Mort's Strange Aeons (Inactive)

Game Master Just a Mort

Strange Aeons Map

Dreamlands excursion ritual


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Strange Aeons Grp 2 |

Howard posts when he decides to...generally only when plot starts. He'll catch up - and besides he's at work currently and can't post until 4 hours from now.

Group in order is fine.


Strange Aeons Grp 2 |

I went to Path of Exile for a bittie, I checked at 10pm...then I went for a long run with my brother dragging me a zone, then when I checked at 11 pm all the posts POPPED =D

Headed to bed now.


Strange Aeons Grp 2 |

Inform me if there are any issues viewing the slides, me be luddite.


Retired to Taldor?
GM Mort wrote:
Headed to bed now.

Me too.

Hey KOE or do you prefer Dakash, I never know which to use in discussion thread Just for information sake, the others have played with me before but FYI, I'm in EST in the states, but I work third shift so I post a little in the mornings and afternoons, but do most of my posting at night.

That works well with Mort's schedule (she's in Singapore) and it works pretty good with 'Howards' schedule, he's in Australia, though he's very busy due to work.

Most of the posting happens in the 'between hours' where it's evening or morning, respectively, that way we can all get a couple of posts in a day.

Sometimes someone will post several times and advance the plot, when that happens just 'retcon' posts and we will keep moving.

I really like the format Mort uses, we went through the entire ROW AP in just over ten months.

Anyway, I thought a little information might help, and I look forward to gaming with you all.


NG Male Samsaran Magus 3 | hp 24/24 | AC 14, t11 f13 | Fort: +3 Ref: +2 Will: +4 | Perception +6 | Arcane Pool: 4/5 | Conditions: none

I prefer to use character aliases in the discussion threads. Helps keep threads straight when I'm participating in multiple games.

I'm okay with the format. I'll get in the habit of checking in later at night and again in the morning for me (CST). I can 'retcon' as needed. This character is a silent, observant type, so it shouldn't be a big issue.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Same here as dakash :) cst TX and work 8-5 (usually most active)


Strange Aeons Grp 2 |

The reason why I didn't bot the opening of the door is at this point of time, your perception is +7, so take 10 is 17. Most traps have minimum DC of 20, so it would be unfair if I botted you into opening a trap.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Yeah :) I'll keep that in mind and probably make an extra roll if I feel it's necessary


Strange Aeons Grp 2 |

There was a key to be found, but it was a DC 25 perception check. Even after Kalath told you of the possible presence of a key(+2 perception to find the key), take 10 wouldnt have cut it.

Also when I say party up, just post as you see it, don't worry about who actually started first in init.

If need be, I will take the actions in the order that benefits the party best.


Strange Aeons Grp 2 |

And also - you can't see the whole warehouse from here, yet, so go further in, then you can.


Retired to Taldor?

ok, not back around in the combat yet, I'm going to bed.

Mort, If It becomes Seamus' turn in the next eight hours, have him shoot at any rats that aren't given cover by any of my peep's, anything with in point blank first.

If he can't shoot without soft cover, he can "inspire" IF he starts to sing, this is the song Thanks :-)


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

ooo, just settled into work sorry, will post in a couple min!


Strange Aeons Grp 2 |

BTW I have sent Howard a Howler and will delay him when his turn comes.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Lol. Well it's his turn I believe or the rats.


Strange Aeons Grp 2 |

Vincent - you also see what Dakash sees.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Gotcha!


Strange Aeons Grp 2 |

I don't want to mess up gameplay by posting essentially what I posted that Dakash saw earlier.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

NP I figured we all would see it as we moved in more.


Strange Aeons Grp 2 |

Tomorrow I'll be a bit busy as I have family visiting...


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

No problem. So far going pretty fast. Faster than my other games did lol

By the way Dakash wasn't trying to steal your thunder tanking for us. Probably not the best choice for movement but was hoping that without attacking they'd have gone for you and I would stab one as it ran by from my perch lol


Also apparently forgot to make a section for extracts!! Bleh. Will try to do that sometime tonight or tomorrow.


Strange Aeons Grp 2 |

Start figuring out what you want to do with the crate.


