GM Mawgrim's Rise of the Runelords

Game Master GM Shady

Campaign date: Moonday, 23 Rova 4712 A.R.

Roll20 link :: Treasure Log

XP per character: 874 Exp (level 1)


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HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

I can get in, but cannot yet manipulate my icon or Regin's. That takes an extra step on your part as well. :)

Let me know if you have any roll20 questions. I've been using it a while now and have at least a partial clue.

Also, can you please link the main URL in the campaign tab? This link:
https://app.roll20.net/campaigns/details/1401956

I think will work for that once we're all added as players.


Serolt wrote:

I can get in, but cannot yet manipulate my icon or Regin's. That takes an extra step on your part as well. :)

Let me know if you have any roll20 questions. I've been using it a while now and have at least a partial clue.

Also, can you please link the main URL in the campaign tab? This link:
https://app.roll20.net/campaigns/details/1401956

I think will work for that once we're all added as players.

Done and done - I will be getting some of the town information (probably too late for the prelude, but oh well) in the next couple of days, as I'm on leave from work for Thursday/Friday.


Roll20 link in the campaign header at the top of the page should now be fixed.

Just waiting on Vanea, Ratimir, and Zhu to jump in and let me know who to link their tokens to :)


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased
In the Gameplay Thread, Haelvor Thawne wrote:
"I came here from Magnimar, I am an assistant to our local sage here."

Good thing Shaedeen was gone when you said that. She's paranoid enough as it is without knowing that someone else is newly-arrived (followed her??!!) from Magnimar. :)


Half-Elf Oracle (ancient lorekeeper) 1 | HP 10/10 | F+1 R+0 W+1 (+2 vs. enchantments) | AC 15/10/15 | Init. +2 | Perc +1 [low-light vision]
Shaedeen Valzanar wrote:
In the Gameplay Thread, Haelvor Thawne wrote:
"I came here from Magnimar, I am an assistant to our local sage here."
Good thing Shaedeen was gone when you said that. She's paranoid enough as it is without knowing that someone else is newly-arrived (followed her??!!) from Magnimar. :)

Haelvor's also paranoid about it, mainly he thinks he's a celebrity in Magnimar for accidentally setting fire to the library.


I will give a few more hours for Zhu and Haelvor to move themselves into the green starting area, otherwise when I make my next major update his evening (my time) I will move the tokens myself.


Male Human Unchained Monk 1 | HP 12/12 | AC 16, Touch 15, FF 13 | Fort + 3 Ref +4 Will +3 | Init +4 Perc +8

Zhu is moved :)


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

How high (and difficult to climb from the south end) is the speaking platform?


The stage is about five feet high - would be a DC 10 to climb up from the southern end


With the coloured dots in Roll20, I am thinking of the following and wanted to run it past you guys:

Red dot: Option 1) Has already acted in this round; or Option 2) Cannot act yet this round

Orange dot: Character is delaying his action.

Blue dot: Character has a readied action waiting.

Let me know what you think on the red dot options, and I will go with whatever option has consensus.

Cheers!


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

Sounds good to me.


Half-Elf Oracle (ancient lorekeeper) 1 | HP 10/10 | F+1 R+0 W+1 (+2 vs. enchantments) | AC 15/10/15 | Init. +2 | Perc +1 [low-light vision]

Been offline for 24 hours - 22 posts waiting for me in Gameplay. Blimey.

Rapidly getting back up to speed right now.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Red, orange, blue - works for me too.


Half-Elf Oracle (ancient lorekeeper) 1 | HP 10/10 | F+1 R+0 W+1 (+2 vs. enchantments) | AC 15/10/15 | Init. +2 | Perc +1 [low-light vision]
GM Mawgrim wrote:

With the coloured dots in Roll20, I am thinking of the following and wanted to run it past you guys:

Red dot: Option 1) Has already acted in this round; or Option 2) Cannot act yet this round

Orange dot: Character is delaying his action.

