GM Brayden's Serpents Skull. (Inactive)

Game Master Brayden Green


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Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**
Rynjin wrote:
I can do it. We determined we could move up to 8 unexplored hexes per day? And we were going to be headed along the coast?

Yes, and explored squares are half movement. X2 movement means X2 wandering monster % though, so don't be surprised if you get ambushed a few times :)


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage
Brayden Green wrote:

To be clear: When I said "Ready when you are." that means for someone to grab the token and drag it somewhere. Each hex represents a half mile, so crossing it once will cost you an hour, crossing it x2 speed for every other time you cross it, because that signifies that you are cutting through the jungle etc, your first time.

I am waiting for the group to move somewhere, or to declare what you will be doing for the day, if not exploring.

Who wants to move the token on the map? Should we appoint a "mover?" At this point , I don't care if you have prior knowledge of the AP, just as long as you aren't using it. So everyone is in the running for it, if we go that route. I would just like to keep things moving, and keep staying busy.

I just got home, but count me as amazed that someone hasn't pushed us to make this happen yet. That no one of the 6 of us has done it yet (that includes me).

Sorry, Brayden, this is clearly on us to make happen. This is part of our responsibility, not yours to manage.

I don't care if you've played this AP/book before...if you can push you should do so. For the good our group, make things happen.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

Also, I gave you control of your tokens on the fight map. Forgot to do that, so go ahead and move them to where you intend when you post your rounds.


hp 10/10 AC 16, 16 15, fort +4 refl +4, will +6, bab 0, melee 4, ranged 2, cmb 4 cmd 20, init +3, perc +11 Tiefling, Monk/1
skills:
acrobatics 8, climb 7, escape artist 6, perception 11, profession: cook 8, profession: sailor 8, sense motive 4, stealth 8, survival 4, swim 7

So we could just move along the coast from 1 through 8 and set up a new camp there for the night, right? We'd get a lot more exploration done if we don't have to return to the same camp every night...


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage
Travis Brogan wrote:
So we could just move along the coast from 1 through 8 and set up a new camp there for the night, right? We'd get a lot more exploration done if we don't have to return to the same camp every night...

See the hexmap, Travis.


hp 10/10 AC 16, 16 15, fort +4 refl +4, will +6, bab 0, melee 4, ranged 2, cmb 4 cmd 20, init +3, perc +11 Tiefling, Monk/1
skills:
acrobatics 8, climb 7, escape artist 6, perception 11, profession: cook 8, profession: sailor 8, sense motive 4, stealth 8, survival 4, swim 7

i see the hexmap - someone numbered all the hexes except a few of the ones we've already looked at. but other than that they are numbered, I have no idea what is meant by that, sorry... is that supposed be ' we look at them in this order?'


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage
Travis Brogan wrote:
i see the hexmap - someone numbered all the hexes except a few of the ones we've already looked at. but other than that they are numbered, I have no idea what is meant by that, sorry... is that supposed be ' we look at them in this order?'

Or the trail we walk. And you can see the chat as well...8 and 16 are campsites.


hp 10/10 AC 16, 16 15, fort +4 refl +4, will +6, bab 0, melee 4, ranged 2, cmb 4 cmd 20, init +3, perc +11 Tiefling, Monk/1
skills:
acrobatics 8, climb 7, escape artist 6, perception 11, profession: cook 8, profession: sailor 8, sense motive 4, stealth 8, survival 4, swim 7

Sorry - didn't see anything about the numbers in chat.. must have missed that - ignore my post then, lol

sorry, scrolled back in both gameplay and discussion and still don't see anything about the numbers, but I believe you.. and it's a good plan.


*Team Site* Male Half Orc Cavalier 1
Stats:
HP 13 : AC16 T12 FF14 : Falchion +3;2d4+3/18-20x2 : Lance +2;1d8+2/x3 : F-4 R-0 W-0 | INIT 3, Perc 0, Ride 6, CMB +3

FYI, I'm essentially out of the map responsibilities with no access to it for the majority of the day. So while I can start Shorga moving in the gameplay thread, I'm going to need to rely on y'all, my group-mates, for actual map interaction the majority of the time.

