GM IronDesk's Lonely Coast (Inactive)

Game Master IronDesk

A campaign based on the adventures published by Raging Swan Press taking place in their Lonely Coast mini-setting.

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Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Or Wilf possibly as he will definitely be in amongst the fighting! Wulfric is out of carrying capacity so would just encumber him.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Ok didn't register that it was light, probably not best suited to Wilf then.


Human|Druid 1|HP 14/14|AC 17(T13/FF14)|CMB +3; CMD 16|Fort +4; Ref +2; Will +4|Init +4|Perception +6|SenseMotive +2|Bluff -1

I won't be able to make a proper post till this evening. Please bot if necessary.


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

Vilesse took the tanglefoot bag and smokesticks but not the holy water, I don't think.

She could take the aspergillum but it's better for somebody who's planning on being in melee. If nobody else wants it she'll pick it up.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

I can't find the post, but I think, Vilesse picked up the two vials of holy water.

Tomi can weild the light mace with a -2 penalty as a one handed weapon ( instead of light, meaning he'd gain 1.5 str bonus if he decided to two-hand it). It is a simple weapon so everybody except Mitran can weild it ( light maces are not on the Druid proficiency list).

Wulfric and Tomi have 3 hero points(max), Vilesse, Mitran and Wilf each have 2.

Also, I said I updated the map, but it turns out I actually didn't - oops. Fixed now.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Vilesse, I should have clarified this earlier, but it hasn't come up until now: Vilesse is wearing armor. That means she incurs arcane spell failure (15%), suffers the ACP on attack rolls ( in this case 0) but also that she cannot cast spells with somatic components, like dancing lights ( and most spells).

At first I assumed you just meant to use hexes exclusively for your first level or two, and when you hit the ghoul with Ear piercing scream you were unarmoured. Oversight? Intentional?

PRD/Witches wrote:
They are not proficient with any type of armor or shield. Armor interferes with a witch's gestures, which can cause her spells with somatic components to fail.


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

Unless that is a house rule, you incur the arcane spell failure chance only if you are casting spells with a somatic component. There is no complete prohibition on casting in RAW.

If it is a house rule, so be it, I'm just a thug with a big stick.


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

I didn't read that line as a prohibition on spells with somatic components, either, just as an indicator that armor causes ASF checks (i.e.- the ASF is caused by the awkwardness of the armor). If she can't cast spells with somatic components at all when armored then she won't wear it. As long as she can cast I can live with a 15% ASF chance.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

derp. No your right. Please ignore the clueless GM behind the curtain.

In that case please remember to roll your ASF when casting. (0lvl with no time constraints like the current situation not required)


Male Halfling Bbn 1 / smnr 1 HP 22/22 | AC:14 T12 FF13 | CMD 14 | Fort +5 Ref +3 Will +1 | init +1 | per +5 | spd 30 rage 6/6

so tomi would still incur a -2 wielding it in 2 hands?

if so he'll pass on it. if not, giz the holy water please :P


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|
Tomi Petric wrote:

so tomi would still incur a -2 wielding it in 2 hands?

if so he'll pass on it. if not, giz the holy water please :P

Yeah I double checked it. -2 to hit and it goes up one size-use category. I much preferred the 3.0 weapon-size rules - more common sense and efficient

I debated letting you guys move further into the cavern, but I figured the undead would move to attack as soon as they saw light. And that you guys wouldn't appreciate being flanked at less than 20'

Marching order, I defaulted to what you guys set at the beginning of the campaign, which I'll do any time nothing specific is called out. If that default has changed, let me know.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Ah, GMing mindless undead... entertaining and frustrating at the same time.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Cymer is located on the southern coast of an ocean, so salt water would not be out of place.

Permanent link to map of the region added to campaign info, and HERE


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

An everburning torch is under the effects of a continual flame spell...

PRD wrote:
Continual flame: The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.

...so no, not extinguished by water.

hm, there's my new thing learned for the day :>


Human|Druid 1|HP 14/14|AC 17(T13/FF14)|CMB +3; CMD 16|Fort +4; Ref +2; Will +4|Init +4|Perception +6|SenseMotive +2|Bluff -1

Sorry for the lack of posts, my kids are sick and require both my wife and my attention. They have that cold virus that's going across the country. ={


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

No worries - check in when you can.

Hope everybody is feeling better soon.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Hey guys, the game is waiting on you to move it forward. The kidnappees aren't going to rescue themselves.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Sorry, been getting distracted.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

s'cool, just making sure everybody wasn't waiting on me.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Hey sorry for not posting yesterday - trouble getting onto the web.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Before we go any further, I'd like to get peoples' opinions on reach weapons and how they have been handled in other games they've played, specifically around two points:

1) According to the official rules an opponent moving along a direct diagonal to the defender never enters a threatened square and can approach a reach wielding character without suffering an AoO. This seems weird to me

2)Attacking through an ally: As near as I can tell, this is allowed, but the attacker suffers penalties as if making a ranged attack, so both a -4 to hit for cover and 20% miss chance for partial concealment, and no AoO against such targets.

