Chaos in Sarlona (Inactive)

Game Master 137ben

A map of the portions of the Starlight Tomb already explored can be found here.
Inside the Vault of the Starlight Tomb


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Status:
HP 22/22 AC 15 | T 11 | FF 14 | CMD 16 | F +5 | R +2 | W +5 | Init +9 | Per +10

My vote is for D, the combination of B & C. I like that a lot, and it helps players post an action that can be used. If one action cannot be used the other comes into play. The rolling of initiative by the GM ensures that everything can get moving a bit quicker as well.


Male Human(Aundairian) Magus 3 (Knight Phantom)| HP: 22/22 | AC:15 (19)T:11 FF:14(18) | CMB +4 | CMD:15 | Fort: +4 Ref:+2 Will:+3 | Init: +1 | Perc: +3

Option D sounds the most workable.


Male Oakling Druid (Treesinger): 3 | HP: 21/22 | AC:17 T:12 FF:15 | CMB +5 | CMD:17 | Fort: +5 Ref:+3 Will:+6 | Init: +2 | Perc: +9

D

-Posted with Wayfinder


Male Half-orc NG Swashbuckler 2 | HP: 32/32 | AC: 19 | F: +6, R: +10, W: +6 | Perc: +6 | Speed 25ft | Hero Points: 1/1 | Special Power: N/A | Reactions | Conditions: None

I'll go with D, b/c I don't have a strong opinion one way or the other. :)


Human Alchemist 3 | HP 21/21 | AC:17 Tch:13 FF:14 | CMD: 17 | Fort +4 Ref +7 Will +3 (+2 Divination) | Init +3 | Perception +6

I agree that D is good.


Male Elan Vitalist: 5 | HP: 38/38 (+20 temp hp) | AC:17 T:11 FF:16 | CMD:12 | Fort: +8(+12) Ref:+2(+6) Will:+8(+12) | Init: +3 | Perc: +12(+14) |
Resources:
Action Points 6/6 | Power Points 13/42 | Transfer Wounds 7/7

Far be it from me to break up a consensus. D.

(I liked that option anyway.)


(D) it is (that was my top choice anyways)!


Since we're doing (D), though, it's important to keep in mind that just because I roll initiative doesn't mean you have to fight. Even after initiative is rolled, you can always try getting through the encounter via non-combat methods (you might not always be able to, but you could always try...)
On the other hand, it also does not mean you afraid to provoke a combat encounter without me rolling initiative first.


Male Elan Vitalist: 5 | HP: 38/38 (+20 temp hp) | AC:17 T:11 FF:16 | CMD:12 | Fort: +8(+12) Ref:+2(+6) Will:+8(+12) | Init: +3 | Perc: +12(+14) |
Resources:
Action Points 6/6 | Power Points 13/42 | Transfer Wounds 7/7

That's fair.

Helac is somewhat perceptive and defensive. His schtick is mitigating damage using vigor and shifting natural healing as necessary and he'll expand on that a bit as he grows. He was also in the military. For the character that means making quick (possibly wrong) decisions. He thinks about things a lot, but when it hits the fan he tends to be decisive.

If anyone tries diplomacy, Helac would thoroughly support that plan (as less fighting means less dying). Just don't expect much help from his aid another in that circumstance. :)


Male Elan Vitalist: 5 | HP: 38/38 (+20 temp hp) | AC:17 T:11 FF:16 | CMD:12 | Fort: +8(+12) Ref:+2(+6) Will:+8(+12) | Init: +3 | Perc: +12(+14) |
Resources:
Action Points 6/6 | Power Points 13/42 | Transfer Wounds 7/7
Deranged_Maniac_Ben wrote:
Helac wrote:
...We can't spend action points on damage rolls, can we?
Nope, not unless your damage die is a d20.

I must now find something that does 1d20 damage... a spell, an exotic weapon, a 20th level 3.5 monk... something!


Also, everyone gets 334 xp from that encounter. We'll be using the fast xp track, since pbps are slow enough as it is.


Male Half-orc NG Swashbuckler 2 | HP: 32/32 | AC: 19 | F: +6, R: +10, W: +6 | Perc: +6 | Speed 25ft | Hero Points: 1/1 | Special Power: N/A | Reactions | Conditions: None

I'll note that in HL tonight, thanks. Also, it seems the tiny little hamster inside my phone isn't powerful enough to edit Haazek's stat line, so Halec's healing will be applied later tonight, too.


