The City of Arch: Arch Academy (Inactive)

Game Master Doomed Hero

Central Planning


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Male Half-Elf Witch 1, Cleric 1, HP 13/13 (14 NL dmg)

Sounds like a plan.
Also (and apologies if this got addressed earlier), should we be moving ourselves on the map, or are we leaving that to you? I ask 'cause I think I ought to be a space further south after last round's five foot step.


Male Varisian 2nd level Monk | HP 20/20 | AC 16 | T 16 | FF 12 | CMD 20 | Fort +5 | Ref +7 | Will +2 | Init +4 | Perc +7 | Sense Motive +6

Yeah, after viewing both options... I definitely like the longer posts...


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Teral Saevus wrote:

Sounds like a plan.

Also (and apologies if this got addressed earlier), should we be moving ourselves on the map, or are we leaving that to you? I ask 'cause I think I ought to be a space further south after last round's five foot step.

Either way. Either give me a coordinate when you post, or just move yourself. I know google sheets can be uncooperative for tablets and phones, so I don't mind doing it.


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Dolgrin, you're up in Gameplay.


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Due to the obnoxiousness of how editing google docs work on iPads I'm going to take a short break until I can sit in front of a real computer again.

Expect the round 4 update late Tuesday night.

This posting delay between sunday and tuesday will probably last another week.

Really looking forward to getting my laptop back from the shop. >.<


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Kenna please check the Central Planning threead. It's your turn for an intro.


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Ok, round update incoming in about an hour.


Male Syrinx Wizard 2 HP 12/12 AC 17(Mage Armor) (15FF) BAB +1 CMB +1 CMD 12 INIT +1 SAVES +2 (+4 vs mind affecting) Perception +3(+8 in low light or dark) S. Motive +2

Ylmen ended last turn in the Obscuring mist, are these shamans able to defeat the miss chance from such an effect? The mist he made on his first turn starts 45 feet off the ground, he ended his turn 55 feet off the ground, with ten feet of mist below him and another five feet of it above him. There should be about 15-20 feet of mist between Ylmen and his attacker by my count. Am i missing something? He also made 2 90 degree turns after re-entering the mist, which may affect an attackers ability to determine which square he is in.


Male Syrinx Wizard 2 HP 12/12 AC 17(Mage Armor) (15FF) BAB +1 CMB +1 CMD 12 INIT +1 SAVES +2 (+4 vs mind affecting) Perception +3(+8 in low light or dark) S. Motive +2

Up on the southern platform, shrouded in smoke, the remaining orcish shaman looked up and threw fire at the flying wizard Ylmen.

Also, unless the orc shaman on the southern platform created his own smoke, he is well below the obscuring mist effect if he is only 15' off the ground. The Obscuring Mist starts 45' off the ground, and caps at 65'. Is there sufficient smoke from the nearby fires to conceal him?

Is S2 in the tree?


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Ylmen Arquesse wrote:
Ylmen ended last turn in the Obscuring mist, are these shamans able to defeat the miss chance from such an effect?

Sure looks that way to Ylmen. Those flame shots were pretty close. It would be reasonable to guess that one can target through the smoke.

My mistake on the height of where the smoke starts. The shaman is on a 15' high platform. He's visible, but when observed from the ground he is still behind the cover of the palisade.


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Ylmen, Kenna, Terral, you three are up.


Male Half-Elf Witch 1, Cleric 1, HP 13/13 (14 NL dmg)

Sorry I took a bit there, guys. No good excuse, really, just sort of got distracted.


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Dolgrin, you are back in the fight.


Male Changeling Fighter 1, Monk 1, Rogue 1, Ranger 1, Actor 5

I'm going to let everyone finish up this round and then wrap things up narratively. The danger is pretty much over. At this point it's just a matter of whether the witch doctor gets away and what happens to the blind orc.


Male Human 2 hit dice, Hp: 20/20, Ac. 22 Touch Ac. 12, FF Ac. 19, Bab. +1, Cmb. +3, CMD: 15, Init: +2, Fort: +, Refl: +, Will +*, Perception +. S. Motive +,

Well I can tell you that Eythil has every intention of murdering the blind Orc, he's not exactly the questioning sort when it comes to enemies. Especially these Orcs.


