A River Into Darkness - GM Justaworm (Inactive)

Game Master justaworm

“Anything can happen on the Blood“

Current Date: Erastus (aka July) 16th [Day 6]

Campaign shared space on Google Drive.
Loot Sheet

Current Reference Posts:
Notable things along the Vanji
Ship and Crew introductions
New Ship Battlemat
Captain's Map - Region Overview Map with boat location
Whitebridge Station Map

Selena Shadethorn, Female Fetchling Bard 2 / Rogue 2
Shwarto, Male Wayang Rogue 1/ Wizard 3 (with Twikli)
Stígandrr, Male Human Unchained Monk 4
Waseem Hunter, Male Catfolk Summoner 4 (with Jaqu)
Shakaro Jun, Male Nagaji Oracle 4

River Queen Crew:
Captain Esteban
Faruq (first mate, half-orc)
Hurg (engineer, dwarf)
Sperrago, Houghman "Mannie", Danner (crew, human)


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Female Fetchling Bard 2 Rogue 2 | HP: 21/26 | AC 18 TAC 15 FAC 13 CMD 18 | Init +4| Per +3 (+4 traps) | Fort -1, Ref +10, Will +2 | BP 6/10 rnds | NLD:0 (not Fatigued -2 Str -2 Dex) CONDITIONS: Currently disguised (Disguise Self) as a female elf, Haste

Selena will follow suit, though she'll give Shwarto some time ahead of her knowing he's better at sneaking than she is.
Stealth: 1d20 + 9 ⇒ (9) + 9 = 18


Waseem casts shield (+4 ac for 4 min) on himself and carefully starts up the path
perception: 1d20 + 4 ⇒ (7) + 4 = 11

Jaqu finds some cover and advances as well
sneak: 1d20 + 8 ⇒ (17) + 8 = 25


Nagaji Oracle 4 | HP 25/35 | AC 19, TAC 11, FAC 18, CMD 18 AC 22, TAC 12, FAC 20, CMD 19 | F +3 (+5 vs. poison), R +2, W +4 (+6 vs. mind-af.) | Perc. +10 (low-light), S.M. +0, Init. +0, Mv 20' | Greatclub +9, 1d10+6 | St +4, Dx +1, Cn +2, In +1, Wi +0, Ch +3 | Climb +5, Intimidate +10, Kn (nature) +7, Kn (religion) +4, Spellcraft +4, Survival +7, Swim +6, Craft (wood) +7, Kn (geography) +4, Kn (history) +4, Prof (herbalist) +14, Prof (sailor) +4
Resources:
Spells 1st: 5/7, 2nd 2/4 : Healer's Way 0/4 : Thorn Burst 0/1
CONDITIONS: none BUFFS: barkskin, shillelagh

Shakaro draws his greatclub and rubs a talisman made from a bird's skull against it. The club begins to glow faintly. The club trembles for a moment, and a whispering sound can be heard behind Shakaro. He looks around, then shrugs and steps onto the dock. The boards creak faintly beneath his weight.

Casting shillelagh. Duration 4 minutes.

stealth: 1d20 - 2 ⇒ (14) - 2 = 12


35 / 37 Hp; No Conditions || Ki 6 / 6 || Hero Pts 1 || 40 ft.; wind step Init +3; Perception +10 (+12 vs. Surprise) || Fort +4, Ref +6, Will +4; +2 vs. enchantments || Evasion AC 17/16T/15FF || CMB +11 (+15 bull rush, +13 grapple, +13 overrun); CMD[ 26 (28 vs. bull rush, 28 vs. grapple)

"Sneaky is not my thing, but I will give it a shot. I'm sure they know we're here though", Stig whispers.
stealth: 1d20 + 0 ⇒ (7) + 0 = 7

Stig begins to advance up with the rest of the group.

Dark Archive

Shakaro, staying exceptionally quiet, makes it up towards the next platform and doesn't see any immediate danger. The rest of the party begins to move up. While many of you stay pretty quiet, the catwalk does creak more than loudly at the sound of some many walking up it. At one point Selena looks back and sees that Stig, being so tall, sticks up well above the railing even while trying to stoop low.

Shwarto will easily make it up to the top, along with all others moving up. I've moved his mini up there and the rest can keep re-position as they see fit.

Shwarto makes his way to the top landing where the path meets the catwalk. Towards the bridge, the large steel gate is open completely from the tollbooth. You see that the gate hangs over the edge of the bridge far enough that, along with the spikes, it would be hard to bypass the bars.

On the other side of the bridge he sees the large two story warehouse & guest house combination sits. The set of stairs at the far end of it are unattended.

Out towards the paddock area, there are pens, fenced crop areas, and a few likely servant quarters. The animals are all gone, the crop has been mostly destroyed, and there are no signs of people anywhere about.

Looking over the paddock area, there are clear signs of battle. Broken weapons and tools like about and large groups of flies are buzzing around a few areas.

Dark Archive

Round 4, basically
Where is the group going to move towards?

Scarab Sages

Male Wayang Rogue 1/Wizard 3 | HP 16/26 AC 19 | Init +5 | Per +12 (+13 vs traps) | Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker

At least on the map, I seem to be ahead of everybody else. If that is the case, I'll wait for them to catch up. If we're all together, sneak up to the gates

stealth: 1d20 + 15 ⇒ (2) + 15 = 17


Female Fetchling Bard 2 Rogue 2 | HP: 21/26 | AC 18 TAC 15 FAC 13 CMD 18 | Init +4| Per +3 (+4 traps) | Fort -1, Ref +10, Will +2 | BP 6/10 rnds | NLD:0 (not Fatigued -2 Str -2 Dex) CONDITIONS: Currently disguised (Disguise Self) as a female elf, Haste

Selena is following Shwarto as he is the one who saw the person.

"Testing, testing, 1, 2, 3," Selena whispers to Shwarto ahead of her using Waseem's messager.

Stealth: 1d20 + 9 ⇒ (16) + 9 = 25
Perception: 1d20 + 3 ⇒ (13) + 3 = 16


Nagaji Oracle 4 | HP 25/35 | AC 19, TAC 11, FAC 18, CMD 18 AC 22, TAC 12, FAC 20, CMD 19 | F +3 (+5 vs. poison), R +2, W +4 (+6 vs. mind-af.) | Perc. +10 (low-light), S.M. +0, Init. +0, Mv 20' | Greatclub +9, 1d10+6 | St +4, Dx +1, Cn +2, In +1, Wi +0, Ch +3 | Climb +5, Intimidate +10, Kn (nature) +7, Kn (religion) +4, Spellcraft +4, Survival +7, Swim +6, Craft (wood) +7, Kn (geography) +4, Kn (history) +4, Prof (herbalist) +14, Prof (sailor) +4
Resources:
Spells 1st: 5/7, 2nd 2/4 : Healer's Way 0/4 : Thorn Burst 0/1
CONDITIONS: none BUFFS: barkskin, shillelagh

Shakaro creeps up behind the leaders, trying to keep his body below the level of the railing.

"See any bodies?" he whispers.

Dark Archive

Shwarto wrote:

At least on the map, I seem to be ahead of everybody else. If that is the case, I'll wait for them to catch up. If we're all together, sneak up to the gates

[dice=stealth]1d20+15

Yeah, I realized we didn't need to play out all 3-4 rounds of stealthing up the dock gangway. Once you give the go ahead, everyone makes their way to you and are waiting for a decision on which way to head.

There are signs of battle all throughout the complex but there are no apparent bodies laying about. The hiding humanoid seems to be your only lead at the moment.

Which way?
- Bridge
- Paddock / Servant's housing
- Warehouse / Guest housing

Conditions in effect: (Rnd end)
----------
[-]Shakaro: Barkskin 40/40 min
[-]Jaqu: mage armor(ac22 for 4/4 hours)
[-]Waseem: message (40/40 min) on Selena, Shwarto, Stígandrr, and Shakaro
[-]Waseem: shield (4/4 min)
[-]Shakaro: shillelagh (once reach shore) 4/4 min

Whitebridge Station Map


Let’s talk to the cowering humanoid.

Scarab Sages

1 person marked this as a favorite.
Male Wayang Rogue 1/Wizard 3 | HP 16/26 AC 19 | Init +5 | Per +12 (+13 vs traps) | Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker

Hiding, not cowering. May be planning on ambushing us. But I agree, lets start with them


Nagaji Oracle 4 | HP 25/35 | AC 19, TAC 11, FAC 18, CMD 18 AC 22, TAC 12, FAC 20, CMD 19 | F +3 (+5 vs. poison), R +2, W +4 (+6 vs. mind-af.) | Perc. +10 (low-light), S.M. +0, Init. +0, Mv 20' | Greatclub +9, 1d10+6 | St +4, Dx +1, Cn +2, In +1, Wi +0, Ch +3 | Climb +5, Intimidate +10, Kn (nature) +7, Kn (religion) +4, Spellcraft +4, Survival +7, Swim +6, Craft (wood) +7, Kn (geography) +4, Kn (history) +4, Prof (herbalist) +14, Prof (sailor) +4
Resources:
Spells 1st: 5/7, 2nd 2/4 : Healer's Way 0/4 : Thorn Burst 0/1
CONDITIONS: none BUFFS: barkskin, shillelagh

"If anything is going to ambush us, they are probably hiding in the buildings," Shakaro whispers. "We should check each building as we go by so as not to leave any hidden enemies behind us."

I suggest Toll Booth and Guardhouse first, then Garrison and look for the hidden guy.

Scarab Sages

Male Wayang Rogue 1/Wizard 3 | HP 16/26 AC 19 | Init +5 | Per +12 (+13 vs traps) | Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker

Sounds like a plan

Dark Archive

The Gates of the toll booth are open. How will you all proceed down the bridge ? Together or scouting? Who will lead?

Scarab Sages

Male Wayang Rogue 1/Wizard 3 | HP 16/26 AC 19 | Init +5 | Per +12 (+13 vs traps) | Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker

I think at this point we should proceed together. They're likely to know we're coming and I kind of like the strength in numbers approach. That said, if the others prefer me to scout Shwarto would do so


Female Fetchling Bard 2 Rogue 2 | HP: 21/26 | AC 18 TAC 15 FAC 13 CMD 18 | Init +4| Per +3 (+4 traps) | Fort -1, Ref +10, Will +2 | BP 6/10 rnds | NLD:0 (not Fatigued -2 Str -2 Dex) CONDITIONS: Currently disguised (Disguise Self) as a female elf, Haste

Whatever's clever. Selena will try to stay hidden, even though she's fairly certain Stig has been seen, at the very least. Maybe she won't be noticed if she creeps along a few feet away from the group because the group will draw attention away from her.

