Defense of Brookside

Game Master caster4life

The farming hamlet of Brookside has suffered some violent and mysterious attacks.

Current map
Group Loot
Big maps
XP
NPCs
Intrigue notes


2,751 to 2,800 of 4,903 << first < prev | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | 59 | 60 | 61 | next > last >>

M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:
Brookside GM wrote:

Good catch, Turion. Thanks. That puts Kelian outside the tunnel then. And with Turion's epic leap, you guys are clear.

I was curious if anyone was going to warn Halak about the impending danger. It makes some difference for what possible arcs can happen with the orcs in the future.

Muse definitely would have warned Halak if he'd known what was going to happen. Point of fact, now that the adrenaline's worn off and he has a moment to think about what happened, he's going to be rather upset.

Side note - I moved on Saturday, and as the place where I now reside is just a few moments travel from a public library I decided against paying for internet at home. I've been settling in, and am now settled in, but while there's no risk of me falling behind the once a weekday once a weekend posting rate I won't be able to check the threads neurotically every few hours, which will definitely slow my posting down.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Ah, well then, I guess you won't be able to binge-watch The Dark Crystal: Age of Resistance like I just did.

It's well plotted, and the world is generally true to Henson and Froud's vision. As a technical achievement, it's magnificent. I'll hold off on any further comments for now.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Well guys, I went the diplomatic route. I hope that was ok. I have a much higher diplomacy bonus than bluff and to me it seems that it could be understandable from an orc point of view that what we did.

Edit: GM, how many rounds was Fyrtor healing while Mel and Brolin searched?


1 person marked this as a favorite.
Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Got to love that dwarven diplomacy :)


1 person marked this as a favorite.
[CAMPAIGN COMPLETE] Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Dwarven Diplomacy


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

LOL!


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

Uh. You people realize he had no way of knowing that this wasn't an all natural run of the mill mundane earthquake until we went and told him so?


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Technically yes, but he probably has a pretty good sense motive and while semi plausible, Kazad Grave has stepped for generations of dwarves, it's not a very likely even that it would fall.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

In retrospect, you're absolutely right! After all, tunnels are usually pretty secure in earthquakes; I remember reading something about how they move with the soil instead of swaying back and forth, and now I'm going to credulously repeat it.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

GM how does summoning an earth elemental count towards our efforts? I figure that is probably the best thing that Fyrtor can do


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

A, pity, you used stone shape for the lever.

That said, I got literally nothing for this. Except knowledge.
Which I shared at the start - it's why I went for a nap, I knew I could not really help even if you found someone and wanted to save me the awkward situation of standing next to you and telling you how to do things proper like some busybody know-it-all overseer.

Feel free to call out, Nelly will wake me, but I'll only do that because lives are on the line :P


[CAMPAIGN COMPLETE] Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Thinking on this. Algric will certainly refuse to help. Not sure about Kazador...


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Well, right now we are at about 10 orcs saved depending on how a few things get ruled. Enough to maybe muster a crew, but we won't have much choice on the orcs so we probably won't be able to put together a crew of people we like, or maybe at all.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Well, about 5 more Orcs saved, right there.

@Kaz: I could understand if he wants to sit this one out. He already had quite some character growth happen. Saving those who participated in plundering your home town and murdering your friends and family? Not something I'd expect of anybody, no matter how cruel their fate is otherwise.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Just a quick reminder on who our new buddy is until tomorrow morning:

Brolin wrote:

A vast and ancient being threatens to overwhelm him, to take his body from it and make it it's own. It's all Muse can do to hold on, to maintain his sense of self to at least some degree, to direct what he can't control.

The Champion.

The First King.

Legacy.

Old enough to have watched the evolution from pictograms to written language, ancient before mankind first prayed to the gods, Legacy watched when bronze was first cast into a weapon, was there when stones were made into buildings strong enough to weather the advance of time; there to see it all.
Legacy attacks with blinding speed, lashing out with his shield to create openings exploited by his terbutje; the razor teeth of the enchanted weapon, undulled by the passage of time, need only be dragged across skin to create debilitating injuries

Also, an interesting question: If Brolin were to lose control while channeling 2 spirits...would they both take over like like some multiple personality thing? Do an opposed Charisma Check to see who gets control? Take turns?


