Giantslayer, The Expendables

Game Master Corsario

Map of Trunau | Tactical Maps | Notes and Exhibits | Party Treasure


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Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Yah, I guess there was a system problem. I actually missed the whole thing...


Attacks:
Shortbow +6 (1d6) +2 attack and damage with Archaeologists Luck
Stats:
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex) | HP 23 | Fort +2, Ref +7, Will +4; (+2 with Archaeologists Luck) | Str 12, Dex 18, Con 12, Int 12, Wis 12, Cha 15 | Base Atk +2; CMB 3; CMD 17; AL 6/6
Skills:
Cmb +6 Dip +8 Kn (arc) +6 EA +8 +2 Kn (dun) +6 Kn (eng) +2 Kn (geo) +6 Kno (his) +6 Kn (loc) +8 Kno (nat) +2 Kno (nob) +6 Kno (pla) +2 Kno (rel) Perc +7 Perf (ora) +6 Spcrft +7 UMD +8
Hp 16/16 Luck 0/6 Hero 2

In gameplay I proposed a typical marching order if you guys are all happy with it?

The other thing that I find slows games to a crawl is doors so I always suggest a standing operation procedure to deal with them.

1 - Sam, Shivarra or Malthu cast Detect Magic on the door
2 - Mortoth examines it for traps (he has the highest perception when it comes to them)
3 - Mortoth disables the trap with an aid another from Sam if needbe (Sam has a decent disable device skill and also has the trapfinding ability)

Any objections?


Male Half-orc LN Investigator (Empiricist) 2 | hp 10/18 | AC 19 (t 12, ff 17) | CMD 16 | F +1, R +5, W +3 | Init +2 | Perc +11 (+14 traps), dv 60 ft | inspiration 4/5 | Current Effects: shield

who opens it after I/we unlock or disable it?


Attacks:
Shortbow +6 (1d6) +2 attack and damage with Archaeologists Luck
Stats:
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex) | HP 23 | Fort +2, Ref +7, Will +4; (+2 with Archaeologists Luck) | Str 12, Dex 18, Con 12, Int 12, Wis 12, Cha 15 | Base Atk +2; CMB 3; CMD 17; AL 6/6
Skills:
Cmb +6 Dip +8 Kn (arc) +6 EA +8 +2 Kn (dun) +6 Kn (eng) +2 Kn (geo) +6 Kno (his) +6 Kn (loc) +8 Kno (nat) +2 Kno (nob) +6 Kno (pla) +2 Kno (rel) Perc +7 Perf (ora) +6 Spcrft +7 UMD +8
Hp 16/16 Luck 0/6 Hero 2

Good point.

One of the Barbarians I would suggest if they have the trap sense ability and even if not they have the highest Fort save if it is an ability affecting trap or the highest hit points if it is a blast.


Inactive
Dr Samuel Ballard wrote:

In gameplay I proposed a typical marching order if you guys are all happy with it?

The other thing that I find slows games to a crawl is doors so I always suggest a standing operation procedure to deal with them.

1 - Sam, Shivarra or Malthu cast Detect Magic on the door
2 - Mortoth examines it for traps (he has the highest perception when it comes to them)
3 - Mortoth disables the trap with an aid another from Sam if needbe (Sam has a decent disable device skill and also has the trapfinding ability)

Any objections?

No objections. Thanks for organizing this plan.

@GM Fuzzfoot - We should assume this happens once one or two people in the party agree to open a door. Similarly, we should assume in most cases that we travel roughly together in the Doc's proposed marching order. Is that okay?


Male Half-orc Warpriest (Sacred Fist) 17

I won't get Trap Sense until L3, but I'm down for getting the door.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

I think this is a great idea. We should add standard procedures to the notes and exhibits file so we can tweak over time.


Skills:
(Acro +8[+12]; Climb +9[+11]; EscArt +1; Intim +10; Kn(Nature) +5; Ride +1; SenMot +0; Stealth +1; Surv: +5; Swim: +7[+9])
Male Half-Orc (Ulfen) Barbarian (Hateful Rager) 4
Vitals:
(HP: 45 [57]/45[57]; AC: 17[15]/12[10]/15[13]; Percep: +7; Init: +2; Fort +9 [+12], Ref: +5, Will: +4[+6]; CMD: 20[22]; CMB +8[+10] (+2 bull rush); Speed: 40)

Makes sense to me.


