IronDesk's Book of Terniel (Inactive)

Game Master IronDesk


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Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Updating tomorrow . . so last chance to make any preparations /solidify strategies before entering the mine.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|
Wolf-Eyes wrote:
"I can see a mite better in the dark than Raidh," Wolf-eyes adds. "Not so light on my feet as Morg or Kee, though. Maybe I should be the one to put on the mask? They are expectin' a fella after all."
Raidh wrote:

Raidh nods quickly, and begins to fumble with the clothing.

"Sure, sure."

I interpreted this to mean Wolf-eyes was wearing the cultist's outfit and taking point. Was I incorrect?


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

That was my interpretation as well.

Scarab Sages

Male Developer 4/ Designer 5/ Director 3

That's what I thought was happening. Wolf-Eyes going in disguise, Kee-rik and Morgtii stealthing along behind to keep an eye on things, while Dolph and Raidh wait for our signal (which will probably involve screams of terror).

Unrelated, anybody going to be at PaizoCon?


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Ah, Dolph and Raidh waiting at the mouth for a signal. Got it. That would also solve the problem of the two of them having to carry their own light source and spoiling the mid-group's stealth.

Ssalarn wrote:
Unrelated, anybody going to be at PaizoCon?

<sigh> one of these years, maybe, but not this time.


Male Human
Ssalarn wrote:
Unrelated, anybody going to be at PaizoCon?

If they held it somewhere other than the far corner of the US, maybe I could make it sometime. :-)

Scarab Sages

Male Developer 4/ Designer 5/ Director 3
Distant Scholar wrote:
Ssalarn wrote:
Unrelated, anybody going to be at PaizoCon?
If they held it somewhere other than the far corner of the US, maybe I could make it sometime. :-)

Luckily for me, I live in the far corner of the US :)

I always forget that they do the raffle for the panels and games and end up with all the leftovers though, which generally leads to me either sneaking into the less well policed sold out seminars, playing the trading game to get an entry to the events I want, or spending a lot of time at the bar waiting for Paizo peeps to wander through. Fortunately I've written for Owen and played with Mark, so I can usually finagle a good seat at the banquet if nothing else.


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

I'm having a great deal of trouble working out what our "plan" is, and am concerned that no-one else does either.

Currently we have one member quite far from the rest of us in unknown territory.

I think we should all travel together, and if we meet something, we deal with it. If not, Wolf-eyes can try to con whoever we eventually find if we find a bunch of cultists having a meeting.

Or, if folks are happy with Wolf doing the stealth thing, fine by me. ;)


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

I was hoping the cave wasn't going to be quite so deep. But I agree, as far back as Wolf Eyes is progressing, we might need to alter things. Maybe if someone has dark vision, they could lead us blind folk, so we could stay in closer contact with him.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

good advice... This sending wolf eyes out then reeling him back in like bait is slow and tedious in PBP and will likely end tragically for said bait.

Related, if anyone wants to discuss the rules around lighting, I'm open to that. Things get kinda sketchy where you have darkvision overlapping with low light vision and who can see what etc

A run down of vision capabilities:
Kee-rik - 60' darkvision
Wolf-eyes - low light vision
Dolph, Raidh, Morgtii - normal vision


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Keerik can lead the rest of us down the hallway, without us having to fire up a torch.

Perhaps we can have a torch at the ready to be lit, if violence breaks out.


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

That sounds like a plan Dolph...


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

Shouldn't we be able to see Wolf-Eyes' torch (and illuminated area) from a distance? The torch light distances determines what part is lit up, and not how far the light can be seen, I thought.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

I agree, but I can't find anything rules-wise that gives an idea what would be a fair distance. And, just because you can see a torch light in the darkness ahead, doesn't mean you can see if its wielded by wolf-eyes or lying beside his eviscerated corpse... :>


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft
GM IronDesk wrote:
*** And, just because you can see a torch light in the darkness ahead, doesn't mean you can see if its wielded by wolf-eyes or lying beside his eviscerated corpse... :>

Well, I mean, as long as we know where he is, right?


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Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

lol. This reminds me of that scene in The Walking Dead where they lower Glenn down the well...