Strange Aeons Grp 2 |

Well if you were on my timezone, we could do something like this, which would make me very happy, but yes that kind of pace is tiring as well on the GM =D


Haha that's probably a little strenuous on me as well :D


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

STUFF: (I am not the best on my phone of tracking things but have a rare pc moment. If someone wants to create a way to track party loot)

LEFT IN WH?:
beer (there's 5 barrels worth - but each barrel weighs 400lbs)
blocks of clay
10 coils of hemp rope
nails, nets, spare sails,
raw cotton (worth 40gp, 5 lbs weight)
rough wool (worth 60gp, 10 lbs weight)
timber planks(worth 20gp, 5 lbs weight)
cheap weapons.

TAKEN:
pulleys and two hammers and two crowbars (Hammer + crowbar = Vincent)
5 gp worth of Mwangi coffee (Seamus)
dried fish (10 days of trail rations if you don't mind a steady diet of fish) (Seamus)
lead ingots (worth 100 gp, but also weigh 30 lbs) (Vincent)
cold iron morningstar (Vincent??)
60 arrows, a kunai and a light crossbow and 40 bolts, a shortbow, and a grappling arrow
masterwork Thieves tools (Vincent)
the books, "Spiders of Sin and Sky", "The Falling Silk"
a vial of red liquid (Vincent while IDing it)
2 tanglefoot bags
three flasks of alchemist’s fire
a flask of acid
a dozen jars of various inks
a footprint book
adamantine weapon blanch
three bags of powder
a deck of marked cards and two sets of average loaded dice (Vincent?)

I'd not mind the deck of cards if they are useable for fortune reading, as well as the mw thieves tools since I assume no one else has disable? I'll take the potion until someone can identify it or I do successfully.

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

I've put together a loot sheet, covering the current 'picks' by party members, and linked it on my profile.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Cool. Note I am just holding the ingots so we can sell them later, as he has the strength to carry, I believe the same with Seamus and the fish. Also the ingots weight 30 but worth 100gp. Finally, there are two hammers and two crowbars Vincent took one of each.

If you want to allow us to edit my email is evandariel@gmail.com


Strange Aeons Grp 2 |

The steel chest trap is funny. You'd turn blue like a smurf


Strange Aeons Grp 2 |

State what you want to do regarding the 4 items in the room.


Strange Aeons Grp 2 |

Seamus and the fish also just sounds wrong...what is Seamus doing with the fish?


Retired to Taldor?

Their lunch of course! You did say they were rations.

I'm still working on his personality, hopefully he isn't too annoying. I want him pleasant but a little dimwitted, but not so bad that someone will kill him outright on premise.

*yeah, I'm looking at you Howard*

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

*Looks innocent*

Heh.

That's fine - at high levels, if you become too problematic, I can just Maze you ;-)


Strange Aeons Grp 2 |

At least it wasn't imprisonment

Dark Archive

Male Human Conjuror (Spirit Binder) / Summoner (Synthesist) 17 (HP 173+123.5/173+123.5) (AC 52/15/47) (CMD 39) (Fort +22, Ref +23, Will +24 (+32 Vs Enchantment; additional +3 Vs Mind-affecting) (Init +17) (Perception +42)

Ah, but that has a saving throw, and is a touch spell ;-)

The Exchange

Complain about the new boards here!

Ahhh this is life. *Purrs contentedly*


Retired to Taldor?
Howard Phillips Lovecraft wrote:
Ah, but that has a saving throw, and is a touch spell ;-)

ok, this conversation is way to serious for my liking...


Strange Aeons Grp 2 |

This is the relevant wording from Planar binding...

The creature can escape from the trap by successfully pitting its Spell Resistance against your caster level check, by dimensional travel, or with a successful Charisma check (DC 15 + 1/2 your caster level + your Charisma modifier). It can try each method once per day. If it breaks loose, it can flee or attack you.

Once the requested service is completed, the creature need only to inform you to be instantly sent back whence it came. The creature might later seek revenge. If you assign some open-ended task that the creature cannot complete through its own actions, the spell remains in effect for a maximum of 1 day per caster level, and the creature gains an immediate chance to break free (with the same chance to resist as when it was trapped).