1 person marked this as a favorite.
Brookside Campaign Journal

Ooh I'll have fun if that ever happens.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

I look forward to seeing what you do with the character!

If you don't mind, I'd like occasionally assume/write dialogue for the spirits when it moves the story forward or if I've something interesting to say from their point of view. But rest assures that since Influence is meant to be a limited resource with a penalty for exhausting it rather than a convenient way to get around Spirit Dance rounds per day, I won't assume combat actions under any circumstances, or non-obvious decisions (i.e. Mel asks how everyone's doing HP-wise, I'll likely answer in character, but if Mel asked what it is we should do next I'd have Muse tell the ghost what he thinks and ask them to repeat it, and leave it to the GM how the ghost construes, reconstrues, or miscontrues what he said to push it's own agenda however overtly or subtly it thinks it can get away with).

General style guide of sorts - Legacy learned how to speak Common rather recently, so he uses modern English, but with as much gravitas as can be mustered. He's older than the dirt on the ground and, perhaps consequentially, has a somewhat skewed sense of morality - Muse mentioned in an internal monologue way back in the day that Legacy was a product of his time, but it would be more accurate to say that he's a product of his age, he's more concerned with patterns, societies, and legacies than he is with individuals. For instance, he sees one nation conquering another as a tragedy not because of all the human suffering, but because ancient buildings are destroyed, clans are scattered, and traditions lost. He cares about these traditions, whether he agrees with them or not, as much as a more typical person would care about people they've known since childhood, and cares about some mortal biting it (even someone he knows as well as Captain Muse) as little as a more normal person would care about the news that some city on the other side of the world was hit by an earthquake and nearly a thousand people died. (Which is to say, it's a sad thing to hear, but you move on with your day.)

He's aware, though, that nothing lasts forever, and so he endeavors to create or change patterns, societies, and traditions to be long lasting. His ideal world, and the agenda he pushes, is a world of utter peace without any random factors, where culture changes slowly and in predictable cycles and every person alive can predict the future by looking at the past.

But he has a truly bizzare sense of honor where he won't help anyone do anything unless asked - he doesn't offer unsolicited advice, nor offer surrender (though he readily accepts it), etc. This is because individuals interest him so little that unless they express interest in legacies and patterns to him, he pays them about as much mind as you pay to other people's cats when you're in a hurry.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

One thing, however: Despite their nature and priorities, they all have one thing in common - it's been a long time since they had a body of their own.
One that is theirs, not just a temporary vessel they were invited to and can get kicked out of.
That means they may do a lot of stuff that requires a body, just because they CAN experience that once more. Being actually alive is a memory they share, a physical body and all that means. With the class feature pointing out one effectively turns to an NPC, I am not entirely sure you get to sit in the passenger seat and ride things out, try to influence them or even remember them and get to confront them.

I think that would be the kind of situation where you wake up a day later with a hangover you never experienced before, in bed with two orc ladies(who you fathered some half-orcs on) sleeping next to you, the remains of a feast and several narcotic substances on the bedside table, being jerked awaky by someone you don't recognize the voice of banging on the door demanding you pay your betting debts.

Of course, a.: the party would try to minimize damage/impact and b.: that works nice in a table game, less so in play-by-post.

But usually if the game calls out that you turn NPC(such as with lycantrophy), you are assumed to not be aware of what takes place nor able to influence it.
So neither able to influence the spirit nor really confront it the next day.
Mind you, it's up to the GM and you and what you worked out, but I think you should actually be Legacy right now, with Brolin out cold for the time being(and GM might relinquish control or direct certain actions himself.).


Brookside Campaign Journal

Thanks for the ideas, Brolin! I think I'll control legacy but feel free to PM me ideas any time.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

Kudos on a well-written botched diplomacy roll on Turion's part!


Brookside Campaign Journal

Indeed I do love those. One of my favorite characters I play frequently gets negative totals on diplomacy checks, which is fun to RP.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Whelp, that was not a great roll. Does anyone think they can save it?


[CAMPAIGN COMPLETE] Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

I spent my 20 on an NPC...sorry guys.

