GM Grecko - CotCT: Seven Days to the Grave

Game Master Dr Grecko



Book 1 Gameplay
Book 1 Discussion


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Ready to go!


Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Getting psyched...


GM Grecko wrote:

Dagger Identification:

On the fourth day of trying to identify the item with no luck, you get so completely frustrated, that you literally race down to the river and chuck the dagger into the middle of shark infested waters. You scream, "DAMN THIS INFERNAL THING!", as you punch the dock in frustration (injuring your hand for 2pts of damage), as the dagger quickly sinks into the water.

When you get back to your house, you feel emotionally and physically drained that the effort you've been putting in has all been for nothing.. (Take 4 Wisdom Damage)

Uhhh... jigga-what?!


I figured I'd get that kind of reaction. Hehe. I can't tell you why you did what you did, but someday it will all make sense.

Since this happened at Day 4 you only would have healed 2 wisdom naturally by now. Or, with some assistance (either long-term care via heal skill or a lesser restoration or two cast), you can be healed by now. We will assume you sought the proper medical attention.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan if he would have known about it would have cast lesser restoration on him.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

If Zeke can make fly potions for everyone we can disguise ourselves as gulls or setting and fly across the river and take her to the location after we are out of the city


I don't think Zeke can make fly potions until 7th level. You must be able to cast the spell in order to make the potion.

Creating Potions wrote:
The creator must have prepared the spell to be placed in the potion (or must know the spell, in the case of a sorcerer or bard) and must provide any material component or focus the spell requires.

Source


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

I keep forgetting the Derro was a 5th ot 6th level caster


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Since we are not in a real big hurry and have time to think as a group can Zeke take 20 on his local knowledge check with the aid of every one there also taking 20 with aiding his check


As far as take 20 on a knowledge check.. It has the Try-Again: No restriction, so it's not usable with take 20.

Basically, you either know it or you don't, thinking harder doesn't change the result.

you can take 10, provided you are not "distracted". There's some debate on whether you can do this with knowledge checks, but the rules do not forbid it. I treated the roll as a take 10 in my response.


I can't help but draw comparisons to this infection plot-line to the current Ebola panic down in Texas. So I should ask just to be sure, is anyone uncomfortable going down this path? There's obviously more to come with this story-line. It does dominate much of this second book.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

Dylan forgot to add +2 for enhanced diplomacy


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Somebody posted a great guide on PbP gaming the other day. I have to say there is a ton of good information in it for both GM's and Players alike when it comes to making good PbP games.

Gonna leave a link to it here so I remember where to find it. You're welcome to read as well. While it's written mainly to GM's there is some good player info as well.

Painlord's Guide to PbP GMing: Make Your World a Better Place


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Gnome Saboteur 5
Allotments:
HP 37 | Bombs: 10/day (typ. 5 bore, 5 explosive), 1st: 5/d, 2nd: 3/d | Mutagen: 1/d | Con HwP: 4
Stats:
AC 16 (18 when tiny); T 13 (15 when tiny); FF 14 (15 when tiny) | F+5; R+6 (+7 when tiny); W+2; (+2 v illusion, +4 v poison) | Init+2 (+3 when tiny); Per+12

Best part:

Painlord wrote:


As GM, you can go back in time pretty easily...or issue a story override pretty easily.

Example #1: ”Oops, I screwed up. The pegleg gnome you met back in town? He was actually a 'jittery eskimo firefighter' carrying two harpoons. He also told you that the secret to opening the Tomb of the Tattooed Turnips was weasel grease. You guys need weasel grease.”

Example #2: ”You're totally right, Kast. I missed the deflection bonus from your combat toupee. Take off 6 damage.”

Example #3: ”Oooh...oops! The DC for that Hold Person was supposed to be 14, not 34. Let's go back before the coup de grace, back to Round 2. My bad.”

Example #4: ”Uh...yeah, I made a mistake there. No one has died, but yeah, you all got screwed, but found your way out of the Tavern of the Tepid Teawater. Let's play on.”


Always be sure to keep a prodigious supply of weasel grease while adventuring.

I've certainly had to ret-con from time to time. Like that time Ralof nearly got fried by Vreeg when I miss-read the spells damage. Don't ever assume I'm right.. lol.


Looks like this Painlord guy has another PbP tips post. This one has something I would love for us all to get in the habit of, (Yes it goes for me too. I tend to leave things open with no hook from time to time. Bad Grecko!)...

---

#1: Become a Master of the Push and of the Hook:

Always Be Pushing. (ABP!) A, Always. B, Be. P, Pushing. Always be pushing. This is the most important thing you can do as a PbP player. It's not about posting often or quickly, it's about doing stuff when you post. It's about pushing your character's involvement in the story forward. Whenever you can, push the action, push the direction, push the party along. PbP is already a slow format, so try to make it better by pushing while giving others a chance to respond, of course. To reiterate: it's not the frequency of your posts, but what actions you take through them.
Examples of good push posts:

Good push post #1.

Good push post #2.

Good players push...rarely leaving a post that doesn't move things along or offer a hook. That momentum will make it easier for the GM and other players to act and react as necessary. It's easier for a GM to slow things down if necessary, rather than create something from nothing. Do this because it can make your GM's job easier.

---

Other good tidbit's including Hooks.. Here's the link,

Building a Better Doomed Hero: Painlord's Advanced Play-by-Post Play

Basically, before we hit send, lets double check to see if we made a push or left a hook.


