Ringtail's Rise of the Runelords

Game Master Ringtail

Ringtail's Rise of the Runelords - Chapter 1: Burnt Offerings

The party, along with their newest ally, brave the perils of the Nettlewood in order to face the goblin threat at Thistletop and put an end to the menace once and for all.


1,101 to 1,150 of 1,699 << first < prev | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | next > last >>

Male Halfling Mysterious Stranger Gunslinger / Level 1 / HP 11 [11] / AC 19 / T-15 / FF-15 / Fort +4 / Ref +7 / Will +1 / Initiative +4

I do not mind being at the back. Suits perfectly.

When Tardek mentions bringing down the Tunnels, Flit nods thoughtfully. "Seems like the best idea yes. Do we do this now though, or later? Can we do it now? I do not have anything that could manage it... Bar maybe my head!" He grins, sharply.


Male Half-Elf Hedge Witch 1

Dherisan will cast Mage Armor on himself at this time.

"Let's not be too hasty. We know they'll be coming through these tunnels for an attack, and their greatest advantage shall be their numbers. It seems that our most favorable battleground would be here, where their forces are funneled. Still..." Dherisan muses, "If we do wish to collapse these tunnels, I think it would be best to wait for a more opportune moment - such as when goblins are marching through them."


Male Halfling Mysterious Stranger Gunslinger / Level 1 / HP 11 [11] / AC 19 / T-15 / FF-15 / Fort +4 / Ref +7 / Will +1 / Initiative +4

"Friend Dherisan, that is an ingenious idea!" Flitter grins and scratches his head, before loading his crossbow with one of the Cold Iron bolts.

Flit doesn't really have any ay of carrying a Torch, is there anything anyone can do to light him up a little?


Male Half-Elf Hedge Witch 1

Dherisan will cast Dancing Lights and have them take point ahead of Flit, renewing the spell every minute.


Male Halfling Mysterious Stranger Gunslinger / Level 1 / HP 11 [11] / AC 19 / T-15 / FF-15 / Fort +4 / Ref +7 / Will +1 / Initiative +4

Perfect. Thanks man!


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

The party moves back down the tunnel, and starts into the first branch (at K20-21)


Male Half-Elf Fighter 3

After walking back from the tunnel to the beach Ansruath says "Now to go into the dark." He than starts to move forward when he notices something he than says "Any idea what this pile is?"


Sorry, I was occupied by my birthday yesterday, and didn't get on to post.

Alyoma will cast Mage Armor on herself now, before we go too far.
In addition, she will cast Light on her crossbow, and keep it handy in her left hand (saving her right for casting spells).

"I'm not sure what it is, Ansruath," Alyoma replies. "But it does seem to sparkle like some sort of treasure, doesn't it?"
Alyoma stares at it, trying a Varisian mental trick she had heard about for seeing through illusions.

All I can do is cast Detect Magic, and if the entire pile glows, try to disbelieve the illusion. Alyoma doesn't buy the whole unguarded loot story. She does have the trait suspicious.


Male Halfling Mysterious Stranger Gunslinger / Level 1 / HP 11 [11] / AC 19 / T-15 / FF-15 / Fort +4 / Ref +7 / Will +1 / Initiative +4

Happy Birthday! :)

"Goblin trinkets probably... That or rubbish. Well... It could be both!" Flit grins.


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Dungeon Map

The "massive pile of unguarded treasure" was someone's addition to the unlocked map. It was an entertaining joke, but I've removed it, and it can be ignored. Just so everyone is clear. I've already been contacted by the player who added it, and it was cute.

As the party moves forward you can all see the wall to the right open up into a natural pocket of open earth and stone. The dim light from your various sources streams in and you hear a faint scratching, and heavy breathing. Looking in you see a duo of hairless humanoids on backward bent legs, resembling those of a dog. The pallid flesh on their arms end in a pair three-clawed hands, and their hideous faces are split into few fanged mandibles. As you meet eyes, they snarl and hiss and move to attack.

Knowledge Dungeoneering DC 17, or History/Arcana DC 22:
These beings are known as Sinspawn. They were created from wizards during a long fallen era to serve as soldiers and slaves. They are sentient abominations solidified ectoplasm, imprinted with the souls of particularly sinful beings. Sinspawn are differentiated by the sin their soul exemplified. Though the method of their creation is long forgotten by all but the most practiced of scholars, many remnants of these ancient empires live on secreted away in cites they were positioned in during the time of their servitude.