Dark Archive

Proceeding together to keep it moving ...

Being alerted to the danger and potential ambush, you all proceed cautiously through the toll booth gate and onto the bridge proper. The iron bars of the gate are closely spaced, though there are large gaps that would allow a defender to fire through with a bow. The booths themselves look unfurnished and largely unimpressive.

As you pass through the gates an approach the garrison, your suspicions of ambush are confirmed as a dark, slender figure appears from the open door to the armory and aims his bow at Stig, ready to fire.

No one is surprised by this so we'll head to straight to Combat Round 1

Selena Shadethorn: 1d20 + 4 ⇒ (7) + 4 = 11
Shwarto: 1d20 + 5 ⇒ (7) + 5 = 12
Stígandrr: 1d20 + 2 ⇒ (18) + 2 = 20
Waseem: 1d20 + 3 ⇒ (3) + 3 = 6
Jaqu: 1d20 + 2 ⇒ (17) + 2 = 19
Shakaro Jun: 1d20 + 0 ⇒ (16) + 0 = 16
Speraggo: 1d20 + 2 ⇒ (16) + 2 = 18
hostiles: 1d20 + 3 ⇒ (20) + 3 = 23

---------------------------------------
ROUND 1
---------------------------------------

Initiatives:

Baddies
----
Whole Party
----

GM Rolls, not secret:

Red v Stig, Longbow, Rapid Shot, Fav enemy, Fav terrain: 1d20 + 8 - 2 + 2 + 2 ⇒ (7) + 8 - 2 + 2 + 2 = 17for P: 1d8 + 2 ⇒ (2) + 2 = 4
Red v Stig, Longbow, Rapid Shot, Fav enemy, Fav terrain: 1d20 + 8 - 2 + 2 + 2 ⇒ (2) + 8 - 2 + 2 + 2 = 12for P: 1d8 + 2 ⇒ (4) + 2 = 6
Green v Jaqu, Longbow, Rapid Shot, PB, Fav terrain: 1d20 + 8 - 2 + 1 + 2 ⇒ (8) + 8 - 2 + 1 + 2 = 17for P: 1d8 + 2 ⇒ (1) + 2 = 3
Green v Jaqu, Longbow, Rapid Shot, PB, Fav terrain: 1d20 + 8 - 2 + 1 + 2 ⇒ (14) + 8 - 2 + 1 + 2 = 23for P: 1d8 + 2 ⇒ (1) + 2 = 3
Purple v Stig, Longbow, Fav enemy, Fav terrain: 1d20 + 8 + 2 + 2 ⇒ (20) + 8 + 2 + 2 = 32for P: 1d8 + 2 ⇒ (2) + 2 = 4
Confirmation, Longbow, Fav enemy, Fav terrain: 1d20 + 8 + 2 + 2 + 1 ⇒ (15) + 8 + 2 + 2 + 1 = 28for P: 2d8 + 4 ⇒ (8, 2) + 4 = 14

---

Enemies up:
[-] The savage elf (red) steps out from the armory and fires off two quick arrows are Stig. The first arrow grazes the big man's thigh and the other misses. (4 dmg)
[-] Another savage elf (purple) moves out from hiding in the merchant stalls and also fires off an arrow that pierces deep into Stig's midsection as he is caught off guard from the first attack. (18 dmg) Stig's face turns to shock as the arrow buries deep into him and burns wickedly.
[-] The savage elf (green) that Shwarto initially spotted from the skies takes the cue and jumps out, firing off two arrows in rapid succession as well at Jaqu. The first falls short but the elf is able to adjust and the second grazes the eidolon's hind. (3 dmg)

---

Party dmg total for Round:
----------
Jaqu: 3 dmg, Poison sap R1
Stig: 22 dmg, Poison sap R1

Conditions in effect: (Rnd end)
----------
[-]Shakaro: Barkskin 40/40 min
[-]Jaqu: mage armor(ac22 for 4/4 hours)
[-]Waseem: message (40/40 min) on Selena, Shwarto, Stígandrr, and Shakaro
[-]Waseem: shield (4/4 min)
[-]Shakaro: shillelagh (once reach shore) 4/4 min

Whitebridge Station Map


Female Fetchling Bard 2 Rogue 2 | HP: 21/26 | AC 18 TAC 15 FAC 13 CMD 18 | Init +4| Per +3 (+4 traps) | Fort -1, Ref +10, Will +2 | BP 6/10 rnds | NLD:0 (not Fatigued -2 Str -2 Dex) CONDITIONS: Currently disguised (Disguise Self) as a female elf, Haste

I knew it! I knew it! Elves! Haha! And I'm disguised as one, perfect! Now to trick them into thinking I'm... one... of them. Shoot! I knew I should have learned some elvish... Note to self: learn elvish.

K(Nature) Elves: 1d20 + 1 ⇒ (3) + 1 = 4
Stealth: 1d20 + 9 ⇒ (4) + 9 = 13

Selena tries to continue sneaking along, but since the ambush has been sprung and the focus of their ambushers is in the area, she doesn't succeed.

"Oi! Watch who you shootin' at!" Selena yells around the corner of the building. Seeing Shwarto against the wall out of the corner of her eye, likely trying to also sneak, she whispers, "Sorry, I'll move in a few seconds." Back to the elves again, she shouts, "Look! I'm an elf! You would attack your own kind? You're no better than the humans!"

Bluff: 1d20 + 8 ⇒ (19) + 8 = 27
...THAT'S when I get a good role, I see how it is...
Disguise Just in Case: 1d20 + 8 + 10 ⇒ (2) + 8 + 10 = 20

If they don't look like they're hesitating at all or don't reply, Selena would cast Daze (Will DC 14) on the green one.


Nagaji Oracle 4 | HP 25/35 | AC 19, TAC 11, FAC 18, CMD 18 AC 22, TAC 12, FAC 20, CMD 19 | F +3 (+5 vs. poison), R +2, W +4 (+6 vs. mind-af.) | Perc. +10 (low-light), S.M. +0, Init. +0, Mv 20' | Greatclub +9, 1d10+6 | St +4, Dx +1, Cn +2, In +1, Wi +0, Ch +3 | Climb +5, Intimidate +10, Kn (nature) +7, Kn (religion) +4, Spellcraft +4, Survival +7, Swim +6, Craft (wood) +7, Kn (geography) +4, Kn (history) +4, Prof (herbalist) +14, Prof (sailor) +4
Resources:
Spells 1st: 5/7, 2nd 2/4 : Healer's Way 0/4 : Thorn Burst 0/1
CONDITIONS: none BUFFS: barkskin, shillelagh

Shakaro looks at Selena for a moment, then back at the elves. He grits his teeth, holding his club at the ready, waiting to see if the elves reconsider their attack.

Readied Action: move and attack green if the enemy doesn't stop attacking.

Since the elves saw us get off the boat I'm going to assume that they won't be swayed by the 'fact' that Selena is an 'elf.' Moved my token on the map.

When the elves get ready to shoot again, Shakaro rushes forward with a roar. "HARRRRR!"

Shillelagh -1 power attack vs. green: 1d20 + 9 - 1 ⇒ (12) + 9 - 1 = 20
Shillelagh Damage +3 power attack: 2d6 + 7 + 3 ⇒ (3, 6) + 7 + 3 = 19

Scarab Sages

Male Wayang Rogue 1/Wizard 3 | HP 16/26 AC 19 | Init +5 | Per +12 (+13 vs traps) | Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker

"There is NO way that is going to work. Still, I'll give her the chance"

Readied action - If the enemy doesn't stop attacking
If I have to move 5 ft North to shoot red I would, otherwise stay where I am

acid splash to hit: 1d20 + 4 ⇒ (6) + 4 = 10 against hopefully flat footed touch
damage: 1d3 + 3d6 ⇒ (1) + (3, 1, 4) = 9


link:

“I’m going in. Are we allowed to eat these ones?”
“No! I mean wait! Selena is trying a bluff.”
“Then eat them?”
“No I don’t think so. Our companions seem to have a problem with consuming ‘thinking’ beings.”
“I don’t get it. Cows think. Smarter than most people I’ve met.”
“Don’t ask me to defend it. It’s just the way they feel about it.”
“Seems like a waste of good meat... but all right.”

Waseem and Jaqu will delay until the results of the bluff are deturmined.

Sorry for the delay :-( The delay in posting, not the delay action!

Dark Archive

Selena calls out, with a (suprisely) convincing elven impression, for the elves to stop attacking one of their own. And for just a brief moment it almost seems like the elves are considering her words.
One of the elves (red) quickly shouts back in elven, "Ixgħel il-ħmieġ tal-belt, int qiegħed fil-qiegħ tax-xmara." He shouts a rallying cry and the eves steel themselves in or a fight.

Elven (Maltese):
"Shut up city scum, you're place is at the bottom of the river."
---

Great bluff check. Even though the elves kept fighting, I'll give a -2 will penalty to the green elf for the Daze. He just isn't quite as sure as the leader.
Sense Motive DC 10:
You get the feeling they would have attacked even if Selena were undoubtedly an actual elf. Perhaps it has more to do with the fact that you are not of the tribes or maybe the company you keep.
---

The elf (green) that Selena cast Daze on appears to immediately look as if he were affected and looks mentally disconnected for the moment. (Dazed)

Shakaro rushes forward with a roar, "HARRRRR!", and smashes his magical club into the elf. (19 dmg)

Shwarto steps out from the behind the corner of the building and casts acid splash, just barely hitting the elf (red) near the armory. (9 dmg)

Stig rushes up to the apparant leader (red) and wraps his massive arms around the elf and growls in his face. CMB: 1d20 + 13 ⇒ (10) + 13 = 23 (red is grappled)

Speraggo (npc) moves up and fires his crossbow at the one Shakaro attacked (green), but the bolt goes wildly over its head and into the river.
xbox, melee: 1d20 + 2 - 4 ⇒ (1) + 2 - 4 = -1

----

GM Rolls, not secret:

Green will save,bluff penalty,elf bonus: 1d20 + 0 - 2 + 2 ⇒ (12) + 0 - 2 + 2 = 12 fail

----

Waseem, your action is up.