Blue dot: Character has a readied action waiting.

Let me know what you think on the red dot options, and I will go with whatever option has consensus.

Cheers!

If you introduce more dots please avoid green/brown - I'm red/green (and effectively brown) colour blind.


Haelvor Thawne wrote:
If you introduce more dots please avoid green/brown - I'm red/green (and effectively brown) colour blind.

Thanks for letting me know - that's good to know.

I have noticed that the orange dot (that will be used for denoting a character who has delayed their action) is a little close to the red/brown spectrum on some devices, so if it impacts on your ability to tell the difference, please let me know and we can use a different coloured dot for the delayed action.


In response to a question asked in the game itself (and I apologise to Ratimir that I wasn't at my computer and had left myself logged into Roll20 when you asked it). I don't mind people posting out of initiative, but keep in mind that if things change too drastically people may need to rethink their turns.

A question to everyone in response: if it gets to be where someone who has posted early due to whatever reason, and their turn has been either partly or fully invalidated by other actions in the turn (intended target dying or under a control spell that may not want to be broken, an area of effect going off that a player does not want their PC to be affected by, etc), how would you all want me to handle it?

The main options are either allow for a partial or full do over (can break the posting narrative), or that I bot a similar action as best as possible (takes control away from the player, which I personally am not a huge fan of unless instructed by the player due to absences), or end up having to enforce posting in initiative (which can/will slow down combats).

What do you fine (and in many cases more experienced) folk think??


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Well I handle it the former way in my campaign, and that's what I see around the boards a lot.

You post in your 'group', but everyone still goes on their 'initiative'. If that invalidates all or a part of your action, you need to post a change. If you don't in a reasonable period of time, then the DM will adjudicate.

Seems fair and it doesn't happen as often as it may seem. Usually things work themselves out - especially if we're careful.


Human (varisian) Witch (cartomancer) 1 / HP 7 of 7 / F+0 R+2 W+4 / AC 16.16.14 / Init. +2 / Perc +6

To be frank, if we're doing block initiative, I think it's easier to let actions resolve in posting order. This way, a player can see what the others are doing during his block of action, and make decisions based on that. Effectively, it's as if the players in the same block are delaying amongst themselves whenever the posting order changes, so there's a logical sequence of actions. This has the extra benefit of allowing the GM to respond to posts as they appear, which also helps make decisions.

We do it like that in my Curse of the Crimson Thrones game and very rarely we need to re-do an action (and it feels more cooperative, as if the group acts dynamically). For PbP, in which people should take the chance to post whenever they're online, I think it speeds up play a lot.

I don't know how attached people are to initiative order within the group, but personally I don't mind if I'm the first in the block but other people go and resolve their actions before I go, as long as I can act before the monsters.

So, my ideal way of handling combat goes as follows:

1. Group 1: People who go before the monsters (they can act in any order, actions resolve as they act, in posting order)
2. Monsters
3. Group 2: People who go after the monsters (in any order)

This said, I do think it is necessary for group 1 to wait for group 2 to finish their round before starting a new one, or things start to get really confusing.

Another thing that we do in my other game is to communicate intentions through ooc (that depends on how the GM feels about out of game chatter), which also reduces the amount of re-doing and increases options. For instance, in my current combat in CotCT, I was blocking our melee from reaching the bad guy, and we were on different initiative blocks (he was in group 1). So I just suggested for him to delay his action and act after me, so I could get out of the way.

Of course, whatever the GM decides, I'll go with it. :)


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

I'm fine with doing init by posting order within groups. I haven't done it before, but it certainly seems sound the way Ratimir describes it.

I do want to keep the ooc chatter to a minimum though. I like hashing that stuff out in character, rather than behind the scenes in most cases. That way there can be friendly banter, or even hostility at the suggestions. Provided we don't get too cluttered of course. :)

Some ooc discussions are fine naturally. I just don't want to lose out on role play opportunities.