Initiative:
Alyoma:1d20 + 1 ⇒ (14) + 1 = 15
Ansruath:1d20 + 5 ⇒ (8) + 5 = 13
Dehrisan:1d20 + 4 ⇒ (2) + 4 = 6
Flitter:1d20 + 6 ⇒ (3) + 6 = 9
Gorgoron:1d20 + 1 ⇒ (18) + 1 = 19
Tardek:1d20 + 7 ⇒ (16) + 7 = 23
Enemies:1d20 + 5 ⇒ (1) + 5 = 6


Male Half-Elf Fighter 3

Round 1,Init 13, HP 22/22

First Action:

Move to N-22
Seeing the creature before them Ansruath shakes his head. With that he moves to fight the beasts. Once near them he brings his blade ready to strike. He than swings at the chest to see how agility the beasts are.

Attack and Damage Roll
1d20 + 6 ⇒ (7) + 6 = 131d10 + 4 ⇒ (3) + 4 = 7

Second Action:

Move to M-22
Ansruath rushes to close the distance between himself and the creatures.

Edit: Why would someone do that? I thought it was a trick or a trap that the enemy had set up.


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Round 1: Initiative 19
HP 17/17 Firebolts 6/6 CH+ 4/4

Gorgoron moves forward and thrusts his cold iron spear into one of the creatures. "I'll hold my magic till we get an idea of what we're up against."

Attack:
Move to M22 and attack 1d20 + 3 ⇒ (12) + 3 = 151d8 + 3 ⇒ (8) + 3 = 11


Male Half-Elf Hedge Witch 1

Round 1, Initiative 6 (+4)
HP: 12/12

Knowledge: Arcana 1d20 + 8 ⇒ (3) + 8 = 11

These are like no creatures I've ever encountered," Dherisan confesses as he steps forward, prodding the consciousness of the nearest fresh foe.

Move to K21 and target the creature at O23 with a Slumber Hex. Duration, 2 rounds. DC 14 Will Save negates.


Guys! Wait a bit until we can kind of post in order, that way who gets what buffs and is in what square doesn't get messy. Or at least only post in bands of 5, as in me and Gorgoron, then Alyoma and Ansruath etc. Otherwise it will get messy, especially at higher levels.

Round 1, Init 23
AC 20, hp 17/17

Tardek races forward and hurls an incendiary at the strange monsters. 'What are they?'

Move to L24, throw bomb 1d20 + 7 ⇒ (20) + 7 = 27 vs. touch O23, 1d6 + 4 ⇒ (3) + 4 = 7 fire damage, 4 splash damge to O24

EDIT: Confirm crit 1d20 + 7 ⇒ (16) + 7 = 23 1d6 + 4 ⇒ (5) + 4 = 9


Round 1, Init 15

Alyoma moves foreward, and readies her crossbow. She peers at the creatures.
"I have no idea what those creatures are," Alyoma confesses, "But they don't look friendly."

HP 12/12, AC 16
1st level spells 4/5, 6/6 Minute Meteors
Move to J20, ready and load crossbow.
Knowledge Arcana: 1d20 + 5 ⇒ (10) + 5 = 15


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Dungeon Map

Initiative:
23 Tardek
19 Gorgoron
15 Alyoma
13 Ansruath
9 Flitter
6A Enemies
6B Dehrisan

Tie breaker for iniatitve:
Dehrisan:
1d20 + 1 ⇒ (6) + 1 = 7
Enemies:1d20 + 5 ⇒ (6) + 5 = 11

Enemy's Ref Save for half splash:1d20 + 2 ⇒ (12) + 2 = 14

Round 1 resolution through initiative 9:
Tardek bursts into action, racing into the room and throwing a single devestating bomb. After a blast of heat and an explosive roar, the strange being is charred and wounded, but remains standing, its eyes alight with rage. It convulses a moment later and falls limp as Gorgoron's spear impales its body, finishing off the beast. Alyoma readies her crossbow as Ansruath follows his compatriots in and takes a wild swing, but the remaining vreature dodges the swipe, albeit narrowly.


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

We're just waiting for Flitter, are we? Well, here's my second action, just in case.

Round 2 - Initiative 19
Gorgoron pulls his spear from the body of the first monstrosity, and repositions himself for an attack on the second.

Attack 1d20 + 3 ⇒ (15) + 3 = 181d8 + 3 ⇒ (8) + 3 = 11


Male Halfling Mysterious Stranger Gunslinger / Level 1 / HP 11 [11] / AC 19 / T-15 / FF-15 / Fort +4 / Ref +7 / Will +1 / Initiative +4

Heh... Big pile of loot... Classic. Wish I had thought of that!

Round-1 / Init-9

Moving to get closer to the action, Flit grins. "Action at long last..!" Raising his crossbow to his shoulder, he sites down it at one of the creatures, before snapping off a shot.

