hey guys, we got a possible GM. He's just hoping one of us can write up a synopsis of where we are so far. I 'm not opposed to doing it, but I won't be able to get to it until wed or thurs. Anyone else able to get something up sooner?
Hey, I'm from the other RoA game. I'd like to join if there is room. Let me know. I've actually kept up with your game because I compared our game speed to your's XD Hahah.
Also, I was successful at disarming the mechanical arachnid from the first book! I know you guys don't have one.
Hello all. I hear you are looking for a new GM!
I need to spend a little time getting caught up on what has happened so far in this campaign, but I should be able to get you guys posting again in the next day or two.
To help me out, it would be awesome if each one of you would send me a PM with the following information:
1. confirm that you are still wanting to play this campaign.
2. a quick run-down of your character's crunch. let me know your race, class, archetypes, normal weapon loadout, and any tweaks or exceptions the last GM allowed you to take in making your character
3. a brief rundown of your character's story/personality. especially anything you would like to see me work off of or interesting inter-party dynamics you've been seeing.
4. what you want to see from me. let me know if you have any preferences on PbP style, pet peeves with GMs, etc. I will do what I can to take it into consideration, but no promises.
|GM Strikes Back|
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JankinTheTank here with a new GM alias.
OK, so I've read through all of the gameplay and discussion threads for the game and went ahead and put up a GM post. I see that you were in the middle of a combat, so hopefully people will see that things are going again and get back on to finish this combat out.
Hopefully it won't take much more, but I've seen the die rolls you guys have had in previous combats... ouch!
2 quick notes, 1 I moved a lot of the campaign info into one Google Slides doc. I found these super helpful in my other games, and have stolen the idea from an amazing GM who is running a Jade Regent game I'm in. In there i have the combat map, the larger maps, and a stat sheet. when you level up, editing your AC, HP, saves, etc in there will really help me out. I copy and paste from there when making any group-wide checks, so keeping yours up to date will help you out!
second, I like ot end my posts with a tracker, especially in combat. this tracks everyone's current AC and HP, as well as your enemies'. for the enemy NPCs, these stats are not necessarily truthful. they represent your knowledge at that point in time. so if someone hit a creature with a 25 against AC, their AC will read as 25, even if it is really a 14. if someone hits a critter with a lower roll, the number will get updated. the hp totals for enemies will not factor in DR/resistances, so you may have inflicted less damage in reality than is shown.
Thanks for letting me come on board, this looks like a really good game so far, and you have kept the party together way better than the other PbP games I am currently in. look forward to seeing where this one goes!
|GM Strikes Back|
So I'm reading through the AP, and reading through the posts here. I want to make sure I udnerstand what information you have, and what you haven't learned yet so I don't confuse anyone or reveal more than I should as we continue.
just to confirm, since starting this book, you guys went to visit the unknown fish people on the west coast, and then travelled to this current location? you have not gone back to the village to report what you learned to the town leaders yet, correct?
I saw that you guys placed equipment orders for the ship returning to the mainland. I'll leave it up to you to track what you're getting from that shipment. Assume that you can buy anything that you would normally be able to find in a large city.
Can one of you (or more can chime in) list out your current objectives on the island as you know them, as well as your current knowledge and assumptions of what is going on here on this island?
I partly want to make sure I know which side quests and objectives you know about so I don't repeat too many fo them or miss some entirely, but it would probably also be good for everyone to have a reminder after having a short break in the action.
I think some confusion arose about what we were exactly doing right now. I think after meeting with the locathah north of our base we were planning on visiting the Strix to settle the dispute between the 2 of them. However after some nudging from the GM I think we decided to take out the sahuagin menace to promote trade between us and the locathah. Not sure exactly what location we are at though.
On this island apart from the small tribe of goblins no, though not far from here just off the shore to the northwest there is another island, and on is a place called Sheshkadrann, there dwells a group of Strix.
Things are... tense between us.
If we are to forge a lasting trade agreement between our people then you would have to secure the eastern shore of this island. There is a group of Sahuagin, servants of a powerful sea hag named Helekhterie. She's been on this island for more than a century kidnapping aquatic people for generations.
Unfortunately, any sizable group of us carrying goods and supplies would be prime targets from them.
The narrow island to the west is quite perilous and has long been under the control of one of the ancient ones, and Aboleth named Onthooth. We do not go there and Helekhterie's presence on this island has been enough to keep him in check. You would do wise to keep your distance as well.