So not trying to absolve myself of responsibility, cause I would interact with it if I could. Just railing against the powers that be I guess. /rant.


hp 10/10 AC 16, 16 15, fort +4 refl +4, will +6, bab 0, melee 4, ranged 2, cmb 4 cmd 20, init +3, perc +11 Tiefling, Monk/1
skills:
acrobatics 8, climb 7, escape artist 6, perception 11, profession: cook 8, profession: sailor 8, sense motive 4, stealth 8, survival 4, swim 7

*pokes*

where is everyone? Weird, but posts on every game I'm in stopped yesterday or midday today and no posts at all since then... I'm very sad... lol


female Human (HP 10, AC 16, F+3 R+4 W+5, Per+7, Init+2, Melee +3 Monk / Level 1

Shorga scared every1 away again


hp 10/10 AC 16, 16 15, fort +4 refl +4, will +6, bab 0, melee 4, ranged 2, cmb 4 cmd 20, init +3, perc +11 Tiefling, Monk/1
skills:
acrobatics 8, climb 7, escape artist 6, perception 11, profession: cook 8, profession: sailor 8, sense motive 4, stealth 8, survival 4, swim 7

lol


Sorry, it's been a really rough day. Expect more posting from me tomorrow.


*Team Site* Male Half Orc Cavalier 1
Stats:
HP 13 : AC16 T12 FF14 : Falchion +3;2d4+3/18-20x2 : Lance +2;1d8+2/x3 : F-4 R-0 W-0 | INIT 3, Perc 0, Ride 6, CMB +3

Hey I know for certain a well-armored dwarf was around the boards today, thank you very much.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

Hey, both kids are sick and my wife worked a night shift last night (and I had school tonight) so today turned out to be incredibly busy and time consuming. She has primary duty of the kids tomorrow while I studay and do some work from home, so I will be able to bang out quite a bit of stuff for tomorrow (and prepare ahead, so that we can move on at a RAPID pace!)


hp 10/10 AC 16, 16 15, fort +4 refl +4, will +6, bab 0, melee 4, ranged 2, cmb 4 cmd 20, init +3, perc +11 Tiefling, Monk/1
skills:
acrobatics 8, climb 7, escape artist 6, perception 11, profession: cook 8, profession: sailor 8, sense motive 4, stealth 8, survival 4, swim 7

Sorry to hear your kids are sick - never fun, poor babes. Awesome to hear we will push on tomorrow tho. - tomorrow is a busy day for me - I'll be out and about from 9am til 3 or 4... but I will check in from my phone... I can make short posts... but I cannot format brackets from my phone, so no dice rolls...


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

Does anyone know who Castor A, Eric N and Steve are? They added themselves as players.


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage

You're talking about on Rolld20, right? I don't think that they added themselves as players so much as clicked on one of the map links. Maybe PbPs have a veritable rogues gallery of followers and readers...especially the good ones.

We should be happy to share our game with others.

I don't think they can influence too much on Rolld20 map, but I think you can limit access if there is a problem. But I can't imagine anyone causing a problem.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

I am very happy with people following the game. I think that "Steve" might be Zen that was on here. Just hoping that when I give "all players" access to players tokens I am hoping I don't see them in an orgy in the middle of a battle or something, lol. Maybe I should just give you all access to your own, and if you need me to move you we work that out if it comes to it. :D


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

The join link is only needed for an initial joining. Sending the regular page link thereafter makes it so only people who have previously used the Join link may join the game.

If you boot those other people, it will refresh the join link and prevent them from entering the game again, allowing you to simply change to the normal link (in your URl bar) for the "Smuggler's Shiv Hex Map" thing.

We'd be able to join normally, nobody else would.


female Human (HP 10, AC 16, F+3 R+4 W+5, Per+7, Init+2, Melee +3 Monk / Level 1

Brayden, im the steve guy. cats clicked on the map link out of sheer spite


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage

Until there is an issue with people, I wouldn't change access to the map.


Castor A is me, I named the account for a previous character. Sorry for the confusion.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

No prob Os.

Good to know Ryn. Would people still be able to see us if they didn't join as a player? I don't mind leaving it open until we have problems, if that would limit other people's access.

Eric messaged me and didn't mean to add as a player, but he has been following us as a group and really likes the game (and the GM too. Never hurts to throw in a few brownie points my way. I never said I was above flattery ;) ) I told him he was welcome to follow along.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

They would not be. As long as we know who they are it shouldn't be an issue, especially if you make sure they have control of no tokens. At worst all they'll be able to do is scribble on the map.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

Mkay, so I'll just only give you control of your own token. If you can't move it then instruct me to move it for you.


