Grit & Gunsmoke (Inactive)

Game Master Brian Minhinnick

Roll20 Campaign


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This is the discussion thread.


I went ahead and made the first post in gameplay. We've got an AP to do, let's get this rolling. :)


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Woot!

Did we travel together to Fort Laramie? Then, we would have met earlier and formed relationships on the way, right?

Or did we travel separately to Fort Laramie, so we meet there each with our own writ?

If the former, Treetopper would have shared a fire with Zort, because they both are goblins.

He would have subtly tried to detect Dolgren's prejudice toward goblins. Maybe even speaking Dwarven to him.

For the other two, he would expect prejudice and derision. Depending on how they react will dictate relationships.

cheers


I was imagining you all arrive at the fort separately, and then meet.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Ok. Cool.


Male Dwarf Gunslinger 1 AC 16 [T13 FF13] | CMB +1 | CMD 14(18) | HP 12/12 | Fort +4(8) | Ref +5(9) | Will +2 (6) | Init +3 | Percep +6(8), Darkvision 60 ft
Skills/Abilities:
Acrobatics 6 | Craft firearms 4 | Stealth 3 | Survival 6 | Grit (2) | Deeds | Greed | Stonecunning | Hatred

Also woot! FWIW, Treetopper, Dolgren's not particularly prejudiced; he's no love for goblins, but he fought for the Union against the slave states... Let's see how it plays out, shall we :)


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Cool. We'll see how it goes.

@Jelani I stopped my first post at the entrance, because I didn't have a description of the interior and didn't know if I was going to be rolling Initiative.

cheers


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

Awesome


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

Just rereading the setting document and then I'll dive right in.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Just realized we're technically full marshals instead of deputy marshals. Good thing Treetopper was just talking to himself.

In town, if there's an obvious tavern and no welcoming committee, Treetopper will holster his rifle, dismount, and dig a haunch of meat out of his saddlebag for Ozark before heading inside. In case you want to take us further in.

Cheers


Nah, you're deputies. The distinction is relatively unimportant though. Out here you are "the law". That's all that really matters.


LN Male Human Oracle (Spirit Guide) 1 [ HP: 9/9 | AC: 15 T: 11 FF: 14 | F: +1 R: +1 W: +3 | Init + 1 | Per +0 ]

IRL, I live about 200 miles from Fort Laramie, and used to live only 100 miles away in Cheyenne, WY. I've actually been to the old fort twice as well. We're playing in my backyard.


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2
Didier D'Everard wrote:
IRL, I live about 200 miles from Fort Laramie, and used to live only 100 miles away in Cheyenne, WY. I've actually been to the old fort twice as well. We're playing in my backyard.

That's pretty cool. I hope I get to take a trip out that way someday. I hear it's beautiful (I wouldn't know either way).


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

GM Jelani,

If I were to use the sleep spell, would those affected be awakened by gunfire? Zort would probably have experience with this. The spell says "normal noise" doesn't awaken but gunfire seems mighty peculiar to me.


LN Male Human Oracle (Spirit Guide) 1 [ HP: 9/9 | AC: 15 T: 11 FF: 14 | F: +1 R: +1 W: +3 | Init + 1 | Per +0 ]

Any idea if Ms. Murphy will be joining us?


Not sure. I haven't heard anything from Ms. Murphy. I was just beginning to wonder about her myself. Frankly at this point I'm loathe to include someone who hasn't responded to the selection yet. Seems like they'll likely be unreliable.

Since all four of you are posting, I'm going to just run with four for now. If we feel a need later, we can add someone.


Zort wrote:

GM Jelani,

If I were to use the sleep spell, would those affected be awakened by gunfire? Zort would probably have experience with this. The spell says "normal noise" doesn't awaken but gunfire seems mighty peculiar to me.

I'm going to say if the gunfire is within 20' it would be loud enough to wake them, but beyond that, no.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

A3 is the stables
A2 is the guest house?
A6,7,8,9,11 is the Levetan house?
What's A4 and A5?