Status:
HP 22/22 AC 15 | T 11 | FF 14 | CMD 16 | F +5 | R +2 | W +5 | Init +9 | Per +10
Gedeon wrote:
Don't know if it will be worth it depends how much of the journey is in the desert. If you could get that maybe the rest of us might chip in for a wand of cure light wounds? Etiquette question should this conversation be going on in the discussion thread?

It depends. If you are making a gameplay post and including something in OOC, it's fine. It's when your post is entirely OOC is when it should go to the discussion thread. That and when anyone has detailed question/s.

-Posted with Wayfinder


Male Elan Vitalist: 5 | HP: 38/38 (+20 temp hp) | AC:17 T:11 FF:16 | CMD:12 | Fort: +8(+12) Ref:+2(+6) Will:+8(+12) | Init: +3 | Perc: +12(+14) |
Resources:
Action Points 6/6 | Power Points 13/42 | Transfer Wounds 7/7
Gedeon wrote:
Don't know if it will be worth it depends how much of the journey is in the desert. If you could get that maybe the rest of us might chip in for a wand of cure light wounds? Etiquette question should this conversation be going on in the discussion thread?

It would serve to keep it a little less cluttered, so sure. :)

PFSRD wrote:
. . . The outfit provides a +2 bonus on Fortitude saves to resist warm or hot weather. This does not stack with any bonuses gained from the Survival skill.

I suppose my character won't get a lot of benefit out of it, but, for realism/practicality, I imagine anybody going into the desert should have a hot weather outfit.

Esmeralda d'Vown/Eminem80 if you want to use your character's infusions on four endure elements that would be cost effective, but it uses up a good chunk of your ability to buff for encounters. I would leave that up to you.

My character can't currently use a wand of cure light wounds, and even if I invested some resources on UMD, he'd still be bad at it. Acorn and Revion could freely use one and Esmeralda could use one out of combat easily enough, so it would still be a very practical purchase. If Kardul gives everyone 300 gp, 125 gp off that for everybody nets the 750 gp cure light wounds rod.

So... my long winded answer is, sure.

The more I think on it, the more endure elements seems like a really good idea. It's the boiling heat during the day and the nearly freezing cold at night depending on the desert in question. If Esmeralda is willing, I think instead of immediately exhausting her infusions, we go along normally and if somebody succumbs to some sort of negative due to the environmental temperatures, then we would use the endure elements to give them a respite. Would that work?

As it stands, I think these would be my purchases. Hot weather outfit (8 gp), Cure light wounds chip in (125 gp), Map of Region we are heading toward (50 gp), Water skins x2 (2 gp), Animal feed for Adharc (10 days, 5 sp), a large tent (30 gp), and a silent whistle (9 sp) (Total 216 gp 4 sp).


Gedeon wrote:
Etiquette question should this conversation be going on in the discussion thread?

Revion got it right--if your entire post is out of character, bring it to the discussion thread.


Male Oakling Druid (Treesinger): 3 | HP: 21/22 | AC:17 T:12 FF:15 | CMB +5 | CMD:17 | Fort: +5 Ref:+3 Will:+6 | Init: +2 | Perc: +9

To get along in the wild I have a survival check of +14. Even if I roll a 1 I can always find food for myself but with an average of 10 I can keep all of us in good condition. My geography is also not bad and I already have a wand of cure light. The real question is whether the DM is going to have us roll fortitude against the heat which I assume he will. Also standard practice when traveling the desert is to get up early before the sun, travel till close to midday and set up tents to wait out the worst part of the day. Then pack up and keep going till after dark.

So here is my revised list. Medium tent for 15gp, hot weather outfit for 8gp and wand of endure elements for 750 just in case. Total 773gp.

I have 647 + 300 - 773 = 174gp


Male Half-orc NG Swashbuckler 2 | HP: 32/32 | AC: 19 | F: +6, R: +10, W: +6 | Perc: +6 | Speed 25ft | Hero Points: 1/1 | Special Power: N/A | Reactions | Conditions: None

I think the first four purchases would cover Haazek. I think I also had brain-lock when I equipped H, and forgot a ranged option. If possible, I'll buy a shortbow out of my own money; exact specs to be written up tonight.