Strange Aeons Grp 2 |

Ledford - as a halfling CAN move 30 feet (despite generally halflings having 20 ft move speed) - There's something allowing him to do so, its all rules legal.


Retired to Taldor?
GM Mort wrote:
Should it all go to hostilities, there will be a surprise round earlier where only Howard and Dakash get to act - due to them making their perception and sense motive checks

A little confused here

PFSRD wrote:

Surprise

When a combat starts, if you are not aware of your opponents and they are aware of you, you’re surprised.

If the lady said, give us your stuff or else, how is that a surprise? Flat footed I get, but surprised?


Strange Aeons Grp 2 |

That's what the mod said. (Really)

*shrugs*

Oh well. I don't mind passing on the surprise round bit, since this isn't PFS...

But really - to take into note if you ever do this as a PFS scenario - there is that.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

That's weird they'd have them engage in discussion and still give them surprise! Especially since we saw them tailing us three times lol and I had a suspicion that it was the thieves guild! If relevant in the future whenever an enemy takes the time to threaten us I brace my spear :D

Anyway, I don't want to force big changes but since you are rolling quite a bit for me to speed up gameplay (a good thing) don't forget I can add 1d6 to my rolls 4/day or 2 uses for a save or attack (after seeing the roll). Also the immediate action reach 1/day, though I'd likely use it only if I thought I could get a free hit in off my turn, and only in a more serious fight


Strange Aeons Grp 2 |

Sorry - GM was playing path of exile =D

And my minions were getting killed like no one's business which is really bad for necromancy - I need to check my build again to see where I went wrong.

It happens, I get distracted. *blushes*

Howard Init: 1d20 + 4 ⇒ (1) + 4 = 5
Seamus Init: 1d20 + 4 ⇒ (7) + 4 = 11
Dakash Init: 1d20 + 1 ⇒ (4) + 1 = 5
Vincent Init: 1d20 + 1 ⇒ (14) + 1 = 15

Larkin: 1d20 + 3 ⇒ (19) + 3 = 22
Ledford: 1d20 + 2 ⇒ (14) + 2 = 16
Deadre: 1d20 + 1 ⇒ (8) + 1 = 9
Halli: 1d20 - 1 ⇒ (9) - 1 = 8

Lets explain: Ledford moved before you in init.

That makes you flat-footed - even though I retconed the surprise round.

There's this feat that was built for the situations you just landed yourself in. Generally my Standard Operating Procedure is to trip the person coming in, so he never gets to attack, but hey, stabbing him dead would work as well.

No combat reflexes? No AOO while flatfooted. If during init they move before you on normal combat - you're considered flatfooted.

Flat-Footed

A character who has not yet acted during a combat is flat-footed, unable to react normally to the situation. A flat-footed character loses his Dexterity bonus to AC and Combat Maneuver Defense (CMD) (if any) and cannot make attacks of opportunity, unless he has the Combat Reflexes feat or Uncanny Dodge class ability.

Characters with Uncanny Dodge retain their Dexterity bonus to their AC and can make attacks of opportunity before they have acted in the first round of combat.


Strange Aeons Grp 2 |

The issue about using inspiration on initiative is as follows:

Free actions don’t take any time at all, though there may be limits to the number of free actions you can perform in a turn.

If you don't have a turn(because you're flatfooted), how do you use the free action to activate inspiration on initiative?


Strange Aeons Grp 2 |

Also for this scene, I was using evil villians must monologue rule, as per:

Speak
In general, speaking is a free action that you can perform even when it isn’t your turn.

Else Luke and Robert generally kill my villians before I get to show off my ebul villian speech :P

Don't mind me, I probably watch too many Disney cartoons ^^


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

I'm ok with the events and don't want you to think I'm arguing :)

However inspiration is a free action as part of making a roll, which could be an attack, save, ability check, or skill check. It even says you can decide to use inspiration after rolling. I would assume since init is an ability check that I can choose to apply inspiration at the time the roll is made (before or after). Technically initiative is an opposed dex check outside (before) combat.

