The Emerald Spire

Game Master Stormstrider

BATTLE GRID

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Character sheet
Stormstrider wrote:
By the way, everybody, I'm going to rule right now that combat (and other instances were an initiative order may be needed) are going to be run in initiative order, not the block initiative style. I realize this may cause some delay in having to wait for someone to post, but I think it helps keep things clearer. Now, that said, if someone sees their turn is coming up soon, and they know it is going to be several hours or more before they can post again, then by all means go ahead and post your action and we'll adjust to it the best we can, though I will say it still happens in the proper order. So, for example someone getting out of the way for an area spell ... then we may have to wait or the spell caster can choose to go ahead.

We can also say that we're going to delay action, but still want to go before the next monster, right? That's RAW, and the block system (as we're using it in the other pbp) is basically just an agreement that other players can assume you're doing that if you're not around to post your action.

Maybe we could put a clock on it? Say, if we're in combat and somebody hasn't stated their intentions for their turn and hasn't checked in in the last 14 hours (or 18 hours, or 24 hours, or whatever you think is appropriate), we can assume that they're holding action until the next monster's turn (or until they post again, whichever comes first)? This would reduce the need to either bot a PC or wait for what could be several days.


Character sheet
Alex - Oracle of Life wrote:

Rules question, my normal land speed would be 30 ft, except that I took the curse that reduces my land speed by 5 ft., so it is now 25 ft.. If my equipment weight takes me to a medium encumbrance, does my speed drop to 20 or 15?

I already asked the DM and he wasn't sure and said to ask you all. ;)

25-30ft slows to 20ft. There's a table on the Carrying Capacity page


@ Aldhranhald, I'm good with the Inquisitor, Amateur Investigator & Keep Watch, as well as the Azlanti language and the Trap finder.

I did have a question, both your disable device & perception totals do not match the numbers on the sheet. Maybe you clarified this before but I don't remember & honestly, I'm too tired to search. Either later tonight or tomorrow I'll get a look at the "Inquisitor-Mage" and see what I think. Good job on sending me those screenprints by the way!

G'night all!


Ozara "Ozzy" wrote:

We can also say that we're going to delay action, but still want to go before the next monster, right? ...

Maybe we could put a clock on it? Say, if we're in combat and somebody hasn't stated their intentions for their turn and hasn't checked in in the last 14 hours (or 18 hours, or 24 hours, or whatever you think is appropriate), we can assume that they're holding action until the next monster's turn (or until they post again, whichever comes first)? This would reduce the need to either bot a PC or wait for what could be several days.

Yes, of course you can delay action.

I'm certainly NOT going to allow the game to be held up for several days!!!!! (Unless by some prev request which everybody would have to agree to.)

I do expect for people to post at least once a day (most of the time) and would appreciate if possible, being notified ahead of time of any absences.

Yes, we can put a time limit on it. Suggestions?


Character sheet
Stormstrider wrote:

I take it your referring to the alternate creatures you can summon? (to me the boxes look pink or reddish, not orange. That's why I ask.)

If that's it, are you ok with we go on a case by case basis as the game progresses?

They look more orange/peach on my screen, but whatever. They're probably not using a web safe color.

I don't expect to want to summon a bloody human skeleton (the only one for Summon Monster I), but maybe a Hellhound when I get Summon Monster II, and from the hints you've been dropping, it sounds like being able to summon a Merfolk will be handy at some point. And there's more later on.

I do like to do some strategy planning ahead of time (figuring out uses for creatures' special abilities, and guessing what kinds of encounters might be coming up). I don't need to know now which ones you'll allow at all levels now, but it might be nice to know, say, each time I get a new level of summon monster?


Ozara "Ozzy" wrote:
I do like to do some strategy planning ahead of time (figuring out uses for creatures' special abilities, and guessing what kinds of encounters might be coming up). I don't need to know now which ones you'll allow at all levels now, but it might be nice to know, say, each time I get a new level of summon monster?

