Dwellers of the Forbidden City--I1 Vintage 1980--Pathfinder Core Only (Inactive)

Game Master Chainmail

Here a brave party might find riches and wonders--or death! Is your party brave enough to face the terrors of the unknown and find....THE FORBIDDEN CITY
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Male Half-Elf Paladin 2 | HP: 18/18 | AC 18 | Init: +3| Passive Perc. 12 | Darkvision 60'

Hey now...lol!! I was ummm...studying the cave walls for ummm..cave fishers!! Yeah, thats it!!
Do we roll initiative?


I'll do initiative--the server was down a bit. Refresher on underwater rules.

Anyone in the water needs to make a swim DC15 to swim. Failing by five means you sink, so DC11 swim technically means you can stay afloat. Anything less and you are holding your breath and will have difficulty attacking, but it should be possible.

Land-based creatures can have considerable difficulty when fighting in water. Water affects a creature's attack rolls, damage, and movement. In some cases a creature's opponents might get a bonus on attacks. The effects are summarized on Table: Combat Adjustments Underwater. They apply whenever a character is swimming, walking in chest-deep water, or walking along the bottom of a body of water.

Table: Combat Adjustments Underwater

Freedom of movement normal/normal normal/normal normal No
Has a swim speed –2/half normal normal No
Successful Swim check –2/half2 normal quarter or half3 No
Firm footing4 –2/half2 normal half No
None of the above –2/half2 –2/half normal Yes

1 Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting effectively. An off-balance creature loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on attacks against it.
2 A creature without freedom of movement effects or a swim speed makes grapple checks underwater at a –2 penalty, but deals damage normally when grappling.
3 A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.
4 Creatures have firm footing when walking along the bottom, braced against a ship's hull, or the like. A creature can only walk along the bottom if it wears or carries enough gear to weigh itself down: at least 16 pounds for Medium creatures, twice that for each size category larger than Medium, and half that for each size category smaller than Medium.

Ranged Attacks Underwater: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range.

Attacks from Land: Characters swimming, floating, or treading water on the surface, or wading in water at least chest deep, have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Land-bound opponents who have freedom of movement effects ignore this cover when making melee attacks against targets in the water. A completely submerged creature has total cover against opponents on land unless those opponents have freedom of movement effects. Magical effects are unaffected except for those that require attack rolls (which are treated like any other effects) and fire effects.

Fire: Nonmagical fire (including alchemist's fire) does not burn underwater. Spells or spell-like effects with the fire descriptor are ineffective underwater unless the caster makes a caster level check (DC 20 + spell level). If the check succeeds, the spell creates a bubble of steam instead of its usual fiery effect, but otherwise the spell works as described. A supernatural fire effect is ineffective underwater unless its description states otherwise. The surface of a body of water blocks line of effect for any fire spell. If the caster has made the caster level check to make the fire spell usable underwater, the surface still blocks the spell's line of effect.

Spellcasting Underwater: Casting spells while submerged can be difficult for those who cannot breathe underwater. A creature that cannot breathe water must make a concentration check (DC 15 + spell level) to cast a spell underwater (this is in addition to the caster level check to successfully cast a fire spell underwater). Creatures that can breathe water are unaffected and can cast spells normally. Some spells might function differently underwater, subject to GM discretion.


This was considered to be a nasty encounter at the time.
Canoes by AD&D rules had AC8 and 8 hps. They did not last long.


Male Human Per +3

We're missing quite a few people to act - GO!


Male Half-Elf Paladin 2 | HP: 18/18 | AC 18 | Init: +3| Passive Perc. 12 | Darkvision 60'

Ok..well it took me 3 times to get my message to stick...maybe others are having the same problem....the pages are also loading much faster now too!


Male Gnome Wizard (Illusionist) 3 (HP: 21/21 | AC 12(16)/12/11(15) | F+3, R+5, W+5 (+2 vs. illusions) | Initiative +1, Perception +7)

Holy crap, I just realized I hadn't leveled Bizzlemont yet.

HPs: 1d6 + 1 ⇒ (3) + 1 = 4


We may have lost our paladin. The other group is having what I consider typical PbP attrition too. It may be time to combine groups.

Once again, we take the roll call to see who is still in. I call it a saving throw DC=POST as the group rushes past the crocodiles.


Male, Darkvision 60'; Sell Slots: (1) 4/3, (2) 3/2; (3) 2/2; Sorcery Points 5/5 (Careful Spell/Quickened spell) Half-Elf Sorcerer (Wild Magic) / 5: AC 12(15); HP 22/18; S-1,D+2,C+3,I+2, W+0, C+6; Init +2; PP-10; PI-15

Elven Cleric with divided conscious swimming for all his might check 1d37 ⇒ 19


Male Half-Elf Paladin 2 | HP: 18/18 | AC 18 | Init: +3| Passive Perc. 12 | Darkvision 60'

Elven wizard clinging to his cleric friend and paddling his heart out! 1d25 ⇒ 20


No roll required-- anyone posting survives.

