
GM Rutseg |

Regretfully all the inhabitants of the castle are subject to a protect from good effect due to one of the curse effects. This blocks any attempt to perform control of the creatures. The HD limit means you could have controlled one of them at most anyway. Sorry :(
It was a good attempt though.

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Regretfully all the inhabitants of the castle are subject to a protect from good effect due to one of the curse effects. This blocks any attempt to perform control of the creatures. The HD limit means you could have controlled one of them at most anyway. Sorry :(
It was a good attempt though.
Wow, that really puts a cap on my powers for an entire chapter. That’s unfortunate for a mesmerist with few options for a lot of these opponents anyway.

GM Rutseg |
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I thought I better tell you rather than keep having you hitting a wall.
There is a way though. Lift the fortress curse :)

GM Rutseg |
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Bashiel, negative levels do not incur damage penalties. I will adjust for that on my next post.
On the other side, I failed to notice spetres drain 2 levels with each touch instead of one! Omg, that's scary.
Fortunately Malen has one restoration remaining and I think the group should have some extra scroll around.

GM Rutseg |

Zamanda, I think you can step back just 5' and get a full attack instead of a single shot. That second arrow could easily be the killing blow.

Zamanda |

Hmm... yeah, good point. I'll revise.

GM Rutseg |

Kalem, do not forget the despair aura, that 3 should had been your Will save, not your attack roll.

Bashiel Eland |

Bashiel is followed by a dull gray ioun stone with continual flame heightened to 4th level. Does that overcome the magical darkness in the room?

GM Rutseg |

It does indeed overcome it Sir :)
Once we have an action for Bashile I will wrap up this initiative block and move us to the next one.

Bashiel Eland |

Great, just wanted to double check before I started rolling miss chances.

GM Rutseg |

Kalem the DC is 23, this is a more powerful version of the base creature as tinkered by the adventure designers (and you should really not read the spoilers without succeeding on a Knowledge check! XD).
On the other hand I called out Kalem for not rolling the save first thing and then Zamanda sneaked a knowledge check before that same save. To be fair I put the knowledge roll before calling you for the save, so it is in the order presented, but it feels a bit clunky to me because you can easily avoid rolling for knowledge. I will try to sort my calls for checks better in the future.
In general I will expect you to always roll for actions in the order in which they occur. When in doubt, roll reactions to GM first, reactions to players next and then your actions. I will expect for you to roll Knowledge checks between reactions and your actions.

Zamanda |

If you honestly think I am cheating, feel free to roll any/all of my saves in the future.

GM Rutseg |

I am not saying you are cheating, just rising awareness that depending on how rolls are arranged the results are different, and hence the ordering for dice rolling shall be clear for everyone to follow.
In the table we can announce what we are rolling for, so when the dice drops we all know what is it for. As this is not possible in PbP, a strong convention is needed in order to warrant transparency in the game.

Zamanda |

That makes sense. I just can't tell when you talk about it as "sneaking" ... like I was intentionally trying to get around your ruling or something.

GM Rutseg |
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Written language does not carry well the tone. I always have the feeling I am understood as more serious and critic that I really am.
I am really here with you, as your ally to succeed and see the adventure through with as much fun as possible. As a GM though I need to ensure everyone is working under the same rules, so everyone feels to be treated equally and fairly.
My message was intended that way. I called Kalem for not using his first roll as the Will save, then your post appeared with a different roll, not the Will save. As I said, it is fair, because I put the Knowledge spoiler before the call for a Will save. Thus, you just followed the same order in your reply.
The words choosing were not the best ones, but it depicts how 'flat-footed' you left me, because not calling Zamanda causes a grudge with Kalem, but calling you seemed over-zealous to me.
So yeah, you left me in a bad, uncomfortable position as a GM.

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I'm also good with some procedures for rolls.
Perhaps we should just all agree that we roll everything in the order requested, and if we inadvertently roll out of order, we re-adjust automatically.