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

sooo... you guys aren't giving me much to work with here. Do you want me take a more active part in deciding your course of action? Am I not providing you with enough information to make decisions? Please let me know what I can do to keep things moving.


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

Investigation can be a pain via PbP. ;)

Here the action is dictated by Wolf-eyes as our scout. Raidh is waiting for the go-ahead. I'm happy to post even when waiting, but there is little to riff off currently.


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

Raidh is right. I'm waiting on Wolf Eyes to start up his exploring again.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

I'm imagining we'd go back to the room where the tracks split, and take another route. Since (I think) we don't know anything about either one, it may not matter which one we pick.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Yay! We're moving forward again!

I've added a summary of possible paths and a map key of explored areas to help facilitate decision making. Let me know if its useful.


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

Very helpful GM!


Male Half-Elf | Brawler (Wild Child) 1 | HP 15 | AC 16 (T13/FF13) | CMB +4; CMD 17 | Saves Fort +4, Ref +5, Will +1 | Initiative +3, Perception +1, Sense motive -1, Bluff +1, Diplomacy +1

Hey errybody,

Sorry for the off-and-on radiosilence, but things have been more hectic than I anticipated lately... BUT things seem to be calming down, so I hope to be more available starting now.


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

Seeing as Wolf-eyes is up front, and I'm hanging with 'Dolpho, I'll make Rodolpho part of my cast and:

Odd - Kee, Even - Morg.

RNG: 1d120 ⇒ 74

Morg it is.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3
Morgtii wrote:
Kee-rik wrote:
Seriously, who designs a melee-oriented class with d8 hit dice and no armor proficiency?
I think you're supposed to crank up your natural armor? I seem to recall the metamorph being really squishy at levels 1-4 but steadily cranking up and eventually being one of the higher AC classes.

Maybe. (A lot of this is me thinking out loud.)

Adaptive Defense gives Kee-rik an AC bonus equal to the bigger of his level or his Wis bonus (so +1 right now, +3 eventually). AC Bonus will give Kee-rik a natural armor bonus of +level/4, once he reaches 4th level (so +0 right now, +5 eventually). Those two together will get him to +8 (at 20th level). So, kind of like plate armor with no Dex max, but it can't be enchanted.

The Improved Natural Armor choice for an Evolution can increase AC pretty significantly, but it "can be taken once for every five" levels, so it won't kick in until 5th level, and only if I choose it in place of other evolutions.

Ability Increase, if Kee-rik chooses Dex or Wis, would net him up to a +3, but he sacrifices increasing Str or Con (or Int or Cha, but that's less likely). That starts to kick in at 9th level.

At 5th level, Kee-rik will probably have an AC bonus of +6 from his class features. Comparable to a +2 chain shirt, sort of.

Metamorphs can (eventually) have a high AC (even more so if they can bum a mage armor/shield off of a spellcaster), but I'm not sure it'll come up in this campaign


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Thanks for the climb links - not a lot of free time this week. What I was looking for was more combat related rulings - like, what happens if you are hit while climbing? Seems like there should be a chance of losing your grip. Kinda like the flying rules.

Anyhow, I'm good with the higher ground rules- Its balanced out by the need for three points of contact and the loss of attack options inherent in that.

Lets just not abuse it for positioning. For example you still need to occupy a 5x5 square, so in the current situation you would be unable to fit three abreast even if Kee-rik is on the wall.

Now, just waiting on Morgtii to continue


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3
Climb skill wrote:
Anytime you take damage while climbing, make a Climb check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage.

I could imagine that the amount of damage one takes would affect the roll, but no such statement is made in the rules.


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3
GM IronDesk wrote:
Lets just not abuse it for positioning. For example you still need to occupy a 5x5 square, so in the current situation you would be unable to fit three abreast even if Kee-rik is on the wall.

So, I can't treat it like mini-flying? :-)


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

lol no :>

And I can't find anything that states a check is necessary either, so we go with rules as written in the links you provided.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

map should be fully editable by all players now


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

super slow posting this week...everybody still with us?


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

I'm here, just waiting!