How tall are the buildings?
How are the roofs of the four buildings?
Treetopper would like to pick a good spot with line of sight to the gate into the middle of the fort that also has some cover from the gate and middle of the fort?

Or are the corner towers higher than the roofs?

Sorry to be difficult...


Not difficult, I expect you to ask these kinds of questions. I'll post descriptions in gameplay.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

And another topic: Ozark

Treetopper has +4 Handle Animal, so he can't take 10 and train Ozark to do anything. I picked his bonus trick as Defend thinking that if Ozark has zero other tricks, he will protect Treetopper and be a mount.

What do you think? Can I train him with more tricks some how? If not, how should I plan what Ozark does when say Treetopper sleeps inside? Or can Treetopper sleep inside?

Never had this issue before.

cheers


He should have more than just the one bonus trick. He'd be combat trained. So he knows come, down and heel. The DC to handle him is only 10, so you're fine. He'll essentially behave like a big, well-trained guard dog.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Ok cool thanks

EDIT For his bonus trick then, I'll add the second attack to be able to attack all creatures.


LN Male Human Oracle (Spirit Guide) 1 [ HP: 9/9 | AC: 15 T: 11 FF: 14 | F: +1 R: +1 W: +3 | Init + 1 | Per +0 ]

According to the rules your first pet comes fully trained with as many tricks as it can know. Also you get a +4 circumstance bonus to all handle animal or wild empathy checks that have to do with you companion due to the Link (Ex) animal companion feature gained at level 1, giving you a +8 total, assuming you didn't trade that feature away for something.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

woot. Never played an animal companion with such a low Handle Animal

thanks


Guns of the West informational video.


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

Dynamic lighting...showdown music...aaawwessommmeee


Male Dwarf Gunslinger 1 AC 16 [T13 FF13] | CMB +1 | CMD 14(18) | HP 12/12 | Fort +4(8) | Ref +5(9) | Will +2 (6) | Init +3 | Percep +6(8), Darkvision 60 ft
Skills/Abilities:
Acrobatics 6 | Craft firearms 4 | Stealth 3 | Survival 6 | Grit (2) | Deeds | Greed | Stonecunning | Hatred

Zort - the crit for firearms is x4(!!!!!!!!!) Reckon you killed 'im there, pardner (as Dolgren WOULDN'T say)...


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

Sorry gang. Leave it to me to muck up likely my only crit of the campaign!


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

Love "Big Iron". Too many hours playing Fallout Las Vegas.


Lol. Me too. I'm going to keep switching up the music. All the New Vegas stuff plus some more.


Well I should say all that stuff that's in Roll20's jukebox. It doesn't have every song I look for.


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

I've never heard this song before but I give it a thumb up.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

@Jelani, is Dolgren the only one who can clear a firearm misfire with his Gunslinger Quick Clear deed?

I suggest priorities:
1. Interrogate prisoner
2. Go get bandits. Don't actually think we'll get to their hideout, but we'll know more having a direction out of the fort.
3. Can Oleg and Svetlana rebuild the front gate by themselves?

cheers


The gate's not broken. It was just kept open.

Your firearm is still useable, it just has the broken condition, since its an advanced firearm.

Misfires wrote:
If the natural result of your attack roll falls within a firearm’s misfire value, that shot misses, even if you would have otherwise hit the target. When a firearm misfires, it gains the broken condition. While it has the broken condition, it suffers the normal disadvantages that broken weapons do, and its misfire value increases by 4 unless the wielder has gun training in the particular type of firearm (see Gunslinger). In that case, the misfire value increases by 2 instead of 4.... Advanced firearms can misfire, but when they do, they only gain the broken condition. A further misfire does not cause advanced firearms to explode.
Gunsmithing feat wrote:
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

If someone has the gusmithing feat, and a gunsmithing kit, they can remove the condition in an hour. Dolgren could do it faster with Quick Clear. Otherwise it will remain "broken".