Think you could put the battle map in the campaign description so it's easily accessible?

Also, um. I'm only getting an empty black screen on the map.

I'd like to get an idea of the situation before I take my turn, though Osmillar is most likely just going to lob a bomb and try to catch as many undead as possible in the splash radius.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

The map is in my name block. It is the same thing as the hex map. I am using roll 20 to switch back and forth. If you want it in the campaign details area too, I can put a link there too. I'll check the map, it shouldn't be black still.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

There, I turned all lighting off, so hopefully everyone can see the map now.


hp 10/10 AC 16, 16 15, fort +4 refl +4, will +6, bab 0, melee 4, ranged 2, cmb 4 cmd 20, init +3, perc +11 Tiefling, Monk/1
skills:
acrobatics 8, climb 7, escape artist 6, perception 11, profession: cook 8, profession: sailor 8, sense motive 4, stealth 8, survival 4, swim 7

yup, I can see it now, thanks.


So is the ship lower than ground level? I'm not sure I understand how the map is positioned.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

The ship is underneath the ground. Only about a 10' ring in the middle (where they fell in) is exposed to the surface.


Could you mark the ring for the benefit of those of us on top?


*Team Site* Male Half Orc Cavalier 1
Stats:
HP 13 : AC16 T12 FF14 : Falchion +3;2d4+3/18-20x2 : Lance +2;1d8+2/x3 : F-4 R-0 W-0 | INIT 3, Perc 0, Ride 6, CMB +3

Sorry guys. Works been a killer and my wife's nearly ready to pop out another kid (aka= understandably needy) and free time has gotten scarce. Thanks for the patience and bot as needed so I don't hold things up please.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

I'll plot the ring. It is above where the people on the bottom fell. I'm going to need to resolve round 1 soon, so I still need an attack from Travis (as there are now creatures in attack range), an action from Shi, and an action from Os.

Also, I need to retcon. Shi didn't take damage in round 1. I forgot that they were prone, and that moving to the space next to Shi's would constitute their full turn.

So no attacks round 1 from the Skellies.


hp 10/10 AC 16, 16 15, fort +4 refl +4, will +6, bab 0, melee 4, ranged 2, cmb 4 cmd 20, init +3, perc +11 Tiefling, Monk/1
skills:
acrobatics 8, climb 7, escape artist 6, perception 11, profession: cook 8, profession: sailor 8, sense motive 4, stealth 8, survival 4, swim 7

sorry, didn't realize you were waiting on me... I'll go post now..


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

So on roll 20 I am flirting around with different methods to make the monsters "known" to you as players, so you can tell me which one you are attacking. I haven't found a favorite way.

I have changed the tint in the past, but these specific tokens don't seem to change much when I change the background tint of them, at least not to the player.

I am wondering about using the orbs, but is that something that you can see as players, or do you have to hover over it with the mouse in order to see?

What do you do with your maps to distinguish?

Thanks, and sorry for the newbness. I am a quick learner so I don't anticipate having rookie mistakes the whole campaign...


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Something I learned fairly recently, if you click on the different colored orbs, and hit a number 1-9, it puts that number in the orb.

So you could, say, assign a red orb to Zombies...then label them Zombie 1-5 (or however many) and Blue skeletons 1-5 (or however many).


Stats:
AC 18/13/15;F6,R10,W11;Appr11/Cft13/Arc24/Dung24/Eng11/Geo11/Hist15/Loc26/Nat2 2/Pln24/Rel24/Ling11/Spell24; Perc +17
Elf FeatherMage
Brayden Green wrote:
Thanks, and sorry for the newbness. I am a quick learner so I don't anticipate having rookie mistakes the whole campaign...

Dude, ain't no worries. Each GM and group needs to figure out how they are going to run things and make the map work for them. We have time to work things out. The important thing is to get to a system that clarifies our actions.

One GM asks all his players to format their turns like this, for clarity.

Both GM Evilan and GM Angry Ankheg manage combats. Evilan's end of round recaps are great, helping players to know whether they hit or missed, damages and what the monsters are doing. GM Angry Ankheg's constant "Ely, Serra, and Jurin are up!" prompting are great for pushing the action.