I am liking the suggestion of the groups of PC initiative split by monster initiative, with actions being resolved in posting order. This will mean feats like Improved Initiative are valuable but we don't get unnecessarily bogged down (hopefully).

What this will do in this case is change how a red dot is used. I will use the red dots to indicate who cannot act, and when you guys have acted either you or I can mark your token with a red dot yo indicate that you have acted. The orange dot can still indicate a delayed action and a blue dot indicates a readied action.

If your character wants to lay down a big AoE like a fireball or a cone of cold, and there are people in the way, you can post a quick In-character post to indicate you are calling for your allies to move out of the way while you delay, and then clarify what you mean using the ooc tags.

This system won't be set in stone, as each combat has the possibility to be different and throw a unique curveball into the mix, so as we find exceptions to these rules we can discuss and adapt as necessary. This is as much your game as it is mine, and I want to support the game with systems that help rather than hinder your enjoyment of it :)

Vanea, Shaedeen, Haelvor and Zhu, what do you all think??


female Half Elf Bard (1); Ini +1; HP 10/10; AC 14 T 11 FF13; Fort+1 Ref +3 Will+4; Perc +7; Bardic Performance 7/7 left

I'm fine with that.

We can always change our minds later if that doesn't work as expected.


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

I like the idea of dividing into groups and then a post-when-you can amongst the PCs in that group.


Cool - we will work it that way for the time being, until it stops working and then we fix it up :)


Human (varisian) Witch (cartomancer) 1 / HP 7 of 7 / F+0 R+2 W+4 / AC 16.16.14 / Init. +2 / Perc +6

After some research and reading this thread, I was under the impression that sleep would take effect right after Ratimir's standard action in round 1 rather than then at the beginning of his turn in round 2.

Does anyone know if there's an official ruling on this? I haven't found any, to be honest.


By my understanding, Ratimir is using the "Start/Complete Full-Round Action" as his surprise round action to begin casting sleep.

Start/Complete Full-Round Action

The "start full-round action" standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can't use this action to start or complete a full attack, charge, run, or withdraw.

When he then uses his standard action on in Round 1, the spell will finish casting and he will be able to select where it effects, etc. He has already spent a full round casting the spell, so he shouldn't have to wait another full round before the spell effect goes off.


Human (varisian) Witch (cartomancer) 1 / HP 7 of 7 / F+0 R+2 W+4 / AC 16.16.14 / Init. +2 / Perc +6

Ok, here's the relevant part of the rules:

Core Rulebook p186..."The 'start full round action' standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action."

Core Rulebook p213..."A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed."
(the extract in bold is important)

So:
1. Ratimir begins casting sleep in the surprise round.
2. According to RAW, the spell takes effect in the round after the surprise round (1 after after the casting began). However, since Ratimir has not actually finished the full-round action (which was initiated in surprise round with the start full-round action), the effect cannot take place, logically.
3. Ratimir finishes the casting with a standard action in round 1, after the surprise round. The effect, which was on hold because the spell had not been completed, takes place as soon as the standard action in round 1 is done, since the casting began in the surprise round.

Is this correct?


Yes that's correct, and as far as I was aware, is what I had said in the gameplay thread. Apologies if I was unclear in that thread - I had only just woken up and was still in the process of becoming a cognitive human :)


Human (varisian) Witch (cartomancer) 1 / HP 7 of 7 / F+0 R+2 W+4 / AC 16.16.14 / Init. +2 / Perc +6

I'm not really arguing, I'm just trying to figure out the rules because this situation has never come up in my games. :)

But it looks like we're all in agreement here.