But anyways. The best Kazador could offer the orcs is an Intimidate check. Which isn’t what we want here.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

GM, how hurt are these orcs? We have the wand with some charges, Mel's abilities, and I have some slots I could burn.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

For food - if Túrion takes 10 on Survival, he can provide for 7 people while foraging.
With a roll instead, a minimum of 3 people. Just saying that's an option. But something tells me they'd prefer beef jerky over edible roots.
Maybe that huge wormy thing that attempted to grind us into paste is still sufficiently around to fill up their meat rations?


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Once we have time to rest I should be able to cast goodberry as well (assuming dress berries can be found). My survival skills would provide for 4 additional people if I take 10.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

I also would like to know how beat up they are. Nelly could do with a Healer's Hands also, I believe.

Fyrtor, do you have a Lesser Restoration prepped by any chance? Mel still has 3 CON damage that I'd like to clear up. I could use Healer's Hands, but I've only got two uses left (and that's strictly due to the new gloves). I've been holding off on that because Mel hasn't taken much damage today, and it seemed more efficient to save Healer's Hands for dealing with large chunks of HP damage.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

No I don't, I'm sorry Mel.


Brookside Campaign Journal

The orcs would be happy to receive 150 hp of healing (average level 5 being healed) and 15 days rations. But it's not as if they will attack you if they receive less than that.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Well, we have 20 charges on the wand of cure light wounds right? At an average of 5.5 that's almost that much, plus myself and Algric still need some healing. I do have several 1st level slots I could burn.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Did Kelian have a channel left?


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

No. He has one Lay on Hands.


1 person marked this as a favorite.
M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

Weird to think that we made it out of that place, after almost a year and so many close calls.

It was one hell of a story arc, and I'll raise an imaginary glass to the superb GM who GMed it, as well as all of my fellow players!

Might I be so bold as to suggest we rest for the night? We probably don't want to try traversing that bendy river in the dark, especially considering that the party's sailor is somewhat preoccupied.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Well, downriver is most likely easier than upriver.
But you are right, resting now probably makes sense - also to get you back in the drivers seat again.
You and GM may want to work out something there. It is very clearly meant as a penalty and a drawback to overdoing things...but while amusing it's not a particulary fun drawback in the slow-moving of pbp - if that had happened earlier today(in-game) you may have spend real-time weeks as passive observer - I have no real solution or something, just putting that out there.
Maybe a shared control, where Brolin acts like staggered and can either do a move or standard action, and the GM resolves with the other half of the turn done by whoever is co-pilot? No idea if something like that could work.

EDIT: Also, I'll join that toast and raise my glass as well. It was...intense.


[CAMPAIGN COMPLETE] Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

Intense is certainly the right word. Never been so certain before that at least one PC would die. It’s a testament to the GM’s skill that he was able to walk that fine line.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

Aye. And in multiple situations. Both in battle and out of combat.
Just looking at the collapse, and the failed skill checks that led up to it - consider: 20ft speed=> double move 40ft(run was out). Times 8 rounds sums up to 320 feet, even when never stopping or being caught in difficult terrain.
Without Haste left, Kazador would have been smashed by the cave-in.
Without a second Haste, Algric would have been.
(Of course, it's possible GM adjusted values to account for Haste and keep it a challenge, but still, there was a very real possibility)


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

I wonder if the AMF is still active down there. I hope so.

I, too, think we should probably not be steering an unfamiliar ship downstream in the dark when our only real sailor is ... err ... incommunicado.

But my impression was that we got to the ship around mid-day, so we can at least put a little space between us and Kazad Gravr before resting for the night. Those fights we had made it seem like longer, but in reality neither of them took very long. And the puzzles slowed us down a bit, but I seriously doubt it took more than half a day between getting up this morning and the collapse.

Oh, and as for Keep Watch -- mechanically, I think it's great, but I was hoping to have a private conversation with Fyrtor at change of watch, which doesn't happen if there is no change of watch because everyone's awake.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

The private conversation totally happens if there's more than one place we keep watch from. Say Bow and Stern, if you'd so Please. Heck, Túrion would love to stay in the Crows Nest for the night if that wouldn't make Nelly nervous.

We can simply put you and Fyrtor into one watch team - unless you specifically needed the 'change of watch' in which case Túrion can be all spent, or be afraid that the Orcs may assume ill intent if we stay awake, and simply not mention the spell in-game, simply arranging for the Orcs to make camp between himself and the entrance.(assuming they are considered trustworthy).