Yeah, I can work with that! So, first lev if you want the skeleton, have at it! ;)


Character sheet

So, having read through the stuff on the campaign info page, a chaotic alignment might make things difficult for me. With "the law" involving slavery and such, I think it's definitely the right way to go, but all the hellknights are going to make things interesting. Glad I'm not trying to play Illiam in this setting. Still, Ozzy is not going to be cool with the way the Hellknights run the place. Just saying.

So far, we have a Neutral, a Neutral-Good (2, counting the NPC) and a Chaotic-Good. Anyone planning on going lawful?


Joynt Jezebel wrote:
The idea is that the character can turn into a [normal] bat, in which form they cannot use spells but can use SLA's, including Hexes. The first Hex is Slumber. It also allow you to spy and good stealth.

I'm ok with the witch. Question though, I'm not seeing this ability to cast hexes or SLA's in bat form. (It sounds GREAT!) Can you please tell me where you get that from? I'm just not familiar with that. NOT saying your wrong (yet at least!). ;)


Ozara "Ozzy" wrote:

So, having read through the stuff on the campaign info page, a chaotic alignment might make things difficult for me. With "the law" involving slavery and such, I think it's definitely the right way to go, but all the hellknights are going to make things interesting. Glad I'm not trying to play Illiam in this setting. Still, Ozzy is not going to be cool with the way the Hellknights run the place. Just saying.

Yeah, I kept thinking of Illiam as I read the town's description for some reason or other!

I would recommend everybody read at least the sections under GENERAL INFORMATION. The town does have a curfew (sunset) when they close their gates. Camping outside the town walls is 'allowed' but frowned upon 'heavily'. And depending on the Hellknights mood, they may arrest you anyways. :) Nice, friendly place!


Character sheet

Yeah, might be good to make friends with one of the NPCs that live outside the city.

As for hexes, I'm not sure about that. Shapechangers do qualify for the Natural Spell feat though, and if she can cast spells, I would think hexes would work too.


Aldhranhald wrote:
Link to Google Drive folder with the pictures.

@ Aldhranhald, I'm good with this other class (can't remember the name now!) too if you want it.

Could everybody please post with just their avatar, tagline, class and race please? Or whatever you have so far? I would just like to have an updated list of what kind of party we have so far. If anybody else (Ozzy?) wants to make a separate post listing all the characters they can remember, I'd appreciate that as well.


Male Aasimar (Angel-Blooded) NG Oracle of Life Lev.2 | HP: 22/22 (1d8+2+1 FCB) Resist Acid, Cold, & Electricity 5 | Init: +2 | Perc: +1 (DV), SM: +1 (Roll twice, take the lowest) | Defense AC: 17, Tch: 12, FF: 15 (Armor +3, Shld + 2, Dex. +2) | F: +2, R: +2, W: +4 | CMB: +2, CMD: +14 | Offense Spd: 20' Land & 25' Swim | Melee: +2 (1d8+1, X2) Ranged: +3(1d8, 19-20/X2) | Spells: 1st 5/5 | Channel Energy 5/5, DC 15 | Active Conditions: None. | Character sheet

Angel-blooded Aasimar, Oracle of Life.


Character sheet

So far, it looks like we have:

Ozara "Ozzy"
Female CG Fetchling Summoner (Broodmaster/Shadow Caller) 1 | Character sheet | HP: 9/9, resist 5 cold/electricity | AC: 17 (14 Tch, 13 Fl) | CMB: 2, CMD: 16 | F: +0, R: +4, W: +3 | Init: +6 | Perc: +2 (LLV + DV 60ft), SM: +1 | Speed 30ft | Summon Monster I 7/7 | Spells: 1st 2/2 | Active conditions: None.