[EDIT]@GM Mawgrin - and yes, it's exactly what you said in your post, the confusion was on my part, not yours. ;)


Male Human Unchained Monk 1 | HP 12/12 | AC 16, Touch 15, FF 13 | Fort + 3 Ref +4 Will +3 | Init +4 Perc +8

Also I'm fine with splitting initiative! Apologies in advance, my posts might be brief. I'm moving in a few days


@Ratimir: Ok good good - for a while there I thought I hadn't been clear enough with how I thought the full-round casting over multiple rounds worked as far as I was aware/had worked out :)

@Zhu: No problem at all mate, and thanks for the heads up - good luck with the move! :)


It has been brought to my attention via PM that I have made a slight faux pas in terms of GMing a PbP, by making a players save for them in the name of expediency. I am sorry for having done that, but it has been helpful to raise the following questions.

How would you guys like me to approach situations like that in the future?

And what rolls should I be making on your behalf and what should I leave up to you guys?

I have been looking up threads on the subject to get the opinions of GMs more wiser than I, but a common thread in many discussions is 'whatever works for your group', which is why I ask you guys :)


As a GM, I usually let the players roll for themselves, unless:

1/ We need to have the result quick (player off for a few days, non fatal blow...)

2/mental effect (will saves): against an illusion/charm effect, if I don't want the player to know he was about to act strangely.

I always let the player roll Fortitude saves against death (unless the player is off)


Human (varisian) Witch (cartomancer) 1 / HP 7 of 7 / F+0 R+2 W+4 / AC 16.16.14 / Init. +2 / Perc +6

I don't mind the GM rolling saves, so either way is fine by me.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

When I GM I roll 'group' type rolls most of the time. Things like initiative, perception checks everyone needs to make, that sort of thing. It saves 24 hours of waiting for everyone to comply - and most folks prefer that over rolling their own stuff on those occasions. Also, there's usually not much role playing involved in the attempt - just the result - which the player gets soon enough anyway.

Saves are touchier. In this case, I would have let the player roll it as they have to post their action anyway - so the GM rolling it doesn't save any time. Of course if the player doesn't post within 24 hours the GMPC rule applies and the GM can make the roll. Generally though the GM only roles when it clearly keeps the game flowing.

There are cases when I'll make a roll for a player however. Usually it's when the player forgot to make the roll themselves, but not always. Still, it is pretty rare.

That said, it's your campaign. You need to find your own balance between expediting our play and giving us the opportunity to engage in that play. :)

Some say I go too fast... so factor that in to my approach. But yeah, do what you will - I'm happy with almost anything.


Half-Elf Oracle (ancient lorekeeper) 1 | HP 10/10 | F+1 R+0 W+1 (+2 vs. enchantments) | AC 15/10/15 | Init. +2 | Perc +1 [low-light vision]

As Serolt says GM runs group rolls, player runs their saves. Saves are low importance until they go horribly wrong, then the GM really could do to be disassociated from them.

Different subject - I may not be around tomorrow so please bot me if it becomes an issue.


Male Human Unchained Monk 1 | HP 12/12 | AC 16, Touch 15, FF 13 | Fort + 3 Ref +4 Will +3 | Init +4 Perc +8

Sorry that took so long guys. I do also want to let you know I'm moving tomorrow so I might have quite brief posts for a couple of days!

Zhu makes his way over to the Warchanter, attacking with all his might.
Power Attack: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d8 + 7 ⇒ (6) + 7 = 13


female Half Elf Bard (1); Ini +1; HP 10/10; AC 14 T 11 FF13; Fort+1 Ref +3 Will+4; Perc +7; Bardic Performance 7/7 left

Zhu, this is the discussion thread.

You put it in the wrong h... thread.^^


Male Human Unchained Monk 1 | HP 12/12 | AC 16, Touch 15, FF 13 | Fort + 3 Ref +4 Will +3 | Init +4 Perc +8

...I am very tired.


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

I'll go along with anything, though--in general--I guess I prefer to roll my own saving throws.