Edit: I could imagine Legacy being in the Crows Nest, by himself, staying awake watching the Stars as long as he wants(no spell effect)
Kazador and Algric at Bow, keeping watch for Shallows as we drift downstream.
2 people at the back looking for pursuers and to handle the wheel.
(Mel since she is a Sailor, and Fyrtor because he has more options to help than Kelian).
Tyrion, Nelly and Kelian are off sleeping(since the spell only allows for 4: 2 Dwarfs(with Darkvision), Mel, Fyrtor. How's that sound?

@AMF: Actually it could work in our favor if they find he was 'crushed to death" by a collapse. They may assume that they triggered the ruination of the city - and not learn of our involvement. In a way, it may work better in our favor than them simply going missing (- especially if Resurrection Magic needs the body...)


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

I too raise a glass to our GM. I have been particularly impressed with the variety of the encounters he's crafted each presenting a different type of problem each with multiple avenues to attack but all of them being of value. Superb adventure crafting!

I'm cool with a discussion with Mel. I expect we'll all want to have a few of those such chats for characters' sake and now that we aren't at the edge of destruction for a little while it makes sense. :)


Brookside Campaign Journal

Thanks, folks! It's quite fun playing with all of you. Kazad Gravr was intended to be a very deadly, combative place. This next arc will be taking us down similar lines but my goals is to make it no less engaging. We'll see how that works.

As for Brolin losing control for weeks, that's unlikely as he gets to choose how much influence to accept. By the time he's accepted that much influence, you guys have probably run through a lot of your resources for the day anyway.


HP: 52/52 | Arcane Reservoir 5/13 | Hero: Spent | AC: 15 / T: 15 / FF: 11 | Fort: +5, Ref: +9, Will: +10| M. Touch: +3, R. Touch: +9 | CMB: +3, CMD: 18| Init: +12, Perception: +11 (Low-Light-Vision) |
Active Effects:

@Control: Aye, but it basically disables the mechanic, in a way.
At a table game it should be a decision too, to cross that boundary, accept the influence and get a spirit in the driver seat.
Even if close to the end of a day, that could mean something more happens. Maybe even a short sub-plot that involves the others.
You don't REALLY sit out those 15 minutes to half an hour, you're still there with friends, joking, watching the story unfold until at some point, you are in control again.
In PBP, even a single encounter can take a week or two. So he's only likely to ever accept that influence and make the mechanic relevant when there is a chance to almost inmediately rest. Since the Spirits are inclined to cooperate with Brolin, it becomes a non-issue. They should not sabotage him, but even having them go off and do their thing(or something important to them), in an short discourse from the main plot would likely take weeks where it takes less than half an hour at the table.

So, yeah, I am aware, I was just pondering how it could be a meaningful way of handling in PbP that makes him willing to utilize the mechanic even in situations where rest is not inmediately around the corner.


[CAMPAIGN COMPLETE] Dwarf 10HD Sentinel (4) Buffs (n/a) Wounds (24) HP (103) AC (33/13/30) Saves (14/9/7, +4 Hardy, +2 vs divine) Initiative (+6) MF (1/4) HP (1/1) CMD (28+4 trip and bull rush, +2 vs grapple, +1 disarm and sunder) Battlefield Protector (Sp) sanctuary (3/3) shield of faith (1/2) prayer (1/1)

I’d say...trust the player? PM with the Gm for instructions on what he’d like to see, and then RP it out. Player gets to play but he loses overall control.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:
Kazador The Clanless wrote:
I’d say...trust the player? PM with the Gm for instructions on what he’d like to see, and then RP it out. Player gets to play but he loses overall control.

I like this idea!


Brookside Campaign Journal

Yeah I'm open to ideas from Brolin in these scenarios but will still take things in surprising directions from time to time.


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

So, to keep things moving I'm going to assume a few things, I hope that doesn't bother anyone. Also I assume that the timeline may get a little messy because multiple conversations are being written at the same time even though they are taking place at different times.

For instance Fyrtor is having a chat with Halak which he started on their way to the ahip, but we may be writing another chat that takes place that night between Mel and Fyrtor at the same time, and Kazador and Algric might have another conversation in the morning all on top of each other. We could wait to do each in sequence, but that then means a lot of waiting, and I think we'd like to keep things going.