If this is the way everybody is used to running it, then I'll leave well enough alone, but am open to hearing any house rules that have been used successfully in the past. I was just doing some forum reading and it seems these reach rules are a sticky point for many, so thought I'd head off any misunderstandings before they arise


Human|Druid 1|HP 14/14|AC 17(T13/FF14)|CMB +3; CMD 16|Fort +4; Ref +2; Will +4|Init +4|Perception +6|SenseMotive +2|Bluff -1

I don't think there are penalties to using a reach weapon across a friendly creature.

I'd say that the diagonal thing would make an AoO.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Yeah the diagonal thing is definitely wonky. Most times a creature will have enough space and movement to dance around the reach-wielder and come in on that blind angle. I've never played it that way and am happy to house rule that the diagonals are threatened - I just want to make sure everyone is on the same page and has no objections.

But attacking across an ally is a stickier wicket. It definitely comes with penalties:

PFSRD wrote:

To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC).

PFSRD wrote:
To determine whether your target has concealment from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that provides concealment, the target has concealment. . . When making a melee attack against a target that isn't adjacent to you, use the rules for determining concealment from ranged attacks.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Tricky. I would be inclined to say regarding diagonals, that although on a map each grid square is treated as 1km and diagonally is 1.5km. The whole grid system is to facilitate the game and an attacker would still have as much polearm to get passed, so should get an AOO in all directions. If you can swing your polearm from north to east (for example) in one turn, you kinda have to go through north east!

As to the other, i can see two arguments. On the one hand they are designed to be used in ranks with the second rank fighting over the first etc. For example during the era of the English civil war, once battle got close, musketeers would fight under the pike ranks. On the other hand, the wielder in the second rank has his range of movement limited as he can only move his polearm over the top of his colleague, too low and he will trip him.

I personally think some form of penalty is fair, but at the same time +4 ac,20% miss and no Aoo seems a little excessive. If it was me i would probably drop the miss chance.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Agreed on both accounts.

So, diagonals are threatened.

Attacking through an ally imposes a -4 to hit, and such a target does not provoke AoOs

Moving on then.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Grouping all the PCs and all the baddies in blocks for initiative. Its just sooo much simpler.


Male Halfling Bbn 1 / smnr 1 HP 22/22 | AC:14 T12 FF13 | CMD 14 | Fort +5 Ref +3 Will +1 | init +1 | per +5 | spd 30 rage 6/6

arent cover and concealment two different things?

i quite liked the idea of wulfric fighting over Tomis head - surely a small creature should provide less cover/concealment than a medium one :P


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Yeah, concealment = anything that interferes with your ability to see the target, cover is anything that could physically block a shot. So in theory, someone standing between you and your target would be both a physical and visual obstacle. I've always found the line between the two kind of blurred though. For example the stone alter that Ythel is currently standing behind is listed as providing cover only , but wouldn't it also provide some concealment?

Anyway, we'll do away with the concealment thing for reach attacks through allies.

With regards to Wulfric fighting over Tomi, which I also like, there is this:

PFSRD wrote:
If a creature has cover, but more than half the creature is visible, its cover bonus is reduced to a +2 to AC and a +1 bonus on Reflex saving throws. This partial cover is subject to the GM's discretion.

@Wulfric: I seem to have lost track of your HP. Wulfric took an arrow for 4 pts of dmg back in the Justicar's hall fight from the bell tower archer, and I can't find a post where it was healed. Do you remember whether it was healed or not?


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

I don't remember and i can't see a post either, 9/15 it is then. My bad i should have kept my profile updated.


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

Will be out of town and fairly non networked, so bot me as needed. Will be back on Sunday night.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Hey guys, i will be back with you next week. My son was born yesterday, so i'm a little busy and even though i didn't have to do much, i'm still knackered!!
Bot me if needed.


Human|Druid 1|HP 14/14|AC 17(T13/FF14)|CMB +3; CMD 16|Fort +4; Ref +2; Will +4|Init +4|Perception +6|SenseMotive +2|Bluff -1

Take your time with him and don't forget to have fun.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

CONGRATULATIONS!!


Female First Folk Witch (Wild Hunter) 2 [HP 13/13 | AC:14 | T:12 | FF:12 | CMB: +0 | CMD:11 | Fort:+3 | Ref:+2 | Will:+3 | Init:+2 | Perc: +0 (Darkvision)| Speed 30] [Within cavern: +1 to attack rolls/saves vs fear effects, 6 temporary HP]

Congrats on the little one. Don't worry, you'll eventually get to sleep through a whole night again. ;)


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

I'm prepping for a corporate visit for the first half of the week at work and likely won't be online much until at least Wed.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Thanks, I brought them home Saturday. All going well so far, bar the sleeping!!