Aldhranhald
Male N Elf Inquisitor 1 | Elven Immunities: sleep immune +2 vs. enchantments | Judgement 1/day | Lorekeeper at-will | Aldhranhald | HP: 8/8 | AC: 14 (12 Tch, 12 Fl) | CMB: +1, CMD: 13 | F: +2, R: +2, W: +6 | Init: +4 | Perc:+10, SM: +5 Low-light vision Quarterstaff +1/1d6+1 | Short Bow: +2/1d6 | Unarmed Strike: +1/1d3+1 | Speed 30 ft. | Spells 0th:4~; 1st:2 | Inspiration: +1d6 to Skills (4/4 per day) | Active Conditions: None

Zero Zephyrus
Male NG Half Elf Bladebound Kensai 1 Half Elf | HP: 11/11 | AC: 13 (13 Tch, 10 Fl) | CMB: +3, CMD: 14 | F: +5, R: +1, W: +4 | Init: +2 | Perc: +3, SM: 0 | Speed 30ft | Magnus Pool: 4/4 | Malleable Magic:1/1 | 1st Level Spell: 1/1 | Active conditions: None.

For first level at least,
Alex - Oracle of Life
Male Aasimar (Angel-Blooded) NG Oracle of Life | HP: 11/11 (1d8+2+1 FC) Resist Acid, Cold, & Electricity 5 | Init: +2 | Perc: +1 (DV), SM: +1 (Roll twice, take the lowest)] | Defense AC: 17, Tch: 12, FF: 15 (Armor +3, Shld + 2, Dex. +2) | F: +2, R: +2, W: +3 | CMB: +1, CMD: +13 | Offense Spd: 20' Land & 25' Swim | Melee: +1 (1d8+1, X2) Ranged: (1d8, 19-20/X2) | Spells: 1st 4/4 | Channel Energy 5/5, DC 15 | Active Conditions: None. | Character sheet

Sounds like Joynt is doing a skinwalker witch.

WarforgedMan (Baradim) is talking about going dwarf and either cleric or warpriest, with the good and protection domains. Said he's waiting on Joynt to before deciding.

Mandraiv was talking about a human barbarian and an asimar paladin (I would be against the latter, given the setting), but hasn't checked in in a while.

Did I miss anyone?


Stormstrider wrote:
Joynt Jezebel wrote:
The idea is that the character can turn into a [normal] bat, in which form they cannot use spells but can use SLA's, including Hexes. The first Hex is Slumber. It also allow you to spy and good stealth.
I'm ok with the witch. Question though, I'm not seeing this ability to cast hexes or SLA's in bat form. (It sounds GREAT!) Can you please tell me where you get that from? I'm just not familiar with that. NOT saying your wrong (yet at least!). ;)

The reason you can't cast most spells in other forms is you can't do the verbal and somatic components. Unless you are a druid with natural spell.

Spell like abilities and hexes don't have verbal and somatic components, so there is no reason why not.


Joynt Jezebel wrote:

The reason you can't cast most spells in other forms is you can't do the verbal and somatic components. Unless you are a druid with natural spell.

Spell like abilities and hexes don't have verbal and somatic components, so there is no reason why not.

Aaahh! Sounds reasonable. I'm just curious if there's anything in the RAW about it. Please don't get upset if I ask our resident rules knowledge guy about it?

@ Ozzy, do you know if there's anything RAW or otherwise about casting hexes & SLA's in bat (or any other animal for that matter!) form?


Ozara "Ozzy" wrote:
Did I miss anyone?

I think you got them all! Thanks!


Character sheet

I'm fairly certain it's not specifically addressed, which makes it a matter of GM interpretation.

Joynt is wrong about them being SLAs. Most hexes are Supernatural abilities, while a few are Extraordinary abilities. Still, supernatural and extraordinary abilities, based on their descriptions on the magic page, require less of an action to activate than an SLA (excluding any physical activity involved in using it after it has been activated), and and SLA is activated mentally.

On the other hand, supernatural and extraordinary abilities tend to be more "physical" and tied to the shape. Changing shape could provide new Su and Ex abilities, so it makes less sense to maintain the ones you had in your previous form.

Though it's clearly not RAW, as a compromise, I would probably rule that it requires the Natural Spell feat if a player in a game I was GMing wanted to do this.


I have put the question out there on the internet. Let's see what kind of answers (if any) come back. If any of you want to check it out:

Spell-like abilities & hexes usable in animal form?

I'm currently working on getting more map location descriptions entered in the 'Campaign Info' tab. I'm up to 30 out of the 43 locations! Almost there!

