees, or
DC 15 Survival check to identify a safe way around

One check, two checks, mark path or a spell. Any order


Round One - Troll - Dense Hedge (Location One)

GM Only:
1d20 + 3 ⇒ (15) + 3 = 18

You hear what sounds to be the troll stomping through the Dense Hedge behind the inn.

FYI, Nobody marked the trail. That +2 was for Beau's Longstrider spell.

The entire group made it through Two Locations!


Assuming Beau cast Longstrider (see Discussion tab), he passed both checks.

You guys started with WAY BETTER rolls than the other group!

Wix still to roll, then the troll. Wix, you can add +2 to your roll.


Lucien still to go (from Location 7 as he correctly pointed out). Then the troll.


Oops - Yes, Lucien should roll for Location Seven as described for the others there. My bad.

Gyness, afraid of sinking into the mire, fails to immediately identify a safer path. you don't want to be Stapleton from Hound of the Baskervilles

Zane, apparently made for this type of chase, lightly moves through the mudy slo and climbs quickly up the steep hill on the other side.

Zane is at Location 10, which is the last one to complete.

Corvus again loses her footing and pulls up short.
That paizo dice roller is brutal

The fighter looks at the way ahead and, churning his legs, avoids getting stuck in the mud. He follows the path Zane selected and also ascended the hill.

Zane marking the trail was just enough to offset Desmond's weight penalty..