Male Varisian 2nd level Monk | HP 20/20 | AC 16 | T 16 | FF 12 | CMD 20 | Fort +5 | Ref +7 | Will +2 | Init +4 | Perc +7 | Sense Motive +6

Just noticed the typo in my last post for Garridan... die = sir. That's why I dislike posting from my phone, autocorrect sometimes changes things that just don't make any sense.


Half-elf Rogue 2 | HP 17/17 | AC 18 - T13 FF15 | F+1 R+6 W+0 (+2 vs enchantments) | Per 10 (+11 vs traps), Init +3
Garridan Teskarova wrote:
Just noticed the typo in my last post for Garridan... die = sir. That's why I dislike posting from my phone, autocorrect sometimes changes things that just don't make any sense.

LOL, I knew what you had meant. Or at least, I assumed that Garridan hadn't meant to ask Talas to die. ;)


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That's my job.


Half-elf Rogue 2 | HP 17/17 | AC 18 - T13 FF15 | F+1 R+6 W+0 (+2 vs enchantments) | Per 10 (+11 vs traps), Init +3

*hides*


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Loot!

Hide Armor x6 (alchemically treated to provide Fire Resist 3)
Studded Leather x4 (alchemically treated to provide Fire Resist 3)

6 Fire Forged Steel Greataxes.
8 Handaxes which act as Masterwork climbing tools.

4 cloaks which provide Fire Resist 2 and a +2 bonus to Stealth in Forest environments.
10 breathing masks which grant a +5 bonus against inhaled dangers

5 Alchemist Fire

1 Amulet of Natural Armor +1

I'll let you all discuss how the spoils will get divvied up.


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

I vote that the amulet goes to one of our casters incapable of wearing armor. Though I look like a monk, as a magus I can wear light armor so I'll put in a bid for one of the studded leathers and a mask.

Exactly how many of us are there?


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13 total

9 PCs
4 NPCs


Male Varisian 2nd level Monk | HP 20/20 | AC 16 | T 16 | FF 12 | CMD 20 | Fort +5 | Ref +7 | Will +2 | Init +4 | Perc +7 | Sense Motive +6

I'd like a cloak and mask. I'd love the amulet since I cannot wear armor either, but I at least get Wisdom to AC as well. Therefore I would agree in giving the amulet to a caster.


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One thing I forgot to mention about the masks-

Because of the lenses and the way they make someone look while wearing them, users take a -4 penalty to Perception and Charisma based skills.

They might be able to be altered so that they were only the mouth-nose component if you don't want the perception penalty and don't mind looking like Immortan Joe, but then they wouldn't be effective against any gas-effects that affect the eyes.


Female Human Rogue 1 / Ranger 1 ; HP 15 / 21 ; AC 17 (touch 14 / ff 13) ; ER Fire 2 ; BAB +1 CMB +1 CMD 15 ; INIT +4 ; F+3 R+7 W+3 ; Perception +8 (+1 vs. traps, +2 vs. humans), S. Motive +7 (+2 vs. humans) ; exhausted

I'm all down for giving the amulet to the squishiest caster.

For Kenna, I request a cloak and maybe a climbing axe.


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

Yeah will definitely only be wearing that on an as needed basis.


Male Human 2 hit dice, Hp: 20/20, Ac. 22 Touch Ac. 12, FF Ac. 19, Bab. +1, Cmb. +3, CMD: 15, Init: +2, Fort: +, Refl: +, Will +*, Perception +. S. Motive +,

My initial thought was to give the amulet to Ylman.

As for myself, a handaxe, a cloak, and a breathing mask. Not that the cloak will actually do me any good against fire, given I already have ER 5 against fire. But the +2 stealth bonus is nice.


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

Are we supposed to be tracking the value of this stuff?


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Ariela wrote:
Are we supposed to be tracking the value of this stuff?

Yes.