@ Aldhranhald, you will probably be interested in checking out locations 22, 23 & 24 on the map! I kept thinking of you while entering them.


Tangar Male Human (Ulfen) CG Barbarian 1 | HP: 16/16 (1d12 + 3 + 1 FC) | Init: +5 | Perc: +5, SM: +1 | AC: 19, Tch: 13, FF: 16 (Armor +4, Shld + 2, Dx. +3) | F: +5, R: +3, W: +1 | CMB: +5, CMD: +19/16Fl | Speed 40ft | Melee: MWBattleaxe +6 1d8+7 x3, Dagger +5 1d4+7 19-20 x2 | Ranged: Throwing Axe+4 1d6+5 x2
Stormstrider wrote:

@ Mandraiv, Sent you an email with a question, but maybe someone on here knows the answer? For Aasimar, I'm told taking the angel blooded variant heritage, will give you wings eventually? Does anybody know where I can find that info?

EDIT: Never mind! Of course after I pose the question I find the answer!

Bahahahha.... Feats.. feats are how it happens..


YAAAYYYYYYYYYYYYYYYY!!!!! I have finally completed entering all the town info on the 'Campaign Info' tab! I am soooooooooooooooo glad I found the PDF with all the campaign info & could just copy it from there! If I had had to type the town info, you all would have gotten very little to be honest! And of course that PDF is making the map part so much easier as well! I'm a 'happy camper' right now! :D


Okay, everybody, I'm going to put a dead-line of Friday, Feb. 17th to have your character created, tag line, & character sheet. I'm hoping for everybody to be done sooner! The sooner you all are done, the sooner we can begin to play!

If you are human, half-orc, dwarf, elf or half-elf (the basic composition of the population of Fort Inevitable) you can choose to say you grew up in Fort Inevitable, or if you can convince me with your backstory that you did, then I will grant a + 2 competence bonus to knowledge local. (Though this will have very little - if any - effect on the module.)


One thing about this module I didn't like is it really gave me nothing on how to bring the PC's together, or get them started on the adventure, other than the fame of the Spire. In the Gameplay I have posted a 'beginning' of sorts that is purely my own creation. So here is your first impression of me as a storytelling DM. I would like to know your opinions of how I did there please? I do feel the part with the guards was maybe a little rushed/robotic? But without interaction I found it difficult to do & I wanted to go ahead and get to the message board. Also, the quests on there are from the module, but the whole design of the board is my own creation as well. How did I do please?

FEEL FREE TO START ROLE-PLAYING IN THE GAME-PLAY TAB!


Male NG Half Elf Bladebound Kensai 1|Character Page | HP: 11/11 | AC: 15 (12 Tch, 13 Fl) | CMB: +3, CMD: 14 | F: +5, R: +1, W: +4 | Init: +1 | Perc: +3, LLV, SM: 0 | Speed 30ft | Magnus Pool: 4/4 | 1st Level Spell: 1/1 | Spell Failure:15%|Active conditions: None.

It looks fine, the only thing I can say is perhaps a bit more pacing would have been good? That's a lot of information for a player to deal with, and decide what aspect to focus on. But that's just my .02$


Zero Zephyrus wrote:
It looks fine, the only thing I can say is perhaps a bit more pacing would have been good? That's a lot of information for a player to deal with, and decide what aspect to focus on. But that's just my .02$

Thanks! I can see your point!

I wanted to start with a big BANG so to say. So, I guess I did! As far as the quests, they all go to the same place, you just got to go meet these people first & no reason you can't see all of them before going to the Spire right?


I could just see Ozzy saying she would tear off the notices and take them with her, so I had to come up with something to deter her!

I guess I need to remember Ozzy is not Illiam, and wait to see how she acts here.

Sorry Ozzy!


@ Zero, just to point out, on your tagline you have half elf in there twice. Also on your character sheet, you have dancing lights listed as both a o-level and a 1st level.

And could you please include a link to your character sheet in your tag as well?


