GM Mainer's Crypt of the Everflame (Inactive)

Game Master Mainer


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Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:
GM Mainer wrote:
At this time, I would like to let you all know that you are at level 2! Congratulations!

Woot!

GM: How are we doing hit points? Right now I am assuming it is average round up, but I can roll if required.

Sir Bleeparolo's leveling choices:

Favored Class Bonus: Skill

New spell: create water

Skills: +1 rank in:

Acrobatics
Climb
Diplomacy
Perception
Ride
Survival

Background skills +1 rank in:

Knowledge (engineering)
Knowledge (history)

Varkha's Leveling Choices:

Feat: Toughness
Skill: Acrobatics


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Does anyone have Knowledge (arcana) as a class skill?

If so, I hope you put a rank in it. But I think nobody has it.

GM: If nobody has Knowledge (arcana) as a class skill, would you allow me to do a character retcon?

I am thinking: add a drawback so I can get another trait, and then take a third trait that gives me Knowledge (arcana) as a class skill. Instead of Survival I'll put a rank in Knowledge (arcana).


Inside the Crypt - - Sir Bleeparolo's Map

For hit points, you have two options:
1) Roll for it (no takebacks)
2) Take 1 less than the max for your class.

@Sir Bleeparolo: i will say no to the retcon, but i will allow ranks to be put (by anyone) in untrained knowledge skills.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:
GM Mainer wrote:

For hit points, you have two options:

1) Roll for it (no takebacks)
2) Take 1 less than the max for your class.

@Sir Bleeparolo: i will say no to the retcon, but i will allow ranks to be put (by anyone) in untrained knowledge skills.

I'll take #2.

I could put a rank in knowledge (arcana) but I would end up with only +2. Hardly seems worth it.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Was just looking over everyone's characters to see what knowledges they have. NOTE: my stats include going up to 2nd level, but nobody else has done that yet.

Sir Bleeparolo:
Nature +5
Religion +5
History +5
Nobility +7

Fonzy:
Dungeoneering +5
Engineering +5
Geography +5
Nature +5

Ashling:
Local +4 (I think... she doesn't list the actual skill ratings)

Belasara:
Religion +4

The "Big 4" knowledge skills are Arcana, Nature, Planes, and Religion. Local and Dungeoneering are also useful but they come up less.

* I can cover planes next level. Actually GM: if I can still switch I could take the point I put into survival and throw that into planes instead.

* Belasara: if you want to put ranks in Religion we probably don't need any other knowledges from you. Since you can hurt undead with channeling you want to be able to identify undead.

* Fonzy: you get the most skill ranks of anyone here. Think you can drop a rank into Arcana? And I'd keep putting ranks in Nature.

* Ashling: might as well keep putting ranks in Local. Since you also get a lot of skill ranks, if you want to put ranks into dungeoneering too that's cool.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

A couple of other things I noticed:

Belasara: You didn't give yourself any Background Skills. You get two extra ranks that can only be put in background skills. Click the link for details.

Fonzy: both your traits give a trait bonus to initiative. Remember that trait bonuses don't stack, so you use the better of the two bonuses. Your Initiative should be +6.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

I wasn't aware of that, I thought they only had to be from different categories or I wouldn't have chosen a trait that gave a bonus to AoO's as I rarely get them.

I have already updated character level though. I suppose I could go back and swap a skill and trait if gm would allow.


Inside the Crypt - - Sir Bleeparolo's Map

I will say that I'm not a big fan of the drawbacks, because I don't see them as balanced.

After thinking it over, however, I will allow everyone the chance to make a change to their traits (or if there's something else they wish to discss with me) if they so choose. After this, character retcons/changes are a no go.

Please give me a heads up on what you want to change. i'd rather it be something small like traits or skills, especially since you seem like you will continue to be a very capable adventuring team.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:
GM Mainer wrote:

I will say that I'm not a big fan of the drawbacks, because I don't see them as balanced.

After thinking it over, however,...

Does that mean that you will allow drawbacks?

The drawback I was thinking of after looking them over is Naive, because Sir Bleeparolo is an idealist and brushes off the seedier things about life as not important.

The trait this would allow me to take is Mathematical Prodigy. It's not as good a fit but might stem from Sir Bleeparolo's transcendent visions. Being lawful he might see these in a 'scientific' way. Then I could put a point into (arcana) and I would have +6.