Please correct me if I'm wrong.


Brookside Campaign Journal

I agree. This is the time to have many IC conversations so things can overlap, partitioned into spoilers as necessary.

Mel: Take a hero point for this character development for a lack of remorse. That's been a slow burn for your character over the past year and a half and it makes sense that this would be Mel's first fallen enemy she didn't feel remorse for.


Female UC Rogue (Phantom Thief) 10, Warpriest of Ostara 1, HP: 99/99, AC: 24:17:19, CMD: 27 Saves: 10:13:9 (+2 vs enchantment), Init +5 (+3 when bluff/SM involved); Status:
Skills:
Acro +14, Bluff +4, Climb +6, Diplo +13, Disg +30, Escape A +11, Heal +22, Kn(arc, nobles) +13, Kn(loc, planes) +22, Kn(nat) +16, Kn(rel) +17, Kn(others) +12, Ling +7, Perc +22, Sense M +10, Stealth +29, Surv +5, Swim +6

Woo! That's nice. Thanks!


Wildstrider 1 / Nature Fang 9 / VMC Cleric|HP 55/75|AC 23/FF18/T18|Saves 10:13:13|CMD 26|Init 5|Percept 17(Lowlight)|Panache 2/3|Conditions: None
Skills:
Acro+13|Apr+1|Blff+12|Clm+1|DisDvce+11|Dip+15|Disg+2|EscA+9|Fly+9|HandAnml+ 9|Heal+8|Intim+14|Kn(geo)+9|Kn(loc)+8|Kn(nat)+8|KN(Rel/Plan)+9|Perc+17|Prof (Shep)+8|Prof(Herb)+12|Ride+9|SenseM+15|SplCft+5|Stealth+9|Surv+9|Swim+1

Very nice pivot Mel. I'll have to think a bit and write my response carefully.

GM I plan on. Fyrtor attempting to convert each of the orcs, but he'll focus most on Halak and any others that seem to be leaders. I can keep writing conversation pieces, or we can do it and a general note of activities and some skill checks. I totally understand that it may not be possible, but Fyrtor is definitely going to try.


Brookside Campaign Journal

I'm totally open to you trying that, Fyrtor. Go for conversation/roleplay with a few skill checks thrown in here and there, e.g. sense motive, diplomacy, etc. I'll call for additional checks if I think they're necessary.


M Humanoid (Human) Medium 8 | HP 52/52 Temporary: 17 | AC 29/16/24 | Fort +5 Reflex +9 Will +6 (+2 vs Mind Effecting, -2 vs Evil) | CMD 22; Flat-Footed 17| Initiative +5 | Influence : 1/5 | Spirt Dance: 2/19 | Active Spells:

I've been waiting for Mel to have this moment of realization that since . . . the sixth of August?! Wow, it doesn't seem that long ago.

Fyrtor and Turion's conversations are fun to read too.

Brookside GM wrote:
Yeah I'm open to ideas from Brolin in these scenarios but will still take things in surprising directions from time to time.

I should clarify my line of thought!

Running out one's influence as a Medium is mechanically similar to being dominated, albeit narratively more interesting. But there's two main ways to run being enchanted that I've seen - the first and probably more common manner is for the GM to take over the player's character and have the PC watch from the sidelines as their ragelancepouncer wades through their lesser party folk as you or I might wade through dust mites or tardigrades. The second, and perhaps more interesting manner is for the GM to just tell the trusted player (or better! slip them a note/PM them - no reason here for the other players to know what their characters don't) that they're under a mental compulsion, and what it is their orders are.

I think it'd be fun to roleplay the various spirits while they're in control of the body, though, of course, to better facilitate surprising twists and to remove any chance whatsoever that the ghosts wind up merrily and without complication advancing the goals of Muse and the party (since otherwise there'd be no reason to ration influence at all!) you the GM would give the orders by PM, and I'd carry them out, keeping any secrets from the party that you want me to meanwhile. Beside giving me something to do other than gnaw on the upholstery, this would have the added benefits of giving more screen time to whatever it is that you want the ghosts doing - you may not of realized this, but betimes I can be very verbose - and giving the other players a chance to converse with the various spirits.

601 to 650 of 4,903 << first < prev | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Defense of Brookside Discussion All Messageboards

Want to post a reply? Sign in.