
Clebsch GM |

Karas: If you want to make some changes, go ahead. Just let me know what they are. If you need a weapon, you could pick up a longsword that belonged to one of the crusaders who fell and were killed.

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@GM Oh, that reminds me. Are there any other weapons that fell nearby? Avelina could use a crossbow if there are any. I couldn't see a good in-character reason why she would already have one and she didn't have enough starting money for one anyways....
If not, it's all good. Just gotta check!

Ellena Lovain |

Alright, roughly two weeks in and I am having a great time for the record, DM and everyone!

Karas Argentus |

@ Avelina: Its totally ok lol
@GM: I think i'll swap feats for extra rage and pick up a random longsword. +6 rounds of rage should fix any real issue as most fights shouldn't last that long.

Franti the Fool |

I pray it was a coincident that snakes are down here. It is either going to work out, or add to the joke of Franti. The Tinder-rock may scare them though...

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HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9

I'm having trouble visualizing the tinder-rock. What's it intended to do?

Ellena Lovain |

I'm having trouble visualizing the tinder-rock. What's it intended to do?
Glad I'm not the only one. I didn't follow the tinder rock, either.

Franti the Fool |

No worries, suppose it was a long shot of an idea.
Tindertwigs are these small twigs with a combustible alchemist substance on them. They light on impact with a hard surface. Didn't figure a twig could be thrown too far, but weighed with a rock and secured with some thread and they might be able to provide a little light for an instant further off. Want to see if I can make anything out before we start walking.
Will it work? No idea, was just working with what I had and didn't want to sacrifice a torch or a sunrod.

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HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9

A good idea is to cast light on a pebble, and throw/sling it into the darkness. I've done that with arrows on my archer wizard in Kingmaker to get some illumination down dark tunnels.

Franti the Fool |

Was considering taking Light (or Ghost Sounds, Detect Magic, Mage Hand) if I take Minor Magic as a rogue talent, but for now cheap tricks and mundane trickery are my spells.

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HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9

Given that we practically illuminated this cave to the brightness of the sun with like five light effects when we got down here, I think ghost sound would be more useful than light, heh.

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Avelina had to get Light, since holy people are always glowing, and she's totally holy.
Kinda wish I had gotten Mage Hand already though so she could have slapped Gwerm with that....
"Gwerm" is a really, really unfortunate name to have, btw.

Franti the Fool |
1 person marked this as a favorite. |

I'm looking forward to skulking in shadows for sneak attacks as the team walks around like a vagrant bonfire.
I've been holding in quite a few Gwerm/squirm/germ/worm rhymes.

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So, I know this a long ways away, but I like to plan things (and I often don't have much else to do while I'm sitting in lectures), and this whole mythic thing is a totally new set of rules to wrangle, so I wanted to get started early.
As our party's Marshal, the path all about helping the party, I wanted to run abilities past you guys to let you guys have an idea of what fanciness you'll have to work with. If you have any specific requests for Marshal abilities that would be particularly useful to you, please speak up.
For my base Marshal's Order ability, I'm thinking Advance. Extra move actions can help set people up for full-attacks, and extra 5-foot steps can help with getting out of difficult positioning.
The base Archmage Arcana I'm picking is Wild Arcana because it's clearly the best option of the lot.
Tier Abilities
1 Mythic Spellcasting
I mean, it's kinda required as a mythic full caster.
2 Focus
It looks like a solid ability that conveniently doesn't require an action and is always on.
3 Arcane Metamastery
It's too good to not take if you are going to be using any kind of metamagic, and Avelina is going to have several feats with a +1 adjustment
4 Mythic Bloodline
This ability will allow me to get Inspire Greatness and Inspire Heroics several levels earlier.
5 Menacing Presence + Component Freedom
I'm mainly thinking Menacing Presence because I'm going to be good enough at intimidating to make it (hopefully) a guaranteed debuff. Component Freedom will make it easier to do fancy expensive buffs like Stoneskin.
6 Fight On
I like this because it sounds like a good “oh, s*!” ability in case someone(s) gets taken down suddenly by an unlucky crit or failed save.
7 Channel Power
Avelina is focused on evocation, and it's another empower effect, so it's kind of a must-have.
8 Beacon of Hope
The buffs from the aura you get are okay, but I would mainly be getting this for the increased healing. I know it's hard to get extra static on channels, so a buff to the life oracle's channels sounds like a good thing.
9 Competent Caster
Between this and Component Freedom, Avelina can guaranteed cast spells in grapples, the bane of any spellcaster.
10 Words of Valor
The heroism effect can get buffed by Avelina's Heroic Echo into a +3, and fear immunity sounds very useful.