-----

The main problem here is that it is rare to have a party without an INT-based character or an arcane caster. The best INT in the party is 12. Belasara and I have almost exactly the same list of Class Skills, and Fonzy's and Ashling's lists are also very similar to each other. So there are a number of skills that aren't going to get covered.

We will never be especially good at knowledge skills without a high-INT character (or maybe a bard or something similar) but it would be good to cover them so we can at least make rolls and have a chance of figuring something out.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:
Fonzy Tenderleg wrote:
I have already updated character level though. I suppose I could go back and swap a skill and trait if gm would allow.

Oh! Sorry... your stat line still says 11 HP though, so you might want to update that.


Female Human Oracle 8 / Lore warden Fighter 2 | HP 24/67| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +5 | CMB: +10/5 CMD: 25 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)
Spells:
lvl1 6/7 | Lvl2 7/7 | lvl3 3/5
Status effects:

i'll take option 2 as well, 1 less than max is really good.

i usually have several different builds for my characters, Unfortunately Ashlings low mental stats this time around prevents that.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

I traded Tactician for Second Chance. Bleeparolo, you're taking the knowledge arcana skill correct? So I don't need to skill swap anything?


Female Human Oracle 8 / Lore warden Fighter 2 | HP 24/67| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +5 | CMB: +10/5 CMD: 25 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)
Spells:
lvl1 6/7 | Lvl2 7/7 | lvl3 3/5
Status effects:

All set

Used a slayer talent to get the weapon training rogue talent. Now i can pick up slashing grace next level.

invested 2 ranks in dungeoneering
1 in local, escape artist, and a few other skills-

my fcb went to hp

thats about it.


Inside the Crypt - - Sir Bleeparolo's Map
Sir Bleeparolo the Deft wrote:
GM Mainer wrote:

I will say that I'm not a big fan of the drawbacks, because I don't see them as balanced.

After thinking it over, however,...

Does that mean that you will allow drawbacks?

The drawback I was thinking of after looking them over is Naive, because Sir Bleeparolo is an idealist and brushes off the seedier things about life as not important.

The trait this would allow me to take is Mathematical Prodigy. It's not as good a fit but might stem from Sir Bleeparolo's transcendent visions. Being lawful he might see these in a 'scientific' way. Then I could put a point into (arcana) and I would have +6.

-----

The main problem here is that it is rare to have a party without an INT-based character or an arcane caster. The best INT in the party is 12. Belasara and I have almost exactly the same list of Class Skills, and Fonzy's and Ashling's lists are also very similar to each other. So there are a number of skills that aren't going to get covered.

We will never be especially good at knowledge skills without a high-INT character (or maybe a bard or something similar) but it would be good to cover them so we can at least make rolls and have a chance of figuring something out.

Yup, I'll allow it. Like i said, my main concern with drawbacks is that they don't always seem balanced (some have harsh penalties, in my opinion).

I'll also allow anyone else who wants to to take a drawback and get a third trait (to be fair all around).


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

OK, I'll take knowledge arcana then.

Editing now.

... done.


Female Human Oracle of Life (Spirit Guide) 2 | HP 19/19 NL 8/19 | AC 14 Touch 12 Flat-Footed 12 | CMB +2 CMD 14 | Saves: Fort +1 Ref +2 Will +3 | Perception: +2 | Init: +2 | Status: Normal

I haven't played this module before, but I wasn't expecting to level up until the end of it. What a nice surprise. =)

Just as a reminder, with the Spirit Guide archetype I get all Knowledge skills as class skills. I can pick up a couple of them to cover our bases, if need be.

Level Up!:
HP 19 (15 HP + 2 CON + 2 FCB)
BAB +1
FCB +1 HP
Saves +1 Will
Skills Knowledge (Arcana, Planes, Religion), Perception, Survival
Background Skills Knowledge (History), Lore (Kassen)
New Spells
    1st Level - detect undead (mystery spell)
    0th Level - detect poison

Thanks for the heads-up about the Background Skills, Bleeparolo. I don't know how I missed that, but it reminded me that, as a human, I get 1 extra skill point per level.

