GM Blood's Age of Worms in Golarion #2

Game Master David James Olsen

Group 2 Map
Loot spreadsheet


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{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Dryn'taka should be ready to set off.


HP: 9/9 AC:16:13:13 Saves:3:5:2

Ingrid would only need to change her clothes to her adventuring clothes,
as calf length skirts are not the best clothes to wear into the wild or to dungeon crawl with.


HP 101 of 110 - AC 24 (T 13, FF 21) - F +10, R +5, W +12

Rohara is all set.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin is set too. He has a mess of hammers if you need a few for throwing. He even brought a trident to match his avatar.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

I see the difficult terrain marker now. Sorry about that. And good to know on the splash damage for future reference.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

The debut of the single file formation is less than satisfactory.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17
Justin D'Rite aka Sluuth wrote:
The debut of the single file formation is less than satisfactory.

Yeh - you are substantially further back than I would have expected.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

The sound of all my metal probably carries a long way.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

The healing hex decision is looking better and better.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

It's always useful. I'm very happy about that and the presence of a fine cleric like Rohara, personally. Or, at least, I will be if this wolf doesn't tear my throat out.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

I guess by staying down you didn't have far to fall. I would say the chance of still having your weapon is much better too.


I'm not going to lie, this AP can be brutal in spots. One reason I wanted better than normal stats and extra healing. Between the terrain and some good die rolls this one has started out particularly deadly.

On my other game they had a potential TPK on their second battle but has gone better since then.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

I think I am regretting not having the hex on my opponent ;-)

Think the lizardman is gonna be a capable damage dealer.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

I would hex him, but only have one per round and don't want the front two to get wiped out while lying down. As soon as one more of the front wolves is down, I will start hitting him.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Just saying that peeking at my die rolls.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Trust me, cackle, fortune and misfortune cannot come soon enough.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

On the plus side, as mean as the dice roller has been *to* Kilthan, it's also letting him strike back (though the minimum damage thing kind of sucks). Who knows? You might not lose your scout in the first room after all.


Never underestimate the power of a hungry wolf


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Out of curiousity I ran the numbers, if three attacks are made, the evil eye hex has a 27% chance of making one or more attacks that would have missed hit.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

It drops their AC by 2, so it should be a 10% increase/hit - 2 more chances in 20 to hit. With three attacks, it should be close to 27%, although I have not calculated it exactly.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

I guess this means the Stargate team can no longer visit this place.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Archaelogists need to open closed things, especially if they are old things :-)


I hope everyone is ok with this pace. I try and keep things moving as much as possible so it isn't 3 days in between posts. While I don't expect that everyone will post multiple times a day, I do expect at least once and I would give the expectations that things will move briskly. While I don't want to upset anyone who feels they could get left behind quickly. I do like this pace!

Obviously combat will keep things at a slower pace at times.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

I like it, need to get some real work done, but it is great so far. And actually, everyone but Dohara has been regularly posting, and even she has posted fairly often - just not over the last 2 days when we have been going at this blistering pace.


HP: 9/9 AC:16:13:13 Saves:3:5:2
Dryn'taka Devilschild wrote:
Dryn runs up to Ingrid and gives her a hug. "Oh, I'm glad you didn't get disintegrated, even if it would have been neat if you had two heads!"

I think your head is in her busty bust, given the height difference


Good, while I don't want to leave anyone behind or feel like they are being left out, I am going to push to keep the game going as much as I can.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Wow, there's like 70 posts to catch up on. Talk about... wooosh. :)

And I thought I was a frequent poster...


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Justin plans on being 40' behind Kilthan at the most (20' on difficult terrain). Plus, I am still healing hex ready today.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Kilthan, you may want to take Rohara's spot to attack from, I plan on a full attack from Ingrid's space.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Good suggestion, Justin, though if the attack of opportunity kills me, I will be most unimpressed. :)


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

I don't think you take an AoO unless it has reach, which I think we are about to find out it has. I think we are going to see why a low touch AC and will save can be a problem.


HP: 9/9 AC:16:13:13 Saves:3:5:2

If Aarakess was a Winter Witch,
She could blast the mold with ray of frost.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Good call on enlarge. It may be best for me to delay until enlarged.
I still act before the monster and my effectiveness against the swarm is zero or near zero.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Aarakess, that is an awesome idea!


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

I could use my daily healing hex.
Did I say before the healing hex was a good idea :-)

I plan to rush straight toward the healers with my next move only action.

I also bet this was the encounter that almost TPKed group 1 :-)


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Sorry, was away from the computer today.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

Didn't think of the whirlwind. That could've gone better. Can't wait for level 2 so I can omit squares on bombs.


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

To be fair, I totally miffed the Knowledge check, so Kilth couldn't have shouted a warning..


