DM Raltus Demon Slaying (Inactive)

Game Master Raltus

Book 2 Maps l Gear Spread sheet l Hand outs


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Ratfolk Crafter 6 (HP 63)

So what's the plan for the last place?


He is deciding, I told him to make an Alchemist. I am at work now I will have the first stuff up tonight regardless of a 5th


Male half-elf unchained monk 6 Mythic 1; HP 64/92; Init +4; low-light vision; AC 18, touch 17, flat-footed 14; Fort +6, Ref +9, Will +4; +2 vs. enchantments; Perception +13

Looking forward to this. Looks like an action packed AP.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

ALERT! ALERT! ALERT! ALERT! ALERT!

I just found a large flaw in our equipment choices. We're going to fight in the Worldwound. Which will lead to us encountering a lot of demons. And they all have DR/cold iron or good.

And cold iron weapons cost only the double price of the normal weapon. So please check if you can afford that.

We're all there for a reason and know what to expect so it is no meta gaming to go prepared.


Ratfolk Crafter 6 (HP 63)

Ahha, good point. However, as A wizard I am not sure I would ever be able to do enough damage even with cold Iron to matter


Male half-elf unchained monk 6 Mythic 1; HP 64/92; Init +4; low-light vision; AC 18, touch 17, flat-footed 14; Fort +6, Ref +9, Will +4; +2 vs. enchantments; Perception +13

Oh crap! Good point. I only have one weapon so I might be able to afford it. Demons can hurt each other right?!


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

I have no clue. But as they are neither cold iron nor good I'd guess they have a hard time doing so.

I suggest celestial summons, if that's what you need that knowledge for ;)


Male half-elf unchained monk 6 Mythic 1; HP 64/92; Init +4; low-light vision; AC 18, touch 17, flat-footed 14; Fort +6, Ref +9, Will +4; +2 vs. enchantments; Perception +13

I asked cos I of the monks archetype I'm using. It's the Flowing Monk Archetype sooo hopefully will work on the things we fight in here. GM can you weigh in? Otherwise I'll take a different archetype.

Wow a cold Iron weapon will literally cost all I have. So have no gear other than that.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

As a monk you're like insolvent to start with. And the temple sword is expensive compared to other starting weapons.

Yes that's harsh. I have a few gold left and could buy part of that which you can't afford then.

And in game you could have only brought your sword to the starting place and left the rest (that is not really existing) at home and once we're dropped into darkness I and everyone else willing are helping you out some then.

Just an offer to get over that starting wealth problem.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

backpack, (not likely to have a spare)
belt pouch (not really needed if you have no coins ;)
blanket[APG] (spare blanket makes total sense) 2sp
hemp rope (50 ft.) (could bring one, don't have one yet but it's for the party anyway) 1gp
monk's outfit (that's for free, lucky you ;)
torch (5), (Nah, I have darkvision. Wouldn't carry that along)
waterskin (could have a spare too). 1gp

So for 2gp 2sp I could buy spare waterskin, rope and a blanket. Also you have no food yet. But if you are nice I might share some of my trail rations with you.


You won't be fighting Demons right away so you are good, plus you will come into Cold Iron Weapons and such.


Ratfolk Crafter 6 (HP 63)

I still have 10 gold lying about and a cart to carry s!%# around with. So if anyone needs anything please do shout. My characters entire flavour is to be the guy that has all the random stuff that might be needed at any point.


Male half-elf unchained monk 6 Mythic 1; HP 64/92; Init +4; low-light vision; AC 18, touch 17, flat-footed 14; Fort +6, Ref +9, Will +4; +2 vs. enchantments; Perception +13

Thanks! Yeah my monks outfit and Cold Iron temple sword are cool. And at later levels my unarmed attacks will get better enough I'm sure.

Thanks for the offer. I'm sure Iko will find things as we go through encounters anyways and grab whatever is needed. I think Iko will be the type of character that will always try keep bare minimum on him if he can help it.


Ratfolk Crafter 6 (HP 63)

Might be worth taking the vow of poverty then. Get some bonuses for your rp.

Do note that I will be specialising in crafting a lot so as we get into later books we should be able to have our desired items.

You also won't get magic items from me at cost.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

I was caught in the cleric paranoia not to get the right weapon in the loot. But I actually have martial weapon proficiency so I'd be good even if the found weapon is no glaive. I still have to get used to the warpriest class.


Male half-elf unchained monk 6 Mythic 1; HP 64/92; Init +4; low-light vision; AC 18, touch 17, flat-footed 14; Fort +6, Ref +9, Will +4; +2 vs. enchantments; Perception +13

Nah, it's not as powerful as it used to be. Also there's probably gonna be some magical items he'd want. And my archetype doesn't have the required ability for it at the moment anyway. :)


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

Had to change my feat selection. Every time I fall for it. No Power attack at first level for 3/4 BAB classes (facepalm)


Ratfolk Crafter 6 (HP 63)

Raltus, I am curious, what time is it where you are?