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

OK, but I thought with Firearms's era that we're in, Gunslinger's don't get Gunsmithing for free. Therefore, the likelihood of anyone having the Gunsmithing feat outside of the production facilities of the likes of Colt and Winchester would be low.

Therefore, only a classed Gunslinger can hope to remove the broken condition of a firearm, right?

Would you want to make that Restoring a Broken Firearm activity available to anyone with a gunsmithing kit?

cheers


Did any of you take craft (firearms)? Or does Zort have mending?

If the answer is no to all of the above, I will think about it. But I might not, considering you're targeting touch AC, which is never really gonna get above 15-16. And broken is only a -2 to hit. It would be inconvenient if Dolgren was the only one in the party who could fix broken guns, but not devastating.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Didn't know to take craft (firearms), because that's not really a thing with the feat in play. Doubt it would change my build, because I plan Treetopper to take the next level as Gunslinger.

Agree it's not a huge issue, just one to discuss. Maybe it'll affect NPCs, too?

cheers


LN Male Human Oracle (Spirit Guide) 1 [ HP: 9/9 | AC: 15 T: 11 FF: 14 | F: +1 R: +1 W: +3 | Init + 1 | Per +0 ]

Sounds like a good in character reason to learn some gunslinging or take up craft (firearms).


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

I can mend...just not today! I will have an in character moment to remember it's a good idea to have that spell.


Male Dwarf Gunslinger 1 AC 16 [T13 FF13] | CMB +1 | CMD 14(18) | HP 12/12 | Fort +4(8) | Ref +5(9) | Will +2 (6) | Init +3 | Percep +6(8), Darkvision 60 ft
Skills/Abilities:
Acrobatics 6 | Craft firearms 4 | Stealth 3 | Survival 6 | Grit (2) | Deeds | Greed | Stonecunning | Hatred

I am a gunslinger and I have craft firearms. Problem: solved.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision
Dolgren Lundskjaeld wrote:
I am a gunslinger and I have craft firearms. Problem: solved.

Great. Then, can you fix Treetopper's rifle in character? ;D


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Guys,

Please double check or discuss your travel arrangements. It will be difficult to be mobile and sneaky in carts and wagons.

Treetopper and Ozark travel at 35-ft due to encumbrance. That would be the same for an encumbered Light Horse, if I remember correctly.

cheers


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

Zort is on one of the recovered horses.


Male Dwarf Gunslinger 1 AC 16 [T13 FF13] | CMB +1 | CMD 14(18) | HP 12/12 | Fort +4(8) | Ref +5(9) | Will +2 (6) | Init +3 | Percep +6(8), Darkvision 60 ft
Skills/Abilities:
Acrobatics 6 | Craft firearms 4 | Stealth 3 | Survival 6 | Grit (2) | Deeds | Greed | Stonecunning | Hatred

Dolgren moves at 20 ft but needs to have a light load to access some gunslinger abilities; hence his mule.

He doesn't have points in Ride...


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

Treetopper, I think you got us one mile closer. I'm guessing you can keep on leading the way (until you get lower than a 13 and need aid another to try and bump it up) unless someone else's character is in the mood.


I need to update, just busy at the moment. I'm a teacher and I just got seven new classes added to my schedule twice a week. Sorry for the slowness, guys.

It's many miles to their camp, but Treetopper can just take 10 and make the DCs.

Dolgren, you can ride a horse without ranks in ride, you'll just have a hard time controlling it in combat. I'd still recommend it just to avoid slowing down the party while traveling.

Anyway, please declare your travel arrangements in character, and I'll update when I can.


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

What do you teach?


English.


LN Male Human Oracle (Spirit Guide) 1 [ HP: 9/9 | AC: 15 T: 11 FF: 14 | F: +1 R: +1 W: +3 | Init + 1 | Per +0 ]

English as a second language in China, correct?


Aye.

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