From Carver we are to explore and look for old Pathfinder Chronicle locations to discover information trapped in ioun stones...
Carver knows of a handful of locations spoken of in the first Pathfinder Chronicles volume, though not precisely where on the island they may be—if they’re even on Ancorato at all. These sites include an abandoned Ulfen settlement on the east coast, a cave behind a waterfall on the northeast side of the island, a sunken laboratory long swallowed by the earth, a crystal monument on a small island northwest of Ancorato, and an ancient observatory located somewhere in the mountains.
From Ramona we are to investigate the island and mark natural resources the colony could use for trade back on the mainland...
Since Perrell Beys and Lyra Heatherly are both occupied on other missions, Ramona requests your assistance in surveying the island to chart its geography and secure resources essential for maintaining and expanding the colony.
While the initial surveying made it clear that all the necessary resources should be near, it still falls to us to locate and secure such sights.
The tasks include locating a quarry of stone suitable for construction of larger buildings, prospecting for precious metals or ore that could expand the settlement’s trade arrangements, flagging forests to establish lumber camps, and discovering whether there are any peaceful indigenous inhabitants—and if so, opening diplomatic relations with them.
Also we need to keep an eye out for Rayland and Eliza and counter whatever they are up to. No sign of them yet but we know that are up to no good and probably connected to the Aboleth as well.
Anyone else have anything I am missing?
On a personal note Kragg sees himself as the spiritual leader and diplomat of the party. His long years of life have given him a great perspective in trying to bring people together. Combined with the fact that he follows Abadar then it was a natural fit for him to head to Ancora.
Since here he has been helping the colony however he can and in his down time he is overseeing the construction of a brewery, bar, and commons room. The commons room is not quite finished yet but if you are ok with me purchasing additional labor (80gp) then it could be done when the ship arrived.
Future buildings are lodging (215gp), kitchen (80gp), lavatory (60gp), and bath (65gp). With the money gained from selling off equipment last time would you be ok with Kragg paying now for it to start the building process?
Great synopsis, Kragg!
From our time exploring the village, the pieces we put together indicated that the 1st wave of colonists started acting strangely, then disappearing. Judging by the few corpses the party found, along with Rayland and Eliza serving the big bad, we are assuming most of the colonists were rounded up and are now monster food or just somewhere else.
I believe we went directly from the locathah to our current location without visiting Talmandor's Bounty, yes.
|GM Strikes Back|
For buildings, I'm not as familiar with the downtime rules but I'm happy to let you guys flesh out the colony a bit more. Are you planning on having all of those buildings going up at the same time?
What was the time frame given to you guys for the next ship arriving?
I'm sorry about the confusion on the current goal. It looked like the previous GM was having trouble tracking with your plans there. I don't know if he was intentionally trying to steer you there or not.
As he mentioned, this area is pretty open, you really can tackle most things in any order. He may have had a plan, but I can't for the life of me figure out why he wanted you there first. Just looking at the CRs of the encounters in this area, it feels like this area may be difficult at this level.
Don't feel like you have to go in any one direction. I'll try not to influence your direction too much unless you're stuck. if you are stuck, ask one of the colony leaders (Ramona or Carver) for their opinion on what you should do next and I'll take that as my queue.
Keep in mind that this module goes from lvl4 to 7, so if you find yourself struggling don't forget the option to fall back, regroup, and try again when you level up next.
Yeah I was wondering if this encounter was made for a level 5 group as then you have access to water breathing. We might do well to finish this fight and retreat a bit. Perhaps we can go visit the Stryx and iron that out first as well as explore the main island as well. Then again there is nothing to prevent us from waiting another day to refresh spells and have more air bubbles ready to explore deeper.
As for the next ship arriving I do not have any idea on that. For some reason I have 6 weeks in my mind but I don't know why. Perhaps 3 weeks there and then 3 weeks back?