Female Fetchling Bard 2 Rogue 2 | HP: 21/26 | AC 18 TAC 15 FAC 13 CMD 18 | Init +4| Per +3 (+4 traps) | Fort -1, Ref +10, Will +2 | BP 6/10 rnds | NLD:0 (not Fatigued -2 Str -2 Dex) CONDITIONS: Currently disguised (Disguise Self) as a female elf, Haste

Sense Motive: 1d20 + 4 ⇒ (8) + 4 = 12
"What did they say?" Selena whispers to Shwarto. He seemed to be knowledgeable about many things, so of anyone there, he would be the most likely to actually know elvish. "I'm guessing it wasn't, 'This way to our secret forest city where we will throw a banquet in your honor,' and more like, 'We will feed your bones to our dogs.'"

That's all I was really hoping for in that bluff. :D It was more for RP than actually stopping combat. I also don't actually know if Shwarto can translate.

Scarab Sages

Male Wayang Rogue 1/Wizard 3 | HP 16/26 AC 19 | Init +5 | Per +12 (+13 vs traps) | Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker

He DOES speak Elvish :-)

"They think you're a city elf and they apparently don't like city elves. Nice try, though!"


link:

“So, did it work?”
“They didn’t buy it. It confused them bit though.”
“Now?”
“Let me cast a spell then have at them.”
“About time...”

Waseem casts haste on Jaqu, Shwarto, Stígandrr, and Selena

Jaqu charges and pounces on the closest elf...
bite: 1d20 + 6 - 1 + 2 ⇒ (20) + 6 - 1 + 2 = 27 (haste, power attack, charge)
damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9
bite: 1d20 + 6 - 1 + 2 ⇒ (15) + 6 - 1 + 2 = 22
damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Claw: 1d20 + 6 - 1 + 2 ⇒ (13) + 6 - 1 + 2 = 20
damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
Claw: 1d20 + 6 - 1 + 2 ⇒ (19) + 6 - 1 + 2 = 26
damage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10

Confirm critical bite: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25
damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Dark Archive

Waseem, seeing everyone move in and attack, casts haste on the group.
Jaqu rushes in without hesitation, and not sparing any ferocity he completely shreds the elf to bits. (39? damage, beyond dead)
Jaqu and Stig also both take 1 extra point of damage from the irritating sap of the thistle arrows the elves are using. This only lasts 1 round after being hit.

---------------------------------------
ROUND 2
---------------------------------------

Enemies up:
[-]The far elf on the other end of the manager's office (purple) fires off two quick shots of his longbow at Jaqu. One of the arrows just grazes the eidolon. (1 dmg)
[-]The elf that Stig is grappling (red) does his best to try and break free of the big man's hold. He nearly succeeds, but Stig is able to reaffirm his grip at the last moment. Realizing he won't get out, he drops his longbow and draws a dagger.
[-]The door to the station house suddenly swings open as well. The elf inside was about the come and out fire but seeing Stig grappling his friend directly across the bridge, he stays inside and fires an arrow at Stig, piercing his leg. (3 dmg + thistle sap)

While perhaps getting a little annoyed at yet another combatant joining in, you are all shaken at the sound of snapping boards and an unearthly howl. To your suprise and horror, a large white-furred, 4 armed ape with blood red eyes bursts through the door and half the wall of the garrison building. You hear a voice from an unseen elf that needs no translation, "Attakk!!"
[-] The girallon rakes a clawed fist across Jaqu. (7 dmg)(I believe AC23 hits even with MA+Haste)
----

GM Rolls, not secret:

Purple v Jaqu, Longbow, Rapid Shot: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11for P: 1d8 ⇒ 6 fail
Purple v Jaqu, Longbow, Rapid Shot: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26for P: 1d8 ⇒ 1 hits
Confirmation, Purple v Jaqu, Longbow, Rapid Shot: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7for P: 1d8 ⇒ 6 no confirm

Red break grapple v Stig: 1d20 + 5 ⇒ (17) + 5 = 22 fail

Yellow v Stig, Longbow, PB, Fav enemy, penalty: 1d20 + 8 + 1 + 2 - 4 ⇒ (16) + 8 + 1 + 2 - 4 = 23for P: 1d8 + 2 ⇒ (1) + 2 = 3 hits

Girallon vs Jaqu, claw: 1d20 + 10 ⇒ (13) + 10 = 23for P: 1d4 + 4 ⇒ (3) + 4 = 7 hits

----

Party dmg total for Round:
----------
Jaqu: 9 dmg, Thistle sap R2
Stig: 3 dmg, Thistle sap R2

Conditions in effect: (Rnd end)
----------
[-]Hasted: Jaqu, Shwarto, Stig, Selena (4 rnds, R5; extra attack, +1 attack, +1 dodge to AC, +1 Reflex)
[-]Shakaro: Barkskin 40/40 min;
[-]Jaqu: mage armor(ac22 for 4/4 hours)
[-]Waseem: message (40/40 min) on Selena, Shwarto, Stígandrr, and Shakaro
[-]Waseem: shield (4/4 min)
[-]Shakaro: shillelagh (once reach shore) 4/4 min

Initiatives:
Red: 9 dmg, Grappled
Green: 58 dmg, Dead
Purple: 0 dmg
Yellow: 0 dmg
Orange: 0 dmg
Blue: 0 dmg
Girallon: 0 dmg
----
Waseem:
Jaqu: 12 dmg total
Stig: 25 dmg total
Selena:
Shwarto:
Shakaro
----

Whitebridge Station Map

------

Party is up


Yes that was a hit. Jaqu’s ac is 23, after the charge 21


2 people marked this as a favorite.

Knowledge nature: 1d20 + 6 ⇒ (2) + 6 = 8
Waseem, “That. Is not an elf.” (And that’s about all he’d know from that roll)

link:

“It’s obviously some kind of bug.”
“A bug? Why would you think that?”
“It has 6 legs. Bugs have 6 legs.”
“Pretty sure there’s a fallacy to your thinking. All elephants are grey but not all grey things are elephants.”
“So you figure it’s an elephant?”
“No,no. I mean just cause it has 6 legs doesn’t make it a bug.”
“It’s not even grey. Why are we talking about elephants?”
“Never mind. Just find out if it bleeds.”
“On it.”

Jaqu will attack
bite: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 19 (power attack, haste)
damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6
bite: 1d20 + 6 - 1 ⇒ (2) + 6 - 1 = 7
damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Claw: 1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 22
damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7
claw: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25. confirm: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 19
damage: 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8 (x2 if confirmed)

Waseem will cast snowball (dc16 fort or be staggered 1 rd)
ranged touch: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 4d6 ⇒ (1, 1, 1, 5) = 8

Dark Archive

Choose: K(Arcana), K(Local), K(Nature) DC 10:

Girallons are among the jungle's most dangerous predators. They are aggressive, carnivorous, highly territorial, and incredibly strong. Worse, their four muscular arms are capable of inflicting incredible damage on anything that falls into their clutches.
They are magical beasts but are still common enough in the jungle environment.
These wild elves seemed to have trained or befriended this particular one.

K(Arcana) DC 15:

You've heard stories of these things nearly tearing a person in two with its claws and still being able to bite before the victim even knew what happened.
Essentially, the creature biggest strength is in its 4 claws + rend + bite in a single round.

Scarab Sages

Male Wayang Rogue 1/Wizard 3 | HP 16/26 AC 19 | Init +5 | Per +12 (+13 vs traps) | Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker

knowledge Arcana: 1d20 + 13 ⇒ (19) + 13 = 32

I'm going to assume that lets me know pretty much everything about it

"They brought a Girallon along. Vicious brutes! Very strong, lots of attacks. Do NOT get hit by 2 or more of its claws, they HURT"

Shwarto heads back to the gate where he has enough cover to hide, attempts to hide and then shoots the Girallon
sneak: 1d20 + 15 ⇒ (6) + 15 = 21
to hit acid splash(vs touch): 1d20 + 5 ⇒ (3) + 5 = 8
damage: 1d3 + 3d6 ⇒ (2) + (5, 6, 3) = 16 (MAybe if stealth happened to be enough


1 person marked this as a favorite.

link:

“Ask him if it’s a bug or an elephant.”
“It’s neither!”
“Well, you don’t know. Ask him.”
“Too late. He’s scuttled off somwhere.”
“Humff. You’re just scared it’s a bug and that I’m right.”


Nagaji Oracle 4 | HP 25/35 | AC 19, TAC 11, FAC 18, CMD 18 AC 22, TAC 12, FAC 20, CMD 19 | F +3 (+5 vs. poison), R +2, W +4 (+6 vs. mind-af.) | Perc. +10 (low-light), S.M. +0, Init. +0, Mv 20' | Greatclub +9, 1d10+6 | St +4, Dx +1, Cn +2, In +1, Wi +0, Ch +3 | Climb +5, Intimidate +10, Kn (nature) +7, Kn (religion) +4, Spellcraft +4, Survival +7, Swim +6, Craft (wood) +7, Kn (geography) +4, Kn (history) +4, Prof (herbalist) +14, Prof (sailor) +4
Resources:
Spells 1st: 5/7, 2nd 2/4 : Healer's Way 0/4 : Thorn Burst 0/1
CONDITIONS: none BUFFS: barkskin, shillelagh

"Hah! A gorilla is a gorilla, any way ya slice it. Or hit it with a club! Hah! Yeah that's it!" Shakaro shouts, as he swings his club again.

Shillelagh -1 power attack: 1d20 + 9 - 1 ⇒ (12) + 9 - 1 = 20
Shillelagh Damage -3 power attack: 2d6 + 7 + 3 ⇒ (3, 4) + 7 + 3 = 17

"Mind you, don't wanna get too close..." Shakaro says as he steps away.

Standard Attack plus 5' step. Hoping to draw it out to make it easier to flank.


Female Fetchling Bard 2 Rogue 2 | HP: 21/26 | AC 18 TAC 15 FAC 13 CMD 18 | Init +4| Per +3 (+4 traps) | Fort -1, Ref +10, Will +2 | BP 6/10 rnds | NLD:0 (not Fatigued -2 Str -2 Dex) CONDITIONS: Currently disguised (Disguise Self) as a female elf, Haste

K(Arcana): 1d20 + 5 ⇒ (10) + 5 = 15

For Flavor
Will Check to See if Selena Gathers Courage: 1d20 + 2 ⇒ (4) + 2 = 6

No way I'm getting near that thing!