Clebsch GM |

So, first melee begins. I'd like to try to keep people posting in initiative order, so let's try that first. If your turn is not yet up but you may not get an opportunity to post for a while, you can make a post of what you intend to do when your turn comes up and keep it under a spoiler.
After each post I'll try to post the results of the actions, such as whether or not an attack hit or not, as well as colorful descriptions of what happens.
I'm feeling a bit under the weather, with a sore throat and cold, right now, so I may be a little slow to respond the next few days, but I'll try to keep up. I'm teaching a class from 6 PM to 10:30 PM (EDT, US), but I may get something posted during breaks.
Have fun!

Karas Argentus |

Very clean. I think I'm going to like how combats run here.

Clebsch GM |

Karas and Ellena: I've sent you each a PM. Please take note and let me know if you have any questions or concerns. It concerns a few small changes to your background stories to better fit later events.

Karas Argentus |

Background edited. Let me know what you think.

Ellena Lovain |

I will edit the background tomorrow after noon. Had a crazy day sneak up on me at work!

Clebsch GM |
1 person marked this as a favorite. |

No rush. These background details won't matter until you get a lot further along into the AP. I just wanted you to know so if you role played telling someone in the group your story, you would have it adjusted and would not have to retcon any of that.

Ellena Lovain |

DM, there are three people before Ellena acts and I'm going to go grab some sleep. If Ellena's turn hits tonight, she will take out a torch and her flint and try to light her torch and use it to attack the swarm next round.
If it doesn't get to Ellena's turn tonight, I'll make a morning post. Just wanted to make sure I didn't slow down the train.

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HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9

I've had a busy day - was able to log on just in time to take my turn. Perfect timing.

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HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9

Not sure whose turn it is. Anarya's probably going to try and heal Karas if she's able when her turn comes back around, or send a sling bullet at them if she can't.

Karas Argentus |

As far as I have it, it goes Ellena, to Aravashnial, to me, I think Tauni got a little excited but it shouldn't interrupt things.

Ellena Lovain |

Ellena pulled her torch and tried to light it with her most recent action. Has it made its way back to me already? I don't see the rats have taken their action this round, and I don't get to go until they act.

Karas Argentus |

It has not.we are starting round 2 effectively

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HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9

Actually, I think you just ended round 2 effectively. ;)
Tauni, let me know what you think of my idea about sign language. It'd give a bit more plausible of an explanation for your character just suddenly knowing sign.

Tauni "Rabbit" Desba |
2 people marked this as a favorite. |

Just replied to your post, Anarya. I think that makes great sense. In a Skull and Shackles game I'm in, my dwarven wizard is trying to learn a cannibal crew member's native language. Leading up to my guy putting a point in the language, I've had him occasionally saying things that are close to gibberish, or deliberately misunderstanding some of the things the cannibal says.

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4 people marked this as a favorite. |
HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9

I have to say, I've become very accustomed to starting a Play-by-Post and discovering shortly after the game begins that there's that one player who just doesn't live up to their application and doesn't contribute much to the party. It tends to happen a whole lot, and it can really break a game.
It is an incredible relief to have a party entirely made up of awesome characters and awesome players. I am really falling in love with this party and I don't think we could have gotten a better group. This is really, really awesome.

Ellena Lovain |

Just replied to your post, Anarya. I think that makes great sense. In a Skull and Shackles game I'm in, my dwarven wizard is trying to learn a cannibal crew member's native language. Leading up to my guy putting a point in the language, I've had him occasionally saying things that are close to gibberish, or deliberately misunderstanding some of the things the cannibal says.
In a Star Wars game I played PBP many moons ago, I spent two levels trying to teach everyone in my party to understand Shyriiwook with charades and the voice box speech thing that existed in that game. It was much more fun when they put ranks in Linguistics after our months of charades, rather than them just wake up knowing it one day.

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I completely agree with Anarya. I am having a delightful time thus far, and I am very much enjoying everyone and their characters.
Just let me know if Avelina is being too annoying! I'm trying to keep her from being too insufferable until she starts having her character development.

Franti the Fool |

I am sure my rhyming will wear its welcome far before anything else becomes too much.

Clebsch GM |
5 people marked this as a favorite. |

It can make a big difference playing with a group such as this that cares about role playing and not only has a background and personality in mind from the start, but applies these elements to the posts. Just having in mind some character flaws that will change and mature as the play progresses is a big deal. I've played with characters who don't seem to change and they don't really role play anything to indicate their larger motivations or goals nor anything to indicate the influence of their past. That gets very boring very fast.
So I second what others have said: this is a spirited group that will have a great adventure ahead.
I recently was looking a couple of books ahead in the AP to get some sense of how the campaign traits will be picked up on and it is going to frustrating having to wait so long to see how it plays out. I know you're all going to get a kick out of certain elements. It's a little like finding an awesome birthday present for someone you love 9 months before her birthday, having to wait so long to see how pleased the recipient will be.