I point these out not to suggest that we adopt, but only that systems will emerge that work for us.

We might want to try putting colored rings around the monsters as well, that way we can attack "red skeleton" or whatever. Or we might want to save rings for when monsters (or players) are down.

I would definitely suggest grouping some of the monsters...like all the skellies togethe and the zombies together. It will make combats go more smoothly.

We all started the combat prone, right? Are Shorga and Wren the only yahoos who use a move action to stand?


hp 10/10 AC 16, 16 15, fort +4 refl +4, will +6, bab 0, melee 4, ranged 2, cmb 4 cmd 20, init +3, perc +11 Tiefling, Monk/1
skills:
acrobatics 8, climb 7, escape artist 6, perception 11, profession: cook 8, profession: sailor 8, sense motive 4, stealth 8, survival 4, swim 7

Travis used a move during the surprise round to stand up. I posted it earlier.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Same, but round 1. Alphonse uses a Move to stand up and a move to take out his rope.


*Team Site* Male Half Orc Cavalier 1
Stats:
HP 13 : AC16 T12 FF14 : Falchion +3;2d4+3/18-20x2 : Lance +2;1d8+2/x3 : F-4 R-0 W-0 | INIT 3, Perc 0, Ride 6, CMB +3

So... haven't heard yet what happened to Ursa as Shorga was riding when the hole opened up. Finally saw the map and noticed she's not in the hole.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Was he riding? I was pretty sure the hole opened up while we were making camp...


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**
Quote:

You make camp for the night after a day of exploring the northwestern coast, and as you do an interesting thing happens...

As Alphonse puts another log in the fire, this one a little heavier... The fire falls into the ground. The rest of the ground begins to slide toward the hole.

If that means she is in, then she is in. If not, then not. I wasn't imagining Ursa in the hole. If she is, then you are going to have to get a little creative figuring out how to get her out. ;)


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

Giving it another 2 hours then we'll proceed. 5pm Pacific Time. :)

Also, the game thread wasn't showing updates for me, so beware.


*Team Site* Male Half Orc Cavalier 1
Stats:
HP 13 : AC16 T12 FF14 : Falchion +3;2d4+3/18-20x2 : Lance +2;1d8+2/x3 : F-4 R-0 W-0 | INIT 3, Perc 0, Ride 6, CMB +3

I may have completely missed the part about setting up camp. So now he wasn't riding and she's probably not in there. Silly dumb Shorga.


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

Want to point out that there is no such thing as an unconscious zombie (or any other undead, without special circumstances). Undead are destroyed at 0 HP, not just staggered or knocked out.


Male **Smuggler's Shiv Hex Map** Mad Scientest - Level Absolute **Smuggler's Shiv Editable Map**

Right. Dead. I don't usually wipe the board until the battle is over, in case a powerful wizard is around or the PCs want to question someone fading, (or speak with dead or something.)

Not going to happen here, in this instant.

I guess I was unclear when I said almost dead. I haven't been getting much sleep lately, with the kids being sick.


*Team Site* Male Half Orc Cavalier 1
Stats:
HP 13 : AC16 T12 FF14 : Falchion +3;2d4+3/18-20x2 : Lance +2;1d8+2/x3 : F-4 R-0 W-0 | INIT 3, Perc 0, Ride 6, CMB +3
Alphonse Veritas wrote:
Your Int is 7, Shorga, you're not a retard. Remember: The Village Idiot NPC is Int 4 and he still knows enough to do his job right. =)

I agree, but he's probably not thinking very strategically either. Ah well, soon he'll be healed and making smart choices once more!

:)


Male Human Monk 5 (Qinggong Master of Many Styles from the Sacred Mountain)/Fighter (Brawler) 3

So, now may be a good time for discussion about how we split the loot, methinks.

My groups usually have a hierarchy of how things go:

1.) Need/Only one person can use

2.) Want (any item nobody NEEDS but somebody would like to have).

3.) Sell pile (anything nobody wants, either from item 2 or stuff only one person can use, but that person doesn't want it).

In addition, all pure monetary gains are split equally +1 (for party fund). So with this group we'd be splitting things 7 ways (one share for each of us, one for party fund). However, I've never had a party this big before so that may not be a really good option.

But that's just my input, I'm not super attached to the system if anyone has a good alternative.

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