Aldhranhald Male N Elf Cle 1/Inq 4 of Irori | Elven Immunities: sleep immune +2 vs. enchantments | Judgement 2/day | Lorekeeper/Track @ will | | HP: 25/25 | AC: 21 (14 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +6, R: +4, W: +9 | Init: +8 | Perc:+13, SM: +5 | Low-light vision Quarterstaff +4/1d6+1 | +1 Lt. X-bow +7/1d8+1 (19/20x2) | Gauntlet: +4/1d3+1 | Speed 30/20 ft. | Spells 0th:9~; 1st:6; 2nd:2 | Inspiration: +1d6 to Skills (4/4 per day) | Active Conditions: None

Yikes!!! I almost cheated and in a big way. I woke up in a hot panic this morning realizing that I moved an 18 from Dex into Wis, that wasn't a true 18, it was a 16 that turned into an 18 because of the +2 from Elven race... Needless to say I made the adjustments as soon as I woke up.

I decided not to take the Inquisitor-Mage, as nice as having a couple more arcane spells would be, I just didn't want to give up the knowledge domain and everything that comes along with it. I did also change out one spell, acid splash for Read Magic. I'm not planning on being a major damage dealer anyway, so I'll leave the damage to others and focus on helping solve puzzles and traps, and understanding magic.

Avatar, quickbar, and sheet are all updated with everything complete and correct.

Just for my own sanity I'm putting the original roll from the stat array, and the adjustments here, so I can make sure I did it right.

STR 13 (no adjustment) =13
DEX 14 (+2 Elf) = 16
CON 12 (-2 Elf) = 10
INT 16 (+2 Elf) = 18
WIS 16 (no adjustment) = 16
CHA 9 (no adjustment) =9

Everything else is right, and I'm sure I'll have time later today to add some additional details to his backstory/campaign journal to explain the Inquisitor class and divine spells.

Stormstrider, about Disable Device and Percetion. They look like this: Disable Device: 8 = +3 (Dex mod) +1 (skill rank) +3 (class skill from Trapfinder Trait) +1 (Trait bonus, also from Trapfinder Trait).

Perception: 9 = +3 (Wis mod) +1 (skill rank) +3 (class skill from Inquisitor) +2 (from Elf race).

Hopefully that answers all questions?! And I am done. I'm done tweaking. I'm done messing with Aldhranhald. He's done, he's good to go. I'll get that backstory updated later, and I'll get an RP post up in gameplay as soon as I can.


Thanks for clarifying! No Prob! Glad you caught it!


Stormstrider wrote:
I wanted to start with a big BANG so to say.

Why not? I mean it worked well enough for the universe. 13.82 billion years and still going strong.


@ Joynt, to my rules question about SLA's and hexes in bat-form; 5 responses so far. 4 of the 5 concur that you can do it & I actually concur. As long as there is no verbal or somatic component (or even if you had both the Still spell & silent spell feats) I will allow it. - Thus making you quite powerful & interesting!


Just out of curiosity & 'WHAT THE !@#%*!!!!' - Anybody ever seen anything like this and what the !@#%* is it supposed to be?

What the !@#%*?!?!?!


Male NG Half Elf Bladebound Kensai 1|Character Page | HP: 11/11 | AC: 15 (12 Tch, 13 Fl) | CMB: +3, CMD: 14 | F: +5, R: +1, W: +4 | Init: +1 | Perc: +3, LLV, SM: 0 | Speed 30ft | Magnus Pool: 4/4 | 1st Level Spell: 1/1 | Spell Failure:15%|Active conditions: None.
Stormstrider wrote:

@ Zero, just to point out, on your tagline you have half elf in there twice. Also on your character sheet, you have dancing lights listed as both a o-level and a 1st level.

And could you please include a link to your character sheet in your tag as well?

It should be fixed now, thanks for telling me. Also, whatever that thing is, please say its not our problem!


Zero Zephyrus wrote:
... whatever that thing is, please say its not our problem!

Literally LOL!!! Luckily for the party, no it is not your problem! I just came across the image while searching for something that will be your problem, and I had to share it!


Character sheet
Stormstrider wrote:
...and what the !@#%* is it supposed to be?

A Kamadan, apparently.