Selena takes a few steps back and pulls out a pipe from her Handy Haversack, one she hasn't played in this company before. She turns to Waseem, now in front of her, and asks, "Do you think there are rats in this station?" She takes a couple of big breaths, amping herself up, and puts the pipe to her lips. Hear goes nothing.

She begins to play the Pipes of the Sewers.

Perform(Wind): 1d20 + 8 ⇒ (12) + 8 = 20

Dark Archive

[-]Jaqu rips into the girallon with all but its hasted bite, tearing through its fur and flesh. (29 dmg) The girallon roars out in pain.
[-]While Jaqu distracts the beast, Waseem, hurls a magical snowball at the girallon which it barely seems to notice over the violence from Jaqu. (8 dmg, passed save)
[-]Shwarto, moves back and tries to hide in the shadows of the gate while casting acid splash. However, the spell misses the magical ape while it twists and tries to handle Jaqu.(touch ac8 misses).
[-]Shakaro grips his enlarged club tightly and crushes its down upon the girallon's thigh before stepping away. (17 dmg)
[-]Selena begins playing her magical pipes, hoping to draw in any nearby rats to aid in the fight. Selena begins to feel the telepathic connection of a swarm mind forming down further on the bridge (1 swarm called, begins forming at position labeled #2 on map. I am not really sure I understand the description. There will be a 3 round delay but is that on forming or getting to a "designate spot" you are calling them to. Weird. I am going to say it takes them only 2 rounds to form and then they can start moving at your command - saving the 3rd for helping with movement.).
[-]Stig (npc) maintains his tight hold on the elf, picks him up and attempts to move to the birdge's edge and throw the elf over. Realizing his peril, the elf tries ones last desparate attempt to break free but cannot. You hear his screams followed by a splash.(12 NL from fall)
[-]Speraggo (npc) loads and shoots his light crossbow at the girallon but again misses the creature, perhaps being a little too catious with his aim in not hitting the party. (ac14 miss).

Jaqu and Stig also both take 1 extra point of damage from the irritating sap of the thistle arrows the elves are using. This only lasts 1 round after being hit.

----

GM Rolls, not secret:

girallon, fort: 1d20 + 9 ⇒ (14) + 9 = 23
girallon, percep v shwarto: 1d20 + 11 ⇒ (12) + 11 = 23 (pass)
# rat swarms: 1d3 ⇒ 1 at position: 1d6 ⇒ 2
Stig grapple: 1d20 + 13 + 5 ⇒ (4) + 13 + 5 = 22
Red break grapple v Stig: 1d20 + 5 + 4 ⇒ (16) + 5 + 4 = 25
Red fall dmg into 20ft of water: 2d6 ⇒ (6, 6) = 12 non lethal
Speraggo, xbow, ->melee: 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 14 for P: 1d8 ⇒ 5

Party dmg total for Round 2b:
----------
Jaqu: 1 dmg, Thistle sap R2
Stig: 1 dmg, Thistle sap R2

---------------------------------------
ROUND 3
---------------------------------------

Enemies up:
Ran out of time before having to leave - will handle with follow up.
If you get to this before I do, feel free to also make a Perception check.


Nagaji Oracle 4 | HP 25/35 | AC 19, TAC 11, FAC 18, CMD 18 AC 22, TAC 12, FAC 20, CMD 19 | F +3 (+5 vs. poison), R +2, W +4 (+6 vs. mind-af.) | Perc. +10 (low-light), S.M. +0, Init. +0, Mv 20' | Greatclub +9, 1d10+6 | St +4, Dx +1, Cn +2, In +1, Wi +0, Ch +3 | Climb +5, Intimidate +10, Kn (nature) +7, Kn (religion) +4, Spellcraft +4, Survival +7, Swim +6, Craft (wood) +7, Kn (geography) +4, Kn (history) +4, Prof (herbalist) +14, Prof (sailor) +4
Resources:
Spells 1st: 5/7, 2nd 2/4 : Healer's Way 0/4 : Thorn Burst 0/1
CONDITIONS: none BUFFS: barkskin, shillelagh

Perception: 1d20 + 10 ⇒ (2) + 10 = 12

Shakaro's eyes remain fixed on the four-armed ape.


waseem perception: 1d20 + 6 ⇒ (2) + 6 = 8
Jaqu perception: 1d20 + 6 ⇒ (17) + 6 = 23


Female Fetchling Bard 2 Rogue 2 | HP: 21/26 | AC 18 TAC 15 FAC 13 CMD 18 | Init +4| Per +3 (+4 traps) | Fort -1, Ref +10, Will +2 | BP 6/10 rnds | NLD:0 (not Fatigued -2 Str -2 Dex) CONDITIONS: Currently disguised (Disguise Self) as a female elf, Haste
GM Justaworm - RID wrote:
(1 swarm called, begins forming at position labeled #2 on map. I am not really sure I understand the description. There will be a 3 round delay but is that on forming or getting to a "designate spot" you are calling them to. Weird. I am going to say it takes them only 2 rounds to form and then they can start moving at your command - saving the 3rd for helping with movement.).

That sounds fine by me.

Perception: 1d20 + 3 ⇒ (5) + 3 = 8
Selena is intently focused on playing her rat song.


link:

"Does it taste like a bug?"
"How should I know?"
"You bit into it. Is it buggy?"
"I've never eaten a bug. If you tell me what a bug tastes like I'll let you know."

Scarab Sages

Male Wayang Rogue 1/Wizard 3 | HP 16/26 AC 19 | Init +5 | Per +12 (+13 vs traps) | Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker

perception: 1d20 + 12 ⇒ (10) + 12 = 22

Dark Archive

Shwarto, from the rear, sees another figure (blue circle) peeking around the corner from the bridge.
Jaqu sees another group of elves, with what looks like some kind of small bipedal reptilian creature approach from across the paddock. They look like they are trying to hide their movement (as opposed to rushing across)
Finally, from Twikli's vantage, he sees the riverboat engaged with hidden enemies firing arrows upon it from the shoreline trees and communicates his concern back to Shwarto.

Meanwhile the battle on the bridge continues ...

Conditions in effect: (Rnd 2 end)

R2 effects:

----------
[-]Hasted: Jaqu, Shwarto, Stig, Selena (4 rnds, R5; extra attack, +1 attack, +1 dodge to AC, +1 Reflex, +30' move)
[-]Shakaro: Barkskin 40/40 min;
[-]Jaqu: mage armor(ac22 for 4/4 hours)
[-]Waseem: message (40/40 min) on Selena, Shwarto, Stígandrr, and Shakaro
[-]Waseem: shield (4/4 min)
[-]Shakaro: shillelagh (once reach shore) 4/4 min

---------------------------------------
ROUND 3
---------------------------------------

Enemies up:

[-]The far elf on the other end of the manager's office (purple) fires off another two quick shots, switching targets to Stig. One of the arrows hits Stig and the other misses above his shoulder. (3 dmg + thistle sap) He then side steps back behind the corner of the building.
[-]The elf (yellow) inside the station house steps out and fires off two more shots at Stig but the distractions from the girallon and Jaqu nearby throw off his aim. dear Gozreh, he let it loose...
Just fyi, I am not necessarily trying to kill Stig: the elves just hate humans. :)
[-]The current quickly carries the elf (red) that Stig threw into the water. Twikli can see him reach the rocky shore under the bridge and pull himself into the shallows. (1 NL dmg from being push against the rocks while trying to get out.)(He is under the bridge right now. I just left the icon visible to remember him.)
[-]You hear a shout from inside the garrison, "Nimxu 'l bogħod, Trumbixu" and the hulking girallon takes a step forward and continues attacking Jaqu, roaring with fury at him as he lashes out with all four claws. Trumbixu misses the nimble Jaqu with his upper arm claws, but the Jaqu's skill at dodging four attacks at once falls short and the bottom two arm claws dig into his flesh. (AC 27 and 24, for 13 total (8+5). He then sinks his fangs down into Jaqu and follows with a howl of delight.(AC26: 8 dmg)

Elven:
"Move out of the way, Trumbixu"---

[-]The elf inside the garrison (orange) steps out behind the girallon, quickly surveys the scene, and fires once at Speraggo, who looks to be trying to load his crossbow. The arrow pierces Speraggo's leathers and he groans in pain.(6 dmg)

GM Rolls, not secret:

Purple v Stig, Longbow, Rapid Shot, +FE: 1d20 + 8 - 2 + 2 ⇒ (9) + 8 - 2 + 2 = 17for P: 1d8 + 2 ⇒ (1) + 2 = 3
Purple v Stig, Longbow, Rapid Shot, +FE: 1d20 + 8 - 2 + 2 ⇒ (6) + 8 - 2 + 2 = 14for P: 1d8 + 2 ⇒ (4) + 2 = 6
Yellow v Stig, Longbow, Rapid Shot, +FE, +PB: 1d20 + 8 - 2 + 2 + 1 ⇒ (3) + 8 - 2 + 2 + 1 = 12for P: 1d8 + 2 ⇒ (3) + 2 = 5
Yellow v Stig, Longbow, Rapid Shot, +FE, +PB: 1d20 + 8 - 2 + 2 + 1 ⇒ (2) + 8 - 2 + 2 + 1 = 11for P: 1d8 + 2 ⇒ (8) + 2 = 10
Red swim check: 1d20 + 7 ⇒ (15) + 7 = 22
Red rock damage: 1d4 ⇒ 1
Girallon vs Jaqu, claw: 1d20 + 10 ⇒ (2) + 10 = 12for P: 1d4 + 4 ⇒ (2) + 4 = 6
Girallon vs Jaqu, claw: 1d20 + 10 ⇒ (9) + 10 = 19for P: 1d4 + 4 ⇒ (3) + 4 = 7
Girallon vs Jaqu, claw: 1d20 + 10 ⇒ (17) + 10 = 27for P: 1d4 + 4 ⇒ (4) + 4 = 8
Girallon vs Jaqu, claw: 1d20 + 10 ⇒ (14) + 10 = 24for P: 1d4 + 4 ⇒ (1) + 4 = 5
Girallon vs Jaqu, bite: 1d20 + 10 ⇒ (16) + 10 = 26for P: 1d6 + 4 ⇒ (4) + 4 = 8
Orange v Speraggo, Longbow, +FE, +PB: 1d20 + 8 + 2 + 1 ⇒ (12) + 8 + 2 + 1 = 23for P: 1d8 + 2 ⇒ (4) + 2 = 6
---

Party dmg total for Round:
----------
Jaqu: 21 dmg
Stig: 3 dmg, Thistle sap R3
Speraggo: 6 dmg

Status:
Red: 9 dmg + 13 NL [/ooc]
Green: 58 dmg, [ooc]Dead

Purple: 0 dmg
Yellow: 0 dmg
Orange: 0 dmg
Blue: 0 dmg
Girallon: 54 dmg
----
Waseem:
Jaqu: 34 dmg total
Stig: 29 dmg total
Selena:
Shwarto:
Shakaro:
Speraggo: 6 dmg
----

Ship Battlemat

Whitebridge Station Map

Party is up for Round 3b.