It is a post or die save!


Male Human Per +3

Always in ;)


Male Gnome Wizard (Illusionist) 3 (HP: 21/21 | AC 12(16)/12/11(15) | F+3, R+5, W+5 (+2 vs. illusions) | Initiative +1, Perception +7)

I'm here but on the road this week.


Male Human Per +3

How's the roll call going GM Tribute?


Actually, post that you survived in gameplay.

Those not posting will be assumed to have not made it :-)

Save DC=1 post in gameplay

When we relaxed the posting requirements from daily to every two days that leaves 48 hours from the 'saving throw'


Not getting many posts in gameplay. We may be consolidating groups shortly.

Regular posting seems easy as an abstract concept.

It is harder in practice.


Male Gnome Wizard (Illusionist) 3 (HP: 21/21 | AC 12(16)/12/11(15) | F+3, R+5, W+5 (+2 vs. illusions) | Initiative +1, Perception +7)

Guys, I apologies for my absence. It's been busy lately and doesn't seem to be letting up. I also have been finding less motivation for Bizzlemont through the adventure. I'm sad to give up the fiery little gnome, but I think it's best given that I haven't been able to keep up the pace lately. I hope everyone continues to enjoy Tribute's game and you guys soldier on with out Biz.


Male Human Per +3

Damn, you're leaving Bizzle? I am sorry to hear that.

Maybe you want to change characters, if Bizzlemont is really not being enjoyable? I know Tribute has been flexible about such stuff...

If on the other end these are RL constraints, then I surely understand how those can be a pain - that being said, if you are definitely leaving, it was a pleasure joining forces with the resilient gnome.

All the best.


Best of luck. Your blindness was the key to the naga victory. No gaze attacks when blinded.

Drop in in discussion if you ever find more time and want back in. Gnomes are resourceful and the status of those not continuing was left up in the air.


Slammed irl.

Will post soon.


Strang does an awesome old school rogue disarm.

Where is he to take a bow?


Since the other group is well ahead of you and they are the 'new guys', it is time for a roll call.

Let me know if you are still in. I may combine groups again.


Male Half-Elf Paladin 2 | HP: 18/18 | AC 18 | Init: +3| Passive Perc. 12 | Darkvision 60'

Still here....


Male Human Per +3

Always.


In ten days we have four posts from me, four from Terions, a good chunk from Arvhil for a total of 12.

1.2 total posts per day from everyone.

I haven't heard from Strang for while--doesn't look good.


Male Half-Elf Paladin 2 | HP: 18/18 | AC 18 | Init: +3| Passive Perc. 12 | Darkvision 60'

Seems we have reached a point of merger perhaps...or is the other group too far ahead of us for that?


Male Human Per +3

Well, I check the thread daily - sometimes I do not post because simply, and honestly, Terion has acted and commented already as much as he could for a certain situation. And of course, sometimes I am also busy.

The feeling I get is that we simply spend too much time waiting on some posts. I am not into tyranny, but it may be useful to set a minimum post rate - say one post per day - and work from there? Then people can decide on whether they are interested/can/want to keep up with the pace, and stay with the game or not.

I don't think a PbP will survive if it relies on the off chance that people will be usually available at the same time all at once to post in quick succession - but to have consistency and move forward there has to be at least some routine posting. Else, it simply loses momentum, and withers away.

No to be a douche, but people are either in or not - if in, they must commit somewhat. Of course without any extremism - RL is there and throws plans to hell frequently, but still...

Just my two cents.

EDIT: One more thing, I don't think the game should wait long for anyone - I've seen it happen a lot of times - if it conforms to those posting less, the more frequent posters also end up showing less and less frequently, and eventually everyone posts only sparsely.


we have four, I will force the action more with those we have and make a story fit what we have.


Male, Darkvision 60'; Sell Slots: (1) 4/3, (2) 3/2; (3) 2/2; Sorcery Points 5/5 (Careful Spell/Quickened spell) Half-Elf Sorcerer (Wild Magic) / 5: AC 12(15); HP 22/18; S-1,D+2,C+3,I+2, W+0, C+6; Init +2; PP-10; PI-15

I'm kind of with Terion here. I usually can post daily (Work sometimes rears it's ugly head to prevent it), but if the posts are too slow, then I lose interest, and think "Well no hurry to post here, it won't be resolved this week".

Group dynamics are vital in PbP, and you sometimes don't have it, not due to GM or player inadequacy, just sometimes things don't jive. I'll stay active for a while, and see if things change, but that would be the exception.


Male Half-Elf Paladin 2 | HP: 18/18 | AC 18 | Init: +3| Passive Perc. 12 | Darkvision 60'

Same here...I can usually post daily and try to keep things rolling if I can...I am liking this game and would like to continue on, but we may need to bring a few new players in if we are to survive....

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