:P


Stormstrider wrote:
@ Joynt, to my rules question about SLA's and hexes in bat-form; 5 responses so far. 4 of the 5 concur that you can do it & I actually concur. As long as there is no verbal or somatic component (or even if you had both the Still spell & silent spell feats) I will allow it. - Thus making you quite powerful & interesting!

Thanks Stormstrider. And the person who said you cannot is met by a quote from the rules directly contradicting their reasoning.

As Dragonchess points out, if you use psychic spell components you also don't need a human form. There is a sorcerer bloodline that uses those. But my character is a Witch.

And I don't mean to be pedantic, but I am already quite powerful & interesting! Now my character will be too.


I keep forgetting to say, some profession Cartography is needed for a proper completion of the Lord Abenard Royst quest! If he wants maps of the spire, that should be kind of obvious, but oh well.

1 rank will give you very basic maps (depending on how well you roll also) which will give you a minimal Gp reward. The better the maps, the better the reward!


Character sheet

I'll get some RP for Ozzy up in a bit, as well as some backstory. Because of the name (and playing a little too much Borderlands TPS), I keep slipping into a vaguely australian accent when I try to think about her voice, but having a distinctive accent doesn't really fit her backstory unless she picked it up on the shadow plane (and I don't think the exuberant Aussie dialect I have in mind would fit there). It might be fun to have a character that sounds like Janey Springs, though.


Wow, it amazes me how this group (in both Mended's campaign & mine) seems to 'die' on the weekends. Your lives must be different from mine! The weekends is when I seem to have the most free-time!


I have a couple of suggestions.

First, you could make the life oracle a merfolk. Then, with the curse lame, they would not be able to move at all.

Incidentally, there was some discussion of -

"Lame

Source PRG:APG

Effect

One of your legs is permanently wounded, reducing your base land speed by 10 feet if your base speed is 30 feet or more. If your base speed is less than 30 feet, your speed is reduced by 5 feet. Your speed is never reduced due to encumbrance.

At 5th level, you are immune to the fatigued condition (but not exhaustion).

At 10th level, your speed is never reduced by armor.

At 15th level, you are immune to the exhausted condition."

Second, I intend to name my character Ozzy too. With some sensible name changes, to Ozzy in one case and Oi in three, we can have a party called Ozzy Ozzy Ozzy Oi Oi Oi. It will also mean there are less names to remember, reducing possible confusion.


Character sheet

We are amused.


Character sheet
Stormstrider wrote:
Wow, it amazes me how this group (in both Mended's campaign & mine) seems to 'die' on the weekends. Your lives must be different from mine! The weekends is when I seem to have the most free-time!

Weekends are usually better (or at least no worse, on average) for me. Caught me on a busy week, though. Got something up now. Also, if I'm even awake in the morning, it's usually because I'm working.


Joynt Jezebel wrote:
Second, I intend to name my character Ozzy too. With some sensible name changes, to Ozzy in one case and Oi in three, we can have a party called Ozzy Ozzy Ozzy Oi Oi Oi. It will also mean there are less names to remember, reducing possible confusion.

Um, No. Not only no, but H - E - double hockey sticks NO!

No 2 characters with the same name! Too confusing!


Character sheet
Stormstrider wrote:
Joynt Jezebel wrote:
Second, I intend to name my character Ozzy too. With some sensible name changes, to Ozzy in one case and Oi in three, we can have a party called Ozzy Ozzy Ozzy Oi Oi Oi. It will also mean there are less names to remember, reducing possible confusion.

Um, No. Not only no, but H - E - double hockey sticks NO!

No 2 characters with the same name! Too confusing!

He was joking. It was in reference to this: Aussie Aussie Aussie, Oi Oi Oi


Ozara "Ozzy" wrote:
Stormstrider wrote:
Joynt Jezebel wrote:
Second, I intend to name my character Ozzy too. With some sensible name changes, to Ozzy in one case and Oi in three, we can have a party called Ozzy Ozzy Ozzy Oi Oi Oi. It will also mean there are less names to remember, reducing possible confusion.