Female Half-orc Witch 4 (HP 26/26; Init +2; Perception +7; AC 15, Touch 11, FF 14, CMD 13; Fort 4, Ref 4, Will 5)

Would we see the spider? Also, can I harvest anything of value from the centipedes?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

The spider was hidden, but I think with your position, the door open, and the spider now moving, you can see it. (Partial cover will apply due to Grod)

As far as harvesting, I would say no. They are poisonous, but you do not have poison use as far as I can tell, and neither the module or creature entry seem to suggest it is possible. I'll look into it for the future, but I would say none of you are experienced enough to do something like that at present.

Plus, they were pretty well destroyed.


Female Half-orc Witch 4 (HP 26/26; Init +2; Perception +7; AC 15, Touch 11, FF 14, CMD 13; Fort 4, Ref 4, Will 5)

Poison Use? Isn't that for applying poisons to weapons? I figured simply handling dangerous substances would be an alchemy check at most.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Ok, I spent a few hours researching this, and have some to the conclusion that there is no real set of rules for extracting poison. So here is what I have come up with, based on what others have debated.

Poison use is necessary for the safe handling of poison. Without it, any action you take does subject you to possible accidental poisoning (if you miss a DC by 5 or more).

Survival skill can be used to extract venom from creatures, and a successful Knowledge Nature roll will give you +2 synergy bonus. DC for both is based on the creature CR and the final poison DC. This will give you some of the raw materials, but the amount of which will vary. For every 5 points over the DC, you can have and extra amount of the venom.

To be fair, I will allow the same for harvesting other plant materials, or survival with a knowledge geology for mineral mining.

Once you have enough raw materials, Craft Alchemy can fashion the venom into a poison for use as a weapon. As per the normal rules, but we will discount it based on the materials collected.

How much venom you can extract will be calculated based on what the total value of the poison should be divided by the treasure amount value or the creature.

The venom will remain potent for 1 day.

If a creature has specific rules for harvesting parts, those will take precedence over these.

For the most part, I don't think harvesting or mining materials is going to be particularly constructive use of the character's time, but there may not be a time clock running here, so you are able to decide for yourself.


Skills:
(Acro +8[+12]; Climb +9[+11]; EscArt +1; Intim +10; Kn(Nature) +5; Ride +1; SenMot +0; Stealth +1; Surv: +5; Swim: +7[+9])
Male Half-Orc (Ulfen) Barbarian (Hateful Rager) 4
Vitals:
(HP: 45 [57]/45[57]; AC: 17[15]/12[10]/15[13]; Percep: +7; Init: +2; Fort +9 [+12], Ref: +5, Will: +4[+6]; CMD: 20[22]; CMB +8[+10] (+2 bull rush); Speed: 40)

Ugh. Always blocked by doorways.


Male Half-orc LN Investigator (Empiricist) 2 | hp 10/18 | AC 19 (t 12, ff 17) | CMD 16 | F +1, R +5, W +3 | Init +2 | Perc +11 (+14 traps), dv 60 ft | inspiration 4/5 | Current Effects: shield

Not claiming the stuff in the box, but figured taking the time to sort it out in character didn't make much sense. If someone wants something, just speak up.


Attacks:
Shortbow +6 (1d6) +2 attack and damage with Archaeologists Luck
Stats:
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex) | HP 23 | Fort +2, Ref +7, Will +4; (+2 with Archaeologists Luck) | Str 12, Dex 18, Con 12, Int 12, Wis 12, Cha 15 | Base Atk +2; CMB 3; CMD 17; AL 6/6
Skills:
Cmb +6 Dip +8 Kn (arc) +6 EA +8 +2 Kn (dun) +6 Kn (eng) +2 Kn (geo) +6 Kno (his) +6 Kn (loc) +8 Kno (nat) +2 Kno (nob) +6 Kno (pla) +2 Kno (rel) Perc +7 Perf (ora) +6 Spcrft +7 UMD +8
Hp 16/16 Luck 0/6 Hero 2

Following on from Fuzzfoot's post in gameplay, I was wondering what people thought about the posting rate and general speed of the game? I know it's obviously very early days and we are still feeling out our characters and eachother, I can only speak for myself but I personally would love to see more character interaction and reaction to things.