As for adding buildings to the colony I was doing so to fill downtime and have some creative fun while waiting for the ship to get back. I kept track myself of build times and when a project would be done and how much it cost. The rules say that multiple buildings can be built at the same time depending on the labor force available. I was letting the old GM indicate how many projects could be built at one time. On Kragg's character sheet I also have listed what the income is per day from the buildings once they are done. I believe I am caught up currently unless it took us a day to reach this place after talking with the locathah.
|GM Strikes Back|
Hmm.. so looking back at the posts in the gameplay thread, it looks like everything with the Locathahs and your travel here was handled as on day. the island isn't very big (about 10 miles in diameter), but these two locations are almost exctly opposite each other. Walking, you could make it from one to the other in 6 hours (half normal land speed for being undeveloped forest terrain). Assuming you left right away to meet with the fish people, then booked it 6 hours across the island, it is probably about 4pm right now. you could potentially make it back to the village tonight if you used a faster mode of travel, or you can sleep out in the wilds somewhere
reading back it looks like the 6 weeks was the downtime between books, which was enough time for the ship to leave and return with the items you requested. so the ship should have been back before you left town. if you haven't been usign the items you ordered, let's just have you all pick up your goods the next time you're in the village. the ship will likely continue to make trips every 6 weeks, which is a long time in gameplay, so it may be a while before your next stock-up.
As you explore the island, keep in mind the tradeoff between safety and speed. sleeping out in the wild will open you up to the risk of the dangers of the island, especially ones that come out only at night. going back to the village will keep you safe, but will take more time. totally up to you guys if you feel like your priority should be mapping out the island as fast as possible or if you're more worried about not being attacked in the middle of the night.
I think we took a boat around to get to the locathah and now the sahuagin to make things quicker.
Thanks for the info on what day it is.
It looks like Kaldan wants to explore the wreck...any other takers? I am out of channels but still have some decent AC buff spells if we want to load up Kaldan or Treiste.
|GM Strikes Back|
oh ok, that makes more sense. I was wondering why the travel across the entire interior of the island had been hand-waived. if oyu just went around on a boat that makes much more sense, and doing that again would get you back to the village before nightfall if desired.
Kaldan signed on the expedition as a strong back. He grew up on the coast so he's been fishing and swimming all his life.
If he's not Out exploring, dealing with trouble or carrying heavy loads around the settlement, then he's out fishing or hunting to bring in more food.
Male Half-Orc (Ulfen) ranger 3 / rogue 1. CG medium humanoid (orc, human)
Init +2; Senses Darkvision (120 ft.), Perception +8,
Languages Common, Draconic, Orc, Skald
AC 15, touch 12, flat-footed 13. hp 33 (4HD). Fort +4, Ref +7, Will +2
Speed 30 ft. (6 squares)
Melee glaive +1 (seaborne) (two handed) +8 ((two handed) 1d10+7/x3)
Melee glaive +1 (seaborne) [power attack (two-handed)] (two handed) +7 ((two handed) 1d10+7/x3)
Melee dagger (alchemical silver) +7 (1d4+3/19-20)
Ranged dagger (alchemical silver/thrown) +5 (1d4+3/19-20)
Ranged crossbow, light +5 (1d8/19-20)
Melee handaxe +7 (1d6+4/x3)
Melee dagger +7 (1d4+4/19-20)
Ranged dagger (thrown) +5 (1d4+4/19-20)
Face 5 ft. by 5 ft. Reach 5 ft.
Base Atk +3; CMB +7; CMD 19
Atk Options Power Attack, Monstrous Humanoid +2, Sneak Attack 1d6,
Abilities Str 18, Dex 14, Con 12, Int 12, Wis 13, Cha 11
Special Qualities Combat Style Feat, Darkvision, Favored Terrain (Water) +2, Finesse Training, Intimidating, Orc Blood, Orc Ferocity, Track +1, Trapfinding, Weapon Familiarity, Wild Empathy +3,
Feats Deepsight, Endurance, Power Attack, Weapon Finesse, Weapon Focus (Longspear)
Disable Device +8,
Escape Artist +1,
Knowledge (Dungeoneering) +5,
Knowledge (Geography) +5,
Knowledge (Local) +7,
Knowledge (Nature) +6,
Perception +8, Perception (Trapfinding) +9,
Profession (Sailor) +5,
Sense Motive +5,
Survival +8, Survival (Follow or identify tracks) +9,
Possessions glaive +1 (seaborne); glaive +1 (seaborne); studded leather; outfit (explorer's); handaxe; dagger; Wrist Sheath, Spring Loaded [ Dagger (Alchemical Silver); ]; Canteen ; Belt Pouch [ Sewing Needle; ]; Crossbow, Light ;
Athletic: You have always had a knack for physical activity. You either grew up in a rural area and had an active childhood where you were always climbing trees, swimming in lakes and rivers, and clambering up rocky hillsides, or you competed in and excelled at contests or sports while growing up in a larger settlement. Due to this background, little can slow you down or inhibit your movements. When the Bountiful Venture Company interviewed you, they noticed your stature and physicality, and they chose you for the colonial expedition knowing that a strong back is always helpful in a growing colony. You reduce your armor check penalty by a number equal to one-third your character level (minimum 1) for purposes of Acrobatics, Climb, and Swim checks, and you gain a +1 trait bonus to one of these three skills, chosen when you
take this trait.