Male Elan Vitalist: 5 | HP: 38/38 (+20 temp hp) | AC:17 T:11 FF:16 | CMD:12 | Fort: +8(+12) Ref:+2(+6) Will:+8(+12) | Init: +3 | Perc: +12(+14) |
Resources:
Action Points 6/6 | Power Points 13/42 | Transfer Wounds 7/7

Fine. Then my 125 gp chip in will go to the other wand. :)


Male Human(Aundairian) Magus 3 (Knight Phantom)| HP: 22/22 | AC:15 (19)T:11 FF:14(18) | CMB +4 | CMD:15 | Fort: +4 Ref:+2 Will:+3 | Init: +1 | Perc: +3

@ Haazek you forgot one too?


This is going to all my games:
In the next couple weeks, my life will be extremely hectic. My hope is to be able to log in once a day, but it is unlikely I will be able to engage in rapid exchanges throughout a day. And if I disappear for a couple days, it's probably due to busyness.


Status:
HP 22/22 AC 15 | T 11 | FF 14 | CMD 16 | F +5 | R +2 | W +5 | Init +9 | Per +10
Deranged_Maniac_Ben wrote:

This is going to all my games:

In the next couple weeks, my life will be extremely hectic. My hope is to be able to log in once a day, but it is unlikely I will be able to engage in rapid exchanges throughout a day. And if I disappear for a couple days, it's probably due to busyness.

Thanks for the heads up!


Male Elan Vitalist: 5 | HP: 38/38 (+20 temp hp) | AC:17 T:11 FF:16 | CMD:12 | Fort: +8(+12) Ref:+2(+6) Will:+8(+12) | Init: +3 | Perc: +12(+14) |
Resources:
Action Points 6/6 | Power Points 13/42 | Transfer Wounds 7/7

That's fair. May your real life become pleasantly smooth as expeditiously as appropriate. :)


Gedeon wrote:
@ Haazek you forgot one too?

Embarrassing. I mean, sure I'm built to be melee primarily, but still. :-/


Male Elan Vitalist: 5 | HP: 38/38 (+20 temp hp) | AC:17 T:11 FF:16 | CMD:12 | Fort: +8(+12) Ref:+2(+6) Will:+8(+12) | Init: +3 | Perc: +12(+14) |
Resources:
Action Points 6/6 | Power Points 13/42 | Transfer Wounds 7/7

If it's any consolation, I figured that it would work like Russia during WWII (think Enemy at the Gates). I would just wait for someone to drop and pick up their gun/crossbow/sling. :D

In all seriousness, I'm kind of expecting my standard action to be eaten up by other things.


Male Human(Aundairian) Magus 3 (Knight Phantom)| HP: 22/22 | AC:15 (19)T:11 FF:14(18) | CMB +4 | CMD:15 | Fort: +4 Ref:+2 Will:+3 | Init: +1 | Perc: +3

lol Leave it to Russian's for that kind of horrifying practical thinking.


Status:
HP 22/22 AC 15 | T 11 | FF 14 | CMD 16 | F +5 | R +2 | W +5 | Init +9 | Per +10

As Monday, September 1st is Labor Day (U.S Holiday), I will be generally unavailable until Tuesday the 2nd.

The weekends are normally busy for me, so my posting rate is sporadic if I post anything at all.

Just a heads up.


Thanks for the heads up.


Status:
HP 22/22 AC 15 | T 11 | FF 14 | CMD 16 | F +5 | R +2 | W +5 | Init +9 | Per +10

I keep forgetting to mention this, but I have a horse. Revion brought the mount with him.

I hate it when I forget stuff.


Okay then...I suppose I'll just assume that Revion's mount is behind Helac's.


A note on how I interpret the difference between detect magic and detect psionics (the rules aren't entirely clear, so this is my interpretation):
While both abilities can detect both spells and powers, I will not tell you whether you have detected a spell (like ability) or a power (like ability). This is because detect magic views powers as spell-like abilities, and detect psionics views spells as psi-like abilities.
Furthermore, detect magic can only determine the school of a power if it corresponds to one of the arcane schools. So, if you use detect magic on a psychometabolism, I will tell you it is transmutation. But if you use detect magic on a psychoportation power, I will tell you that it is a universal aura (the same type of aura as wish/limited wish, since psychoportation has no corresponding arcane school).
Similarly, if you use detect psionics on a conjuration spell, I will tell you it is metacreativity. But if you use it on an abjuration or illusion spell, I will tell you it has no particular discipline (since abjuration has no corresponding psionic discipline.)

In any case, if you succeed on your spellcraft check, I will give you complete information, including which spell or power you have detected and its school/discipline, and type.