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HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9

Avelina's hilarious quirks make me laugh excitedly. Applauding for Karas almost made me fall out of my chair.

Karas Argentus |
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lol Why thank you :)

Franti the Fool |

Does Horgus have a weapon? All are armed save for him, correct?

Clebsch GM |
2 people marked this as a favorite. |

I rolled some diplomacy rolls for the NPCs, even though PCs are not obligated to change their attitudes based on such rolls. It is just an indication of how persuasive they are being. For characters with low wisdom, it might provide a nudge toward being more cooperative. But role play it how you see fit.
In general, when PCs are doing things that are diplomatic, I will roll their diplomacy checks behind the screen and use the results to influence the attitudes of the NPCs. I'm not a slave to the results, however. If a PC makes a particularly good argument, it might have a positive effect, even if the roll is low.

Karas Argentus |

This really is a great start.
@Tauni: I've played that whole adventure tabletop. Enjoy that game lol

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HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9

I'm jealous of anyone getting to play Age of Worms. I GM'd a large chunk of it for an IRL group, and it was an incredibly epic experience.
In general, when PCs are doing things that are diplomatic, I will roll their diplomacy checks behind the screen and use the results to influence the attitudes of the NPCs. I'm not a slave to the results, however. If a PC makes a particularly good argument, it might have a positive effect, even if the roll is low.
That's a great way to handle such things for PbP.

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HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9

Is the levitate scale like the levitate spell where it can target any creature or object, or is it self-only?
Actually, now that I look at them, that question applies to several of the scales. Can Tauni cast sanctuary on a creature touched, or is it self-only?
Edit: Just noticed the wording "target object or creature." Guess that answers my question. :P

Franti the Fool |

Alter Self merely changes my form, providing me with either a +2 Dex/Str bonus and some of the listed abilities on the spell. In addition, Paizo lists this quote in its Magic/Polymorph section.
If a polymorph spell causes you to change size, apply the size modifiers appropriately, changing your armor class, attack bonus, Combat Maneuver Bonus, and Stealth skill modifiers. Your ability scores are not modified by this change unless noted by the spell.
For Instance, Bugbear Franti:
I am now a bugbear with:- +10 disguise bonus to appear as such a member of the race as per polymorph spells
- the outfit of a fool still donned, as well as my gear.This would likely result in someone questioning by bugbear identity, with a Disguise vs. Perception
- +2 strength as it is medium
- Scent and Darkvision.
Second Example, Gnome Franti:
I am now a Gnome with:
- +10 disguise bonus to appear as a member of the race as per polymorph spells.
- A Gnome fool wouldn't be too suspicious, but strange activities may have someone question my Gnome identity.
- +2 Dex as it is small
- Low-light vision.
- As I am now small, with a +1 AC, ATT, +4 Stealth, -1 CMB/CMD, in addition to my +2 Dex bonus.
Does this all look right? I just want to make sure before I turn into something ridiculous.

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HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9

You seem to have a good grasp of how the spell works, Franti.

Karas Argentus |

Can Alter Self change your size? I'll admit it has been awhile since I looked the spell up. Otherwise awesome grasp on it.

Franti the Fool |
2 people marked this as a favorite. |

Just between Medium and Small. But that allows me to do some fun things.
Quick Picture of Franti, Bugbear Franti, Grippli Franti. I will usually these forms I take it, being my default "Medium" or "Small" form. I may take on other races as I encounter scenarios that have a call for it.
Small seems to be the best option for me. The Dex bonus gives me a boost in all the right places, ending up giving me a +2 to attack, +2 AC, +5 Stealth (+4 + Dex) and Darkvision for just under two minutes. 19 AC at first level as a Rogue ain't bad, and neither are two saps attacking at +5/+5 or a single sap at +7. Fear the frog, fellas, fear the frog.

Karas Argentus |

Out of curiosity, What time zone is everyone posting from?
I am on Eastern.

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HP 136/136 ▪ AC 43 until struck, 44 vs fiends ▪ AC 36, Touch 16, Flat Footed 35, CMD 25 ▪ +3 to all ACs & CMD vs. fiends, +2 AC/Ref from BoFFort +15, Ref +14, Will +16 ▪ Mythic Power: (6/11) ▪ Spells (4/8|6/7|3/7|3/6) ▪ Channel - 7d6 (10/10) DC 28, Sacred Scourge - ½ of 7d6 plus daze (8/10) DC 27 ▪ Init +6, Percep +17, Sense Motive +9

Eastern time here. I think that Clebsch and I might actually live in the same city, amazingly enough.

Franti the Fool |

Eastern Time, Upstate New York, but my sleep cycle is often erratic. That'd be strange, Anarya, what're the chances (unless it is NYC, then the chances are rather high.)
Oh, alter self is minutes per day. Oh I am going to have fun with this.

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Pacific standard time here. Sunny Socal!