Gravel to Granite (Inactive)

Game Master Lareg

Started. Recruiting open. Apprentice-level game (Super Genius Games rule pre lvl 1. Pathfinder @ lvl 1 & beyond). Characters begin pre level 1, gain levels, and classes. Game run on the boards. Characters currently at lvl 2.


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As for roll20, feel free to go over and look at what the site has to offer. I'll put together a Gravel to Granite campaign, and once everyone "joins" it through a link I'll supply, I can assign Lareg as GM and then you can just go to town.

It's a really robust online tabletop. The pay version I have even has dynamic lighting (to show light sources/distance of light levels etc) that moves with the light source.

Grand Lodge

Male Half-Orc

I am good for whatever style of play is used, I am adaptable I like to think :)

I am really enjoying it so far and have cofidence in Lareg to continue a great story :)


Male Half-Orc Monk 9 / Puppetmaster 2

Ok, some well deserved down time coming for the PCs. A couple of book keeping maters and some more options for everyone.

If you haven't already, please post here what ability score you increased via the sacred pool.

After their first night in the monastery characters will advance to level one.

  • Increase hit points to the maximum for a character of your class @ first level.
  • Receive max skill ranks for your class (including Int bonus).
  • Class skills bonus increases from +1 to +3
  • Take additional skill ranks, but no skill may have more than 1 rank total.
  • Select a 1st level feat.

Be sure to update your character profile accordingly.

Next, upon departing from the monastery select one of the following traits. These traits will be tied to how characters decide to spend their time while at the monastery.

Monastery Traits

Touch of life
During your time in the monastery gardens the life of the tended soil seeped into your being.
Benefit: You gain a +1 trait bonus on all Fortitude saves.

Ancient Terrain
During your time in the monastery library, you have become familiar with ancient maps of the surrounding area.
Benefit: You gain a +1 trait bonus to Knowledge (geography) and Knowledge (dungeoneering) checks. Knowledge (geography) is always a class skill for you.

Sacred Training
During your time in the monastery, you have been granted access to the monks training equipment.
Benefit: You gain a +1 trait bonus on all Reflex saves.

Grand Lodge

Male Half-Orc

Aak will choose the Touch of Life Trait :)


Male Half-Orc Monk 9 / Puppetmaster 2
Aak wrote:
Aak will choose the Touch of Life Trait :)

Noted. I'll be tossing PMs to folks over the next couple days concerning how they spend their time at the monastery. I'll put the 'what do you want to do' section in our game thread, but as characters go their separate ways to explore the monastery, I'll send PMs.


filler of waterskins

Shayne increased his Charisma.


Male Half-Orc Monk 9 / Puppetmaster 2

I have the following so far for ability bumps from the pool

  • Shayne increased his Charisma.
  • Aak increased his Dexterity.
  • Caylen declined bathing. Drinking provided the benefit. Didn't see an ability pick listed.
  • Silx increased Dexterity.


Got the Roll20.net account set up for Gravel to Granite.

Clicky

Once Lareg joins I can assign him as DM and then he can feel free to edit/create maps and use the program for combat mapping if so desired. There's some great video tutorials on how everything works there.


Male Drow Rogue (Trapsmith) 2

Ah sorry forums must have ate my post. yes dex


Male Half-Orc Monk 9 / Puppetmaster 2

Looks like I'm all signed up :-)


Male Half-Orc Monk 9 / Puppetmaster 2
Silx wrote:
Ah sorry forums must have ate my post. yes dex

Noted and post updated.


Oh, drinking provided the stat boost? That's fine, then. She'd probably have been really parched from the road at any rate.

I'll have Caylen boost Intelligence from the water.

She'll also be taking Ancient Terrain as her trait.


Okay, in theory this should work. I promoted Lareg to GM. I think from the main page if you click on my name you should be able to "Demote to player" on me.