Level 1 Fixes:
Skills Sense Motive
Background Skills Craft (Bows), Profession (Herbalist)


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Well, dang! That's good news.

In that case I won't bother with the Mathematical Prodigy trait. It was a stretch so if it's still okay I will take "Armored Rider" instead.

I'll put that rank in (planes) instead. If you can concentrate in (arcana) and (religion) now that you realize you are getting the extra skill rank, I will concentrate on (planes) and (nature) from now on.

Fonzy, Belasara has got (arcane) covered so you don't have to change anything.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Could we possibly get another overview of where we have explored? I'm a bit turned around at the moment


Inside the Crypt - - Sir Bleeparolo's Map

Map is updated with that.


Female Human Oracle of Life (Spirit Guide) 2 | HP 19/19 NL 8/19 | AC 14 Touch 12 Flat-Footed 12 | CMB +2 CMD 14 | Saves: Fort +1 Ref +2 Will +3 | Perception: +2 | Init: +2 | Status: Normal

So if the shields weigh 45 pounds each, who's going to be lugging them around? I could carry one. It would put me at medium encumbrance, but that's probably not as bad for me as it would be for someone else.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:
GM Mainer wrote:
Map is updated with that.

Great! That is much easier to understand now.

GM, if it suits you, maybe we can have this map on one link and a closeup combat map on another?

BTW, I made a post in gameplay about Sir Bleeparolo making a map. I have added his handwritten "notes" to your map. :)

I have also given letters to indicate unexplored exits for reference.

BTW, Do the stairs from the room with the beetle to the room with the statue go up and then down again?


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:
Belasara Vileux wrote:
So if the shields weigh 45 pounds each, who's going to be lugging them around? I could carry one. It would put me at medium encumbrance, but that's probably not as bad for me as it would be for someone else.

You can always drop them as a free action when combat comes up.


Inside the Crypt - - Sir Bleeparolo's Map

Sir Bleeparolo's Map has been created an linked under my name.

And yes, the stairs to the beetle's room go up and then down again.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Fonzy: I think you are supposed to have more hit points. This is the rule:

GM Mainer wrote:

For hit points, you have two options:

1) Roll for it (no takebacks)
2) Take 1 less than the max for your class.

If you didn't roll (and I didn't see any roll from you) then you should have 21 (10 for first level, 9 for second level +2 for favored class).

=================================

Also

GM Mainer wrote:
Sir Bleeparolo's Map has been created an linked under my name.

You need to set it so we don't need permission to view it.


Inside the Crypt - - Sir Bleeparolo's Map

Dang it. Knew i forgot something. should work now.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:
GM Mainer wrote:
Dang it. Knew i forgot something. should work now.

I can see it... though it is also set to view only, so I won't be able to add any more notes.

No rush for that.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Whoops thank you. I took half out of habit.


Inside the Crypt - - Sir Bleeparolo's Map

Per the SRD:

Check: When disarming a trap or other device, the Disable Device check is made secretly, so that you don't necessarily know whether you've succeeded.

The DC depends on how tricky the device is. If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you trigger it. If you're attempting some sort of sabotage, you think the device is disabled, but it still works normally.

How I read this is that you would know if you failed, because the trap would be going off. Nothing happened, so no failure. The option, then, is to either assume the trap was disabled, or assume that it was not disabled (but not set off).

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

So normally the disable check is a GM roll then? If it's made in secret. I mean, I'd rather keep making the rolls so I have at least a faint idea of my chances.

But thank you for clearing that up.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Well, we know you didn't set it off.

But really, if you can figure out what a trap normally does (i.e. how it tries to kill you) then often it is better to stand back and spring the trap safely rather than trying to disable it.

Grand Lodge

M Human Danger Ranger (Dungeon Rover) 2 | HP 21/21 | Init +6 | Per +6 | AC 17 : T 14 : FF 13 | Fort +3 : Ref +7 : Will +1 | Rapier +4 (1d6/18-20×2+2), Lbow +6 (1d8×3) (15/20 arrows) (16/20 b arrows)

Yeah I mentioned trying to shoot the pressure plate (or at least I think I did), but then I was worried about what kind of trap it was and if it was a continuous thing with a statues.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

GM: Can you update "Sir Bleeparolo's Map" ?