Let me repost that list-

Hide Armor x6 (alchemically treated to provide Fire Resist 3) 315 gp each

Studded Leather x4 (alchemically treated to provide Fire Resist 3) 325 gp each

6 Fire Forged Steel Greataxes. 620 gp each

8 Handaxes which act as Masterwork climbing tools. 56 gp each

4 cloaks which provide Fire Resist 2 and a +2 bonus to Stealth in Forest environments. 250 gp each

10 breathing masks which grant a +5 bonus against inhaled dangers 200 gp each

5 Alchemist Fire 20 gp each

1 Amulet of Natural Armor +1 2000 gp


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

Thanks

RPG Superstar 2015 Top 16

Simplest way might be for us players to make a spreadsheet loot tracker rather than try and keep track of it via only dibs made in the discussion thread. I can do that if nobody else has already started on one.


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Go for it. Post the link and I'll add it to campaign info.

RPG Superstar 2015 Top 16

KK.

Loot tracker, should be editable by all. I can take on the formal responsibility of updating it after loot posts, though if anyone else wants to help out I won't say no.

If you stick a claim on an item, try and remember to change the number in the 'Remaining' column to keep the counts accurate, but I can always go over it later to doublecheck.

Talas is grabbing 2 alch' fires, the last cloak, handaxe, and a mask.


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

Very nicely done.

RPG Superstar 2015 Top 16

Heh, thanks. I like spreadsheets.


Male Dwarf Fighter 2 | HP 22/22 | AC 16 T 11 FF 15 | Ft +6 Rf +1 Wi +0* | Init +5 | Perc +0 l CMD 16 l

A Fire-Forged Greataxe and a Climbing axe will work well for Dolgrin, even if it were in the hands of an orc.


Hyperactive Lazypants Bard 2

Just to check - we're still trying to stick to past tense for gameplay, yes?


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Yes.

We'll slip up from time to time because not all games use that, but in my opinion it helps the game feel more like a novel. I like that.

RPG Superstar 2015 Top 16

Oops, I'll try and remember it.


Hyperactive Lazypants Bard 2

Also, I know we've been using spoilers, but I've been getting kinda tired of them cluttering up my post in weird ways, so I went with ooc for this last one - hope that's cool.

(I also just wanted to share my wildly immature joke.)


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dien wrote:
Oops, I'll try and remember it.

Not your fault. I didn't bring it up in recruitment. It's in the PbP guide I wrote once upon a time so I don't think to mention it when I run games anymore. Most of the players in this game have been in PbP games I've run in the past, so I didn't even think to bring up my thoughts on formatting style.

It's not something I'm a stickler about. Many games use present tense to feel more like a Tabletop game. The Past Tense thing is just my personal preference.


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Things seem to have slowed down right when the roleplay was picking up.

Let me see if I can push things a little.


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

Well suggesting the spell casters go to sleep kind of puts a few people out of the conversation. :P


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"Rest" does not necessarily mean sleep. It just means light activity where nothing substantial is done besides focusing on recovery. The rest period tends to include things like eating, bathing and talking, and stuff like that.


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

To prepare his daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period.

That seems pretty straightforward. I'm pretty sure eating and bathing fall under movement. It's why night encounters are brutal for spell casters. If you want to house rule otherwise I'm fine with that. but even talking or speaking is a no go.


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Yeah, I'm going to house rule that talking is fine. Cutting casters out of rest-time conversation doesn't add anything good to the narrative.


Esoteric (Magus) 2: HP 15/15 : AC/T/FF 16/13/12 (20/17/12 w/Shield): Fort: + 4 Reflex: + 2 Will: +3 : Perception +0

Ok works for me.


Male Syrinx Wizard 2 HP 12/12 AC 17(Mage Armor) (15FF) BAB +1 CMB +1 CMD 12 INIT +1 SAVES +2 (+4 vs mind affecting) Perception +3(+8 in low light or dark) S. Motive +2

The Amulet of natural armor would be a good fit for Ylmen. Stacks well with current AC sources.


Male Human 2 hit dice, Hp: 20/20, Ac. 22 Touch Ac. 12, FF Ac. 19, Bab. +1, Cmb. +3, CMD: 15, Init: +2, Fort: +, Refl: +, Will +*, Perception +. S. Motive +,

Take it Ylmen, it's yours now.


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I'm enjoying the roleplay and introductions. I'm going to let it keep going so Kenna can introduce herself and Eythil can keep asking questions if he wants to.

Expect the story to move forward late-ish saturday night.

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