Nagaji Oracle 4 | HP 25/35 | AC 19, TAC 11, FAC 18, CMD 18 AC 22, TAC 12, FAC 20, CMD 19 | F +3 (+5 vs. poison), R +2, W +4 (+6 vs. mind-af.) | Perc. +10 (low-light), S.M. +0, Init. +0, Mv 20' | Greatclub +9, 1d10+6 | St +4, Dx +1, Cn +2, In +1, Wi +0, Ch +3 | Climb +5, Intimidate +10, Kn (nature) +7, Kn (religion) +4, Spellcraft +4, Survival +7, Swim +6, Craft (wood) +7, Kn (geography) +4, Kn (history) +4, Prof (herbalist) +14, Prof (sailor) +4
Resources:
Spells 1st: 5/7, 2nd 2/4 : Healer's Way 0/4 : Thorn Burst 0/1
CONDITIONS: none BUFFS: barkskin, shillelagh

"Hey! Lay off the kitty!" Shakaro yells. He swings his club again.

Shillelagh -1 Power Attack (vs. Girallon): 1d20 + 9 - 1 ⇒ (20) + 9 - 1 = 28 ...Woot!
Shillelagh Confirm?: 1d20 + 9 - 1 ⇒ (6) + 9 - 1 = 14 ...probably not. :(

Shillelagh Damage +3 Power Attack: 2d6 + 7 + 3 ⇒ (5, 2) + 7 + 3 = 17


link:

“Hey look out! There’s...”
“Jaqu?
Jaqu!”

Jaqu is at -4 hit points. He he fades from sight without finishing the warning.


Waseem will summon a giant spider (standard action, enhanced summoning) to cast web on the blue and turquoise? Elves behind us.

Scarab Sages

Male Wayang Rogue 1/Wizard 3 | HP 16/26 AC 19 | Init +5 | Per +12 (+13 vs traps) | Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker

"Watch out, there are attackers coming from the rear. And the ship is under attack too. We have to finish this QUICKLY"

If there is enough support to cast a web spell centered at the light blue spot indicated on the map (just above and to the left of the first e in centre) Shwarto will cast a web spell centered there

If there isn't enough space, he'll throw a "create Pit" spell to get blue and purple. In either case, Reflex Save DC 17

He'll then move and try to stealth (I'm assuming that as a small creature I can fit where I have moved him)

stealth: 1d20 + 15 ⇒ (16) + 15 = 31


Female Fetchling Bard 2 Rogue 2 | HP: 21/26 | AC 18 TAC 15 FAC 13 CMD 18 | Init +4| Per +3 (+4 traps) | Fort -1, Ref +10, Will +2 | BP 6/10 rnds | NLD:0 (not Fatigued -2 Str -2 Dex) CONDITIONS: Currently disguised (Disguise Self) as a female elf, Haste

I'm not sure whether Selena can do other things while trying to summon the swarm of rats, but if so, she would do the following:

While playing this strange, echoing melody, Selena pulls out a couple of darts and throws them at the elves approaching her (dark blue, unless she can't see them well enough to attack, in which case she'd attack orange). They're trying to flank us!

Dart Attack: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Dart Damage: 1d4 + 1 ⇒ (3) + 1 = 4
Hasted Full Attack
Dart Attack: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
Dart Damage: 1d4 + 1 ⇒ (1) + 1 = 2


Nagaji Oracle 4 | HP 25/35 | AC 19, TAC 11, FAC 18, CMD 18 AC 22, TAC 12, FAC 20, CMD 19 | F +3 (+5 vs. poison), R +2, W +4 (+6 vs. mind-af.) | Perc. +10 (low-light), S.M. +0, Init. +0, Mv 20' | Greatclub +9, 1d10+6 | St +4, Dx +1, Cn +2, In +1, Wi +0, Ch +3 | Climb +5, Intimidate +10, Kn (nature) +7, Kn (religion) +4, Spellcraft +4, Survival +7, Swim +6, Craft (wood) +7, Kn (geography) +4, Kn (history) +4, Prof (herbalist) +14, Prof (sailor) +4
Resources:
Spells 1st: 5/7, 2nd 2/4 : Healer's Way 0/4 : Thorn Burst 0/1
CONDITIONS: none BUFFS: barkskin, shillelagh
Waseem Hunter wrote:
Waseem will summon a giant spider (standard action, enhanced summoning) to cast web on the blue and turquoise? Elves behind us.

FYI Waseem: you need to roll to hit with the web. A spider's web ability is not like the spell; it is more like an attack with a net.

Web Ability (from Bestiary):
Web (Ex) Creatures with the web ability can use webs to support themselves and up to one additional creature of the same size. In addition, such creatures can throw a web up to eight times per day. This is similar to an attack with a net but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets up to one size category larger than the web spinner. An entangled creature can escape with a successful Escape Artist check or burst the web with a Strength check. Both are standard actions with a DC equal to 10 + 1/2 creature's HD + creature's Con modifier. Attempts to burst a web by those caught in it suffer a –4 penalty.

Web spinners can create sheets of sticky webbing up to three times their size. They usually position these sheets to snare flying creatures but can also try to trap prey on the ground. Approaching creatures must succeed on a DC 20 Perception check to notice a web; otherwise they stumble into it and become trapped as though by a successful web attack. Attempts to escape or burst the webbing gain a +5 bonus if the trapped creature has something to walk on or grab while pulling free. Each 5-foot-square section of web has a number of hit points equal to the Hit Dice of the creature that created it and DR 5/—.

A creature can move across its own web at its climb speed and can pinpoint the location of any creature touching its web.

Format: web (+8 ranged, DC 16, 5 hp); Location: Special Attacks.


I stand corrected. Web: ranged touch: 1d20 + 5 ⇒ (17) + 5 = 22 (dc14, hp2)

Dark Archive

[-]Shakaro firmly lays his club into the back of the girallon (17 dmg) . One of the beast's arms reaches back and puts a hand over itself in pain. It slowly turns its head to Shakaro ... hate in its eyes
[-]Waseem, with his companion return to its plane, quickly summons a giant spider to cut off the progress of the elves coming from the paddock. The spider materializes and immediately blasts one of the elves (blue) with its sticky webs. (dc14, hp2)
I wasn't sure exactly where to put the spider, maybe something got lost in the updates. I assume you were intending something like its current position on the map.
[-]Shwarto, seeing the full ambush danger, quickly casts web to protect the group's flank. (Ref DC 17). He moves to the shadows.(Stealth 31)
[-]Selena continues her piping and quickly spots the rat group forming up down the bridge. Not being able to quite see the ambushing elves that Shwarto saw, she turns her attention to the elf commanding the girallon (orange) and throws two darts at it. (Both hit for 6 dmg) Just as the darts hit, Selena's telepathic connection to the rat swarm completes and she knows that the swarm is ready at her command.
I think it makes sense to equate this to maintaining a bardic performance (free action), so you can keep playing without action penalty. You already made the SA(activate pipes) perform check previously. This is a complicated magic item, hah.
[-]Speraggo (npc) loads and shoots his light crossbow at the nearest elf. His confidence, however, is not terribly shaken and he missed again. (ac 8 miss).
[-]Stig (npc) side-steps toward the girallon and throws a front snap kick followed by a (missed) hook and elbow strike.(1 ki used 5/6; 2 hits, 21 dmg). The girallon, hunches over and looks nearly dead.

GM Rolls, not secret:

Speraggo, xbow, ->melee: 1d20 + 2 - 4 ⇒ (10) + 2 - 4 = 8 for P: 1d8 ⇒ 2
Stig US: 1d20 + 9 ⇒ (18) + 9 = 27 for B: 1d8 + 5 ⇒ (3) + 5 = 8
Stig US: 1d20 + 9 ⇒ (2) + 9 = 11 for B: 1d8 + 5 ⇒ (8) + 5 = 13
Stig US: 1d20 + 9 ⇒ (5) + 9 = 14 for B: 1d8 + 5 ⇒ (8) + 5 = 13

Blue elf, Ref, Web-bolt: 1d20 + 6 ⇒ (9) + 6 = 15
Blue elf, Ref, Web: 1d20 + 6 ⇒ (14) + 6 = 20
Cyan elf, Ref, Web: 1d20 + 6 ⇒ (18) + 6 = 24
Raptor, Ref, Web: 1d20 + 6 ⇒ (1) + 6 = 7
Waseem's Spider, Ref, Web: 1d20 + 4 + 10 ⇒ (7) + 4 + 10 = 21 I usually give spiders a bonus from web.
---

Status:
Red: 9 dmg + 13 NL
Green: 58 dmg, Dead
Purple: 0 dmg
Yellow: 0 dmg
Orange: 6 dmg
Blue: 0 dmg
Cyan: 0 dmg
Green: 0 dmg
Peach: 0 dmg
Girallon: 92 dmg
Raptor: 0 dmg, clearly entangled in web

Next round, coming up
Reminder that 5ft of web = cover; 20' of web = total cover


Female Fetchling Bard 2 Rogue 2 | HP: 21/26 | AC 18 TAC 15 FAC 13 CMD 18 | Init +4| Per +3 (+4 traps) | Fort -1, Ref +10, Will +2 | BP 6/10 rnds | NLD:0 (not Fatigued -2 Str -2 Dex) CONDITIONS: Currently disguised (Disguise Self) as a female elf, Haste

Almost started making my move when I realized it's probably the enemies' turns. If I'm doing this right somehow, I'll be using these rat swarm stats. (More for my benefit of looking it up later)

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Silver Crusade

Welcome to the discussion thread! I am very excited about this adventure and I think it will be something fun and different.

