GM Lysander's "The Price of Immortality"

Game Master Rivien

It begins as a time-honored village tradition...but who knows where it will end?



Opening the discussion thread!

Excellent quote from Jocyn, Kion.


Male Undine Bard/Watersinger 1 [HP: 9/9 | BAB +0 | AC: 15 T:13 FF:12| Init: +3 | Fort: +1, Ref: +3, Will +0 | Perc: -1 (deal with it)]
skills:
Acrobatics 7, Diplomacy 7, Perform dance 7, Perform string 7, Stealth 7, Use Magical Device 7

Thanks.

To clarify, this is always ooc discussion, right? Or am I supposed to be in character now?

And sorry about the quotes, I would fix it, but I no longer have an "edit" option. =/


M Elf Rogue 1 (HP: 8/8 | BAB: +0 | AC: 16 T: 12 FF: 14 | Fort: +0 Ref: +4 Will: +2 | Init: +2 | Perc: +6)
Skills:
Bluff +6,Diplomacy +6,Disable Device +6,Disguise +6,Esc. Artist +6,Intim. +6,Sense Motive +6,Sleight of Hand +2,Stealth +6

Is the length of Kion's post about what you were expecting for these starting posts? I was typing something up, but it was much more long-winded, and I'm wondering if I need to take my dagger and trim it up a bunch.


Yeah, this will always be ooc. The Edit option goes away after an hour so people can't change the past to match what they say in the present.

Nope, make it as long as you want!


Thoughts for Brenda:

I'm thinking of making it that Kurgryn is the town smith instead of just the smith at the temple. Essentially it doesn't change much, but I wonder if our characters don't know more about each other initially, or are on better terms. They both are very duty driven, and it makes sense that one of the city guards would be bringing weapons and armor to the smith for repairs. Just something to consider maybe as Niamh enters the square.


M Elf Rogue 1 (HP: 8/8 | BAB: +0 | AC: 16 T: 12 FF: 14 | Fort: +0 Ref: +4 Will: +2 | Init: +2 | Perc: +6)
Skills:
Bluff +6,Diplomacy +6,Disable Device +6,Disguise +6,Esc. Artist +6,Intim. +6,Sense Motive +6,Sleight of Hand +2,Stealth +6

You trying to put poor Braggar out of business? What'd he ever do to you? :P


Male Dwarf Cleric 1 [HP: 14/14 | BAB +0 | AC: 17 T:10 FF:17| Init: +0 | Fort: +2, Ref: +0, Will +2 | Perc: +3 (+5 stonework)]
Skills:
Craft(Armor/Weapon) +8, Knowledge(History) +6, Knowledge(Religion) +6, Profession(Smith) +8

That's what I get for not reading all the back-story info first.


M Aasimar Oracle 1 [HP: 12/12 | BAB +0 | AC: 17 T:10 FF:17| Init: +0 | Fort: +1, Ref: +0, Will +1 | Perc: +2]

Ok, I think I've got everything together. Now to get to the square...


M Aasimar Oracle 1 [HP: 12/12 | BAB +0 | AC: 17 T:10 FF:17| Init: +0 | Fort: +1, Ref: +0, Will +1 | Perc: +2]

Gah. Thanks a lot, Tony..! I was going to get Moltus down, but now I'll have to come up with some other reason for being late :P


M Catfolk Ninja 1 (HP: 6/8 | BAB: +0 | AC: 13 T: 13 FF: 10 | Fort: +0 Ref: +5 Will: +1 | Init: +3 | Perc: +7)
Skills:
Acrobatics +7, Appraise +6, Bluff +6, Climb +12, Disable Device +7, Disguise +6, Esc. Artist +7, SoH + 7, Stealth +10

One more quick question (hopefully) :

When is it allowable to take 10 on a DC check?


You can take ten when you would not be distracted or otherwise under duress. Just ask if you're ever unsure, or just post something like the following...

Perception check, taking ten if allowed:
10 + 3 = 13
Else:
1d20 + 3 ⇒ (14) + 3 = 17


Also, as far as the map goes, if you try to assemble it, give me the order of fragments from top to bottom, left to right please!

If the map stuff takes too long, I'll give you the full map. But! teamwork and puzzle solving are important skills to have!