Male Elf Spire Defender Magus 5
Status:
HP 37/37 | Spells/day; LV0-4, 1st-5, 2nd-3 | APP 5/5 | HRW 3/4
stats:
AC 15 | T 15 | FF 10 | F+5 | R+4 | W+3 | Init+7 | Per+8

age: 10d6 + 110 ⇒ (5, 6, 1, 4, 3, 1, 1, 3, 1, 2) + 110 = 137 years
height: 2d8 + 64 ⇒ (7, 1) + 64 = 72 in. =6ft
weight: 2d8 ⇒ (7, 7) = 14 x3= 42 + 110 = 152 lbs.


Love this post... So polite and eloquent that Amendithas:

Amendithas wrote:

As Zeke is being led from the holding cell, Amendithas speaks up, "Do you think you might retrieve my sword from Racker's Alley? I hope to still find a moment to run it through Dylan."

He'll give Zeke a sinister grin.


A while back in one of my local games, we came up with what we feel is an good way for the Knowledge: Local skill to work that makes a little bit more sense than the broad interpretation it is given per the rules.

Rather than Kn:Local covering ALL cities and towns you encounter no matter how obscure, we decided it made more sense that each rank placed into the Kn:Local skill would cover a specific city or town, in much the same way that each rank in Linguistics allows you to speak a new specific language.

What this does, is allow you to use Kn:Local as a trained skill in those specific cities. But it would have to remain untrained in cities that you are not familiar with.

What's your thoughts on implementing this style of Kn:Local rules?

---

In seeing Tullius's roll for Knowledge:Local, I want to stress that knowledge skills are a "Trained Only" skill.

What that means is if the DC for the information you seek is higher than 10 (in this specific case, "Crime Lords" falls under the DC20 "Know hidden organizations, rulers, and locations" clause) then you cannot succeed no matter what your roll is.

Also, an "Untrained knowledge" skill roll is simply an intelligence check.. Roll a d20 and add your int modifier.

Look at the Knowledge section of d20pfsrd to get a good sense of what you can discover with a simple untrained DC10 knowledge roll.


Re: Invisibility and Flanking.

I can find nothing in the rules that prohibits one from getting flanking bonuses while one of your ally's is invisible. So, per RAW (rule as written for those not down with the lingo), it seems a flanking invisible person does provide a flanking bonus.

However, I'm not so sure that should be the case. The whole idea of a flank is it divides the opponents attention between two opposite positioned opponents. If the opponent doesn't realize there is someone behind him, why would his attention be split?

An invisible attacker already gets the benefit of a +2 from being invisible, as well as the extra bonus of the opponent being denied his dex to the attack.

I'm inclined to make this a house rule that an invisible flanking opponent does not provide a flanking bonus unless the opponent can detect the invisible person (eg. See invisibility, true sight, scent)

But, I'll let you guys make the final call on that... Thoughts?


I would suggest that the invisible person gets the flanking bonus, but the other attacker does not, at least until the defender becomes aware that he's being flanked and diverts some attention away from the visible attacker towards the invisible one.


Male Undead Wizard 10

In an effort to simplify some things, I'd like to make a proposal.

Group Initiative wrote:

Group Initiative

Take the average of all initiative modifiers for each the Hero's and the Enemies, and make one roll for the group, and another for enemies.

One of the more difficult things I've had to deal with since we've started this is keeping rounds tracked properly when the initiatives are split up and you have some hero's at the top of the order and some at the bottom.

Making matters even more complicated is when having boss like enemies with separate initiative modifiers thrown into the mix. I already group up like enemies in an effort to simplify things, this would just be expanding that a bit further.

Granted, this punishes those with a focus on initiative, while boosting those who have lower scores. So that is one downside.

What's everyone's opinion on this?


I prefer it how we've been doing it, but I am OK with the group initiative concept if you think it's warranted to help you track the rounds.


Male Human Cleric 5
Status:
hp 56/56; 3/3Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
Stats:
AC21; T13; FF18; F+6; R+3; W+6; Init+3; Per+3

I prefer the way we have been doing it also, but I can help with the summary and helping keep rounds in order.


Male Undead Wizard 10

Seeing as how after this two month hiatus, its kind of hard to tell what effects and stats everyone has, I want to propose doing away with the Stat's and Status Spoiler tags we currently have, and to get these values in the body of each post... Between the x's is a small example of the way I would prefer things to be formatted...

I'm using Dylans values for my example, but feel free to track whatever values you wish in your own posts.

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

Round X

...This is my action with any rolls required.

--------------------------------------------------------------
Effects: Shield of Faith (+2AC) 8/10rds; Effect 2 (+1 Fort) 9/10rds;

Stats: AC21(+2); T13(+2); FF18(+2); F+6(+1); R+3; W+6; Init+3; Per+3

Status: hp 56/56; 3/3 Harrow pts; 5/5 Inspire; 5/5; Strength Surge 5/5; Channel Energy 5/5
--------------------------------------------------------------

xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx

You should be able to just copy from your previous post and make any adjustments needed. It's not vital that you add bold and italics to the post, but it does help it become more readable.

Write your effects and duration left of said effect, and add these bonuses to your Stats inside parenthesis. (The example provided shows Shield of Faith applying to all 3 AC types. Dont modify the default number itself, just show the bonus is active by applying it inside the parenthesis.)

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