Combat Style Feat (Ex) At 2nd level, a ranger must select one of two combat styles to pursue: archery or two weapon combat. The ranger's expertise manifests in the form of bonus feats at 2nd, 6th, 10th, 14th, and 18th level. He can choose feats from his selected combat style, even if he does not have the normal prerequisites. If the ranger selects archery, he can choose from the following list whenever he gains a combat style feat: Far Shot, Point-Blank Shot, Precise Shot, and Rapid Shot. At 6th level, he adds Improved Precise Shot and Manyshot to the list. At 10th level, he adds Pinpoint Targeting and Shot on the Run to the list. If the ranger selects two-weapon combat, he can choose from the following list whenever he gains a combat style feat: Double Slice, Improved Shield Bash, Quick Draw, and Two-Weapon Fighting. At 6th level, he adds Improved Two-Weapon Fighting and Two-Weapon Defense to the list. At 10th level, he adds Greater Two-Weapon Fighting and Two- Weapon Rend to the list. The benefits of the ranger's chosen style feats apply only when he wears light, medium, or no armor. He loses all benefits of his combat style feats when wearing heavy armor. Once a ranger selects a combat style, it cannot be changed.
Darkvision (Ex) Range 60 ft.; Darkvision is the extraordinary ability to see with no light source at all, out to a range specified for the creature. Darkvision is black and white only (colors cannot be discerned). It does not allow characters to see anything that they could not see otherwise-invisible objects are still invisible, and illusions are still visible as what they seem to be. Likewise, darkvision subjects a creature to gaze attacks normally. The presence of light does not spoil darkvision.
Favored Terrain (Water) (Ex) You gain a +2 bonus on Knowledge (Geography), Perception, Stealth, and Survival checks when using these skills above or below the water surface. Likewise, you get a +2 bonus on initiative checks when in this terrain. If you desire, you leave no trail in this terrain and cannot be tracked.
Finesse Training (Ex) At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.
Intimidating (Ex) Half-orc receive a +2 racial bonus on Intimidate skill checks due to their fearsome nature.
Monstrous Humanoid (Ex) You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks when using these skills against monstrous humanoids. Likewise, you get a +2 bonus on weapon attack and damage rolls against such creatures. You may make Knowledge Skill checks untrained to identify such creatures.
Orc Blood (Ex) Half-orc count as both humans and orcs for any effect related to race.
Orc Ferocity (Ex) 1/day, when a half-orc is brought below 0 hit points, but not killed, he can fight on for one more round as if disabled. At the end of his next turn, unless brought to above 0 hit points, he immediately falls unconscious and begins dying.
Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 1d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.
Strong Swimmer (Gozreh) Your faith in Gozreh's grace gives you the confidence to swim without fear. You gain a +2 trait bonus on Swim checks, and can hold your breath for an extra 2 rounds when underwater.
Track (Ex) You gain +1 to Survival checks made to follow tracks.
Trapfinding (Ex) You add +1 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.
Weapon Familiarity (Ex) Half-orcs are proficient with greataxes and falchions, and treat any weapon with the word "orc" in its name as a martial weapon.
Wild Empathy (Ex) You can improve the attitude of an animal. This ability functions just like Diplomacy check made to improve the attitude of a person. You roll 1d20+3 to determine the Wild Empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly. To use Wild Empathy, you and the animal must be within 30 feet of one another under normal circumstances. Generally, influencing an animal in this way takes 1 minute, but as with influencing people, it might take more or less time. You can use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.
Since arrival it's been busy, but Kaldan thinks the people he's working with are great. Even the socially challenged Thame is a good team member.