Male Grippli | Metamorph 3 | HP 22/24 | AC 20(T17/F14) | CMB +2; CMD 19 | Saves Fort +5, Ref +6, Will +4 | Initiative +7, Perception +9, Sense Motive +3

There are too many people going before Kee-rik for me to give specific actions for him.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Understood Kee-rik

I'm concerned about wolf-eyes and Morgtii - been over a week for wolf and even longer for Morgtii. I'm sending them each a PM and waiting until the end of the weekend.


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

I'm so sorry everyone, the last couple weeks completely got away from me. I've been working 10 hour shifts and then coming home to crunch time on two expedited projects I agreed to do for Drop Dead Studios. It looks like I currently have two attacks at full BAB available and my Steel Rain drill is active, yes?


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Correct, and thanks for checking in.

Life gets busy - and hey, not being able to post because you're working on projects for Drop Dead Studios is a reason I can whole heartedly endorse :>

If anyone needs a little time away, that's cool, just let us know and we can arrange to have your character DMPCed or run by another player for a little while

Scarab Sages

Male Developer 4/ Designer 5/ Director 3
GM IronDesk wrote:

Correct, and thanks for checking in.

Life gets busy - and hey, not being able to post because you're working on projects for Drop Dead Studios is a reason I can whole heartedly endorse :>

Related, if anyone has ever thought to themselves "Why isn't grappling more like WWF/WWE" or "You know what this game is missing? Masked wrestlers", the Luchador hybrid class from Drop Dead should be available in about a week, and it has probably the most metal piece of art Jacob Blackmon has ever produced for the cover. Just to kind of shamelessly shill to my friends who I know are into 3pp materials. Vigilantes of Skybourne will be out like two weeks after that, and includes a Dread Pirate Roberts style PrC that lets one of your crewmates adopt your build and persona if you die, and sphere-based super powers called mutations that you can take as vigilante talents, letting you play characters like Cloak and Dagger, Wolverine, Storm, etc.


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Okay, so it looks like we may have lost Wolf-eyes. No posts in two weeks, no response to PMs. Any other players want to run him through the rest of this scene? Otherwise I'll bot him as an NPC

Sorry for waiting so long to get things moving - I was really hoping he'd pop back in.


Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

I have great trouble choosing and then making actions for other players. I'm happy for you to bot him if no-one else does...


N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft
Raidh Angharad wrote:
I have great trouble choosing and then making actions for other players. I'm happy for you to bot him if no-one else does...

Ditto.

Scarab Sages

Male Developer 4/ Designer 5/ Director 3

Hot damn, double 19's!


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

and the un-lucky streak is broken!


Human Incanter 3 | AC 12/12/10 | HP 23/23 | CMD 12 | F+4,R+3,W+4 | Init.+2, Perc.+1 | Current SP 7/7 | Dest.Blast damage 2d6 | 2/2 Hero Points

It's about freaking time! That dice roller has hated us for a long while now.


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Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft
Ssalarn wrote:
Hot damn, double 19's!

Nice work. Now you just need a bow with a better crit-range!


Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|

Re immediate or swift actions during surprise round:

d20pfsrd wrote:
combatants who started the battle aware of their opponents each take a standard or move action during the surprise round. You can also take free actions during the surprise round.
d20pfsrd wrote:
an immediate action consumes a very small amount of time but represents a larger expenditure of effort and energy than a free action.

Since free actions and immediate actions are different terms, I think the answer is no, you cannot take an immediate action during a surprise turn. But as always, if your rules-fu is strong, I'm fine with being proved wrong :>


Male Human

No, that sounds legit. Immediate actions run the gamut from free-like to standard-like, so I think it prudent to rule "No" here.


Male Human
Raidh Angharad wrote:
Just a small question about ranged fire and firing into melee - I've seen some suggestion that you take a penalty for firing into melee AND a penalty if one of the opponents (usually your ally) provides cover for the target. Anyone else got clarity on this? Seems unduly punitive, and would make ranged combat less than useful...

Here are the rule bits:

  • Cover: To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC).
  • Soft cover: Creatures, even your enemies, can provide you with cover against ranged attacks, giving you a +4 bonus to AC. However, such soft cover provides no bonus on Reflex saves, nor does soft cover allow you to make a Stealth check.
  • Shooting or Throwing into a Melee: If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a –4 penalty on your attack roll.