1d20 + 8 ⇒ (2) + 8 = 101d8 + 1 ⇒ (2) + 1 = 3

Move to K21 / Shoot at O23


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Flitter darts around the corner and fires a shot from his crossbow, but it unfortunately goes too wide. The stage monstrosity hisses and raises its claws, slashing at the half elven warrior before it.

Claw at Ansruath:1d20 + 3 ⇒ (10) + 3 = 13 Damage if a hit:1d6 + 1 ⇒ (5) + 1 = 6
Claw at Ansruath:1d20 + 3 ⇒ (14) + 3 = 17 Damage if a hit:1d6 + 1 ⇒ (5) + 1 = 6
Bite at Ansruath:1d20 + 3 ⇒ (7) + 3 = 10 Damage if a hit:1d4 + 1 ⇒ (1) + 1 = 2

Dehrisan moves past Flitter and hisses an arcane curse, attempting to lull the creature into a magical slumber, but it blinks its large, bug-eyes twice, but manages to stave off the effects.

Will save:1d20 + 4 ⇒ (19) + 4 = 23

Go ahead and continue declaration for round 2.


Male Halfling Mysterious Stranger Gunslinger / Level 1 / HP 11 [11] / AC 19 / T-15 / FF-15 / Fort +4 / Ref +7 / Will +1 / Initiative +4

Round 2 / Init 9

Gritting his teeth in anger, Flit begins to reload.


Male Half-Elf Fighter 3

Round 2, Init 13, 16/22
Ansruath grunts as the creature hits him he than moves to swings his blade at the beast's head.

Attack and Damage Rolls
1d20 + 6 ⇒ (9) + 6 = 151d10 + 4 ⇒ (2) + 4 = 6

The dice roller has not liked me recently.


Round 2, Init 15

Alyoma watches carefully as her companions rush foreward to deal with the creatures.
"I don't want to risk accidently hitting them," she thinks, "So I'll keep watch from back here."

She grips her loaded crossbow, and watches the action, glancing up and down the passage to make sure something else isn't sneaking up on them.

Spoiler:
HP 12/12, AC 16
1st level spells 4/5, 6/6 Minute Meteors
Light spell on crossbow.
Staying at J20, watching the party's backs.
Perception roll: 1d20 + 3 ⇒ (11) + 3 = 14


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Initiative:
23 Tardek
19 Gorgoron
15 Alyoma
13 Ansruath
9 Flitter
6A Enemies
6B Dehrisan

Dungeon Map

I'm going to go ahead and have Tardek delay until he returns. Now that my company is gone I can start to be quick again.

A second thrust of Gorgoron's spear stikes home into the strange monstrosity's gut. It gurgles and snarls in fury and anguish, but remains standing. Alyoma turns to keep a sharp eye out for anything that might have heard the comotion of combat, while Ansruath takes another swipe. The creature tries to evade, but takes a grazing swipe to its shoulder, its wounds dripping thick, black and red ichor. With a hiss of rage the creature lunges forward to bite back against Ansruath-

Bite on Ansruath:1d20 + 3 ⇒ (5) + 3 = 8 Damage if a hit:1d6 + 1 ⇒ (1) + 1 = 2

-but stops short, its eyes bulging in pain. Blood leaks from its split jaws as the sharp motion tore its already grievous spear-wound open wider. Thick rivulets of blood flow from the injury as it slumps unconscious and bleeding to the earth.

And actually, we can get off of initiative at this point.


Male Half-Elf Fighter 3

Ansruath pokes the odd creatures with his blade to make sure they are dead before turning to the group "These are very odd creatures." He than walks over to see what is behind them.

He walks over them to check out the rest of the tunnel. It cool Ringtail real life more important than online stuff.


What bizarre creatures,' Tardek exclaims, catching his breath as he moves away from the wall towards the strange corpses. 'How did they get here? What are they?'

He leans down to inspect one of the corpses, opening its mouth and rolling back its eyelids.


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Gorgoron cleans off the bloody head of his spear with a rag, and looks back towards everyone else in the group.

"Anyone wounded?"


Male Half-Elf Fighter 3

Hearing Gorgoron speak, Ansruath says "I was hit but it was not to bad."


Male Halfling Mysterious Stranger Gunslinger / Level 1 / HP 11 [11] / AC 19 / T-15 / FF-15 / Fort +4 / Ref +7 / Will +1 / Initiative +4

Grinning, Flit slides the Cold Iron bolt home, straightening his hat on his head. "Well that was damn fun..."


"So far, we have attracted nothing down these passages," Alyoma comments, still keeping an eye out down the tunnel.

