[PFC] GM Granta's The Delirium's Tangle (#45) (Inactive)

Game Master Granta

Maps


51 to 97 of 97 << first < prev | 1 | 2 | next > last >>
Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Shifty is from the dodgy side of the Tasman. I'm from the salubrious side with lots of water.

Or alternatively, he is from the side with five of the six most poisonous animals in the world, and I'm on the side with hobbits. On the downside, we got Mt Doom too, so that probably includes Sauron.


VC - Sydney, Australia

There was this great campaign back in the day that was part LARP, part tabletop - and everything you said was 'live' and in character - no OOC and no takebacksies.

Combat was fast and furious, and it really meant plans had to be hatched ahead of time.

I loved it.

The saga of Ravens Nest - written by a local guy Greg Rickards who was a bit of a local celebrity and RPG writer (Steve Jackson Games), it was amazing. People came dressed in character but there was a scale model city in 1" grid to play on and where your mini was indicated your location.

On a side note, I'm recruiting a team of craft-y type people to spend a few weekends turning cardboard and hot glue into a big chunk of Absalom - then we'll run a whole bunch of Absalom based PFS scenarios on the maps, no idea of how that will play out, but it could be good fun.

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Ha! That sounds neat, I hope you allow real life flaming catapults on the last day of play...


VC - Sydney, Australia

I ran a bunch of Talk Like A Pirate day events, and each of them involved building the ships up - and yes there were mysterious fires later...

Sovereign Court

1 person marked this as a favorite.

I'm giving this it's own post, to make sure that everyone notices it.

Khellek just forgot his own inspire courage. Normally, this would be a case for mild jeering, but he missed the beetle's armor class AND remaining hit points by 1. So . . . please make sure your absent-minded professor doesn't forget just how absent-minded he is :-D

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Ahhh! I screwed up. I do not have point blank shot with this character currently. I used point blank shot last combat in error. I meant to switch out combat casting for it after wounded wisp. I never use combat casting. I will proceed however you want for this error. I sincerely apologize.

Sovereign Court

If you used PBS and didn't use CC, then to my mind you did make the change.

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

The punishment was apparently crushing your skull. No biggie. Could you describe the assailant?

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

I was thinking about my predicament a couple of posts ago. My options were limited with a staggered condition. Can a staggered creature withdrawl? It has never come up in my limited gm experience in pfs or in my home game. The condition has a restricted caveot. But it seems like that is for slowed or such creatures that can make only a standard action. But a standard action can always be used to move instead. Just wondering...

Grand Lodge

Male Half-orc Sorcerer 1 | HP: 9/9 | AC:11 T:11 FF:10 | CMB:+0 CMD:11 | Saves F:+2 R:+1 W:+1 | Init:+3 | Per:+3(DV) | Speed:30ft Claws:7/7

I don't think you could since withdrawing is usually a full round action, and while staggered you can only use a standard or single move action. I could see how it could be ruled otherwise though, but to the same token if someone winds you with a heavy hit to the stomach or knocks you off balance, you'd probably find it more difficult to move at full speed. I'd say you handled it well all things considered; doesn't look like our friend Morlock is a fan of pretty rainbows.

The mini-Absalom sounds awesome by the way.

Sovereign Court

Yes, you may withdraw while staggered. You just take 1 point of damage afterward, and start dying.

Grand Lodge

Male Half-orc Sorcerer 1 | HP: 9/9 | AC:11 T:11 FF:10 | CMB:+0 CMD:11 | Saves F:+2 R:+1 W:+1 | Init:+3 | Per:+3(DV) | Speed:30ft Claws:7/7

Good to know.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

By the way I will be away from Saturday for a week. I may have internet , but there is no guarantee.

Sovereign Court

Khellek the historian wrote:
No chance of using the knowledge as an aid-another given the object is to get through the maze? Oh well, worth asking

I have a couple of table rules for using alternate skill checks. Assuming it makes sense for the circumstances, I allow different skills for both primary rolls and aid another.

Aid Another
If you use a different skill than the person you are aiding, you must roll against the full DC, not just 10. And yes, I think using one of the other three navigation methods would make sense in this situation.