If I'm overstepping or everyone is happy with how things are going then please feel free to ignore this :)


Female Half-orc Witch 4 (HP 26/26; Init +2; Perception +7; AC 15, Touch 11, FF 14, CMD 13; Fort 4, Ref 4, Will 5)

Nothing from knowledge rolls? Largely I'm wondering how resistant it might be to blunt or fire damage and how much punishment those things usually take before falling apart.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

For this creature, Knowledge - Dungeoneering would be appropriate, but you can't use it untrained.


Female Half-orc Witch 4 (HP 26/26; Init +2; Perception +7; AC 15, Touch 11, FF 14, CMD 13; Fort 4, Ref 4, Will 5)
GM Fuzzfoot wrote:
For this creature, Knowledge - Dungeoneering would be appropriate, but you can't use it untrained.

Iirc, I technically can, but only if the monster is common enough to have DC 5+CR rather than 10+CR, due to DC10 cap. Or if I had access to reference materials IC, which removes said cap. Well, it was a long shot anyway.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Yes, true - I was just going by the DC 10+CR, and knew you can't beat that untrained. If it is common enough for DC5, I usually just give the information. (I would never ask anyone to roll to identify a goblin, for instance.)


Inactive

I'm off on a cruise starting tomorrow for a week, back Memorial Day. Posting pace will probably slow a little, so please bot me as needed.

-Posted with Wayfinder


Female Half-orc Witch 4 (HP 26/26; Init +2; Perception +7; AC 15, Touch 11, FF 14, CMD 13; Fort 4, Ref 4, Will 5)

Incidentally, do I need to explicitly recast Detect Magic every time or can I just say that Shivarra is keeping it up whenever she can spare the concentration while they explore various dubious places?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

I am of the opinion that you cannot constantly be casting spells such as detect magic and guidance without driving your companions insane.


Attacks:
Shortbow +6 (1d6) +2 attack and damage with Archaeologists Luck
Stats:
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex) | HP 23 | Fort +2, Ref +7, Will +4; (+2 with Archaeologists Luck) | Str 12, Dex 18, Con 12, Int 12, Wis 12, Cha 15 | Base Atk +2; CMB 3; CMD 17; AL 6/6
Skills:
Cmb +6 Dip +8 Kn (arc) +6 EA +8 +2 Kn (dun) +6 Kn (eng) +2 Kn (geo) +6 Kno (his) +6 Kn (loc) +8 Kno (nat) +2 Kno (nob) +6 Kno (pla) +2 Kno (rel) Perc +7 Perf (ora) +6 Spcrft +7 UMD +8
Hp 16/16 Luck 0/6 Hero 2

Guys is anyone tracking the loot we are collecting?

edit: just saw the link above. Are you happy to continue to keep tracking that GM?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

I am, but feel free to double check. I try to add it to the list as you discover it, and when you are ready to sell it (cash in), I can help do that too.


Female Half-orc Witch 4 (HP 26/26; Init +2; Perception +7; AC 15, Touch 11, FF 14, CMD 13; Fort 4, Ref 4, Will 5)

Um. Why is everyone attacking the troll? Kinda expected someone to take advantage of the troll being locked down with misfortune for the next turn to go save Grod.

Liberty's Edge

Human (Minkai) Samurai (sword saint) 7 (Order of the Warrior)

Malthu and I can't get to the half-orc past the troll and can barely even see him.


Inactive

Yep, positioning was the problem. Better if Malthu didn't Daze and could move and attack, so that was some bad strategy.


Male Half-orc Warpriest (Sacred Fist) 17

Hey y'all, I've had a busy weekend and the few times I could try to get on it wasn't working. Will try to catch up ASAP.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

No problems - I have been struggling with it too!


Inactive

Sweet, Level 2! So how are we doing HP?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

I honestly hadn't given that much thought, as up until now I have played mostly PFS.

I am ok with either a standard roll, or take the average as per PFS, but I think you choose once and lock it in for the long haul. As a small bonus, I will offer three additional qualifiers.

1. If you choose to roll, you may re-roll a result of 1 (once per level).
2. If you choose to roll AND spend a Hero point, you can re-roll regardless of first roll, and take the highest of the two.
3. At level 11, you get a one-time chance to switch which method you use.

Sound fair?