Looking back at Ansruath, Alyoma frowns.
Preception Roll:1d20 + 3 ⇒ (16) + 3 = 19
Ansruath has taken about 1/4 his total HP, I would say that's noticeable!

"That's no scratch, Ansruath! Doubtless we will need your blade, and such wounds could drag you down. Let yourself be tended now, while there is time to treat such wounds."


Male Half-Elf Fighter 3

I was trying to hide it so we could save the healing.

Ansruath nods "Very well Miss Alyoma."


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Dungeon Map

After walking behind the duo of strange beings, Ansruath sees the cavern end abruptly there. A small pile of clean picked bones and foul smelling excrement has built up in the corner as though these creatures have been here for some time. Tardek feels that the creatures skin is as rubbery and smooth as it looks, and its eyes are now cold and lifeless and gray. See knowledge DCs above.


Male Half-Elf Fighter 3

As he looks to see nothing of importance Ansruath turns to walk back to the others saying "There seems to be nothing that way the cavern stops and it just seems to be where the creatures have lived."


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

Gorgoron moves up to Ansruath and examines the wound.
"It's not bad, should I heal it now, or would you rather wait till you sport more injuries? If others are injured in the next encounter, I could heal all with the flowing energies given by my Lady.

Group Conference: How would we like to manage our healing energies? Dehrisan can heal everyone once for free. I have a wand with a twenty charges left (which Dehrisan and Tardek can also use). I have 4 channel positive energies (1d6), and spells. Each spell I use of course replaces a buff I could use in combat.

Should we use up Dehrisan's healing first (free) or have him save it in order to have multiple folk who can heal, if needs be? (And in that case, should Tardek carry the wand, as we'd then have three available healers). Should I use my spells, or is the wand a better idea? After an encounter, I think spells are better (as I'll get them back), but in a dungeon, the wand is probably wiser (since I'll need the spells for subsequent fights). My channel positive energies don't heal a lot, but they heal everyone, so any time multiple folk are injured is obviously the time to use those.

Gorgoron will listen to Ansruath's prefference, and wither heal him, or not, as he desires. Heal with wand1d8 + 1 ⇒ (2) + 1 = 3.

"We should search their lair a bit, at the least to see if they guarded anything, or have token's gleaned from prior victims."

Casts: Detect Magic. Perception to search: 1d20 + 4 ⇒ (18) + 4 = 22


Male Half-Elf Fighter 3

"Just heal it now Father." After Gorgoron heals him Ansruath says "I saw some bones of their victims. Anyone have any idea what these strange beasts are?"

I would rather save the heals for when we need them if it is from your spell list. Dehrisan's hex I would be more up to use but might be a good idea to use those when needed. The wand would make the most sense to use since it is a free cure that only wastes the wand.


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

A quick but thorough search by Gorgoron reveals nothing more in the chamber past the refuse, bones, and what looks to be the rotting remains of small suits of patchy, leather armor. A few chunks of jagged metal litter the remains as well, but nothing appears to be valuable and no magical auras can be detected within the side cavern.


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

"There is nothing here; lets move on."

We'll assume the same marching order as before, and advance to the tunnel starting at K17.


'Shall we take this nearby tunnel? Its awfully narrow, and may be trapped.' Tardek pipes up, as the party moves on once more.

I can't use the wand. Alchemists aren't techincally spellcasters. I can use neither wands nor scrolls! Unfortunately.


Male Halfling Mysterious Stranger Gunslinger / Level 1 / HP 11 [11] / AC 19 / T-15 / FF-15 / Fort +4 / Ref +7 / Will +1 / Initiative +4

Flit nods in agreement. "Let us just get on with this... I don't like being underground too long..."


"If it is narrow, we will not be able to bring our skills to bear on anything that would block it," Alyoma says. "Besides, it sounds like Master Flit would prefer us to stick to the larger passages."
She pats Flit on the shoulder sympatheticly.
"I suppose that Master Flit and myself can keep an eye out for anything that tries to sneak up on us from behind."


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Tardek:
Just to note, alchemists can use wands, but not scrolls. "An alchemist can utilize spell-trigger items if the spell appears on his formulae list, but not spell-completion items." :)


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Who has read the new stealth rules play-test? Should we involve ourselves or keep it as is for now?

Dungeon Map

Gorgoron with his darkvision, and Ansuath with his lowlight (since I believe he had a light source and was in front), looking down the hallway see:

The natural cavern tunnels into a room of old worked stone. The construction looks fine enough, albeit old. The original purpose of this chamber is unclear, but large mounds of rubble lie strewn on its floor, likely from someone recently breaking through the western wall from the tunnel you peer down.