Male Half-Orc Monk 9 / Puppetmaster 2
Lucent wrote:
Okay, in theory this should work. I promoted Lareg to GM. I think from the main page if you click on my name you should be able to "Demote to player" on me.

If I don't have a chance to give it a try this afternoon, I should be able to poke around this weekend.


Male Half-Orc Monk 9 / Puppetmaster 2

The finalized list of ability bumps from the pool

  • Shayne increased his Charisma.
  • Aak increased his Dexterity.
  • Caylen increased Intellect.
  • Silx increased Dexterity.


Male Half-Orc Monk 9 / Puppetmaster 2

Depending on the decisions the group makes over the coming days the path ahead will move away from the plan I tossed together after after things went in a totally unexpected way at the Inn / Tavern.

The options characters are offered decision wise will lead to a mix of encounters I have put together and published adventures. If you see an image, map, or text that you recognize I ask that you not share your knowledge openly.

If you're curious, feel free to post here and I will confirm that I'm using a particular published adventure :-) Keep in mind I'm making modifications to all published adventures I'm using.

Although there is the possibility that characters will encounter portions of published adventure paths, no adventure path will be used in its entirety. Except for a few adventures, everything I've selected to put out as options is at least five years old.

With that in mind, I'm really excited to see where the characters head.


Male Half-Orc Monk 9 / Puppetmaster 2

I'm not finding an easy way to remove GM privileges on Roll20. I might be missing something easy. I'll see if I can figure it out some more over the coming week. I have some grading to do so Roll20 might not get sorted out by our next combat encounter, but I'll keep at it.


Male Half-Orc Monk 9 / Puppetmaster 2

I've begun sending PMs to everyone. You are welcome to share or keep to yourself whatever is mentioned in the PM. Basically the PMs detail individual encounters you have in the evening after Shayne's tale and in the morning when Master Toe'n summons you.


Male Half-Orc Monk 9 / Puppetmaster 2

Ok, all the PMs have been sent. Though I have a couple of things I want to post yet concerning the first evening at the monastery, I'm going to move along to the days that follow.

As Shayne mentioned, I will echo, these days can be as RP heavy as you wish. Here are a couple of game mechanic details to keep in mind.

Please let me know when you go to the library, garden, or training area(s) as required by the monastery trait you decide to select.

Also, make note of the following benefits that you can obtain by spending time in specific locations of the monastery.

  • The masters chambers (train here to unlock Ki Meditation (Ki) feat).
  • An expansive library (INT or WIS stat bumps).
  • Assisting the monks in the gardens (CON or CHA stat bumps).
  • A variety of training areas (STR or DEX stat bumps).

You can either increase two abilities by an additional +1. No ability can be increased higher than 16 in this way.

Or you may increase one ability by +2, but the end result may not be higher than 16.

These benefits are available only during this visit (with the exception of Ki Mediation (Ki) feat).

Let me know if you have questions.


filler of waterskins

Shayne spends time training (Strength increases from 8 to 10).

His character sheet is now here. Any help proof-reading my math is appreciated!

If the others do not feel Shayne needs to participate in melee combat, he can aid with Knowledge skills more by increasing Intelligence instead of Strength.

Also, our party membership has changed since we discussed which characters would be responsible for which skills. Please let me know if Shayne should focus on any skills besides the eight to which he currently has allotted one rank.

Grand Lodge

Male Half-Orc

shayne that choice is up to you. i have combat taken care of along with silx to back me up. what ever would make more sense for him as a character.

Lareg: I will travel to tend to the gardens the next day after the visit with Master Toe'n . I will boost my Con by 2 points, will adjust my character sheet later.


I'll be sending Caylen to the Gardens, and will bump her Con and Cha scores up by one.

I'll also have some more time to post a little later. Weekends are so busy for me.


Male Half-Orc Monk 9 / Puppetmaster 2
Lucent wrote:

I'll be sending Caylen to the Gardens, and will bump her Con and Cha scores up by one.