Um, No. Not only no, but H - E - double hockey sticks NO!

No 2 characters with the same name! Too confusing!

He was joking. It was in reference to this: Aussie Aussie Aussie, Oi Oi Oi

Ah! I didn't catch the reference! I figured he was joking, but with this bunch ya just never know ... so I figured better safe then sorry! :)


More progress!

I've got the pictures for all the creatures through level 10 so far! Saving the pictures in groups according to their level has helped me see clearer how many different creature types are on each level. Sometimes I look at it and it's like: There's that many creatures just on this one level? That's going to be tough! hehehehehe (evil chuckles)

I have the maps edited & fog-of-war'd through level 4!

I also started copying the spell templates, but then realized since my maps are a little larger, the templates are going to have to be adjusted, but that should be no big deal.

Also since my maps are larger and more detailed, there's a lot of 'fog-of-war', so I'm going to do a separate page for each map, which I realize means I'll have to update the link for the battle-grid each time we get to a new level, but no big deal either.

Once we clear a map, I may put a link for it at the top of the page in case we need to refer back to it for any reason. After all, any time you choose to head back to town to rest or shop or whatever, you pretty much have to go back through each previous level right? Will anything else have moved in? Or maybe there's some ingenious way to by-pass that? Hmmm ... bwahahahaha!!!!!!!!!!!!! ;)

Just to be clear, at the very least for selling of loot & shopping, you will be expected to go back to town. Also, I don't think you could caarry enough water & rations with you to last the entire dungeon!


Aldhranhald Male N Elf Cle 1/Inq 4 of Irori | Elven Immunities: sleep immune +2 vs. enchantments | Judgement 2/day | Lorekeeper/Track @ will | | HP: 25/25 | AC: 21 (14 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +6, R: +4, W: +9 | Init: +8 | Perc:+13, SM: +5 | Low-light vision Quarterstaff +4/1d6+1 | +1 Lt. X-bow +7/1d8+1 (19/20x2) | Gauntlet: +4/1d3+1 | Speed 30/20 ft. | Spells 0th:9~; 1st:6; 2nd:2 | Inspiration: +1d6 to Skills (4/4 per day) | Active Conditions: None

Well, that was one of the reasons I took Create Water as a zero level spell. At the very least we'll have fresh clean drinking water. Also, I've been in dungeons where we had to eat the meat of the monsters we killed. It happens. Obviously it's not preferable, but survival sometimes dictates such things. :)


Aldhranhald Male N Elf Cle 1/Inq 4 of Irori | Elven Immunities: sleep immune +2 vs. enchantments | Judgement 2/day | Lorekeeper/Track @ will | | HP: 25/25 | AC: 21 (14 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +6, R: +4, W: +9 | Init: +8 | Perc:+13, SM: +5 | Low-light vision Quarterstaff +4/1d6+1 | +1 Lt. X-bow +7/1d8+1 (19/20x2) | Gauntlet: +4/1d3+1 | Speed 30/20 ft. | Spells 0th:9~; 1st:6; 2nd:2 | Inspiration: +1d6 to Skills (4/4 per day) | Active Conditions: None
Typical Hellknight wrote:
I didn't realize the eidolons can talk! Totally surprised me! And how did you like that bit of 'story-telling'?

I liked it from the perspective of it being very "keystone cops." However, as a bit of a storyteller myself, I've learned that every action has consequences. You've just told us that three Hellknights are shocked, panicked, and discombobulated by the sight of a little girl and a talking monster. Frightened to the point of calling in higher powers to tell them what to do, and confused to the point that they let the little girl and her "monster" walk right past them.

Funny, yes, but the consequences of that could be many: 1) it makes the Hellknights look like frightened children, where they are supposed to be stoic warriors. Warriors whose whole purpose is to fight demons... 2) They've made it seem as though they are going to sound an alarm to take Ozzy into custody. This would put all the security in the city on alert, actively looking for a girl and her monster. If Ozzy does get taken into custody, that might make for some great RP, but it will also more than likely delay the party getting to know each other. 3)From what I've read in the campaign background, if the Hellknights don't like you, it's possible they'll just straight up kill you, for not other reason than they don't like you, which would put Ozzy already at a decided disadvantage in terms of being able to come back into town and do any business she needs to do.