Inside the Crypt - - Sir Bleeparolo's Map
Sir Bleeparolo the Deft wrote:
GM: Can you update "Sir Bleeparolo's Map" ?

Yes. I'll be doing that in the next couple of hours. For some reference, you all came through the door on the left.


Inside the Crypt - - Sir Bleeparolo's Map

Sir Bleeparolo's map is updated. Just waiting on Fonzy for his action in this room, and we'll keep things moving from there.

Also, just want to give you a heads up that school is starting for me this thursday. Things will be a little extra busy, but right now, i don't see anything that will require me to stop this game.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:
GM Mainer wrote:
Everyone else, I apologize, the semester started and one of my professors decided he didn't want to explain how homework or quizzes worked, so I'm trying to get that balance. Should be able to post late tomorrow. Thank you for your patience.

No worries. Life gets in the way sometimes.


Female Human Oracle 8 / Lore warden Fighter 2 | HP 24/67| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +5 | CMB: +10/5 CMD: 25 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)
Spells:
lvl1 6/7 | Lvl2 7/7 | lvl3 3/5
Status effects:

not a problem,


Inside the Crypt - - Sir Bleeparolo's Map
Sir Bleeparolo the Deft wrote:
GM Mainer wrote:
As you are still in the room with the trap firing arrows, you are still in combat. As mentioned before, to get full coverage using a tower shield is an action.

I placed the shield as cover first. Then I made a perception check, which is a move action. Once the shield is in place to provide cover, no further action is needed to keep it there. You just have to keep holding it.

Really, if we can move and then plant the shield, and then move and plant the shield again, we should be able to make ourselves invulnerable to the arrows indefinitely.

Moving this to the discussion page to avoid clutter.

Please keep in mind that I did tell everyone that you were considered in combat as long as the arrows kept firing. I also provided extra warnings that a standard action other than taking total cover behind the shields would run you the risk of being shot.

Sir Bleeparolo, you moved towards the pillar, and then made a perception check. I am treating this as a double move, which will make you vulnerable to fire from the pillar. Also, because you are carrying two shields, you only receive the shield bonus from the tower shield.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:
GM Mainer wrote:
Sir Bleeparolo, you moved towards the pillar, and then made a perception check. I am treating this as a double move, which will make you vulnerable to fire from the pillar.

I'll be more specific in future about what I am doing. Sorry I wasn't more clear.

But here's the overall plan:

Round A: Move a single move, and plant the shield (standard).
Round B: Look around, i.e. Perception check. (Move action. No standard action this round.)

Repeat.

Doing that should guarantee that we are not hit by any arrows at all.

If we look around the room and cannot find any way of shutting the device off, then we will have to engage it somehow, and that will get more complicated.


Female Human Oracle 8 / Lore warden Fighter 2 | HP 24/67| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +5 | CMB: +10/5 CMD: 25 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)
Spells:
lvl1 6/7 | Lvl2 7/7 | lvl3 3/5
Status effects:

okay so next idea, the arrows are shooting out of somewhere. what is we found a way to block them or at least the relevant ones?


Inside the Crypt - - Sir Bleeparolo's Map

The arrows are shooting out of the pillar in every direction. The room itself provides no cover, but the two tower shields can be used for cover.


Inside the Crypt - - Sir Bleeparolo's Map

Guys, i'm sorry for the silence. I'll put an update out later this afternoon


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

FYI guys I probably can't post on Saturday, and not on Sunday until late.


Inside the Crypt - - Sir Bleeparolo's Map

I don't want to be the GM that ghosts away, because I've had that happen to me before, and it stinks. I'll be straightforward and admit that the business of work/school/home has kept me occupied, and made it more difficult to study the module and be prepared. After that, the guilt of not posting regularly has kept me away, and for that I apologize.

As it stands right now, you all are about halfway through this module, and you're doing pretty well. I've added some story elements here and there as I've seen fit, because your characters are all fantastic, and have excellent backgrounds.

I have 2 proposals to finish this module. Some of you have expressed that you've always gotten partially through this module before it dies, and I don't want to be added to that group of GMs.

My first idea is that I can commit more fully to posting on an every-other day basis, if that works for everyone.

The second option is to have a hiatus. Freeze the game and resume it in December, when my semester ends and I have more free time to focus on this game.