Bashiel Eland |

Its a little meta, so I'll post this here. The vibe I'm getting from the GM is that leaving would be dangerous.
How are we on resources? I know Kalem is mostly tapped on spells, other than the ones he still has running. I have probably about half of mine still available. I'm not sure about Malen, but I'm guessing after those big spells earlier, he's probably running low.
We might be able to fight a bunch more stuff even with resources depleted, particularly if its not all in a giant glob and is instead spread out into CR appropriate encounters. Especially undead, which Kalem and I have bane enchantments against.

Kalem Darkborn |

I can go for as long as we need to. Even without rage (11 rounds left) and spells (just about out), Kalem can power attack so long as he has hit points. I think that the bigger concern is on my end is what happens when our more caster-focused PCs run low on ammo.

GM Rutseg |

This is how Malen is faring:
. . 7th (1/day + 1 Domain) - * Destruction, Holy Word
. . 6th (2/day + 1 Domain) - * Heal, Undeath to Death, Wind Walk
. . 5th (4/day + 1 Domain) - * Breath of Life, Break Enchantment, Disrupting Weapon, Flame Strike, True Seeing
. . 4th (5/day + 1 Domain) - *Death Ward, Blessing of Fervor, Blessing of Fervor, Freedom of Movement, Restoration, Restoration
. . 3rd (5/day + 1 Domain) - *Cure Serious Wounds, Daylight, Dispel Magic, Prayer, Remove Disease, Searing Light
. . 2nd (5/day + 1 Domain) - *Cure Moderate Wounds, Calm Emotions, Find Traps, Remove Paralysis, Remove Paralysis, Resist Energy
. . 1st (6/day + 1 Domain) —*Deathwatch, Bless, Obscuring Mist, Protection from Evil, Protection from Evil, Protection from Evil, Shield of Faith
. . 0 — Create Water, Detect Magic, Light, Purify Food & Drink
He can still channel once more, plus 2 more using harrow points.
Pearl of Power (4th)
Wand of Cure Moderate (15 16)
Wand of Cure Moderate (50)
Wand of Cure Serious (34)
Wand of Cure Critical Wounds (15)
Wand of Cure Disease (6)
Scroll of Raise Dead
Scroll of Restoration
Scroll of Word of Recall
Scroll of Heal

GM Rutseg |

Also note you can cast 4th level spells with your 5th level slots too, if you have any remaining.

Zamanda |

I only have 7 rounds left of Bardic performance, and without that then no Inspire Courage and no Discordant Voice, but I can theoretically still shoot things.

Bashiel Eland |

Losing bardic performance would hurt, but we can probably push through a bit. Malen's also got more spells left than I thought. High level full casters really get a lot to play with :).
That said, I'm not sure what our situation here is. GM, are you planning to keep Malen with us going forward and have him participate in combat? Or will he fill a more non-combat role?

GM Rutseg |

Malen will keep with you until you go to sleep. Once you go to sleep he will be substituted by a new cleric PC or NPC.
If you go out of the fortress to sleep, this will be done in a more believable way, but nevertheless, I think we can do it.
If you do prefer to give him an epic final, we can also do that of course.

GM Rutseg |

Bashiel offered two different options, what do others think about? What direction do you wish me to move the group forward to? :)

Zamanda |

I'd really rather sleep so we're at full strength, but since we don't think we can without leaving the island I'm fine with pushing on and seeing if we can break the curse first.
I guess I'd prefer the kennels first and then come back here to do the basement (if we think those are the two last parts of the poem). If we had access to the tower, then it might be different, but this feels more end-game ish with all the seals and stuff so I'd rather do it after we take care of the other part.
Honestly though, whatever... if someone else has a stronger preference, that's okay with me too. Let's just do something.

Bashiel Eland |
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Happy to go with kennels. I don't think we have anything other than guesses about what might happen if we leave and rest. Hopefully not too many encounters reforming/regenerating!

Zamanda |

I think "nothing can go wrong" is exactly the curse we needed. :D

GM Rutseg |

Yeah, it can be confusing sometimes. All Scarwall maps have squares = 10'.