Like I said, I liked it, I actually laughed out loud, but I worry for what such an interaction bodes for the future. Perhaps, and this is just a suggestion, when the Hellknights gain their composure (without ever blowing the alarm), it would be best for them to have a little conversation about being ashamed of their sudden and uncontrollable fear, and to not tell anyone what happened. It would be a lot easier for things to continue on "as normal" that way.

I do not want all this to sound condescending or like an attack on your narrative. You are the GM and you can, and should run your NPCs however you see fit. I just wanted you to know that other people might read into what you say, in a way that you never intended. That is the power of storytelling, once it leaves your fingertips, it is no longer just yours, and, especially in an RPG, things might happen because of it that you never thought about. Being this early in the game it is a good place to have a conversation like this, so we all remember that every communication passes out of my filter, and then is filtered differently by every recipient. You cannot account for other people's filters. :D

I offer all of the above with all respect, gratitude, and admiration for what you are offering to us all! Thanks!

MendedWall


Aldhranhald wrote:
Typical Hellknight wrote:
... Perhaps, and this is just a suggestion, when the Hellknights gain their composure (without ever blowing the alarm), it would be best for them to have a little conversation about being ashamed of their sudden and uncontrollable fear, and to not tell anyone what happened.

Thank you VERY MUCH Mended! I mean that! I truly appreciate getting some input from you! And you are ABSOLUTELY correct in what you say!

First, let me explain why I went that route. I figured the way they just kind of talked over each other in the first part, not allowing Ozzy to respond before asking another question and so forth, that already started down the path showing them off as idiots. When the eidolon talked, that caught me totally off guard & I wasn't sure how they should react. So I decided to continue down that path with some humor, rather than getting Ozzy into more trouble right then & there.

Also I appreciate your suggestion, which I kept in the 'quote'. This is exactly what I was planning to do! The party doesn't know this yet, but I'm ruling that these guards happened to be new recruits, that haven't seen action yet. If word of this 'reaction' gets back to their sergeant, they will be in deep doodoo! So, yes, they are going to keep it all to themselves. What's going to happen the next time they see Ozzy or the eidolon? Remains to be seen (though I have some ideas already ...).

Again than you. I hope to hear more input from you in the future! I'd really like to hear what you thought of my first opening, how I 'brought' everybody together at the message board.


Character sheet

I hope my action helped them calm down. Their reaction does seem WAY out of character for hellknights, but I suppose if they put new recruits on the northern gate, which is described as having less security than the others (I described them as if they were wearing the full Hellknight armor, which you don't get until you've killed a devil, but that can be retconned).

I can just imagine a group of green recruits going from freaking out about Mr. Blinky to fawning over him once they realize he's not a threat (or at least not acting threatening) because they've never seen a sentient magical beast up close before. If there were cell phones in Golarion, I bet these guys wouldn't let them pass until they each got a selfie with Mr. Blinky :)


Aldhranhald Male N Elf Cle 1/Inq 4 of Irori | Elven Immunities: sleep immune +2 vs. enchantments | Judgement 2/day | Lorekeeper/Track @ will | | HP: 25/25 | AC: 21 (14 Tch, 18 Fl) | CMB: +4, CMD: 19 | F: +6, R: +4, W: +9 | Init: +8 | Perc:+13, SM: +5 | Low-light vision Quarterstaff +4/1d6+1 | +1 Lt. X-bow +7/1d8+1 (19/20x2) | Gauntlet: +4/1d3+1 | Speed 30/20 ft. | Spells 0th:9~; 1st:6; 2nd:2 | Inspiration: +1d6 to Skills (4/4 per day) | Active Conditions: None

@Stormstrider, about the opening salvo you posted? Excellent. I thought it did a great job of giving everyone options, opening up the city to exploration, and establishing the idea that there's more than one way to skin any cat in your Emereld Spire adventure. It also lets us, the adventurers, have an organic way to meet each other. Excellently done.

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