I'll also have some more time to post a little later. Weekends are so busy for me.

Sounds good. Also, you mentioned the Ancient Terrain trait. At what point will Caylen head to the library?


Depends on how long the group spends. If it's a few days/weeks learning/training then Caylen will go back and forth between both. Alternating exercising her mind and her spirit/body between the activities. She'll start at the garden, however, then clean up and go to the library and repeat off and on throughout the course of however long the stay is.


Male Half-Orc Monk 9 / Puppetmaster 2

Day one is pretty open. After that the group is expected to help around the monastery in some way (spending time in the gardens is fine). I tossed up what Master Toe'n says in the gameplay thread. I'll toss you another PM concerning what happens in the library once you make your way there.


Male Half-Orc Monk 9 / Puppetmaster 2

So far this is what I have for ability bumps during the time at the monastery.

  • Caylen +1 to Con and Cha.
  • Shayne +2 to Strength.
  • Aak +2 to Con.


filler of waterskins

Tangentially, building off Shayne's lesson about hospitality, if anyone can help me brainstorm other ways to show people they are respectable, loveable, and desirable I would be appreciative!


filler of waterskins

Lareg, I'm still waiting for Silx to comment on whether he thinks the group would benefit most from Shayne boosting Strength or Intelligence.


Male Half-Orc Monk 9 / Puppetmaster 2
Shayne Anigon wrote:
Lareg, I'm still waiting for Silx to comment on whether he thinks the group would benefit most from Shayne boosting Strength or Intelligence.

That's right. Moving stats around before leaving the monastery is entirely fine.


Male Drow Rogue (Trapsmith) 2

Ah Im sorry Shayne. I would say INT, normally having another skill handy is better than +1 in combat


filler of waterskins

Silx, it appears this note was intended for you, not Shayne.

---

I have changed Shayne's character sheet to reflect having Intelligence increase by 2 (instead of Strength) and adjusting the new skill ranks slightly. Our group seems to have skills mostly covered:

* Silx: Bluff, Sleight of Hand, Stealth, Perception

* Aak: Climb, Intimidate

* Caylen: Diplomacy, Heal, Sense Motive, Knowledge (Religion, Geography), Spellcraft

* Shayne: Appraise, Disguise, Knowledge (all others), Linguistics, [backup for Bluff and Sense Motive]

We are missing only Survival and Swim, which no one has as a class skill.


Male Drow Rogue (Trapsmith) 2

Im hoping to pick up a disable device as well at the very least


Male Half-Orc Monk 9 / Puppetmaster 2

I've made a point to line up other sources of help in the form of NPCs with relevant skills for encounters that would be difficult with out them. So at least for the early levels there will be assistance as the group gets a sense of what skills might be needed.

Survival will come into play and Swim may likely become important.


Male Drow Rogue (Trapsmith) 2

If I get skills as a lv1 rogue soon then I should be able to cover all of those and more. Also I plan on using the bump for my INT.


Male Half-Orc Monk 9 / Puppetmaster 2
Silx wrote:
If I get skills as a lv1 rogue soon then I should be able to cover all of those and more. Also I plan on using the bump for my INT.

All characters advanced to level 1 after the first night at the monastery so please do update Silx accordingly. Stat bumps happen during the stay, but for ease of book keeping do all the changes at the same time. Lastly, the monastery feats come into play upon departing the monastery (but feel free to put in them in with the other changes).


filler of waterskins
Silx wrote:
If I get skills as a lv1 rogue soon then I should be able to cover all of those and more. Also I plan on using the bump for my INT.

Well, I was only listing the "fill a role in the group" skills. I expect you'll want several skills of more personal use, such as Acrobatics, Escape Artist, etc.