Primary Roll
I usually only allow Profession checks here, but occasionally Craft or Perform. The roll is made at a penalty of -2 to -5. For example, sailors learn to navigate by the stars, so I would allow Profession (sailor) at a -2 penalty in place of a nighttime Survival roll to avoid getting lost.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Next time round, I think I'll use the knowledge to aid-another but we are through that now anyway

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Posting on a phone for the near future. So please excuse my brevity. I will do my best to keep roll playing tempo and quality.

Sovereign Court

Did everybody see that I am starting some more games? Recruitment links are posted in the Flaxseed Lodge.

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

Man! I am max'd out right now, but I will take a look anyway. One of the pbps I am in might end in a week or so.

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

I've got no one that isn't in a game already of that level range. Just level 1s.


VC - Sydney, Australia

I'd have been keen but I'm a little preoccupied at the moment - in a couple of games, running a couple, and also knee deep in Overseering this special (which is a bit of a load)

Sovereign Court

@Ironshanks: The high subtier core game is having trouble finding players. Any interest running a pre-gen? You could apply it to Ironshanks at level 1.

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Thanks for the offer Granta, but I just finished running a pregen and found it not to my liking. Couldn't get into the character at all and my plate has been a bit full of late with icefishing trips so I've pass this time around.

Sovereign Court

Ironshanks Magee wrote:
Thanks for the offer Granta, but I just finished running a pregen and found it not to my liking.

Same here. I hate playing pre-gens. I'm currently in that special where you play Aspis agents, and it is horrible. Pre-gens just aren't fun!

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

I actually don't mind the specials with pre-gens's . Some of the Aspsis agents take me a bit outside my comfort zone but just accept them for what they are and try and have fun (or cause chaos in my case). Those scenario's are built with the particular pre-gen's in mind though so often there are cute hooks in them for RP.

A lot of the regular pre-gens's can be quite frustrating though.

I've played a couple, mostly where I really wanted to play a scenario but had no characters of the right level available. Generally (especially with the changed rules about pre-gen's who die) I try to avoid them these days.

Sovereign Court

I've worked really hard to avoid gaps, for just that reason. Currently I have characters at:

Regular

  • 11
  • 10
  • 9
  • 7 (3)
  • 5 (2)
  • 4 (2)
  • 3
  • 2 (2)
  • 1 (2)

Core

  • 8
  • 7
  • 6
  • 5
  • 4
  • 2
  • 1

And as soon as Skug and Iso finish beating up the Technic League, I'll close the gap at 6 as well.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Wow, that is a lot of characters. High level than mine too. That said, I go slow on a few of my characters.

Classic
8 - Bard & Fighter
7 - Cleric
5 - Wizard, Barbarian(*), Ranger
4 - Oracle, Inquisitor, uRogue
3 - Brawler, Fighter
2 - Swashbuckler, Ranger

Core
7 - Dragon Disciple(*)
4 - Sorcerer, Monk
2 - Bard(*)

Hmm, I thought I had more Core characters than that.

On an in-game note, does nobody have disable device? Arrghhhhh

Sovereign Court

Intelligence is actually the way to go with that door. The dice just hate you guys right now. Ember, Farlen and Khellek should have been able to beat the door in 2 rounds, 3 tops.

And you guys aren't helping yourselves by not even rolling for the clues I'm giving.


VC - Sydney, Australia

Sadly I have only been able to roll for one clue... and got a 1.

Sovereign Court

What does everyone think of just breaking this encounter down into the rolls and seeing how long it takes/what penalties you incur? Every round is just more of the same; the only thing changing is the water level.

This is the type of thing that takes 5 minutes live, but could drag on for two weeks on PbP.


VC - Sydney, Australia

I'm happy to make it a roll thing - as you note - some things get odd in PbP.

Grand Lodge

Male Human Wizard/5 (12XP)|HP42/42|AC 12( currently16 w/mage armor)/T12/FF10(currently 14)|Init+2|F+4 R+4 W+5|Perc+0| used: |8 of 8 acid darts remaining|

I am okay with it as just rolls. Though we are slowly failing this thing.

Are we all supposed to try knobs at once? Shutting down one shoot per round and we will all drown before we get four in a row.

Sovereign Court

Farlen Mizzul wrote:

I am okay with it as just rolls. Though we are slowly failing this thing.

Are we all supposed to try knobs at once? Shutting down one shoot per round and we will all drown before we get four in a row.

That's what the skill checks are for.

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

We've been in the room for a week, so I'm somewhat okay with just rolls. Though the rising water level has added a certain urgency to the RP!