Male Half-orc LN Investigator (Empiricist) 2 | hp 10/18 | AC 19 (t 12, ff 17) | CMD 16 | F +1, R +5, W +3 | Init +2 | Perc +11 (+14 traps), dv 60 ft | inspiration 4/5 | Current Effects: shield

Works for me. I'll be taking the PFS route for now.


Attacks:
Shortbow +6 (1d6) +2 attack and damage with Archaeologists Luck
Stats:
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex) | HP 23 | Fort +2, Ref +7, Will +4; (+2 with Archaeologists Luck) | Str 12, Dex 18, Con 12, Int 12, Wis 12, Cha 15 | Base Atk +2; CMB 3; CMD 17; AL 6/6
Skills:
Cmb +6 Dip +8 Kn (arc) +6 EA +8 +2 Kn (dun) +6 Kn (eng) +2 Kn (geo) +6 Kno (his) +6 Kn (loc) +8 Kno (nat) +2 Kno (nob) +6 Kno (pla) +2 Kno (rel) Perc +7 Perf (ora) +6 Spcrft +7 UMD +8
Hp 16/16 Luck 0/6 Hero 2

I'll be going PFS too.


Inactive

Wait, we get Hero Points? Sweet! Do we get one for Level 2?

I am also a coward and will go PFS style for hit points.

Inquisitor (Sanctified Slayer) 2
+8 HP
+1 BAB
+1 Fort/Will
Skills: Climb, Heal, K(arcana), K(planes), Perception, Survival, Swim, Lore (Orcs of Belkzen), Profession (butcher)
Cunning Initiative - +Wis to Init
Detect Alignment at will
Track - +1/2 lvl to tracking
+1 1st level spell per day.
Spells learned:
1st: Weapons Against Evil
0th: Disrupt Undead


Inactive

Since he's a spontaneous caster, any chance Malthu can get the extra spell per day to use right away? Would help with healing Grod.


Skills:
(Acro +8[+12]; Climb +9[+11]; EscArt +1; Intim +10; Kn(Nature) +5; Ride +1; SenMot +0; Stealth +1; Surv: +5; Swim: +7[+9])
Male Half-Orc (Ulfen) Barbarian (Hateful Rager) 4
Vitals:
(HP: 45 [57]/45[57]; AC: 17[15]/12[10]/15[13]; Percep: +7; Init: +2; Fort +9 [+12], Ref: +5, Will: +4[+6]; CMD: 20[22]; CMB +8[+10] (+2 bull rush); Speed: 40)

Also going PFS.

And I'm glad to hear the trouble with the boards the last 2 days wasn't just me!

Torn between taking Giant and Orc as favored enemy.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Sure, I'll allow it. And yes, you should all have 2 hero poins.


Skills:
(Acro +8[+12]; Climb +9[+11]; EscArt +1; Intim +10; Kn(Nature) +5; Ride +1; SenMot +0; Stealth +1; Surv: +5; Swim: +7[+9])
Male Half-Orc (Ulfen) Barbarian (Hateful Rager) 4
Vitals:
(HP: 45 [57]/45[57]; AC: 17[15]/12[10]/15[13]; Percep: +7; Init: +2; Fort +9 [+12], Ref: +5, Will: +4[+6]; CMD: 20[22]; CMB +8[+10] (+2 bull rush); Speed: 40)

* +9 hp [+7, +2 Con]
* +1 BAB
* +1 Fort
* Uncanny Dodge
* Favoured Enemy (Humanoid: Orc)
* 5 skill points (Acrobatics, Intimidate, Knowledge (Nature), Perception, Swim)
* Favoured Class Bonus: +1 rage round


Male Half-orc Warpriest (Sacred Fist) 17

Grod is updated in his profile.


Attacks:
Shortbow +6 (1d6) +2 attack and damage with Archaeologists Luck
Stats:
AC 16, touch 14, flat-footed 12 (+2 armor, +4 Dex) | HP 23 | Fort +2, Ref +7, Will +4; (+2 with Archaeologists Luck) | Str 12, Dex 18, Con 12, Int 12, Wis 12, Cha 15 | Base Atk +2; CMB 3; CMD 17; AL 6/6
Skills:
Cmb +6 Dip +8 Kn (arc) +6 EA +8 +2 Kn (dun) +6 Kn (eng) +2 Kn (geo) +6 Kno (his) +6 Kn (loc) +8 Kno (nat) +2 Kno (nob) +6 Kno (pla) +2 Kno (rel) Perc +7 Perf (ora) +6 Spcrft +7 UMD +8
Hp 16/16 Luck 0/6 Hero 2

I am shortly going to jump on a train and be away for the weekend. I won't be able to post until Sunday


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

No problem.