    The Precise Shot feat gets rid of the -4 penalty for shooting into melee.
    The Improved Precise Shot feat gets rid of the +4 bonus to AC from cover.


  • Hilltop tower|The Mercs Fetid Bog | Encounter Map| Gear & Loot|
    Raidh Angharad wrote:
    Just a small question about ranged fire and firing into melee - I've seen some suggestion that you take a penalty for firing into melee AND a penalty if one of the opponents (usually your ally) provides cover for the target. Anyone else got clarity on this? Seems unduly punitive, and would make ranged combat less than useful...

    I've seen that done too. I've also seen both applied to reach weapons. If you are reaching or firing through an ally occupied square you suffer -4 to hit AND a 20% miss chance.

    Relevant rules snips...

    d20pfsrd wrote:

    Shooting or Throwing into a Melee

    If you shoot or throw a ranged weapon at a target engaged in melee with a friendly character, you take a –4 penalty on your attack roll.
    d20pfsrd wrote:

    Concealment

    To determine whether your target has concealment from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that provides concealment, the target has concealment.

    When making a melee attack against an adjacent target, your target has concealment if his space is entirely within an effect that grants concealment. When making a melee attack against a target that isn't adjacent to you, use the rules for determining concealment from ranged attacks.

    d20pfsrd wrote:

    Cover

    To determine whether your target has cover from your ranged attack, choose a corner of your square. If any line from this corner to any corner of the target's square passes through a square or border that blocks line of effect or provides cover, or through a square occupied by a creature, the target has cover (+4 to AC).

    When making a melee attack against an adjacent target, your target has cover if any line from any corner of your square to the target's square goes through a wall (including a low wall). When making a melee attack against a target that isn't adjacent to you (such as with a reach weapon), use the rules for determining cover from ranged attacks.

    So, In a situation like the current one where Morgtii is shooting directly through Kee-rik to attack the zombie he is fighting, a strict application of the above leads to a -4 to hit for firing at someone engaged in melee with an ally, +4 to the zombie's AC because it gets cover from Kee-rik, and a miss chance because kee-rik is partially concealing the zombie from view. Raidh would also suffer the AC bonus and miss chance because her reach weapon is treated as a ranged attack with regards to cover and concealment.

    This all seems extremely restrictive. I will propose a middle ground house rule, but first I'd like to get some feedback from you guys as to what you think is fair and how you've seen it played at other tables. Personally, I've never played at a table where all of those mods were applied, but re reading the rules it seems like that's what is intended.


    N/A Entobian Battle Lord 2; HP 20/20; AC 20; Fort +2, Ref +6, Will +3; CMB +2, CMD 15; Per +6; Init + 3; Speed 30 ft

    I will go with whatever seems appropriate tobthe rest of the group. Given that I'm the primary archer, I don't know that I give an unbiased opinion.

    That being said, and this is probably a house rule that I assumed was a rule because I'm having trouble finding anything now, but we've always played it that a creature who is a size category or more smaller than the target doesn't provide cover or concealment. That's why I aimed for the one on in front of Kee-rik.

    ***Edit***
    Actually, that was probably just originally extrapolated from this-

    "Partial Cover: If a creature has cover, but more than half the creature is visible, its cover bonus is reduced to a +2 to AC and a +1 bonus on Reflex saving throws. This partial cover is subject to the GM's discretion."

    I don't think concealment applies here.

    My interpretation would be that I take the -4 since I don't have Precise Shot yet, and the zombie has partial cover from Kee-rik.


    Female Human (Amorean) Synergist 2; HP 19/19; AC 17/ T 11/ FF 16; Fort +4, Ref +1, Will +5; CMB +3, CMD 14; Per +7, Init + 1; Speed 20 ft

    These are my opinions:

    * It makes sense to me that an ally between a reach weapon and the target would provide the +4 to AC due to Cover. Though +4 seems a bit much.

    * I find the "firing into/reach attack into a melee with an ally participating" applying a -4 penalty to your attacks stupid, and especially without a follow up roll/effect for friendly fire/what happens when you do miss.

    * I'm not understanding the Concealment participle at all. How/Why does it apply? Lighting? A spell effect?

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