751 PM, I ma putting my kids to bed then I will start.


Ratfolk Crafter 6 (HP 63)

well it is 2 am for Foxy and myself :P


Gameplay is open, sorry guys


Male half-elf unchained monk 6 Mythic 1; HP 64/92; Init +4; low-light vision; AC 18, touch 17, flat-footed 14; Fort +6, Ref +9, Will +4; +2 vs. enchantments; Perception +13

It's 2:25am for me now. So I'm gonna post then hit the sack.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

@Raltus
I got myself the "Campaign Setting: The Worldwound" to get an idea where we are and to get a feeling for the ambience. I'd like to throw in a bit of that in my posts now and then when we are in places described there. I'm careful to only give stuff that should be obvious in the surrounding. But if I step into your storytelling with that please tell me.


Ratfolk Crafter 6 (HP 63)

Just to clear up any confusion, SteelGate is Medium. Large for a medium creature but still medium


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

I guess we have to wait for DM Raltus. There was a rift from one end of the place to the other. We don't even know if we're in the same place right now. We might be talking hundreds of people lying dead strewn over hundreds of feet. Or it's just us and a few other unluckies who fell in and couldn't get away.

With unlucky being relative. At least there are no Balors down here.


Male half-elf unchained monk 6 Mythic 1; HP 64/92; Init +4; low-light vision; AC 18, touch 17, flat-footed 14; Fort +6, Ref +9, Will +4; +2 vs. enchantments; Perception +13

And then the Balor shows up.


Ratfolk Crafter 6 (HP 63)

So, about them corpses?


Sorry it makes it difficult to play with out the prompts showing up.

Lynn I am ok with that as long as it makes sense for your character and doesn't go over and above.


Ratfolk Crafter 6 (HP 63)

Corpses?


Yes there are, no one has looked around much yet.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

I'd like to have a rough description of where we are too, if you'd be so kind.

Especially how many people fell down. I guess we know already how many made it alive. And some info on whether it's just a cave and if we stand in rubble or mostly clean floor would be nice.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

No taking 20 on Appraise.


Ratfolk Crafter 6 (HP 63)

Phooey


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

I guess the influence points stuff is directly from the AP. But the blind and the lame being indifferent towards us is an interesting stance when they actually aim for us to be helpful towards them.


It is how they start, it is really hard to run the 3 NPCs in RL because unless you do a lot of RP only sessions they can get easily forgotten.


Human Paladin 3

Dots are back!


Awesome.


I use a block Initiative so that anyone on the line top line or not crossed out can go, speeds up combat a bit.

Also Tink do you want Steelgate to act on your Initiative or on his own? Making the choice now will make it for the rest of the game.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

I'm not sure I understand you right - what the blocks are. As no one is crossed out everyone could act now? As I'm in front of the enemies by initiative I assumed it's ok to post.

If I actually hit with that roll then it suddenly becomes totally dark again as the light sticks inside the wormlike creature :D
For a short time at least.


M Construct Eidolon (HP 60)

On Tink's initiative would be best as I will most likely be posting their actions together. However that unbalances a bit if I invest in feats like improved init... Perhaps have them both go on the average of their rolls?


Ratfolk Crafter 6 (HP 63)

I don't quite understand your initiative system either?

Do you mean that anyone can go if they are not crossed out?


OK sorry, so the Top line of peopel can go, as people act I will cross them off, I just had not done it to Lynn yes as i posted and had to go to the dentist with my daughter.

I have amended it, so I added numbers in front now as well. Basically it is groups so that combat isn't waiting on 1 person.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

So I was actually acting early?

I usually do groupings that way:
Tink, Iko, Don, Lynn (everyone higher initiative than the enemies)
Giant Maggot 2, Giant Maggot 1 (enemies)
Steelgate (everyone lower ini)

Now it makes total sense to limit the number of people in the first row so that people with too much time at hand and lower ini (Lynn) don't steal all the kills by posting first.

What I don't get yet in your system is the grouping of the second and third row. Why would Lynn be grouped with an enemy, that is behind her initiative wise instead of the enemies grouped together?
Tink, Iko, Don
Lynn, Giant Maggot 2
Giant Maggot 1
Steelgate
No criticism here. I just try to understand the system.


Because they are around the same, I do see what you are saying though. I always act the enemies last, UNLESS someone is taking a while then I will do the Enemy and bot them.

Like you said I don't want to put 5 people in 1 row, I try to limit it to 3 so that way I don't fall behind since I know that you and Tink are like 8-9 hours a head of me.


Ratfolk Crafter 6 (HP 63)

I always find that so long as you ensure that your players know not to act only once per enemy set of actions all works out quite well. The other way to do it is to have everyone post their actions and then run those actions in the run initiative.


I thought of that and have read it works out well as well. I think that as the GM as long as you are fair it works, you could easily have an enemy move out of the way before a player attacks though and waste their resources on purpose.


Ratfolk Crafter 6 (HP 63)

It helps later on once you can anticipate player responses to things like that, and it helps if your players are vague, like "SteelGate moves to attack any maggot he would be flanking, or the closest maggot besides.


That is fair, we can adapt later as needed.


Aasimar Warpriest (7) - HP 93, AC 18/12/16 (Large 16/10/15), FRW 7/4/8, Ini +7, Perc. +13

Realistically you pick up one and don't know what it would be. I don't need the one to align weapons too. I can do that on my own. Leave it to Tink to be unsentimantal and analytic about it and then we can exchange.


Ratfolk Crafter 6 (HP 63)

I edited my post slightly

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