The big exception for me is when the GM knows I won't be able to post (aka Sundays) or other times when he wants to keep the game moving along.


female Half Elf Bard (1); Ini +1; HP 10/10; AC 14 T 11 FF13; Fort+1 Ref +3 Will+4; Perc +7; Bardic Performance 7/7 left

I wont be able to post tomorrow


Hi folks - just letting you know that I am in the process of getting the next update up on the gameplay thread, but brain juices are a tad sapped after having had 4 new staff being orientated and I boarded at work in the last 7 days. I should hopefully have something up later this evening Perth time, once I can get through today at work.

Cheers for understanding :)


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Totally cool. Good luck surviving the rush!


Half-Elf Oracle (ancient lorekeeper) 1 | HP 10/10 | F+1 R+0 W+1 (+2 vs. enchantments) | AC 15/10/15 | Init. +2 | Perc +1 [low-light vision]

Sorry for radio silence, have been travelling. Flight last night from Poland to (what's left of) the UK was 9 hours late, and baggage on landing took 3.5 hours. Finally got home 5am (about 12 hours late). Back online now.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Damn - that is quite a trip. :(

I was stranded in Chicago for three days one Christmas Ice-storm, but that was long enough we left the airport, crashed at a hotel, and just extended our 'vacation'.

3.5 hours for baggage? I'd be going crazy.


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Half-Elf Oracle (ancient lorekeeper) 1 | HP 10/10 | F+1 R+0 W+1 (+2 vs. enchantments) | AC 15/10/15 | Init. +2 | Perc +1 [low-light vision]

Couple of years ago I got stuck in Chicago for 4 days, on way home from Little Rock - tornado in LR, then snow in Chicago. And BA lost my luggage *twice* - I didn't have it at all while in Chicago, they found it and actually showed it to me to prove they were loading it onto the plane back to London but accidentally sent it on to - of all places - Istanbul.

I'm sure I've got more of these if I think about it.


Heya folks - apologies for the quietness the past couple weeks. Work has been crazy coming up to thems of financial year, but now it should be much better. I'll be getting into a post update today, and will be posting more regularly going forward again.

Also, I believe that Zhu is currently MIA. I have sent message off, but received no response. At this point, it will be easy enough to not only write him into the background but also have him reappear if his player returns.


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased
In the Gameplay Thread, GM Mawgrim wrote:
"Speaking of - you wouldn't happen to know where the little black dove is, would you? Is she perhaps back at the Kitten - prying secrets out of witless strangers?"

No! She's hiding in the ruins, training a crossbow on you and your thugs!

@Ratimir: Don't wait for me to post. Shae's gonna stay hidden until your character signals to her or Jubrayl and his thugs get violent.


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Poor Jubrayl - thinking he knows better than you guys about what's going on, and attempting to sow division.. :)

Again, I must apologise for not sticking to my advertised posting schedule of late, but I am going to make amends on that and pick up the pacing of what's going on, even if it's only with small updates to nudge and push the scenes along.

Thank you all for putting up with me as a DM so far on my first attempt back at running a PBP - even with my not-so-strict posting schedule, I have been enjoying following all your characters through the journey so far. All of you have been thoroughly entertaining so far :)


Female Unchained Rogue (Burglar) 5/Fighter 1 | hp -45- FL 0/8 - 43/45 | AC 21, t 15, ff 16 | Fort +5, Ref +8, Will +5; evasion, +1 Ref vs. traps | Init +8 | Perc +10 (+11 to avoid being surprised, +12 to locate traps); trap spotter | rapier +9 (1d6+4 piercing/18-20) |Sihedron False Life 0/1 | Conditions: diseased

Thanks for running the game...and for running this little side encounter.

It'll go a long way toward removing some of Shaedeen's 'lone wolf' tendencies.


female Half Elf Bard (1); Ini +1; HP 10/10; AC 14 T 11 FF13; Fort+1 Ref +3 Will+4; Perc +7; Bardic Performance 7/7 left

I'll soon be on holyday (next wednesday), and wont be able to post for nearly two weeks

PLease bot me as needed

(and I'm enjoying the game too!)

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