Heralding the Coming of the Age of Worms (Bravo Team) (Inactive)

Game Master Fanguar

CURRENT MAP


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HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

-4GMT


Female Human Ranger 3 (HP 28/28, AC 17/14/13, F+5 R+7 W+3, CMD 19)

GMT+1, the other side of the Channel


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

Did the perception check detect any traps? If not then we will open it, but not right now. Note to self--Keep this in mind.

Just to be clear the sarcoughagous is spinning(with us pushing) in a counterclockwise direction and it pointed toward the yellow hallway on its way to the green one?

In any event I say we just handle the events in order. So if the yellow hallway causes a rumble I say we deal with that first. There is no logic behind this, so feel free to suggest moving to green if you wish.


The search did not detect any traps.

Yup, the platform is spinning clockwise (it actually wont move counterclockwise), and when it was facing the yellow lantern, the rumbling started. It's not locked down or anything, so you can keep pushing it towards the green, but I figured you might all pause when the commotion began.


Female Human Ranger 3 (HP 28/28, AC 17/14/13, F+5 R+7 W+3, CMD 19)
Garish "Bones" Boulderdash wrote:

Did the perception check detect any traps? If not then we will open it, but not right now. Note to self--Keep this in mind.

Just to be clear the sarcoughagous is spinning(with us pushing) in a counterclockwise direction and it pointed toward the yellow hallway on its way to the green one?

In any event I say we just handle the events in order. So if the yellow hallway causes a rumble I say we deal with that first. There is no logic behind this, so feel free to suggest moving to green if you wish.

I suggest we wait for the yellow lantern rumbling to finish before we do anything else.

And before we open the sarcophagus, I suggest you take 20 on your perception check, that's where the traps are more likely to be.

I also want us to have a closer look at the corpse near the blue lantern. We need to know how he/she died.


m half-elven Lich 15 DM/10 Grandmaster DM

After we see what the yellow path brings I will check the dead body.


HP 19/19, AC 15/12/13, CMD 15, F; +2, R; +5, W +3

Harold; Don't mean to be rude bur Elvar has a certain lack of social graces.


HP 22, AC 12/12/10, CMD 13/15, F;+3, R; +3, W; +5

I won't be getting into any confined spaces with Elvar then.


Female Human Ranger 3 (HP 28/28, AC 17/14/13, F+5 R+7 W+3, CMD 19)

For the next steps, I propose:

-To let Elvar disarm the trap in room below the yellow lift alone :-).
-To go and explore that part of the dungeon after moving the big block together.

-Afterwards, to come back up and go and check the corpse near the blue lantern and to check if there are lifts near the green and indigo lanterns.


HP 22, AC 12/12/10, CMD 13/15, F;+3, R; +3, W; +5

Sounds good to me.


HP 19/19, AC 15/12/13, CMD 15, F; +2, R; +5, W +3

You mean the tubes in the statue mouths?


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

sounds good to me.


HP 19/19, AC 15/12/13, CMD 15, F; +2, R; +5, W +3

Added the goggles to my sheet.


HP 22, AC 12/12/10, CMD 13/15, F;+3, R; +3, W; +5

I'll make sure I have ray of frost prepared next time I get the chance. It's not much per shot but I don't think the mold is going to chase me down while I'm casting.


Male Human, AC17/12/15; HP 24; F+4, R+2, W+7; CMD 13, CMB +1 Druid 3 (Dragon Shaman)

"I don't know of any cold spells either...well without involving me touching the thing...which I'm not eager to do". "I say let's go on then re-address this at a later time".


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

When we say we are using perception do we have to specify looking for traps, secret doors, and so on or do you assume we are taking care of everything with one roll?


@Garish: It depends on the situation, but I usually just lump them all together if it makes sense to do so and if you're taking 20, I assume that you're scouring the area for everything.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison
GM Fanguar wrote:
@Garish: It depends on the situation, but I usually just lump them all together if it makes sense to do so and if you're taking 20, I assume that you're scouring the area for everything.

ok. If I take 10 I am doing the same thing. :)

For other rolls I will be specific. :)

hiding enemies:

traps/secret doors:

other:

If I need to separate traps/secret doors let me know.


Female Human Ranger 3 (HP 28/28, AC 17/14/13, F+5 R+7 W+3, CMD 19)

I think I know how to solve the door mystery but I need to have Elvar describe exactly what he had seen (i.e. what GM Fanguar wrote). Can I assume that without metagaming ?


HP 19/19, AC 15/12/13, CMD 15, F; +2, R; +5, W +3

By me, yes.


HP 22, AC 12/12/10, CMD 13/15, F;+3, R; +3, W; +5

I agree with Bones, we should explore each passage in order if unable to open the secret door.

The question is, do we want place the lantern we are carrying and light it before we attempt that branch.


I think it's safe to assume that you'll share information with each other. If there is something that I think should really be private and up to the discretion of the person to reveal, I'll put it in a spoiler.


Female Human Ranger 3 (HP 28/28, AC 17/14/13, F+5 R+7 W+3, CMD 19)
GM Fanguar wrote:
I think it's safe to assume that you'll share information with each other. If there is something that I think should really be private and up to the discretion of the person to reveal, I'll put it in a spoiler.

Thanks.