Please let me know which you would prefer.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

I am fine with a slower pace if that's all that can be managed. I'd rather do that than drop the game for a couple months.


Female Human Oracle 8 / Lore warden Fighter 2 | HP 24/67| (if cold Ac: 23) AC:21 / T: 15 / FF: 15 /Resist: 10 Cold| Fort: +7, Ref: +6(+8 if winter), Will: +5 | CMB: +10/5 CMD: 25 | Init: +8(+10 if winter), Perception: +3 (Snow Sight)
Spells:
lvl1 6/7 | Lvl2 7/7 | lvl3 3/5
Status effects:

i'm fine with whatever is decided


Female Human Oracle of Life (Spirit Guide) 2 | HP 19/19 NL 8/19 | AC 14 Touch 12 Flat-Footed 12 | CMB +2 CMD 14 | Saves: Fort +1 Ref +2 Will +3 | Perception: +2 | Init: +2 | Status: Normal

I'm terribly sorry for not getting to this until now. Long story very short, I live in Miami and had to evacuate last week. That said, I hope you all will forgive me if what I say next isn't particularly eloquent; I had a 17-hour drive home last night.

It's nice to see you committed to the game and to finishing what you've started, but I think in our commitment we tend to forget that it is just a game. If it's taking up too much of your time or competing with your real life responsibilities, or becoming a chore (not that you said it was), I think it's best to put it on hold until you have the time for it.

So, if you need to put this on the back burner to focus on your actual responsibilities, I'm okay with that. But if you can work out an every other day posting—and you don't feel like you have to post or else—then I'm okay with that, too. Really, it's whatever you feel is best.

And sorry if this isn't very helpful. I am enjoying the game, but at the end of the day, it is a game, and if you need time away to fullfil your other duties, then I'll have no hard feelings about it. =)


Inside the Crypt - - Sir Bleeparolo's Map

First off, so glad you're safe Bela. Like you said, there are more important things, and staying ahead of those storms is definitely more important.

I think I can work out every other day posting, starting tonight. I'll put an update in tonight, and we'll keep things going. i'll go for a Monday/Wednesday/Friday evening posts, with one post on the weekend depending on where we're at.

Thank you all for your support and understanding.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

Bela: Glad to hear everything's okay. Did you have any damage at your house?

Even if posting goes down to only once or twice a week (and I have one game that's like that) I'm fine with that.


Female Human Oracle of Life (Spirit Guide) 2 | HP 19/19 NL 8/19 | AC 14 Touch 12 Flat-Footed 12 | CMB +2 CMD 14 | Saves: Fort +1 Ref +2 Will +3 | Perception: +2 | Init: +2 | Status: Normal

Thank you GM and Peet! Surprisingly no, there was no damage. There was some water that got into the entryway and the kitchen, but it dried up by the time we got back. The neighborhood looks like it took a hit, though. Palm trees cracked in half, street signs bent this way and that... It might not have been as bad as everyone was projecting it to be, but I'm still glad we weren't here to witness it.

I'm happy to hear we'll be continuing! I should have a post up shortly.


Oracle (Nature) 2 | HP 20/20 | Init +4 | Per +8 S.M. +0 | AC 17 : T 10 : FF 17 AC 15 : T 8 : FF 15 | Fort +3 : Ref -2 : Will +3 | Melee +3 (1d6+2)
Resources:
Spells: 1st level: 4/4 | SLAs charm person
Current Buffs:

FYI guys I know my posts have slowed down a bit lately.

Here's what's going on.

Right now we have a staffing shortage at my workplace, and I have been pulling extra shifts. This has left me pretty tired and worn out. I also expect to be training some new hires soon (though I'm not sure when), and since I do most of my posts from work it is unlikely I will be able to post much on those days, but we don't have a schedule for that person yet, so I don't yet know which days I am doing that, and I may not end up knowing until I arrive for my shift. So since I may not have any warning I'm letting you guys know now. The training will probably be spread over three days.

After that I am leaving for a much needed Vacation on September 30th. I expect to have internet access, so I should be able to post in that period, though it may be a bit irregular.

Sorry for any problems this might cause, and if I don't respond in a reasonable time bot me as needed. Things should be back to normal for me in mid-October.

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