M Catfolk Ninja 1 (HP: 6/8 | BAB: +0 | AC: 13 T: 13 FF: 10 | Fort: +0 Ref: +5 Will: +1 | Init: +3 | Perc: +7)
Skills:
Acrobatics +7, Appraise +6, Bluff +6, Climb +12, Disable Device +7, Disguise +6, Esc. Artist +7, SoH + 7, Stealth +10

Hey Joeepi! You might want to take a look at this:

http://paizo.com/pathfinderRPG/prd/additionalRules.html#_carrying-capacity

Since your strength is only 7, you can't carry much before you're encumbered as if you were wearing heavy armor. Something you probably want to think about before setting off too far on this adventure


Male Human Sorcerer 1 [HP: 11/11 | BAB +0 | AC: 12 T:12 FF:10| Init: +2 | Fort: +2, Ref: +2, Will +3, Perc + 2]

How much does a small tent weigh?


20 lbs


Male Human Sorcerer 1 [HP: 11/11 | BAB +0 | AC: 12 T:12 FF:10| Init: +2 | Fort: +2, Ref: +2, Will +3, Perc + 2]

Jesus.


Yeah, that's what I thought when I saw that...we can call it 7 lbs.


Male Human Sorcerer 1 [HP: 11/11 | BAB +0 | AC: 12 T:12 FF:10| Init: +2 | Fort: +2, Ref: +2, Will +3, Perc + 2]

Coolio. Sounds good. I've updated my character sheet and I'm holding 22 lbs if the mask is 1 lb and charcoal, candles, and chalice don't have weight...


In regards to the first “travel” post, if anyone feels that I was overstepping my RP bounds/causing your character to act as they wouldn’t in that post, please let me know.


Male Dwarf Cleric 1 [HP: 14/14 | BAB +0 | AC: 17 T:10 FF:17| Init: +0 | Fort: +2, Ref: +0, Will +2 | Perc: +3 (+5 stonework)]
Skills:
Craft(Armor/Weapon) +8, Knowledge(History) +6, Knowledge(Religion) +6, Profession(Smith) +8

I didn't realize that the post does dice rolls for you! That's pretty cool.


Male Dwarf Cleric 1 [HP: 14/14 | BAB +0 | AC: 17 T:10 FF:17| Init: +0 | Fort: +2, Ref: +0, Will +2 | Perc: +3 (+5 stonework)]
Skills:
Craft(Armor/Weapon) +8, Knowledge(History) +6, Knowledge(Religion) +6, Profession(Smith) +8

I'm also posting my list of spells that I prepared during my morning prayer. At 1st lvl I get 3 0-lvl spells and 1+1 Cleric Spells, one class + one domain spell.

Spell List

Orisons (Lvl 0)

-Detect Magic
-Guidance
-Resistance

Cleric Spells (Lvl 1)

-Cure Light Wounds
-Lead Blades


F Changeling Fighter 1 (HP: 10/10 ♦ BAB: +1 ♦ AC: +16, T: +13, FF: +13 ♦ Fort: +2, Ref: +3, Will: +2 ♦ Init: +3 ♦ Perc: +2)
Skills:
Survival: +6, Knowledge(dungeoneering): +4

I've got the Combat Reflexes feat: "You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed."

How do I know when I can make an attack of opportunity?


There a big table on this page that mentions which actions provoke attacks of opportunity (AoO).

Based on what your opponent does, you can either have me roll them for you or just put more attack rolls in a spoiler tab titled "AoO" (or something) when you declare your actions for the round. It's up to you, just let me know how you want to do it.


F Changeling Fighter 1 (HP: 10/10 ♦ BAB: +1 ♦ AC: +16, T: +13, FF: +13 ♦ Fort: +2, Ref: +3, Will: +2 ♦ Init: +3 ♦ Perc: +2)
Skills:
Survival: +6, Knowledge(dungeoneering): +4

Well excuse Niamh for keeping Kion from turning into an aqua orcan pincushion. Didn't realize dragging the unconscious dwarf away from being smashed by an axe (again) would deal such a blow to your delicate bard's ego.


M Elf Rogue 1 (HP: 8/8 | BAB: +0 | AC: 16 T: 12 FF: 14 | Fort: +0 Ref: +4 Will: +2 | Init: +2 | Perc: +6)
Skills:
Bluff +6,Diplomacy +6,Disable Device +6,Disguise +6,Esc. Artist +6,Intim. +6,Sense Motive +6,Sleight of Hand +2,Stealth +6

So, Kylar, tell me: how did you come to learn the fine arts of stealth and skill?


M Catfolk Ninja 1 (HP: 6/8 | BAB: +0 | AC: 13 T: 13 FF: 10 | Fort: +0 Ref: +5 Will: +1 | Init: +3 | Perc: +7)
Skills:
Acrobatics +7, Appraise +6, Bluff +6, Climb +12, Disable Device +7, Disguise +6, Esc. Artist +7, SoH + 7, Stealth +10

Oh, you know. Lots of people have nice things that they don't want to show off, but curiosity is a powerful force!