HP 22, AC 12/12/10, CMD 13/15, F;+3, R; +3, W; +5

Cute, the first swarm we encounter is immune to my AoE.


they are acid beetle swarms... I'm sure I can throw all kinds of other horrible swarms at you that will be susceptible to your acid cloud

and technically, they are susceptible to your grease spell


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

Elvar Bones asked to borrow a torch in the gameplay thread. That decision, assuming you have a torch will determine if he fights or flees.


Female Human Ranger 3 (HP 28/28, AC 17/14/13, F+5 R+7 W+3, CMD 19)

Bones, even if you don't have a torch; you should still be able to use your channel energy.


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

Garish channels positive energy, so unless this is an undead beetle swarm, he will not be able to harm them via channeling - you need to channel negative energy in order to do that :-/


HP 19/19, AC 15/12/13, CMD 15, F; +2, R; +5, W +3
Garish "Bones" Boulderdash wrote:
Elvar Bones asked to borrow a torch in the gameplay thread. That decision, assuming you have a torch will determine if he fights or flees.

Yes I saw it, Elvar has two with one in his hand and you can have it as Elvar is running with his remaining 3 hp. I didn't give it too yo sooner because my actions were limited by nausea.


Female Human Ranger 3 (HP 28/28, AC 17/14/13, F+5 R+7 W+3, CMD 19)
Harold Wainright wrote:
Garish channels positive energy, so unless this is an undead beetle swarm, he will not be able to harm them via channeling - you need to channel negative energy in order to do that :-/

My post was confusing. I was indeed referring to using channel energy to heal those of use who got injured by the swarms, especially Elvar.


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

Ah, that makes much more sense :-)


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

good point. I told ya I am new to playing clerics. I will post in the gameplay thread.


HP 19/19, AC 15/12/13, CMD 15, F; +2, R; +5, W +3

Heads up, I'm going out of town this weekend and I highly doubt I'll have access to the interent from friday evening to sunday afternoon GMT.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

I will check the treasure, and then decide what I will do in town.


Female Human Ranger 3 (HP 28/28, AC 17/14/13, F+5 R+7 W+3, CMD 19)

Talia just plans to buy some more oil. As for treasure, for the moment, we've found the elven bracelet and two wands. There's also a magical armor worn by Harold.


HP 19/19, AC 15/12/13, CMD 15, F; +2, R; +5, W +3

plus the goggles and the (two?) statuettes.


Female Human Ranger 3 (HP 28/28, AC 17/14/13, F+5 R+7 W+3, CMD 19)
Elvar Potter wrote:
plus the goggles and the (two?) statuettes.

That as well. We can try to sell all that (except the goggles and armor) and share.


3 statues, 2 wands, the armour and the goggles


HP 22, AC 12/12/10, CMD 13/15, F;+3, R; +3, W; +5

The wand of shatter may be useful in the future. We can sell the wand of unseen servant though.


HP 19/19, AC 15/12/13, CMD 15, F; +2, R; +5, W +3

I'm hesitant in selling either of the wands actually, you never know when you might need them and besides, both have less than 10 charges iirc so they wont make a huge impact on our gp limit.

I'd also like to suggest we split the loot acording to it's total gp value. Add everything together, wheather we sell it or not, so we can see the total value and divide that number among the pc's. Fair?


Male Human Spiritualist (Fractured Mind/Phantom Blade) 1 (HP 10/10) (AC 18/14/14) (CMD 15) (Fort +3, Ref +4, Will +0) (Init +4) (Perception +5)

I realise that I am the person who will benefit most from the following suggestion at present, but...

I usually favor a policy of simply ensuring loot goes to the person most likely to benefit from it, with any excess loot being sold and divided equally.

That way, when, say, we run into a Headband of Vast Intelligence +4 (or something similar), the PC who takes it does not end-up with a 'debt' to the other PCs.

It also makes book-keeping slightly easier ;-)

That said, if someone else wants the armor we found, I am perfectly willing to give it to them.


HP 22, AC 12/12/10, CMD 13/15, F;+3, R; +3, W; +5

I agree with Harold.

Items should go to those best suited for their use.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

I agree with that also.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

As for going back to town. I just plan to get some rest before returning back to the cave/cavern/cairn.


HP 22, AC 12/12/10, CMD 13/15, F;+3, R; +3, W; +5

I am indifferent about returning to town. The only swarms we'll have difficulty with are those with acid resistance. Hopefully that is rare.


HP 19/19, AC 15/12/13, CMD 15, F; +2, R; +5, W +3

Rest was on my mind as well, not sure if we actually need anything right now.


If the only reason you want to return to town is because of swarm paranoia. I guarantee that there are no more acid resistant swarms in this dungeon.

As for equipment, since we are playing with 6 PCs and the AP is designed for 4, I have to add in other treasure to keep up with wealth by level, so if for whatever reason someone really starts to lag behind in the loot department, I'll make of point of adding something that would be useful to them.


HP 10/10 Fort 4, Reflex 1, Will 6 AC 18, T 10, Flat 17, CMD 14, init +1 | +4 vs spells, SLA, and poison

I don't care if we return to town or not. My character has not reason to go back right now.


HP 19/19, AC 15/12/13, CMD 15, F; +2, R; +5, W +3

I guess we're staying then. Rest it is and then; down the hole!


Female Human Ranger 3 (HP 28/28, AC 17/14/13, F+5 R+7 W+3, CMD 19)
Elvar Potter wrote:
I guess we're staying then. Rest it is and then; down the hole!

That's fine with me.

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