1. Please take the time to get your characters ready, and feel free to make modifications to your class decisions and purchases if you already created a character in full.

2. Please roll for your level 2-4 hit points on your own. Re-roll 1s yourself. Afterwards, you can decide to use my roll instead and I will roll (let me know which dice you want me to re-roll). You have to take my result if you ask for the GM roll instead of yours.

3. Quick adventure overview: You'll be mostly on a boat for about 1/2 the adventure and then you will be based out of a jungle trade depot. Be prepared to not be able to do a lot of shopping. Crafting skills, especially minor time investment ones (potions, scrolls, etc.) may come in handy.

4. Backstory. You are all in Bloodcove for some reason consistent with the selected campaign trait and will start off together, though you may or may not actually know each other (your choice). Your backstory should not rule out taking a job on behalf of the Aspis Consortium. Their more nefarious dealings are generally not known to characters, and not even well known among rank and file Aspis members, and they are the major players in Bloodcove and the Mwangi in general.

5. Before we get started, I will drop a bunch of Knowledge check results for Bloodcove, Aspis, and whatever else you may want to know.

Silver Crusade

This may be a challenging party make-up. I was trying to balance the character types and a mix of new(ish) and experienced PbP players. I'm looking forward to it!


Male Human Unchained Monk 4 | HP: 38/38 | AC 17 | Init +2 | Percept. +10 | Fort +4, Ref +6, Will +4 | Investiture 2/2, Ki: 5/5, Hero Points: 1

Stíg reporting for duty. I will be going over the alias tomorrow to make sure it is up to snuff.

I realize I rolled HP in the recruitment post. Is it okay to keep that?


Thanks! I should have an alias set up by tomorrow.


Nagaji Oracle 4 | HP 25/35 | AC 19, TAC 11, FAC 18, CMD 18 AC 22, TAC 12, FAC 20, CMD 19 | F +3 (+5 vs. poison), R +2, W +4 (+6 vs. mind-af.) | Perc. +10 (low-light), S.M. +0, Init. +0, Mv 20' | Greatclub +9, 1d10+6 | St +4, Dx +1, Cn +2, In +1, Wi +0, Ch +3 | Climb +5, Intimidate +10, Kn (nature) +7, Kn (religion) +4, Spellcraft +4, Survival +7, Swim +6, Craft (wood) +7, Kn (geography) +4, Kn (history) +4, Prof (herbalist) +14, Prof (sailor) +4
Resources:
Spells 1st: 5/7, 2nd 2/4 : Healer's Way 0/4 : Thorn Burst 0/1
CONDITIONS: none BUFFS: barkskin, shillelagh

Getting ready.

Can you open the gameplay thread? Once you do that we can dot in and then the game will show up in our campaign tab. You can even "stealth dot" by deleting your dot post and you will still be able to see the game.

HD rolls: 3d8 ⇒ (7, 6, 6) = 19

Scarab Sages

Male Wayang Rogue 1/Wizard 3 | HP 16/26 AC 19 | Init +5 | Per +12 (+13 vs traps) | Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker

Just checking in.

I still have to buy stuff, should have that done by tonight.

hitpoints: 3d6 ⇒ (4, 5, 2) = 11

So you have any issues if I buy a whole bunch of books as M/W tools for knowledge skills? One per skill, all with the limitation "only when there is time to consult a book". So, useless in combat but very useful when there is time to consult while exploring.

Silver Crusade

Stígandrr wrote:

Stíg reporting for duty. I will be going over the alias tomorrow to make sure it is up to snuff.

I realize I rolled HP in the recruitment post. Is it okay to keep that?

Yes, sure is.


Female Fetchling Bard 2 Rogue 2 | HP: 21/26 | AC 18 TAC 15 FAC 13 CMD 18 | Init +4| Per +3 (+4 traps) | Fort -1, Ref +10, Will +2 | BP 6/10 rnds | NLD:0 (not Fatigued -2 Str -2 Dex) CONDITIONS: Currently disguised (Disguise Self) as a female elf, Haste

Hit Points roll: 3d8 - 3 ⇒ (2, 8, 6) - 3 = 13
Yay, low Con. That makes the total HP for Miss Shadethorn at 22
8 (max first lvl) -1 (Con mod) +2 (hp from favored class Bard) = 22

Silver Crusade

Shwarto wrote:

Just checking in.

I still have to buy stuff, should have that done by tonight.

[dice=hitpoints]3d6

So you have any issues if I buy a whole bunch of books as M/W tools for knowledge skills? One per skill, all with the limitation "only when there is time to consult a book". So, useless in combat but very useful when there is time to consult while exploring.

I don't, that is actually a nice idea for handling that. I may add a waterproof sack though before I took my book collection on a boat ride into the jungle. ;)

Silver Crusade

Remember that you can ask me to re-roll a hit die instead of your roll. Can't really go wrong with a 2 (I will re-roll 1s also).


Female Fetchling Bard 2 Rogue 2 | HP: 21/26 | AC 18 TAC 15 FAC 13 CMD 18 | Init +4| Per +3 (+4 traps) | Fort -1, Ref +10, Will +2 | BP 6/10 rnds | NLD:0 (not Fatigued -2 Str -2 Dex) CONDITIONS: Currently disguised (Disguise Self) as a female elf, Haste
GM Justaworm wrote:
Remember that you can ask me to re-roll a hit die instead of your roll. Can't really go wrong with a 2 (I will re-roll 1s also).

Yiiss, plz... I'll take you up on that hit die GM reroll for that 2, if you don't mind.

Scarab Sages

Male Wayang Rogue 1/Wizard 3 | HP 16/26 AC 19 | Init +5 | Per +12 (+13 vs traps) | Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker

Thanks.

There is a reason that almost all of my characters make Handy Haversacks pretty high priority items :-).

I tend to run "Batman" like characters and at some point my "willing suspension of disbelief" fails when I say I can grab exactly the item I'm looking for in 1/2 of 6 seconds :-). That and weight :-).

I missed the reroll thing. Can I please get you to re-roll that 2 that I rerolled?


Alias set up ready to go

Waseem HPs: 8 + 3d8 + 5 ⇒ 8 + (5, 8, 7) + 5 = 33
Jaqu HPs: 3d10 + 6 ⇒ (6, 8, 10) + 6 = 30

Silver Crusade

Shwarto wrote:


I missed the reroll thing. Can I please get you to re-roll that 2 that I rerolled?

Shawrto reroll: 1d6 ⇒ 3 well, that's a little better anyway

Silver Crusade

Selena Shadethorn wrote:
Yiiss, plz... I'll take you up on that hit die GM reroll for that 2, if you don't mind.

Selena reroll: 1d8 ⇒ 6

Silver Crusade

Please make sure I have easy access to your

Saves, Nominal AC, Perception, and Initiative

Silver Crusade

While everyone is putting the finishing touches on, I will also mention that this story starts like many other good ones: in a tavern.

First a little about me, feel free to skip if you aren't interested, but I like to offer a bit up to make things more like an actual table.

I played pencil and paper dnd a little as a kid, mostly when it was all about story and actions and hardly about battle maps and tactics. I got back into it after college during the height of the 3.5 movement. I am a software engineer and manager at a defense contractor here in the US, and I have 3 little boys and a wife not at all interested in roleplaying games, hah. With all that going on, that is why I can't say that I will be able to handle a post each day, though most of the time things will move along pretty well I think.

Well, with that, I will hopefully get us kicked off in the gameplay thread here tomorrow.


Nagaji Oracle 4 | HP 25/35 | AC 19, TAC 11, FAC 18, CMD 18 AC 22, TAC 12, FAC 20, CMD 19 | F +3 (+5 vs. poison), R +2, W +4 (+6 vs. mind-af.) | Perc. +10 (low-light), S.M. +0, Init. +0, Mv 20' | Greatclub +9, 1d10+6 | St +4, Dx +1, Cn +2, In +1, Wi +0, Ch +3 | Climb +5, Intimidate +10, Kn (nature) +7, Kn (religion) +4, Spellcraft +4, Survival +7, Swim +6, Craft (wood) +7, Kn (geography) +4, Kn (history) +4, Prof (herbalist) +14, Prof (sailor) +4
Resources:
Spells 1st: 5/7, 2nd 2/4 : Healer's Way 0/4 : Thorn Burst 0/1
CONDITIONS: none BUFFS: barkskin, shillelagh

I first played D&D back in '78 or '79, when I was 8 or 9. I was hooked right away. My first character was a thief. Back then, when I saw that I had an 87% chance to be able to climb walls, I thought that meant I was Spider-Man. :)

By the late 1980s I had gotten away from D&D in favour of other RPGs. I played a ton of Hârnmaster and then Shadowrun. Dabbled in a number of others. Never played 2e.

After that I dropped out of RPGs for a while as it was just too hard to get people together for that kind of commitment. I switched to board games as a hobby since the game can actually end in a single evening.

I got into Pathfinder a couple of years after it came out. The fact that it had a large player base appealed to me and the organized aspect meant that I could find games pretty easily. Around the same time I got into a 3.5 campaign that had been running for several years as a replacement character.

I now run a bi-weekly RotRL home game and participate in a lot of games here online.


Female Fetchling Bard 2 Rogue 2 | HP: 21/26 | AC 18 TAC 15 FAC 13 CMD 18 | Init +4| Per +3 (+4 traps) | Fort -1, Ref +10, Will +2 | BP 6/10 rnds | NLD:0 (not Fatigued -2 Str -2 Dex) CONDITIONS: Currently disguised (Disguise Self) as a female elf, Haste
GM Justaworm wrote:
Selena Shadethorn wrote:
Yiiss, plz... I'll take you up on that hit die GM reroll for that 2, if you don't mind.
[dice=Selena reroll]1d8

Excellent. Selena's HP has been modified accordingly. That extra 4 counters the -4 from the Con mod.


GM Justaworm wrote:

Please make sure I have easy access to your

Saves, Nominal AC, Perception, and Initiative

Added them to the top of my alias under a spoiler. Let me know if that works for you.