Male Half-orc NG Swashbuckler 2 | HP: 32/32 | AC: 19 | F: +6, R: +10, W: +6 | Perc: +6 | Speed 25ft | Hero Points: 1/1 | Special Power: N/A | Reactions | Conditions: None

All sounds like a pretty reasonable interpretation of transparency; thanks for the clarification.


You're welcome (by the way, is Haazek going to examine the hut any further? Or is he now looking at something else?)


Male Half-orc NG Swashbuckler 2 | HP: 32/32 | AC: 19 | F: +6, R: +10, W: +6 | Perc: +6 | Speed 25ft | Hero Points: 1/1 | Special Power: N/A | Reactions | Conditions: None

Sorry, yes, that was my intent anyway; sorry if I wasn't clear.


Male Human(Aundairian) Magus 3 (Knight Phantom)| HP: 22/22 | AC:15 (19)T:11 FF:14(18) | CMB +4 | CMD:15 | Fort: +4 Ref:+2 Will:+3 | Init: +1 | Perc: +3

@Helac Pathfinders acrobatics rolls now let you turn the first 10' you fall into subdual damage when you intentional jump down, as opposed to taking all lethal if you fall unintentional from the same height.

@Deranged_Maniac_Ben Ok 3.5 had the old falling and other crushing damage bypassed DR rule, can't find anything like that anywhere in the Pathfinder rules. What is your call on this?


Gedeon wrote:


@Deranged_Maniac_Ben Ok 3.5 had the old falling and other crushing damage bypassed DR rule, can't find anything like that anywhere in the Pathfinder rules. What is your call on this?

Huh, that seems like a weird thing to remove. I think falling damage should bypass DR.


Male Oakling Druid (Treesinger): 3 | HP: 21/22 | AC:17 T:12 FF:15 | CMB +5 | CMD:17 | Fort: +5 Ref:+3 Will:+6 | Init: +2 | Perc: +9

DR/[insert weakness here] maybe but DR/-? Probably not. I mean DR/- means damage resistance to everything, probably even being crushed or falling.


Male Elan Vitalist: 5 | HP: 38/38 (+20 temp hp) | AC:17 T:11 FF:16 | CMD:12 | Fort: +8(+12) Ref:+2(+6) Will:+8(+12) | Init: +3 | Perc: +12(+14) |
Resources:
Action Points 6/6 | Power Points 13/42 | Transfer Wounds 7/7

I had a similar thought, but I wasn't going to attempt to impose it. :)


I'm not quite sure what the original rationale for falling bypassing damage reduction was. It just isn't the kind of thing I would have expected pathfinder to change.
Regardless, let's go with the pathfinder version (that DR applies against falling damage), since we're playing using pathfinder rules.


Male Elan Vitalist: 5 | HP: 38/38 (+20 temp hp) | AC:17 T:11 FF:16 | CMD:12 | Fort: +8(+12) Ref:+2(+6) Will:+8(+12) | Init: +3 | Perc: +12(+14) |
Resources:
Action Points 6/6 | Power Points 13/42 | Transfer Wounds 7/7

I would actually guess it's just one of the things that got left behind accidentally, like some of the other DCs for jump and tumble tricks or techniques like kick-up.

If you wanted to run an element similar to the 3.5 ruling, or change how something works for your game, that's your prerogative, Boss. :)


Male Human(Aundairian) Magus 3 (Knight Phantom)| HP: 22/22 | AC:15 (19)T:11 FF:14(18) | CMB +4 | CMD:15 | Fort: +4 Ref:+2 Will:+3 | Init: +1 | Perc: +3

Wow, rolls are the extremes this fight.


Male Elan Vitalist: 5 | HP: 38/38 (+20 temp hp) | AC:17 T:11 FF:16 | CMD:12 | Fort: +8(+12) Ref:+2(+6) Will:+8(+12) | Init: +3 | Perc: +12(+14) |
Resources:
Action Points 6/6 | Power Points 13/42 | Transfer Wounds 7/7

So 31 damage and the big Yuan-ti says things like "It itches a little...." It's a little disconcerting.

If somebody gets hit, between the poison and what is probably a good chunk of damage, I see us resting for a day or three. But I still think the fight is totally do-able.


I think we should establish a protocol for what happens if it is someone's turn in combat and that person doesn't post for awhile.
In the recruitment thread, I said I expected response times to be no more than 24 hours, with exceptions made for life-related issues/events.
Like players missing sessions in an in-person game, there isn't really a 'good' way to handle a pbp game dragging on when people take a long time to respond. More than anything else, combat is the part of pathfinder pbps than tend to drag on longer than (I think) they should, so it's the part I want to try to speed up. But I want to do it in a way which doesn't significantly infringe on player agency and also doesn't put a burden on people's real time.