Manos...you just left the Hut and encountered a local stating that her commander has a key to get to the next area to find Baba Yaga. Unfortunately they are being attacked by an army and have to find a way past the army.
In exchange for help you are hoping to get then2headed eagle.
GM Strikes Back...I need a ruling from you if you please. How does the cleric travel domain ability work for underwater? It says that as a free action I can ignore difficult terrain penalties for 1 round. IS underwater different than difficult terrain to you for movement?
|GM Strikes Back|
I would say no. underwater is not 'difficult terrain', it is almost a completely different system of movement rules. Freedom of Movement or the Liberation domain would let you move normally through water, but i don't think the travel domain would. I could be wrong, so if you find a ruling or good forum discussion that contradicts that I would be willing to change my mind, but from a quick search and my intitial feeling on it, I would rule no.
quick update: I have to travel for the next few days (3/11-3/15) and I'm unsure of internet access. I'll do my best to check in when I can. Please bot me as needed.
|GM Strikes Back|
Holy cow that was a brutal round, with a lot of stuff going on!
Like I said in the post though, the odds of me having gotten something wrong in that mess are high, especially since I am coming in late to the game and am not super familiar with your characters yet. please point out any issues you have with how that played out and I will resolve them.
I am not super experienced with underwater combat, so I spent a lot of time bouncing back to the underwater combat page: https://www.d20pfsrd.com/gamemastering/environment/wilderness/terrain/aquat ic-terrain/
One thing I know we got wrong, but I am just going to ignore it for the rest of this combat is movement. even if you pass your swim check you can only move 1/4 speed as a move action, which for most characters is a single space. that means Kaldan couldn't have gotten up there with the archer yet. too late to enforce that now, or Kragg and Lara would be stuck all the way in the back for a while. Next time we go underwater though, I will be watching that better. for this combat I'll let you move like it was difficult terrain if you pass a swim check.
one thing I was not sure on is how natural attacks work underwater. Bite attacks seem like they would be piercing attacks and unaffected by being underwater, but is the same true for claws? I played it out as if claws work fine underwater since you can stab with them, for both Trieste and the sahuagin. tentacles are a bit more iffy, but none of them hit this round anyways. they are designed to be underwater, but are bludgeoning damage. I'll probably just allow them to work as normal underwater unless someone finds a good ruling on it.
This combat is super rough. these guys can lay out some pretty significant damage, and the dice haven't been going your way (except for that mirror image on Lara...). I feel real bad that the previous GM pushed you towards this area. I'm hoping you guys pull this one out, would hate for my first area GM'ing for you guys to end in death(s)
|GM Strikes Back|
this is rough... unfortunately (depending on who you ask) one of the quirks of PbP is all of the rolls are open information, so there's less ways for the GM to tweak things to save a party. In my RL games I usually roll in front of the players because my friends don't mind a brutal challenging game, but it definitely makes for more character deaths.
the dice are hating you guys this encounter. no one is getting hits through on this guy, and he is the kind of character you need to take out quickly or he starts evening the odds very quickly.
I guess I should have warned you guys off of this encounter a little more strongly. it's listed as a CR6, so I thought you could probably handle it if you chose to push on, but being underwater makes it quite a bit more difficult
|GM Strikes Back|
Well those dolphins definitely bought you guys another round!
Having a couple of people with swim speeds along with a dolphin is helpful, otherwise escaping from an underwater combat is challenging unless the enemies want to let you go.
ink spray is also a really neat tool.
2 quick questions guys: 1) isn't the boat that rectangle to the west? Are y'all swimming for that? 2) should I go ahead and summon up a few more dolphins?
Thinking it will take a day to heal up and use most of my spells on healing depending on rolls. With that said if we wait another day should we go back and attack them?
Trieste has summons, Thame has touch of the sea, I have air bubble. The rest of the spells I use to tank up with barkskin, shield and deflection aura gets me to a 27 AC.
That would free me up with 1 1st level and 3 2nd level spells remaining and 3 channels remaining. Could do bless for 1st level and what for 2nd levels? Thoughts?
Kragg, communal protection from evil might be enough to deflect a hit or two. Bull’s strength could help Kaldan hit even harder. Spiritual weapon would provide another possible damage source against the sea devils while you presumably would dart about keeping everyone alive. Hold Person is a show stopper if it sticks, but the pass/fail of it limits its usefulness.