#0-06: Black Waters [Tier 1-2] GM Rutseg (Inactive)

Game Master Balacertar

Current map
Beldrin's Bluff

Chronicles


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The Exchange

Male Human Cleric 3
Stats:
HP:39/39 [AC:18(12), T:12; F:16(18)] [F:6, R:3, W:6] [Perception +2, Init +9]

Well, honestly, I quite enjoyed playing in this scenario, and the crew was quite cool. I'd look forward to play with anyone here in the future.

I'm just going to say, I quite enjoy having GM Rutseg as a GM, and I'll look forward to the next PFS session, either Core or not. My normal PFS Sorcerer should complete his adventure soon, and hopefully live through it, if Non-Core is what we're going to do.

Grand Lodge

Male Human Ranger 2 HP 20/20 | AC 19/13/16 | F +4, R +6, W +1 (+2 on Fear vs Humans)| Init +5| Perc +6

Agreed. Had a great time, guys! Nice to incorporate a bit of RP in with the meat and potatoes. ;)

Scarab Sages

Female Halfling Ranger 2/Paladin 2 | HP 31/32 | CMD 18 | AC 21, t 15, ff 17 | Fort +10 Ref +10 Will +8 (+2 vs. fear) | Init +6, Perc +10 | Active conditions: Darkvision

Best PbP for me so far, too often the characters are distant from one another. It would be good character development to have the same group (or most of the same group at least) playing in the future. And for me early Season 0 scenarios are close at heart.

I see you did use the 3.5 versions of the monsters as it should be. Made the zombie and the water bug a lot more dangerous, but made the ghouls a tad easier.

This was indeed my first time playing the scenario although I've GMed this a whopping 7 times. It was nice to see Deris played out differently; he was more sane, just with his own delusions.

I also noticed you changed the Dacilane party to happen the same day instead of tomorrow. That's actually a good change since then they will attend it and have the advantage of recognizing Junia.

Liberty's Edge

Female Human Sorceror 2 | HP 14/14 | AC 11 T 11 FF 10 | Saves: F: +2 R: +1 W: +3 | CMD: 12 | Init: +5 Percep: +2 SM: +1

This was quite a good game for me, too. I thought playing up the ghast's intelligence was awesome, it did make me think about just assuming things.

Sorry for being so defensive up thread. I guess the murderhobo term gets used a lot, but I find it pretty offensive and generally try to avoid that style of play. So when I felt justified in being aggressive I guess I got a bit over reactive.

I played this once before. My dwarf barbarian didn't score a hit until he landed a waraxe crit on the final boss to end it in one blow. So I didn't get to see that he was anything other than a mindless monster.

The 3.5 stats must have been a huge difference. When I played the water bug was trivial. Definitely a real sense of danger this time, and good atmosphere with Deris.

-Posted with Wayfinder

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Thank you for running this. I had a lot of fun :)

Scarab Sages

Female Halfling Ranger 2/Paladin 2 | HP 31/32 | CMD 18 | AC 21, t 15, ff 17 | Fort +10 Ref +10 Will +8 (+2 vs. fear) | Init +6, Perc +10 | Active conditions: Darkvision

Soooo any continuation for this?


Iron Gods: Iron maps;

Indeed, adapting 0 season monsters is quite tricky. I basically used the versions in the GM prep website, just tweaking a couple of changes they made from the original D&D3.5 I was not agreeing to (like the water bug had additional secondary attacks if the grabing bite was not enough...)

I am happy you liked so much the scenario. Do not hesitate to also express anything you think can be improved too.

As for continuity, I will proceed with a new scenario call next week. I prefer that rather than directly carry on the group so anyone feels pressed to continue playing with us, and it provides a new opportunity for people whom did not make it last time. That said, I will surely give preference to people who played in this game.

I have some options for the next scenarios, and I would like to know your preferences before opening a call:
#0-01: Silent Tide
#0-04: The Frozen Fingers of Midnight
#0-13: The Prince of Augustana
#0-14: The many fortunes of Grandmaster Torch

Grand Lodge

Male Human Ranger 2 HP 20/20 | AC 19/13/16 | F +4, R +6, W +1 (+2 on Fear vs Humans)| Init +5| Perc +6

I don't really know the stories behind any of those scenarios, so I have no preference. That said, I've seen the Prince of Augustana posted numerous times, so it seems popular.

The Exchange

(core) rogue | hp 7/7 | ac 16 ff 13 tch 14 | init +4 | per +7 | cmd 10

I am currently in a Core game of "many fortunes of torch" so I am unavailable for that one. As far as I know the others are okay.

Scarab Sages

Female Halfling Ranger 2/Paladin 2 | HP 31/32 | CMD 18 | AC 21, t 15, ff 17 | Fort +10 Ref +10 Will +8 (+2 vs. fear) | Init +6, Perc +10 | Active conditions: Darkvision

Silent Tide and Frozen Fingers of Midnight would be awesome, I have fond memories of them. The latter two, not so much. To clarify, I've played and GMed all of the scenarios, but not on core.

Liberty's Edge

Female Human Sorceror 2 | HP 14/14 | AC 11 T 11 FF 10 | Saves: F: +2 R: +1 W: +3 | CMD: 12 | Init: +5 Percep: +2 SM: +1

I'm with Eveline in my recommendations. I've actually just played Silent Tide in a non-Core PbP, so if I was continuing on my preference would be Frozen Fingers.

I've GMed Silent Tide twice, and I had prepped FFoM, but ended up not running it. Still, I'd be interested in trying it if I feel up to continuing.

Trying to get my game count down to a mangeable figure. Seems like 2-3 at once is the most I can really do well. That way I can focus enough on each.

-Posted with Wayfinder

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

I like the sound of frozen fingers.


Iron Gods: Iron maps;

Ok, so Frozen Fingers. I might wait a couple of weeks as I am busy now with guests at home, a big Pathfinder event on preparation, translating the Journal Cards, work releases and I will need to read the scenario as I have only played it before.

I will leave this open for a while, so I can easily inform all of you who might want to join. Then I will close up this one.

Grand Lodge

Male Gnome: Weapon: MW cold Iron Heavy Mace D20 +2 (small, MW) 1 D6 damage Throw anything so +1 on flasks of holy water, alchem fire etc. Abberant Sorc level one HP 9/9, fort 2, Ref -1, Will, +4, perception +4, AC 10, Acid Ray 7 per day, 30 foot range. Spell list: level 1 4/4 Enlarge person, Cause Fear: Cantrips: Daze, Ray of frost, detect magic, open/close.

Appreciate it. Thank you again!


Iron Gods: Iron maps;

I am having problems finding time this month. Thus I will close up this campaign without opening a new scenario.

I hope to find the moment for setting something up in the incoming weeks though.

Good luck everybody!


Iron Gods: Iron maps;

I have finally opened a Frozen Fingers of Midnight recruitment you all are invited to continue your Core adventures together :)

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