Female Human

[Player for Selena Shadethorn]
I had heard of DnD when I was in high school, having lived a sheltered life, but I was a recluse and didn't know anything about it. So it wasn't until about 5 years ago that I actually played a game with some premade characters with a group of friends. I have loved table top RPGs ever since. I am easily the most fanatic about table top in my irl friend group, and every time a session is cancelled, I die a little inside, haha

I had heard about PbP a few years ago, and so I thought I'd try it out in the hopes that a little piece of RP a day would keep the table top withdrawals away. I have never run my own campaign, but one day, I hope to. I greatly admire anyone patient enough to deal with the shenanigans of players (especially me, although I do my best to work with GMs to tell an interesting story).

I also have a dream of one day becoming an author of scifi/fantasy novels, so it's good to make characters and try to breathe life into them and see others do the same, see their techniques. With the dream of being a writer, I instead became a mechanical engineer to pay the bills.

Please forgive me for any PbP sins I commit unknowingly (but feel free to let me know so I can learn). I will frequent DH's Guide to PbP, which should help. This is uncharted territory for me. Here be dragons!

Scarab Sages

Male Wayang Rogue 1/Wizard 3 | HP 16/26 AC 19 | Init +5 | Per +12 (+13 vs traps) | Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker
Waseem Hunter wrote:
GM Justaworm wrote:

Please make sure I have easy access to your

Saves, Nominal AC, Perception, and Initiative

Added them to the top of my alias under a spoiler. Let me know if that works for you.

Obviously its up to the GM but most games I've seen put the REALLY key stuff in the header (mine and Selenas are examples) so that the GM and other players can get the basics without clicking through.

[Not sure if people know this, trying to be helpful and NOT condescending] If you edit your profile, the fields in Gender, Race, Classes/levels (in that order) make up your posting header[/helpful]


Nagaji Oracle 4 | HP 25/35 | AC 19, TAC 11, FAC 18, CMD 18 AC 22, TAC 12, FAC 20, CMD 19 | F +3 (+5 vs. poison), R +2, W +4 (+6 vs. mind-af.) | Perc. +10 (low-light), S.M. +0, Init. +0, Mv 20' | Greatclub +9, 1d10+6 | St +4, Dx +1, Cn +2, In +1, Wi +0, Ch +3 | Climb +5, Intimidate +10, Kn (nature) +7, Kn (religion) +4, Spellcraft +4, Survival +7, Swim +6, Craft (wood) +7, Kn (geography) +4, Kn (history) +4, Prof (herbalist) +14, Prof (sailor) +4
Resources:
Spells 1st: 5/7, 2nd 2/4 : Healer's Way 0/4 : Thorn Burst 0/1
CONDITIONS: none BUFFS: barkskin, shillelagh

I have recently found that in addition to the key stuff the GM needs, it is handy for me to put a whole string of stuff, like my principal attacks, skills, and ability bonuses in there. Then I don't need to open my character sheet to recall what my diplomacy skill is.

It does look cluttered but it speeds things up a lot.


"Obozaya" Female N vesk mercenary soldier 1 | SP 0/8 HP 0/13 | RP 2/4 | EAC 14; KAC 16 | Fort +3; Ref +3; Will +2; +2 vs. fear | Init: +7 | Perc: +0, SM: +0 | Speed 30ft | Active conditions: None.

GM: I sent you a PM (actually two) about Shakaro's build.

Scarab Sages

Male Wayang Rogue 1/Wizard 3 | HP 16/26 AC 19 | Init +5 | Per +12 (+13 vs traps) | Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker
Shakaro Jun wrote:


It does look cluttered but it speeds things up a lot.

You can use Spoiler boxes in those lines too. Greatly reduces the clutter.

But it is hard to edit those lines so one shouldn't go totally insane :-).

Different GMs want different things there in different formats, too. To complicate matters :-)


Nagaji Oracle 4 | HP 25/35 | AC 19, TAC 11, FAC 18, CMD 18 AC 22, TAC 12, FAC 20, CMD 19 | F +3 (+5 vs. poison), R +2, W +4 (+6 vs. mind-af.) | Perc. +10 (low-light), S.M. +0, Init. +0, Mv 20' | Greatclub +9, 1d10+6 | St +4, Dx +1, Cn +2, In +1, Wi +0, Ch +3 | Climb +5, Intimidate +10, Kn (nature) +7, Kn (religion) +4, Spellcraft +4, Survival +7, Swim +6, Craft (wood) +7, Kn (geography) +4, Kn (history) +4, Prof (herbalist) +14, Prof (sailor) +4
Resources:
Spells 1st: 5/7, 2nd 2/4 : Healer's Way 0/4 : Thorn Burst 0/1
CONDITIONS: none BUFFS: barkskin, shillelagh

Editing the lines is no harder than editing anything else on your profile really. The catch is that there is a limit on how many characters you can put in there (I think it's 100) which includes tags. If you're at the limit then nothing happens when you try to add something.

I think I am mostly done.

Dark Archive

GenericChick wrote:
Please forgive me for any PbP sins I commit unknowingly (but feel free to let me know so I can learn). I will frequent DH's Guide to PbP, which should help. This is uncharted territory for me. Here be dragons!

No worries GenericChick, we've all been there. I'm am sure I still break a lot of the things mentioned in those guidelines myself; each group kind of gets into their own groove and style.

One of the nice things about PbP is that you get the opportunity to think and plan and even preview what you are doing before you commit to it.

The "How to format your text: Show button" below has the tags you can use, and the preview button is always your friend.

The basics are pretty much:
"Bold with quotes means you are talking", GMJ states while staring down the hostile barkeep.
Italics is inner dialogue, no quotes necessary -- I certainly could use a pizza right now ...
Out of Character blocks are for any out of character comments, clarification, questions, snarkiness, player to player, etc. You only need to worry about this in the Gameplay thread. The Discussion thread is generally assumed to be out of character because all in character discussion should happen in the gameplay thread.

For GenericChick:
Spoiler blocks are useful for a lot of purposes. If you are speaking in a different language, you should give us the translation here. If you want to communicate something only to a specific person, this works for that as well.
Just label the button to communicate who its for.

If you look at SHakaro Jun's post, you will see what it looks like if you fill out that information in your profile. Though, not all of the fields actually make stuff show up. Play with adding text in the boxes and you will get it pretty fast. You can put as much or little as you want there, as long as I can see your Saves, Perception, and Initiative.

Dark Archive

I am going to keep my tradition from my Legacy of Fire game and will set my alias picture to the most significant NPC to the storyline so far. To that end, I made a new alias for this game.

Who is this mystery man with a funny mustache ... we shall see.

Dark Archive

A couple of other notes:

I typically keep a running whiteboard to keep up with stuff (conditions, hp, etc.). It is up to you if you want to mirror those items in your profile character sheet or header profile.

Please make sure your character sheet is in your profile, though you can use a shared drive like google docs if you like (I just won't be able to see it from work).
GenericChick, you can click on someone's alias to see what it usually looks like. If you have Herolab, there is a button to export to BBCode or even just copy to clipboard. That is an easy way to do it as well.
I usually maintain an offline document that I just copy and paste back into the whole text box so I don't have to worry about actively maintaining the text in the small little edit window. You just need to make sure the document has the same tags as if you were writing.

Finally, I will be using shared space google docs for documents, artwork from the module, and the battle maps. You will have full edit permissions to the battlemaps to move your miniature around. Let me know if that will cause a lot of headache for anyone and we'll see what we can do.
I am not a micromanager and trust that you will move your character correctly. I generally assume that you will move in the most advantageous way possible to your character. At the same time I may take *some* leeway in the route you took to get somewhere, as when passing by an invisible character or something.

Dark Archive

While we are wrapping up characters (let me know when you are done), I've gotten things kicked off for introductions and roleplay.

I will be out of town from tomorrow through the rest of the weekend, but I should have a few opportunities to check in.


Male Human Unchained Monk 4 | HP: 38/38 | AC 17 | Init +2 | Percept. +10 | Fort +4, Ref +6, Will +4 | Investiture 2/2, Ki: 5/5, Hero Points: 1

I just did some minor edits to the alias but it is basically done.


Female Fetchling Bard 2 Rogue 2 | HP: 21/26 | AC 18 TAC 15 FAC 13 CMD 18 | Init +4| Per +3 (+4 traps) | Fort -1, Ref +10, Will +2 | BP 6/10 rnds | NLD:0 (not Fatigued -2 Str -2 Dex) CONDITIONS: Currently disguised (Disguise Self) as a female elf, Haste

My character is also ready. I might add more flavor for backstory, but all the mechanics/stats are set.

Thank you for the tips!


Nagaji Oracle 4 | HP 25/35 | AC 19, TAC 11, FAC 18, CMD 18 AC 22, TAC 12, FAC 20, CMD 19 | F +3 (+5 vs. poison), R +2, W +4 (+6 vs. mind-af.) | Perc. +10 (low-light), S.M. +0, Init. +0, Mv 20' | Greatclub +9, 1d10+6 | St +4, Dx +1, Cn +2, In +1, Wi +0, Ch +3 | Climb +5, Intimidate +10, Kn (nature) +7, Kn (religion) +4, Spellcraft +4, Survival +7, Swim +6, Craft (wood) +7, Kn (geography) +4, Kn (history) +4, Prof (herbalist) +14, Prof (sailor) +4
Resources:
Spells 1st: 5/7, 2nd 2/4 : Healer's Way 0/4 : Thorn Burst 0/1
CONDITIONS: none BUFFS: barkskin, shillelagh
GM Justaworm - RID wrote:
If you look at SHakaro Jun's post, you will see what it looks like if you fill out that information in your profile.

YMMV, but I like to use [ ooc] tags to color the different sections of stats so they are easier to find, alternating between blue and black.

The material you put in the "Gender" box shows up first. Then "Race" and then "Class." It will all run together.

Dark Archive

There a quite a few complex mechanics with your characters; Spellsong, Investiture, Vested Power, Eidolon, buff'd summonables, Mountable Familiar, special defenses, tons of spells all around, and I see some poison about as well. It will be a bumpy road at first, especially going straight into 4th level, and please feel free to explain what you are doing; I do not pretend to have the rulebooks memorized and I pretty much have no ego to speak of - I am just looking for a good story and some fun.

Selena which campaign trait did you take again? your sheet just shows "custom trait".