Zamanda |
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I take full responsibility for running into a dragon.
Whew. For a minute there I thought it was my fault for suggesting the kennels. :)

Zamanda |

Ishta, you might want to move Cinnabar a little south so the dragon doesn't have a clear shot at her... or have her scatter as well.

GM Rutseg |

The rubble in the map indeed should be difficult terrain, but I had it not into account when I made the dragon step back, thus, we will not take it into account for this combat.
All of Bashiel attacks fail except for the critical, that confirms ;)
The dragon survives, but he is looking badly damaged already.

GM Rutseg |
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I will give Ilsa tonight (for my time) before moving us to the next round.

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All,
I usually am able to post beforehand when I won't be available to post, but my last couple of days at work took every ounce of my mental energy. I'm just digging out today, and should be able to post by the end of the day.
However, I'm sure I'm holding things up, so feel free to bot me and I'll catch up by the end of the day.

Kalem Darkborn |

Throwing out an invitation to another campaign to this group. It's Warhammer Fantasy RP, so a different ruleset. Not the hardest one to learn either, but it's much more brutal than pathfinder. Would be happy to work through it with anyone interested.
https://paizo.com/campaigns/v5748p75ivky1
Playing through Enemy in Shadows (a campaign published in 1986). Group currently consists of:
* Human noble (trying to pay off his family debts)
* Human aide turned boatman (we unfortunately found a corpse that looks just like him, which has gotten us caught up in the machinations of a cult)
* Human soldier, soon to be warrior priestess
* Dwarven miner, soon to be inducted into a religious order
The game system doesn't have classes, but rather, careers. This is actually a distinction, as the game doesn't have levels. Instead, you get incrementally better as you spend experience. In pathfinder, going from level 1 -> 2 means suddenly getting HP, BaB, Saves, Skills, Class Abilities. In WFRP, you'd spend XP on those things, slowly getting better in them, and then unlocking further paths of growth. What you can do depends on your career. Furthermore, there is no wealth by level. Rather, much of your wealth comes from your career, and there are huge variances in this. A noble, for example, makes 100x more money than a miner. A miner, though, is going to be much stronger and tougher than a noble. Does it balance out? Meh. Probably. Doesn't matter.
Anyways, all of the above are fleeing a town that we saved, wanted for murder and arson. Which is completely unfair, as the arson wasn't out fault. We're currently heading to the capital. We could really use one more person to join our motley crew.
*ahem* Anyways. This is a great group, and I'm of the viewpoint that for by PbP it is best to have invitations going out to players of known quality rather than rolling the dice on recruitment. So if anyone here would like in, please say so.

Zamanda |

I don't know if I can commit to a new ruleset, but if there are online rules, post a link and I will take a look and see if I can get my head around it.