M Catfolk Ninja 1 (HP: 6/8 | BAB: +0 | AC: 13 T: 13 FF: 10 | Fort: +0 Ref: +5 Will: +1 | Init: +3 | Perc: +7)
Skills:
Acrobatics +7, Appraise +6, Bluff +6, Climb +12, Disable Device +7, Disguise +6, Esc. Artist +7, SoH + 7, Stealth +10

After that I tried outdo Short Change at his own game and see what I could grab from him, but it didn't turn out very well. Fortunately for me he took me under his wing and tried to teach me what he knew instead of robbing me blind


For those who are unaware, Kevin and James are currently traveling, so I expect the game to be a bit slow through the weekend.


Now this is more like it!


M Elf Rogue 1 (HP: 8/8 | BAB: +0 | AC: 16 T: 12 FF: 14 | Fort: +0 Ref: +4 Will: +2 | Init: +2 | Perc: +6)
Skills:
Bluff +6,Diplomacy +6,Disable Device +6,Disguise +6,Esc. Artist +6,Intim. +6,Sense Motive +6,Sleight of Hand +2,Stealth +6

One thing that still bugs me: How did Kylar reach the body and loot it before Caundur? While Kylar was running up trees, Caundur was just walking directly up to the thing.


Kylar's attention was focussed on the body, while Caundur was distracted by seeing the knife.


M Elf Rogue 1 (HP: 8/8 | BAB: +0 | AC: 16 T: 12 FF: 14 | Fort: +0 Ref: +4 Will: +2 | Init: +2 | Perc: +6)
Skills:
Bluff +6,Diplomacy +6,Disable Device +6,Disguise +6,Esc. Artist +6,Intim. +6,Sense Motive +6,Sleight of Hand +2,Stealth +6

For the entire length of time that it takes Kylar to climb a tree and then come back down?


Kylar is a nimble catfolk, and I was assuming that he approached the body hopping from tree branch to tree branch. I also assumed that he could just hop down from any branch within 15 ft. of the ground.


M Elf Rogue 1 (HP: 8/8 | BAB: +0 | AC: 16 T: 12 FF: 14 | Fort: +0 Ref: +4 Will: +2 | Init: +2 | Perc: +6)
Skills:
Bluff +6,Diplomacy +6,Disable Device +6,Disguise +6,Esc. Artist +6,Intim. +6,Sense Motive +6,Sleight of Hand +2,Stealth +6

It just seems like someone walking at a regular pace in a straight line to a location should get there before someone climbing and jumping around trees.


That is true. The picture I had in my mind had Caundur walking off of a straight-line path in order to collect the dagger. I had thought that if the dagger were on the direct path it would be difficult to ensure that he was the first to see it--it was because Caundur was still looking left and right as the group approached the body (including Kylar approaching in the trees slightly ahead of the non-stealthy people) that he saw the dagger and went to collect it, taking him in a triangular path relative to the main group.


M Elf Rogue 1 (HP: 8/8 | BAB: +0 | AC: 16 T: 12 FF: 14 | Fort: +0 Ref: +4 Will: +2 | Init: +2 | Perc: +6)
Skills:
Bluff +6,Diplomacy +6,Disable Device +6,Disguise +6,Esc. Artist +6,Intim. +6,Sense Motive +6,Sleight of Hand +2,Stealth +6

Oh, ok. I'll be more descriptive in my actions in the future.


I apologize if you meant for Caundur to go directly to the body, regardless of the dagger distraction.


M Catfolk Ninja 1 (HP: 6/8 | BAB: +0 | AC: 13 T: 13 FF: 10 | Fort: +0 Ref: +5 Will: +1 | Init: +3 | Perc: +7)
Skills:
Acrobatics +7, Appraise +6, Bluff +6, Climb +12, Disable Device +7, Disguise +6, Esc. Artist +7, SoH + 7, Stealth +10

I thought the trees were too spread out for Kylar to travel from tree to tree


Being a catfolk, descent and ascent of trees is not a particularly time-consuming process for Kylar, as I indicated above with the 15 ft. comment.


M Catfolk Ninja 1 (HP: 6/8 | BAB: +0 | AC: 13 T: 13 FF: 10 | Fort: +0 Ref: +5 Will: +1 | Init: +3 | Perc: +7)
Skills:
Acrobatics +7, Appraise +6, Bluff +6, Climb +12, Disable Device +7, Disguise +6, Esc. Artist +7, SoH + 7, Stealth +10

I would like to clear something up here. Kylar did not travel through trees to get to the body. If you look on the Facebook convo for this campaign I specifically asked if Kylar could do that and Patrick replied that he could not as the trees were spread too thinly.

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