Male Halfling Bbn 1 / smnr 1 HP 22/22 | AC:14 T12 FF13 | CMD 14 | Fort +5 Ref +3 Will +1 | init +1 | per +5 | spd 30 rage 6/6
Vilesse wrote:
Congrats on the little one. Don't worry, you'll eventually get to sleep through a whole night again. ;)

10 months and counting... twins!

wulfric - congrats man. its an experience alright!


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

Wow, and i thought 1 is challenging! Love him to bits though and i can only assume, double the babies, double the love!


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

whew! And I'm back. Man I hate it when the big wigs come to visit. Sorry all for the delay.


Male Halfling Bbn 1 / smnr 1 HP 22/22 | AC:14 T12 FF13 | CMD 14 | Fort +5 Ref +3 Will +1 | init +1 | per +5 | spd 30 rage 6/6

double the trouble more like! they started crawling a few months ago.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

So i guess that means they are at the stage where you look away for a couple of seconds and the have disappeared! Good luck.


Male Halfling Bbn 1 / smnr 1 HP 22/22 | AC:14 T12 FF13 | CMD 14 | Fort +5 Ref +3 Will +1 | init +1 | per +5 | spd 30 rage 6/6

yep, usually in different directions too.

they have taken to sleeping in shifts too, just to make sure mum and dad dont get more sleep than they need :)


Human|Druid 1|HP 14/14|AC 17(T13/FF14)|CMB +3; CMD 16|Fort +4; Ref +2; Will +4|Init +4|Perception +6|SenseMotive +2|Bluff -1

Sleeping in shifts is a specialty of children.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Congratulations on completing "Retribution!"

There's two things that I'd like to discuss with you guys at this point:

1) I'm going to be writing a short review of the adventure on the product page here, and would love to get some feedback for it from all of you from the player's perspective. Too easy, too hard, pacing, plot holes, memorable moments. That sort of stuff.

2) I originally envisioned this campaign as episodic - containing natural break points where players could exit or enter gracefully as their interested waxed or waned. Now would be such a point. Please let me know ( here, or by PM if you're more comfortable) if you want to continue. If you want to continue, but with a different character, now would be a good time to switch out also.

:>


human Gunslinger HP 44/44 AC 29, T 18, FF 27, Fort +6, Ref +8, Will +4, CMD 27, Per +10, Init+6

I'll continue.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

I'm still in.


Male Halfling Bbn 1 / smnr 1 HP 22/22 | AC:14 T12 FF13 | CMD 14 | Fort +5 Ref +3 Will +1 | init +1 | per +5 | spd 30 rage 6/6

overall its been very enjoyable so far, and i'd like to carry on with Tomi if thats ok.

in terms of your review, as a player i particularly enjoyed the section from when things started happening at the priory onwards. its difficult to tell without having read it myself, but that mystery part (with the random happenings) felt a little bit boxed in - things had to happen in a certain way for the module to proceed - in particular the NPCs seemed very resistant to the idea of not disappearing off by themselves at every opportunit (when staying together would potentially have foiled the abduction section)

the encounters seemed perhaps a little easy to start, but i guess thats a good way for the party to get to know each others abilities. the forced pace through the underground cavern section kept things exciting . it would have been cool if the tide had wreaked a bit more havoc, hehe.

kudos to the GM i reckon.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

I think Tomi summarised it quite well. The tide worked well to separate us, ruling the 'traditional fighter type' out of that fight. I can see that a more 'conventional' party might find it easier, dedicated face and healer characters etc, but then our party was quite combat orientated, so maybe they would have struggled there. I think a traditional 'skill monkey' character, may have found it a bit slow as there weren't many challenges dedicated to them.
But again ditto Tomi, kudos to the GM!


Human|Druid 1|HP 14/14|AC 17(T13/FF14)|CMB +3; CMD 16|Fort +4; Ref +2; Will +4|Init +4|Perception +6|SenseMotive +2|Bluff -1

I've discussed it with IronDesk in PM, but I've decided to step out at this point. I have a lot going on, including another PbP. It was great playing with you guys, but I think it's best for me to step out.

Again, thanks and good luck.


Male Human Armiger 2 [HP: 17/26 | AC:18 | AC FF:18 | AC T: 10 | CMB: 5(+1 trip) | CMD: 16 | Fort: 5 | Ref: 1 | Will: 4 (+1 vs fear) | Init: 2 | Perc: 5 | Sense Motive: 5 | Bluff: 1 | Speed 20ft

On a separate note, I am happy to continue as Wulfric (and interested to see how he develops), but with such a combat orientated party (who with the lack of hvy armour, seem better suited to this environment). I wondered whether a ranged healer or skill monkey, might be needed in the party. Then Mitran would be freed up a bit. What does everyone think? Either way i would like to continue.

Edit:- Good luck Mitran and thanks, it was fun. Hope to see you in a future game.

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