Cool about wands! I like the new stealth, and would happily playtest it. Pity we have no rogue.


Male Half-Elf Fighter 3

I am cool with trying the new stealth. My blade had light cast on it I believe.

Turning to Gorgoron, Ansruath says "Father do you see the rubble? This may be from the goblins."


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

It seems that we have slowed down hard. As I mentioned when starting this PBP, I'm new to the PBP process. Would you prefer if I just pushed the group along with a narrative until you reach a point of encounter, be it investigative, combat, or hazard? Or do you want to go slow as we have since entering the complex and roleplay through the tatical exploration? Also, it's been a little while since I've heard from a few posters. Even if you have nothing to add to the current situation, could I just get you to pop in so I can keep a head count going at these slow points? Thanks.


Vitals:
HP: 44/44, - AC: 18/T: 13/FF: 15 – Perception +11 - Initiative: +4 - F: +6 / R: +5/ W: +7 - Concentration +10 - CMB: +4 - CMD: 17, Speed: 30
Skills:
Acro +3, Appraise +9, Bluff +13, Diplomacy +18, Fly +3, Handle Animal +10, Intimidate +10, Kn: Arcana +9, Kn: History +9, Kn: Planes +9, Linguistics +14, Perception +11, Ride +7, Sense Motive +10, Spellcraft +12, UMD +13

ooc:
I'm new to the PbP scene as well, but I am finding it very slow lately. I'm up for any option that speed things up a bit. I don't know if things are slow because people are busy in their personal lives (which happens) or because the game is discussing some minutia that doesn't concern them. At present, I find things are moving so slowly that I sometimes forget to check at all because I assume nothing will have happened. When I do check, nothing has happened. If others are in the same boat, and days are going by where people are not even checking to see if anything has occurred, then the already slow pace of a PbP is going to slow to a crawl.

Although it's a bit less true to the in person RP experience, I think I would favour a more narrative description where you provide some general description about our exploration until a point of interest occurs.

As exploration scenes can continue on a long time, I've had GM's use a few different tricks to speed up things like perception checks. If you just stop us in a plain room for no reason, we'll search the snot out of it, knowing there is a reason you stopped us there. One solution is to just assume that unless someone says they are using perception to look for something, just assume they are taking 10 when in casual circumstances (like when walking in town or travelling over-land), and taking twenty [or 15 or whatever seems reasonable] when progressing cautiously (like when moving in a dungeon). That way if the DC is above the number the group can notice, in order to find a hidden treasure or door, you just describe the room, and move on to the next, us non the wiser.

Perception + Stonecunning: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11

"It may be." Gorgoron pauses a few moments to sift through a bit of the rubble, trying to get an idea if anything lies beneath. Unless he finds something he'll suggest,"Lets continue on."


Brony Vegetarian Book Worm 1 / Gambler 13 / Zombie Slayer 6

Group, spoiled for OOC:
Good suggestion, Gorgoron. We'll take a page from 4e. When everyone pops in for the head count please post your taking 10 (or passive) perceptions. Also, before I start the narrative of the exploration I'd like to know if there is anything that will specifically be checked on a regular basis by any party members, such as someone wanting to have an active roll to search for traps whenever there is a shut door or the like, that way I can just take care of it off screen and not have to stop all of the time to ask.


Dungeon exploration doesn't work in PBPs like it does in real games, it bogs down alot. There are alot of things in PBPs that GMs have to just automate and move through, its a very different format of gaming, having my PCs walk through a dungeon nearly killed my own game. I fully accept that I'm losing fine control, in order to keep the game moving. Moreover its hard to write well when opening the 20th door in a hallway into a bedroom, etc.

Tardek keeps his eyes peeled, aware that he can see better in the dark than any of his companions.

Perception: 10 + 5 = 15


Sorry. I do try to make comments and take actions, but when there is nothing my character is doing, and no one talking to me, it is hard to post.

Passive Perception Roll: 13
I have my crossbow out, and have a Light spell on it.
I'm watching behind us, since I'm in the back.


Male Halfling Mysterious Stranger Gunslinger / Level 1 / HP 11 [11] / AC 19 / T-15 / FF-15 / Fort +4 / Ref +7 / Will +1 / Initiative +4

Perception-10 + 8 = 18

Flit will keep his eyes left and right during the exploration, focusing on the sides at all times.


Male Half-Elf Fighter 3

Passive perception Roll : 12
Ansruath nods to Gorgoron and starts to move forward.

1,101 to 1,150 of 1,699 << first < prev | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Ringtail's Rise of the Runelords All Messageboards

Want to post a reply? Sign in.