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Looking over the treasure sheet, I added up everything for what you can sell it for, and divided that 6 ways.

So each of you gets 280 gold and 89 silver.

Plus I assume you will keep the wand with 8 charges of CLW as a party treasure.

If anyone wants to keep any of the items, you can deduct the Sell Value from your share, and note it on the spreadsheet. I will clear the list for new stuff as soon as you all chime in with what you will be keeping (in gold and/or prizes).


Inactive

Not listed on the spreadsheet is a Masterwork Longsword, which Malthu kept and began using. (Came from the statue of Iomedae.) If we add that, should increase everyone else's share. Agree the CLW wand stays as party treasure.

Did Daktani or the troll have loot on them?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

Ah, good catch! That increases each share to 423 gold, 8 silver. And there are a few more items you all might be interested in.

If you take something (like the sword), simply put your character's name in the Notes column.


Male Half-orc LN Investigator (Empiricist) 2 | hp 10/18 | AC 19 (t 12, ff 17) | CMD 16 | F +1, R +5, W +3 | Init +2 | Perc +11 (+14 traps), dv 60 ft | inspiration 4/5 | Current Effects: shield

Any chance of finding someone who can cast masterwork transformation for me in town? Mortoth's falchion has some personal history, and he'd like to keep it rather than sell it if possible.


Female Half-orc Witch 4 (HP 26/26; Init +2; Perception +7; AC 15, Touch 11, FF 14, CMD 13; Fort 4, Ref 4, Will 5)

Fine silver dagger isn't masterwork, going by the price, is it?


Knowledge | GSC | Mummy's Mask | WftC | RotR$ | Carrion Crown

@Mortoth - Not really - it is a small town, which is typically limited to 1st level spell casting services. There are 2 people in town that can cast it, and one of them is high priestess, Tyari (who you know, but have already used a lot of favors from). You might be able to talk her into it, but she doesn't have the 1 hour casting time free today.

@Shivarra - Correct, not masterwork, but silver and ornate, I suppose.


Male Half-orc LN Investigator (Empiricist) 2 | hp 10/18 | AC 19 (t 12, ff 17) | CMD 16 | F +1, R +5, W +3 | Init +2 | Perc +11 (+14 traps), dv 60 ft | inspiration 4/5 | Current Effects: shield
GM Fuzzfoot wrote:
@Mortoth - Not really - it is a small town, which is typically limited to 1st level spell casting services. There are 2 people in town that can cast it, and one of them is high priestess, Tyari (who you know, but have already used a lot of favors from). You might be able to talk her into it, but she doesn't have the 1 hour casting time free today.

I'm perfectly willing to pay the going rate for spellcasting services. I'd like to request Tyari prep it in the morning if her schedule allows, and I will have the 360gp ready to hand.


Skills:
(Acro +8[+12]; Climb +9[+11]; EscArt +1; Intim +10; Kn(Nature) +5; Ride +1; SenMot +0; Stealth +1; Surv: +5; Swim: +7[+9])
Male Half-Orc (Ulfen) Barbarian (Hateful Rager) 4
Vitals:
(HP: 45 [57]/45[57]; AC: 17[15]/12[10]/15[13]; Percep: +7; Init: +2; Fort +9 [+12], Ref: +5, Will: +4[+6]; CMD: 20[22]; CMB +8[+10] (+2 bull rush); Speed: 40)

Might be interested in looking for a few potions, but I imagine there's not a lot of such things available.


Male Half-orc Warpriest (Sacred Fist) 17
GM Fuzzfoot wrote:

Ah, good catch! That increases each share to 423 gold, 8 silver. And there are a few more items you all might be interested in.

If you take something (like the sword), simply put your character's name in the Notes column.

It's telling me I can only view it, not make edits.

I do think we should hang on to some stuff though. The campfire bead, for instance, is pretty nice to have if* we spend a lot of time away from town.

*when, since this is an Adventure Path

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