Kalem Darkborn |
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It's possible to find the rules online, but:
BASIC STATS AND GAMEPLAY!
Every stat is 1-100, with 30 being the human average. Nearly every roll you make is a d100. Rolling under your stat makes you succeed. Skills increase the stat for that roll.
Average Human
WS (30) BS (30) Str (30) Toughness (30) Ag (30) Initiative (30) Will Power (30) Int (30) Fellowship (30) Wounds (12)
Example!
*Zamanda wants to shoot someone. She has BS 30 (human average) and is trained in her weapon of choice (+5). So she needs a 35 or less to hit. The GM can make the shot easy or hard depending on the situation, for bonuses. She rolls a 23. A hit!*
Just about the entire game goes like that. Want to jump over a wall? Roll a d100. Want to charm someone? Roll a d100. Now, what is important is the 10s digit. To use the above example, Zamanda had a 35 needed to hit and rolled a 23. Looking just at the 10s digits, that's a difference of 1. So +1 SL. SL is just the term used on how well you succeeded or failed by. Only the 10s digits matter for that. Think of the SL as just being how much you add to damage in combat, or the degrees in which you succeed or fail.
Another example. Zamanda wants to sneak around. She has Agility 30 and isn't trained in sneaking. She rolls a 55. That's -2 SL. Does it fail? Well, it depends on whether the people she is sneaking past failed by even more. If the enemy rolls a 90 for perception, then Zamanda might still succeed because he was just that oblivious.
---------------
COMBAT!
Overall, that's how the system works. Everything is a d100 and you check to see how much you pass or fail by. It also means that combat is...brutal. Very, very brutal. Because it goes like this.
Wounds: Strength + 2x Toughness + Will Power.
Zamanda: Str 30 Toughness 30 Will Power 30. All human average. So 3+6+3=12 wounds.
And combat goes like this. Roll to hit with your Weapon Skill (+ skill in the weapon you are using). Enemy rolls to defend with either their Weapon Skill, or agility (dodging). Damage is SL + Strength + Weapon - Toughness - Armor.
Example!
Zamanda has WS 30 and +5 skill in one handed weapons. So a total of 35. Her opponent just has WS 30. She rolls a 14. Her opponent rolls a 46. So Zamanda gets +2 SL and her opponent gets -1 SL. That's a total of +3 for her (ie: +3 damage)
So +3 SL + 3 (Strength) + 4 (basic handweapon) - 3 (enemy toughness) - 0 (armor) = 7 wounds.
Her enemy thus took 7/12 wounds in a single hit. And to make things worse, because Zamanda won that round, she gets +1 SL in combat until she is beaten or takes a hit. And for every round she wins, she gets another +1 SL. So the enemy will have a harder time overcoming her momentum unless someone comes and helps him. There is a very good chance that if the combat continues next round that her opponent will die. All of that bonus SL (advantage) is lost the when Zamanda takes a hit. So a second enemy coming could be really bad for her.
Combat in WFRP is never safe, no matter how much experience your character gets. In our party's last fight it was almost a TPK just because the enemy got to go first and rolled really well for a spell. In WFRP, having good face skills is often just as important as having good combat skills. In fact, a party without a face is likely going to have a really hard time.
----------------------------------
CLASSES!
There...are none. WFRP goes off of professions. You get experience, and you can spend it as you get it. So there are no levels either. You get better by doing things, and the things you get better in depend on what your profession is.
Is your character a doctor? Well, his list of skills available will mean that he's going to get better at healing people, talking to people, etc. He probably wont' get better at fighting.
Is your character a pit fighter? He'll have plenty of fighting skills and talents to get.
Is your character a wizard? Eh...don't do that. Magic is complicated, powerful, and dangerous (to the caster as well as the person casting at. Misusing magic can kill you, or worse...)
Likewise, different professions earn different amounts of money. So if your character is a nobleman, he will earn 100x the amount of money as someone who is a Boatman. Is that fair? The game doesn't care. There is no wealth by level. There are no levels. It all comes down to what your profession is.
As you might have picked up here, magic is rare and dangerous. Healing is almost all mundane. Characters can take permanent injuries, they can go insane, and they can even get mutations. Because of this everyone gets a number of "fate points" which saves you from dying. Everyone should expect to use a fate point at least once in a campaign.
Character creation rules are here:
http://bindslet.dk/rpg/4e_Character_Generation_v2.04.pdf
Long story short, for nearly anything just roll 1d100 and compare it to the appropriate stat. If you are doing it against someone, they'll probably roll 1d100. Lower the better. Confusion only comes when there are multiple modifiers, but compared to pathfinder those are pretty few. Also every session, players get a number of re-rolls, depending on their character. Much of the strategy is involved on when to make use of those.

Zamanda |

Okay, thanks. I'll check out the character creation page and let you know if I come up with something. :)

Zamanda |
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Actually, it looks like a lot of this is random, so... sure, I'll do it, if the group is okay with me working on making a character and maybe not being done for a few days, since I'll have to do all the rolls in front of the GM I assume.

GM Rutseg |
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Hi! I am around and following your discussion. As soon as the group finds some kind of agreement, or at least one person express a strong opinion supported by someone else, I will move us in that direction ;)
Happy Easter Holidays (if you celebrate, otherwise happy weekend)!