I think something like this would work best:

Once I finish resolving all actions that take place before your turn, and post that your turn is next, a 36 hour clock starts. Note that this is after I post resolving the actions, not after the person before you posts.
If you haven't posted in 36 hours, then another player (not me) can take your turn for you. Of course, if you log in immediately after the 36 hours ends, chances are no one else will have posted, and you can still take your turn.
If you post ahead of time in the discussion thread that you will be unable to post for a day or more due to real life, none of this applies, we'll handle that on a case-by-case basis. Anything happening in your life is probably more important than this game.
Also, if y'all are planning what to do tactically, then you can take longer to decide, just post to indicate that you haven't completely disappeared.
The easiest way to avoid long delays is to post actions when you can, even if it is before your turn comes up.
Note that all of this only applies to combat. Outside of combat, I don't think anyone should be deciding on a PC's action except for that character's player.

If you have ideas for better ways to handle this, please share:)


Male Elan Vitalist: 5 | HP: 38/38 (+20 temp hp) | AC:17 T:11 FF:16 | CMD:12 | Fort: +8(+12) Ref:+2(+6) Will:+8(+12) | Init: +3 | Perc: +12(+14) |
Resources:
Action Points 6/6 | Power Points 13/42 | Transfer Wounds 7/7

Nah... that sounds fine to me. Actually 36 hours seems very generous.


Human Alchemist 3 | HP 21/21 | AC:17 Tch:13 FF:14 | CMD: 17 | Fort +4 Ref +7 Will +3 (+2 Divination) | Init +3 | Perception +6

I am having difficulty keeping up with my games due to personal circumstances. I hate to drop this game because I really enjoy it, but I am consistently not being able to check it daily. I should probably withdraw to keep from hindering progression.


Status:
HP 22/22 AC 15 | T 11 | FF 14 | CMD 16 | F +5 | R +2 | W +5 | Init +9 | Per +10

Aww. I'll miss you!


Male Elan Vitalist: 5 | HP: 38/38 (+20 temp hp) | AC:17 T:11 FF:16 | CMD:12 | Fort: +8(+12) Ref:+2(+6) Will:+8(+12) | Init: +3 | Perc: +12(+14) |
Resources:
Action Points 6/6 | Power Points 13/42 | Transfer Wounds 7/7

Ditto. Esmeralda is fun and, so far, hell on wheels in combat.

But I understand getting overloaded. You have my condolences.


Well, that is quite unfortunate. I was looking forwards to having you in the group, and the game has barely even taken off.
But, getting overloaded is a thing. Hopefully things work out for you in life, and maybe we'll be able to play together at some point in the future.


Sometimes I set skill DCs without checking to see what people's modifiers are, or what skills they have trained. Partly, it is so that I don't adjust the DCs to negate the advantage of training a skill (e.g., if I think 'hmm, this should be a hard roll, so I'll make it so that you need to roll a natural 15 to succeed', then that would remove any incentive to raise your skill bonuses, since the goalposts would just keep moving. Not checking your skill bonuses prevents that possibility). Other times it just means I didn't bother checking.

As a side effect, though, I might accidentally ask for a skill roll that no one in the group can make without me realizing it until afterwards:P

...
...
Also, everyone gets 600 from that encounter, plus 150 for roleplaying and obstacles.


Male Human(Aundairian) Magus 3 (Knight Phantom)| HP: 22/22 | AC:15 (19)T:11 FF:14(18) | CMB +4 | CMD:15 | Fort: +4 Ref:+2 Will:+3 | Init: +1 | Perc: +3

To give a heads up, I am going on vacation next week so will not be posting at all from sometime Monday till like Friday.


Male Elan Vitalist: 5 | HP: 38/38 (+20 temp hp) | AC:17 T:11 FF:16 | CMD:12 | Fort: +8(+12) Ref:+2(+6) Will:+8(+12) | Init: +3 | Perc: +12(+14) |
Resources:
Action Points 6/6 | Power Points 13/42 | Transfer Wounds 7/7
Gedeon wrote:
. . . so will not be posting at all from sometime Monday till like Friday.

NNNOOOOOOOOO!... Ok, then. Have a safe and happy trip. :)

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