Totally understand the evil monologue bit haha. Though villains should get penalized for being dumb enough to start a monologue at the wrong time :P

init:
"At the start of a battle, each combatant makes an initiative check. An initiative check is a Dexterity check. Each character applies his or her Dexterity modifier to the roll, as well as other modifiers from feats, spells, and other effects."

"An investigator has the ability to augment skill checks and ability checks through his brilliant inspiration. The investigator has an inspiration pool equal to 1/2 his investigator level + his Intelligence modifier (minimum 1). An investigator's inspiration pool refreshes each day, typically after he gets a restful night's sleep. As a free action, he can expend one use of inspiration from his pool to add 1d6 to the result of that check, including any on which he takes 10 or 20. This choice is made after the check is rolled and before the results are revealed. An investigator can only use inspiration once per check or roll. The investigator can use inspiration on any Knowledge, Linguistics, or Spellcraft skill checks without expending a use of inspiration, provided he's trained in the skill."

I realize me wanting to add it after enemies do stuff is too much meta, but just pointing it out for when you roll for me in the future (I am ok with you using it 'on my behalf' if you think the character would want to, to keep things moving and so I don't need to undo anything. Same with the reach immediate action or inspired save on something horrible.)

Also, one of the archetypes even makes using on initiative free (like on knowledge skills): "At 3rd level, a lamplighter can use inspiration on initiative checks without spending a use of inspiration."


Strange Aeons Grp 2 |

Since lamplighter allows the use of inspiration on init - I will do so the next time.

The issue was whether it could even be used on init due to the nature on when you trigger the use of that inspiration.

If the rules allow it (as per lamplighter) - I will follow them.

I have not seen inspiration being used that way before, so yes you caught the GM flat-footed :p

Again, my retirement from PFS was before ACG came out, so I haven't been GMing for investigators much.

Immediate action for 1/day is not required as a longspear already has 10ft reach and would be able to pick up the AOO just fine. Also - Strange Aeons campaign traits come into play on start of Strange Aeons proper.

Do you mind if I default that you are wielding your longspear at all times?


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Yes long spear is default since I can switch if needed. The reach one isn't needed unless for example I dropped my spear drew my sword and the big baddie tried to move or cast within 10ft. :) Or within 15ft of my spear etc. But I missed that the prequel didn't have them I thought you meant start of this game. So disregard for now :D

I've not played investigator before (or with one either) so learning experience for me too haha

Needless to say I wouldn't burn inspiration on init if we were fighting dire rats :) but anything more serious and i might (you can apply it after rolling so if it's serious and I didn't roll high I'd probably use a point. (To avoid things like being knocked unconscious in round 1 :P)


Strange Aeons Grp 2 |

Well, we all have to start learning someplace. My BF has an empiricist investigator and he said all 11 levels of his play he has never used it on init nor seen anyone do so. Nor did he think it could be used on init. I did ask him.

Note also that he isn't the rules lawyer that I am, for example he'd say that animal companions can't take style feats.

For me it's like - 3 int? Go nuts. Just no monster feats unless the animal companion/eidolon section states you can do so.(Dragon Style tigers, anyone?)

Also - Dakash - your shield spell wore off ages ago since the party has been tromping around Thrushmoor for a long, long time.


Half-Elf Investigator (Bonded) 9 / Magus (VMC); HP 81/81, Init +1, Perception +18+1d8, +4 vs traps; Vorq Perception +15+1d8; AC 18/FF 16/T 12, +3 vs traps; Fort +7, Ref +8, Will +8, +3 vs traps; CMB +11, CMD 22; Inspiration (1d8+2) 8/8; Arcane Pool (+2) 8/8;

Well sounds like the BF has a new trick in his investigator arsenal :)


Strange Aeons Grp 2 |

I think that character is mostly retired. He played through the whole of Emerald Spire. Which I found too murderhoboish and biased against animal companions for fluffy ol' me...(Psst - I always try to get someone to do my dirty work)

The thing that he likes to tweak my nose about is percieve cues and snake style.

Oh he still ribs me about the time I said "Cheers" to him, clinked a barcadi breezer with the entire party(including him), and in-game secretly served them all poisoned drinks ^^

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