Male Drow Rogue (Trapsmith) 2
Shayne Anigon wrote:
Silx wrote:
If I get skills as a lv1 rogue soon then I should be able to cover all of those and more. Also I plan on using the bump for my INT.
Well, I was only listing the "fill a role in the group" skills. I expect you'll want several skills of more personal use, such as Acrobatics, Escape Artist, etc.

ah i gotcha, although I've always considered disable device a "must have" in the party, otherwise the DM can't come up with his evil traps lol


Male Half-Orc Monk 9 / Puppetmaster 2

Before we fast forward to the group's departure I want to make sure I have all the individual endeavors at the monastery addressed. if I'm missing something here please let me know.

Here's what I still need to take care of:

  • Various records from the monastery for Shayne.
  • Aak's time in the library.

Beyond those things it looks like everyone other than Silx has leveled to 1. So Silx, get that level 1 you've earned :-) Everyone else, get those finishing touches done if you have anything to take care of for level one.


Male Half-Orc Monk 9 / Puppetmaster 2

Individual side activities are wrapping up nicely. In order to expedite the next phase of the campaign I wanted to toss out some options. Let me know which you all prefer.

  • Simple narration of the preparation for the coming journey.
  • Role play through the prep.
  • Accept the group consensus to travel via the cave route.
  • Discuss the route options (cave or mountain road).


Female Human Oracle (Life) [Planar Oracle] 2

I'm fine with breezily narrating over the travel prep, I think most of Caylen's concerns have been voiced. I also think a group consensus works too, especially now that we convinced Frank to stay out of the valley.

Grand Lodge

Male Half-Orc

we have chosen cave was my understanding i thought. otherwise we can do whatever comes natural, i am good either way.


Male Half-Orc Monk 9 / Puppetmaster 2

Yeah, I thought cave was the consensus, but wanted to make sure. I hope to post the next part tonight or tomorrow. Wanted to give others a chance to chime in. Not to worried about slowing down some as Silx had those tests. A Drow blade is a good thing to have in a cave...


1 person marked this as a favorite.
filler of waterskins

I also thought "cave" was already agreed upon.

My vote is "GM narration". We have had a lot of PC-NPC dialogue recently. Yay for that! But time to let the pendulum swing back to that foreshadowed Kicking of Orcish Tushies.


Female Human Oracle (Life) [Planar Oracle] 2

So I realized I forgot to take feats when I leveled to 1st. Taking the below:

1st-level: Extra Revelation (Channel Energy)
Human Bonus: Selective Channeling


Male Half-Orc Monk 9 / Puppetmaster 2

Good catch. I'd only looked closely at Shayne's character sheet. Was checking out the web thing he used.


filler of waterskins

Web thing?


Male Half-Orc Monk 9 / Puppetmaster 2

Oh, the character sheet you linked in your profile. Clearly I read to many student papers this weekend. haha


Male Half-Orc Monk 9 / Puppetmaster 2

Making my way through character profiles. Noticed something I overlooked when I was tracking monastery stat bumps. Caylen increased CON and CHA by 1. The increase to CHA put her charisma over 16, was already at 18 I'm guessing.

Can you pick a different stat to increase by +1 (or just do +2 CON).

Lareg wrote:
You can either increase two abilities by an additional +1. No ability can be increased higher than 16 in this way.


Female Human Oracle (Life) [Planar Oracle] 2
Lareg wrote:

Making my way through character profiles. Noticed something I overlooked when I was tracking monastery stat bumps. Caylen increased CON and CHA by 1. The increase to CHA put her charisma over 16, was already at 18 I'm guessing.

Can you pick a different stat to increase by +1 (or just do +2 CON).

Lareg wrote:
You can either increase two abilities by an additional +1. No ability can be increased higher than 16 in this way.

Ah, yep. I totally missed that. I'll just go for Con twice.


Male Half-Orc Monk 9 / Puppetmaster 2

Posting has slowed down, which is fine. Wanted to touch base and make sure things are going alright for everyone. Silx finished up with those exams?

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