Shakaro please feel free to be judicious with your haunted curse, how it affects you, and flavor for the rest of us.

Waseem I don't have a lot of experience with a summoner. Does your eidolon go on your initiative like a regular summon or on its own?


Female Fetchling Bard 2 Rogue 2 | HP: 21/26 | AC 18 TAC 15 FAC 13 CMD 18 | Init +4| Per +3 (+4 traps) | Fort -1, Ref +10, Will +2 | BP 6/10 rnds | NLD:0 (not Fatigued -2 Str -2 Dex) CONDITIONS: Currently disguised (Disguise Self) as a female elf, Haste

Sorry about that. I keep changing it on my profile (the custom trait to See the Sights), but then I'll notice a mistake and make a change in Hero Lab, which changes it back to Custom Trait. XP

The campaign trait I chose was See the Sights.

As for what I'm doing, I picked up ingested poison and potion of reduce person primarily to have someone drink one or both with the spell beguiling gift at some point. It seemed like a bard/rogue combo thing to do. And I picked up a feather token swan boat because we'll be on a river and that seemed like an interesting thing that could come up. I envisioned using the elemental breath as propulsion for the boat initially but reread what it does again and realized it's just for not needing to breath for a set amount of time. I kept it anyway because that might also come in handy, who knows.

I am also just here for a good story and fun. I am definitely for the zeroth rule of table top rpg that the GM is always right/has the final word, and I'll try to keep my own shenanigans to a minimum crunch-wise. I would not take it personal at all if you ruled against some hair-brained idea of mine or even if my character ends up dead. Whatever makes the story best.


GM Justaworm - RID wrote:

.

Waseem I don't have a lot of experience with a summoner. Does your eidolon go on your initiative like a regular summon or on its own?

An eidolon has its own inititive modifier so by RAW should probably have it’s own inititive. That being said, if you’d prefer them both to be on the same init it wouldn’t bother me.


Nagaji Oracle 4 | HP 25/35 | AC 19, TAC 11, FAC 18, CMD 18 AC 22, TAC 12, FAC 20, CMD 19 | F +3 (+5 vs. poison), R +2, W +4 (+6 vs. mind-af.) | Perc. +10 (low-light), S.M. +0, Init. +0, Mv 20' | Greatclub +9, 1d10+6 | St +4, Dx +1, Cn +2, In +1, Wi +0, Ch +3 | Climb +5, Intimidate +10, Kn (nature) +7, Kn (religion) +4, Spellcraft +4, Survival +7, Swim +6, Craft (wood) +7, Kn (geography) +4, Kn (history) +4, Prof (herbalist) +14, Prof (sailor) +4
Resources:
Spells 1st: 5/7, 2nd 2/4 : Healer's Way 0/4 : Thorn Burst 0/1
CONDITIONS: none BUFFS: barkskin, shillelagh
GM Justaworm - RID wrote:
Shakaro please feel free to be judicious with your haunted curse, how it affects you, and flavor for the rest of us.

Don't worry... this is one of the reasons I like this curse!

Scarab Sages

Male Wayang Rogue 1/Wizard 3 | HP 16/26 AC 19 | Init +5 | Per +12 (+13 vs traps) | Fort +2 Ref +6 Will +3 | Twikli HP 13/13 -1 non lethal, fatigued, -1 use shadow seeker

@Shakaro

I applaud (sincerely) your taking a curse that is ACTUALLY a disadvantage AND has role playing potential.

I dislike the list of curses. Some are absolutely crippling and virtually never taken. Some are all but irrelevant and taken a whole lot. And only a few are actually in any way at all interesting either mechanically or from a role playing perspective

Dark Archive

I totally agree , Shwarto.

Dark Archive

Waseem Hunter wrote:
GM Justaworm - RID wrote:

.

Waseem I don't have a lot of experience with a summoner. Does your eidolon go on your initiative like a regular summon or on its own?

An eidolon has its own inititive modifier so by RAW should probably have it’s own inititive. That being said, if you’d prefer them both to be on the same init it wouldn’t bother me.

Since this is only my 2 nd GM experience on PbP , I am still thinking about how to run combat. In my LoF game we run it in all the various initiative blocks that it takes, but I think that really slows it down, even when action happen in post-order within a block.

I have thought about having all the PCs and enemies go together in two separate blocks, in post-order, with the highest single initiative roll between the PCs vs enemies deciding which group goes first. I am not reall sold on it and it was just and idea to not have month long combats :). If anyone hates this idea, or has had not great experience with something like it , let me know. I have a feeling it will result in the PCs always going first with 6-7 rolls vs 1 to a few.
Similarly if you have used an idea that works really well, especially from the GM perspective , I would love to hear about it too.

I think I will just run it like typical and see if it needs to be tweaked. That being said, the eidolon and familiar on its own initiative probably won’t affect things too much.

Dark Archive

Selena Shadethorn wrote:

Sorry about that. I keep changing it on my profile (the custom trait to See the Sights), but then I'll notice a mistake and make a change in Hero Lab, which changes it back to Custom Trait. XP

The campaign trait I chose was See the Sights..

No problem, I figured it was a herolab-ism . No need to fool with it if you don’t want to, I was just pulling background stuff into my notes.


Nagaji Oracle 4 | HP 25/35 | AC 19, TAC 11, FAC 18, CMD 18 AC 22, TAC 12, FAC 20, CMD 19 | F +3 (+5 vs. poison), R +2, W +4 (+6 vs. mind-af.) | Perc. +10 (low-light), S.M. +0, Init. +0, Mv 20' | Greatclub +9, 1d10+6 | St +4, Dx +1, Cn +2, In +1, Wi +0, Ch +3 | Climb +5, Intimidate +10, Kn (nature) +7, Kn (religion) +4, Spellcraft +4, Survival +7, Swim +6, Craft (wood) +7, Kn (geography) +4, Kn (history) +4, Prof (herbalist) +14, Prof (sailor) +4
Resources:
Spells 1st: 5/7, 2nd 2/4 : Healer's Way 0/4 : Thorn Burst 0/1
CONDITIONS: none BUFFS: barkskin, shillelagh

Most of the time I find that an initiative block system works pretty well.

Essentially it means that all the players that have initiative before the next monster can go in any order, and unless they declare that they are waiting for some other player to do something before acting, the actions are resolved in the order that they are posted rather than keeping everyone's initiative number within the block.

Forcing people to wait until their exact turn slows things down a lot, but if they only have to wait for their block to come up things go much faster.

Beyond that I'm not sure. The other question really is how long you wait before botting someone's action.


Female Fetchling Bard 2 Rogue 2 | HP: 21/26 | AC 18 TAC 15 FAC 13 CMD 18 | Init +4| Per +3 (+4 traps) | Fort -1, Ref +10, Will +2 | BP 6/10 rnds | NLD:0 (not Fatigued -2 Str -2 Dex) CONDITIONS: Currently disguised (Disguise Self) as a female elf, Haste

And I would like to say, @Waseem, I really like the Waseem-Jaqu interaction in the link.

As for initiative, that sounds fine to me, either block or "normal." I would just like to know if I step on anyone's toes because I'm not sure of when I should post or wait until someone else gets a chance to weigh in.


1 person marked this as a favorite.

link:
Jaqu thanks you :-)

Dark Archive

Selena Shadethorn wrote:
As for initiative, that sounds fine to me, either block or "normal." I would just like to know if I step on anyone's toes because I'm not sure of when I should post or wait until someone else gets a chance to weigh in.

When you play in “post order” PC actions are resolved in the order posted and not according to initiative.So the only way you step on any toes is the rare event that multiple PCs post at the same time and you do something that conflicts. As soon as you hit the post button if no new post shows up while you were typing then your post is set. If there was a post while you were typing, just see if yours conflicts and if so edit or delete. I can’t recall a single time this has happened in my games though.

I don’t think most anyone runs anything in pbp in true initiative order because it would take a very long time.


Sorry for taking so long. My schedule is a little whacky. I will have a post up in a bit.


1 person marked this as a favorite.
Nagaji Oracle 4 | HP 25/35 | AC 19, TAC 11, FAC 18, CMD 18 AC 22, TAC 12, FAC 20, CMD 19 | F +3 (+5 vs. poison), R +2, W +4 (+6 vs. mind-af.) | Perc. +10 (low-light), S.M. +0, Init. +0, Mv 20' | Greatclub +9, 1d10+6 | St +4, Dx +1, Cn +2, In +1, Wi +0, Ch +3 | Climb +5, Intimidate +10, Kn (nature) +7, Kn (religion) +4, Spellcraft +4, Survival +7, Swim +6, Craft (wood) +7, Kn (geography) +4, Kn (history) +4, Prof (herbalist) +14, Prof (sailor) +4
Resources:
Spells 1st: 5/7, 2nd 2/4 : Healer's Way 0/4 : Thorn Burst 0/1
CONDITIONS: none BUFFS: barkskin, shillelagh

One other thing about the haunted curse:

As I was writing the last post, I had an idea that a haunted character could be played as not knowing or believing that he was haunted, and thinking that the rest of the group were pranking him! :)

I didn't want to re-do my backstory though so I decided not to do that with Shakaro.

Dark Archive

In the Campaign Info tab, check my roll templates set up for your Initiative and Perception checks and let me know if anything is off.

I think I may have you roll your own saves because at least Stig, and it seems like someone else, had some complicated saving throw mechanics involved. Once I get a good feel for these, I may go back to rolling them to keep things moving better.


Female Fetchling Bard 2 Rogue 2 | HP: 21/26 | AC 18 TAC 15 FAC 13 CMD 18 | Init +4| Per +3 (+4 traps) | Fort -1, Ref +10, Will +2 | BP 6/10 rnds | NLD:0 (not Fatigued -2 Str -2 Dex) CONDITIONS: Currently disguised (Disguise Self) as a female elf, Haste

The only thing I see for me is that I also get +1 for trapfinding, like Shwarto. I had not put that in my line of info when you filled out that tab.

One question I did have about how you rule, how do you treat nat 20s/1s on a skill check? I think pathfinder rules are that nat 20s and 1s on a skill check (as opposed to an attack roll) don't really matter and it's possible for you to never succeed on certain rolls, but I've also played with some GMs who say a nat 20 is an automatic success (and nat 1 auto failure) for skill checks.

Personally, I like both methods for different reasons, so I really have no preference but it's good to know either way.

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