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Roll it up, and hopefully we don't drown in the meantime. Lots of high Int in the group but it doesn't seem to be helping.

I made one roll for wisdom but also failed. I may have missed another check, I should go back and double check.


VC - Sydney, Australia

Yeah Hellena has a 14 Int, so we do have some Int about in the party...

Grand Lodge

Male Half-orc Sorcerer 1 | HP: 9/9 | AC:11 T:11 FF:10 | CMB:+0 CMD:11 | Saves F:+2 R:+1 W:+1 | Init:+3 | Per:+3(DV) | Speed:30ft Claws:7/7

I'm fine with the consensus to roll it out also. The dice and I have never been good friends, but yeah, we're gonna be stuck in here for a while at this rate lol.

Sovereign Court

@Ironshanks: The Wisdom check you failed was just for RP. Ember insulted you and called the maze dwarven; the check was for you to remember GM Torch saying the maze is elven.

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Ya... Ironshanks would still likely claim they had to hire a dwarf to make a sturdy door.. especially since it was too sturdy for his can opener.

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!

Going to be out of town for the next 4ish days, please bot Ironshanks.

Sovereign Court

Ironshanks Magee wrote:
Going to be out of town for the next 4ish days, please kill Ironshanks.

You got it, my pleasure!

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

This feels like we might be in the final battle. If so, I'm thinking of going for a core Bid for Alabastrine game, where Khellek the skill monkey may be helpful, but if we are still a way off, I'll hold off applying.

Sovereign Court

This is indeed the boss battle, and I also applied for that game!

Grand Lodge

Male Dwarf Core Fighter 5 HP 54/54 | AC25 , T 12, FF23 | CMB:+8 CMD:20 Fort +11, Ref +5, Will +7 | Init +2 | Perc +11 Stonecunning, 60' Darkvision Step Up Effects: Extended Heroism!
Evil evil Granta wrote:

Going to be out of town for the next 4ish days, please kill Ironshanks.

You got it, my pleasure!

You are doing a fine job as is Hellena for keeping him alive. Stuck between a rock and a hard place... can't leave her side because I'm almost dead, and can't hit anything with a javelin!

Sovereign Court

I'm glad you noticed my editing of the quote, it warms my heart to know somebody actually reads what I write :-)

Go ahead and take all of the actions that you missed while gone. I don't like botting characters, so we'll just retcon it all.


VC - Sydney, Australia
GM Granta wrote:

I'm glad you noticed my editing of the quote, it warms my heart to know somebody actually reads what I write :-)

Go ahead and take all of the actions that you missed while gone. I don't like botting characters, so we'll just retcon it all.

I had a good laugh, but didn't say at the time - didn't want to tempt fate :p

Dark Archive

Bard-8: HP 56/56; GM reroll @+4 1/1;music available 8/20; Spells avail:L1 5/(5+1)L2 3/4;L3 0/2; +1 d20 bonus 1/1; Enduring Scholar (+6) 1/1; Faction pin 1/1; Archivist (+4) 1/1; Wand CLW 30/50; Loremaster 1/1; (free-scr) knock 1/1; CSW 1/1; CLW 1/1;
knowledge take 10s:
add guidance: Arcana 40; Dungeoneering 36; Engineering 37; Geography 39; History 41; Planes 40; Religion 37 ;all others 34
(Heroism active, +2 to saves and atk)AC 20 (FF:19); Fort +6; Ref +8; Will +5 (extra +4 vs sonic & language)(extra +1 when surprised/flat footed (included in FF))(extra +1 vs evil outsiders); resist cold/4; ; Init +1; Perception -2;(+1 cmd vs grapple)

Does the hourglass count as a minor artifact that has been recovered?

Separately Khellek is keen to try and recruit the prince into the Dark Archive, as he is obviously a scholar of some repute.

diplomacy DC17: 1d20 + 7 ⇒ (11) + 7 = 18

I'd prefer to tick the artifact off my FJC it is is an option though.

Sovereign Court

Izryen's Hourglass is a full blown artifact.

Quote:
Izryen’s Hourglass dates from before the Starstone . . . . blah, blah, blah . . . . While in the presence of the Hourglass, mortal beings age at half their natural rate.

51 to 97 of 97 << first < prev | 1 | 2 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / [PFC] GM Granta's The Delirium's Tangle - Discussion All Messageboards

Want to post a reply? Sign in.