HP: 9/9 AC:16:13:13 Saves:3:5:2

I think we all can't wait for level 2.


I was hoping someone made the knowledge check so I could start calling it by name instead of Six legged eyeball creature!


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Apparently, I really should have gone with Aberrations as an enemy. (Would have made sense per the Deep Warrior alternate racial trait for dwarves. My bad.)


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Ooh, 2nd level, then I become a more powerful hang back and do nothing character, cool.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

I think we are headed back to town after this encounter :-)


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

Hopefully we have enough money to buy some Alchemist's Fire.

Freaking swarms.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

If we reach level 2, I can grab Burning Hands, that is a nice area damage spell for swarms.


{HP 74/74 | AC18/FF14/T14/CMD21 | F+9/R+11/W+3 | Inish +4, Per +11}

If I had thought to pass some out, I do have an alch fire and 3 acid vials on me. Think I'll be doing that after this fight.


Lizardman hp=108/108(AC24/ff24/t11) {F=+12/R=+6/W=+9} CMD 26 Paladin 10 (Shining Knight) Smite evil 4/4 - Lay on hands 7/7

Before this encounter in a brand new Jade Regent campaign my first level evoker made the comment someone has to take care of the swarms :-)


Aarakess Halcorn wrote:
For everyone, use the spoiler's for repetitive stuff - spells in effect, hp, AC, modifiers, etc. For normal attacks, saves, damage, skills, spells being cast, etc., post them normally. DM Blood is doing a great job, but he is human - at least I assume he is, with the picture that may be questionable - and people make mistakes and miss things. The more that we can do to make things easy, the better. For instance, when there is a spell or power which has a save - list the DC and what type (Will, Reflex, Fort). Also, I am guilty of not doing this, but we should always post the round that the attack is in BOLD. I do not mean to offend anyone. It is just that we are on our third battle, and we are having too many issues with missed positioning, spells in effect, attacks and so forth.

Thanks Dryn, this is a learning process and we'll get it down, but there has been some confusion, some on my part too. Let's try and nail this down:

So out in the open state your actions and rolls with what round it is. In a spoiler during battle please put your current Hps, AC, spells and effects on you and how long they have left, and anything with daily uses or charges that would be helpful to keep track of.

The best way would be to have something in your character sheet to copy and paste in. Update and save that before pasting in to keep accurate.

Also, remember to update what you have up by your character name. Up there I would like at least current hps out of total, Current AC, saves, and anything else you think is helpful at a glance.

I would like both because one its easy to look at one of your posts and see everyone's current status. (and hopefully for you too) I like having the spoiler because that is historical information in case I need to backtrack something.

Also please use co-ordinates. Most of the time posting where you are moving to should be enough unless you are trying to avoid an AoO, a trap, whatever, then post the path of squares you are moving in. It harder and takes longer for me to guess so I may put you in the "wrong" spot if I don't know the final co-ordinate.

If anyone has a problem with these things or has any ideas to help please let me know. Its a learning process for me and I want to try and bring you the best result possible.

Also I want to keep the pace of the game up if that is ok with everyone. I know not everyone can post multiple times per day everyday, but I would like to strive for that. If anyone thinks that may be too much I understand, but let me know as I don't plan for this game to drag. (obviously holidays and weekends tend to go slower, but by default I'd like to strive for multiple posts everyday.)

Again, if anyone has suggestions on doing things differently I'm up for it. Does the way I post initiative work? The AC block? Maps? Knowledge checks?

Thanks again everyone, I'm having a blast so far!


Vitals (Kilthan):
(HP: 119[139]/119[139]; AC: 24[22](26[24])/14/22[20](24[22]); CMD: 26 [28]; Fort +11, Ref: +8, Will: +4 [+6]; Perception: +17; Rage: 8/8)
Male Half-Elven Ranger (Infiltrator): 9/Bloodrager (Spelleater): 1
Vitals (Jagdbach):
(HP: 91/91 (118/118); AC: 25(23)/13(11)/22(20); CMD: 23 (25) {27 (29) trip}; Fort +9(+11), Ref: +10, Will: +3(+5); {+4 v. enchant}; Percep: +7)

I'm having no problems with anything so far, Blood. As much as it's weird to have play catchup when 28 posts happen while I was making and eating lunch, I'd rather that than waiting hours and hours for the next post.

I'll start adding status blocks to my (combat) posts -- I hadn't been bothering because of the "line" status by the name.


Female Dwarf Witch/10 - (HP: 64/92; AC 16; FF 14; Touch 16; Fort +7/+9; Ref +6/+8; Will +9/+11; Init +2; Per +13/+17

Having the stat spoilers makes sense for historical purposes though, never thought of that.

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